[RELz] Oblivion XP Update

Post » Wed Sep 01, 2010 10:04 pm

Oblivions main into will start then all of a sudden it will close to desktop and repeats every time I run oblivion with Oblivion XP Active.
Load Order
[x]Oblivion.esm
[x]MMM for OOO.esm
[x]MMM.esm
[x]OOO.esp
[x]OOO Thievesguild difficulty
[x]OOO Potions
[x]OOO Birthsigns
[x]OOO Magic Effects + Spells
[x]OOO Magic Effects + Enchantments
[x]OOO Dangerous Traps
[x]OOO Armor Perks
[x]OOO Magic Game Settings
[x]OOO Combat Skills Perks Marksmanship
[x]OOO Deadly Combat
[x]OOO DLT Immersion
[x]Living Econemy.esp
[x]Oblivion XP.esp
[x]Oblivion XP OOO.esp
[x]Knights
[x]DLCSI
[x]CM Partners.esp
[x]MMM for OOO.esp
[x]MMM Additional enemy npc vars.eso
[x]MMM Diverse Creature Skin
[x]MMM Foxes
[x]MMM Gems & Dust
[x]MMM Hunting & Crafting
I have OBMM and OBSE v18
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Julie Ann
 
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Post » Wed Sep 01, 2010 5:39 pm

Welcome to the forums!

Ok, a couple of things. Can you run OOO + MMM without a Bash Patch? I've never run those, so I don't know, but I think most people create a Bash Patch to improve compatibility. Also, get rid of Oblivion XP OOO. Oblivion XP has had OOO support built in for quite a while - I have no idea why that patch got created. Even before I started working on it, support was built in.

Lastly http://www.gamesas.com/index.php?/topic/1126021-relz-boss-better-oblivion-sorting-software/ your load order. It will make sure everything is sorted correctly. It will also assign Bash tags which will make using Wrye Bash easier.

A crash immediately on start up could also indicate a menu problem. Are you just using the vanilla UI? In other words, not using anything like Darnified UI? You have to install the custom UI (like Darn) first and then install Oblivion XP. When you install Oblivion XP, you need to select which UI you are using so it can copy the proper menus over. You must use OBMM to get the automated install where it prompts you about the menus. Otherwise you will have a lot of copying and renaming to do because the menus have to have specific names. I see that you're using OBMM, but I just want to make sure.

Lastly, once you get all that sorted, I'd suggest running the http://www.gamesas.com/index.php?/topic/1121078-relz-unofficial-oblivion-patch-320-unofficial-patch-supplementals/. These fix a number of bugs and have some things to improve game stability.
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Naomi Ward
 
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Post » Wed Sep 01, 2010 10:19 pm

Andalaybay; what did you and/or SirFrederik change to the hud_info_menu.xml file? Using the version of Oblivion XP places the names of NPC's on top of the compas when I use it together with DarkUId DarN, so I figured I'd just merge the two XML files, but I'm having some trouble finding the OblivionXP changes.

Oblivions main into will start then all of a sudden it will close to desktop and repeats every time I run oblivion with Oblivion XP Active.

To add to andalaybay; if you CTD as the main menu loads check to see if your mods are installed properly (data folder, not the root install folder), also see if all the master files for your activated mods are present and active as well.
What also worked for me on occasion is moving all the files and folder under "My Documents/My Games/Oblivion" to a different location then start the game (you can move the saves back later if it worked).
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Auguste Bartholdi
 
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Post » Wed Sep 01, 2010 11:03 pm

Just a small suggestion, adding XP for the different stages of the arena would be nice. It's hard and takes forever to level up for your next match, especially considering most matches end pretty quickly. Rewarding some XP for beating your opponents and advancing in rank would be nice, 1000+ or so that scales along with your level. If you're higher level than your opponent reward less, etc...

Other than that, excellent work so far. I think SirFrederik would be proud.
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Natasha Biss
 
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Post » Wed Sep 01, 2010 3:09 pm

Andalaybay; what did you and/or SirFrederik change to the hud_info_menu.xml file? Using the version of Oblivion XP places the names of NPC's on top of the compas when I use it together with DarkUId DarN, so I figured I'd just merge the two XML files, but I'm having some trouble finding the OblivionXP changes.


SirFrederik isn't around at the moment, so 4.1.6 and onwards is all my fault :)

Re. finding stuff: you and me both! I haven't touched the HUD stuff at all yet, partly because I'm having a heck of a time figuring it out. I think SirFred just took the regular xml files from DarN or DarkUId DarN and added a few lines or sections. I would use something like WinMerge to find the changes. SirFred also has a bunch of stuff in scripts. I haven't really gone through those yet, but I fear he might be doing some UI stuff in there as well. I think most of the stuff SirFred added has ObXP somewhere in the name though...

I just had a quick look at the script and it appears that he's just controlling the visibility of the log and the colour of the XP bar. You know that you can control the appearance of the log, right?

Sorry I can't be more help than that. I do intend to see if I can do anything with the UI in a future release...
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Kelsey Hall
 
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Post » Wed Sep 01, 2010 6:57 pm

Just a small suggestion, adding XP for the different stages of the arena would be nice. It's hard and takes forever to level up for your next match, especially considering most matches end pretty quickly. Rewarding some XP for beating your opponents and advancing in rank would be nice, 1000+ or so that scales along with your level. If you're higher level than your opponent reward less, etc...

Other than that, excellent work so far. I think SirFrederik would be proud.


Interesting idea. I'll have to investigate that some more and see if there's anything to be done. The arena stuff is just one big quest, so it might be tricky to award points along the way. It would be possible to award a whole bunch of points at the very end - I think the quest finally ends when you become champion. I do believe you get different ranks in the arena though, so I might be able to detect that and award some points along the way :)
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zoe
 
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Post » Wed Sep 01, 2010 1:04 pm

The "Arena" quest uses a variable called "CombatantsKilled" to keep track of things every time the player tells Oswen (sp?) he's ready for another match, maybe you could use that?
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DAVId Bryant
 
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Post » Wed Sep 01, 2010 5:50 pm

Andalaybay, I would like to get rid of the HUD Oblivion XP level progress bar, that comes with the mod, because I`m using the one from HUD Status Bars now. Do you know which script of Oblivion XP I need to edit to achieve this?
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Irmacuba
 
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Post » Wed Sep 01, 2010 11:53 am

The "Arena" quest uses a variable called "CombatantsKilled" to keep track of things every time the player tells Oswen (sp?) he's ready for another match, maybe you could use that?


Possibly, but my concern with using that is that it might be updated after you kill each individual combatant. There are a couple of times when you face multiple combatants at once, and I don't know if that variable is just updated once for the group or updated after each combatant is killed. I'm also concerned that this would be too many points. You already get points for the kills themselves (well you should be anyway :)). If I added points for arena matches, I would rather go with points upon rank advancement or points upon quest completion.

Andalaybay, I would like to get rid of the HUD Oblivion XP level progress bar, that comes with the mod, because I`m using the one from HUD Status Bars now. Do you know which script of Oblivion XP I need to edit to achieve this?


Somehow I just knew you were going to ask this :) Did you know that you are predictable? ;) For those who don't know, I helped Klaus set up TNO's HUD Status Bars for Oblivion XP, so I figured he'd wonder how to shut off the Ob XP one eventually - and I am just teasing here!

Anyway, to answer your question: the only way to turn off the XP progress bar is to shut off the log as well. Press and hold down the L key, then press the left arrow key two or three times until the HUD bar disappears. This will not only remove the HUD progress bar, but will also stop messages from appearing when you've earned points for something. SirFred did not separate these two functions and I haven't touched this part of the mod yet. Also, I believe you will have to redo this everytime you re-load the game.

Your other option is to edit the xml yourself. Make a backup of Data\menus\main\hud_main_menu.xml and try removing the section titled . If you don't know anything about xml, I wouldn't recommend editing this file though. Perhaps I can try a quick edit and see if this removes the progress bar. I'm not sure what effect it would have on the scripts, though.
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BethanyRhain
 
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Post » Wed Sep 01, 2010 3:33 pm

Thanks, mate. I`m going to give this a try. I already looked into the scripts and I know a bit about XML editing, I`ll be fine, I think.

*Edit*

Ok, I`m back. I edited the hud_main_menu.xml and changed the visible status of the ObXP_bar to false:

Before:


&generic;
&true;


1





After:


&generic;
&true;
&false;


No more level progress bar! Thank you.
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Leonie Connor
 
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Post » Thu Sep 02, 2010 12:08 am

Thanks, mate. I`m going to give this a try. I already looked into the scripts and I know a bit about XML editing, I`ll be fine, I think.

*Edit*

Ok, I`m back. I edited the hud_main_menu.xml and changed the visible status of the ObXP_bar to false:

Before:


&generic;
&true;


1





After:


&generic;
&true;
&false;


No more level progress bar. But the log seems to change its position.


Even better! Can I get you to fix the HUD stuff? Just kidding - I really do need to learn this stuff. Is the new position of the log a problem? Could you post a screenshot?
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Mimi BC
 
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Post » Thu Sep 02, 2010 12:36 am

No, the position of the log stays the same, it`s ok. But I need to tweak it a bit. I will do that tomorrow.

I learned a little about the XMLs messing around with DarN`s UI, but these are really, really basic things I learned. I could not write the XML, just manipulating stuff, that is already there. You can ask DarN on his forum though, if you need help with more complex stuff.
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Kat Ives
 
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Post » Wed Sep 01, 2010 12:16 pm

No, the position of the log stays the same, it`s ok. But I need to tweak it a bit. I will do that tomorrow.

I learned a little about the XMLs messing around with DarN`s UI, but these are really, really basic things I learned. I could not write the XML, just manipulating stuff, that is already there. You can ask DarN on his forum though, if you need help with more complex stuff.


Yeah, I'm actually a member of DarN's forums already. I just have to sit down and go through it all... The main thing is sorting through the names he's used for stuff. xml normally has a DTD or XSD - I wish DarN had one! A DTD is a Document Type Definition ( or XSD is XML Schema Definition) and it's like a data dictionary for the xml - explains the structure of the xml so you know what's allowed where.

Anyway glad you got it sorted. When people complain about the HUD progress bar, I'll let them know they can hide it and use TNO's mod until I get it fixed!
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Guy Pearce
 
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Post » Thu Sep 02, 2010 12:08 am

Just wanted to say thanks for the updates. :D
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Rex Help
 
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Post » Wed Sep 01, 2010 10:10 pm

First of third party mod patches uploaded to main download page. Also updated details in second post of this thread - third party mod support explained better.
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Lynette Wilson
 
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Post » Wed Sep 01, 2010 10:00 am

Nice update. But Sneak attack + poison not working.

I start a new game, use BOSS to load order. I use bow and founding the mortar and pestile and the damage health point, then I tried at the goblin. Sneak, Bow, The goblin run in my direction, die and no XP gain. Tried again in the Shaman in Tutorial, now with the 10 damage health potion. The Shaman die in one hit. No XP gain. Again I am in sneak mode.

Later I tried with a normal fight against bandit. Without sneak I gain XP. :)

I have a suggestion too:

Unlocking with alteration spells give the player some XP. I not tried in 4.1.6. But in 4.1.5 was not gain in XP unlocking things using Alteration Spells.

PS: Sorry my English
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naana
 
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Post » Wed Sep 01, 2010 4:18 pm

I think SirFred just took the regular xml files from DarN or DarkUId DarN and added a few lines or sections.

He did for the other xml files, but there's only a vanilla version for the hud_info_menu file. And I've searched the file up and down and I cant' find anything ObXP related (might be because I'm no good at xml moding, who knows).
As a test I've just replaced that file with that of DarkUId Darn and I'll need to do some proper testing, but at first glance everything works fine. Could it be a possibility that SirFred intended to do something with that file, but never did? Or perhaps whatever modification SirFred made to the vanilla version was already present in the DarN UI's
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Mrs. Patton
 
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Post » Wed Sep 01, 2010 11:22 am

Nice update. But Sneak attack + poison not working.I start a new game, use BOSS to load order. I use bow and founding the mortar and pestile and the damage health point, then I tried at the goblin. Sneak, Bow, The goblin run in my direction, die and no XP gain. Tried again in the Shaman in Tutorial, now with the 10 damage health potion. The Shaman die in one hit. No XP gain. Again I am in sneak mode.Later I tried with a normal fight against bandit. Without sneak I gain XP. :)I have a suggestion too:Unlocking with alteration spells give the player some XP. I not tried in 4.1.6. But in 4.1.5 was not gain in XP unlocking things using Alteration Spells.PS: Sorry my English


Ok, I'll look at the poison kill script again. I wouldn't think being in sneak mode would matter, but this game does odd things sometimes... Who knows, perhaps being in sneak makes it so that even the scripts can't detect you :) I didn't do any testing with sneak because my marksman is so bad that wasn't an option, but I'll bump it up and do more testing.

You don't get points for unlocking stuff - you get points for winning the lockpick mini game :) The script is specifically testing the lockpicking miscellaneous stat and that's how it awards points. I don't think unlocking something with a spell requires any skill, so I wouldn't be inclined to award points for that, I'm afraid.

He did for the other xml files, but there's only a vanilla version for the hud_info_menu file. And I've searched the file up and down and I cant' find anything ObXP related (might be because I'm no good at xml moding, who knows).As a test I've just replaced that file with that of DarkUId Darn and I'll need to do some proper testing, but at first glance everything works fine. Could it be a possibility that SirFred intended to do something with that file, but never did? Or perhaps whatever modification SirFred made to the vanilla version was already present in the DarN UI's


Ok, I tracked this down. I misled you earlier. It turns out that if you are running Darnified UI or Dark DarN, that menu is NOT replaced at all. You should have the Dark DarN version of that menu. That's part of the reason why you need to install this with OBMM. The omod script asks which UI you are using and makes sure it copies the proper files. In the case of the Info menu, it doesn't copy anything at all for DarN or Dark DarN. Now that also means you must install your UI first - I'll clarify that in the readme. For BAIN users, I will need some kind soul to create an installation wizard for me:)

So, what you did in the end is correct (copying the menu from Dark DarN). I suspect that it is as you guessed - everything SirFred needed was in the DarN versions already and he only needed to tweak the vanilla version. I suspect that the only tweaks would be for spacing anyway.
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JD bernal
 
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Post » Wed Sep 01, 2010 11:51 pm

@Lost4Ever: I couldn't reproduce your problem. Here's a http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SneakPoisonKill.jpg showing the console messages. As you can see I had no problems sneak-poison killing something. I'll also list the log entries below. Are you using Unnecessary Violence? Oblivion XP can't detect the special combat moves from that mod (so you won't get points for kills when using those moves). If you're not using that, then the only thing I can think of is the fact that you are one-shot killing these guys. The poison kill script does take time and if you one-shot something, maybe it doesn't detect it. So I've added a check into the script to simply check if the actor (i.e. your target) is dead. I will be posting a new version shortly and it will have this change in it. If you find that the new version still doesn't help, then I'd appreciate it if you could turn debugging on. You will need to install Conscribe though. I'm hoping however that the new version fixes this.

Spoiler

Consribe log showing console messages:
ObXP: Poison killed Mountain Lion!
ObXP: Sneak kill was undetected!

Mod log showing actor array and damage:
PrintArray>> [0][0] = FF013540 Mountain Lion
PrintArray>> [0][1] = 0.0000
PrintArray>> [0][2] = 1.0000
PrintArray>> [0][3] = 31.0000
PrintArray>> [1][0] = FF012BAB Boar
PrintArray>> [1][1] = 0.0000
PrintArray>> [1][2] = 1.0000
PrintArray>> [1][3] = 31.0000
PrintArray>> [2][0] = FF012BAE Mountain Lion
PrintArray>> [2][1] = 0.0000
PrintArray>> [2][2] = 1.0000
PrintArray>> [2][3] = 31.0000
Effect Update: Effect = 1313100354 Magnitude = 61.0000
Effect Update: Effect = 1195657542 Magnitude = 10.0000
Effect Update: Effect = 1195657299 Magnitude = 10.0000
Effect Update: Effect = 1162364740 Magnitude = 8.0000
Total damage: 28.0000
Net damage done: 28.0000
Health of target: 7.2197
Creature kills: 3275.0000, NPC kills: 1447.0000
Creature kills: 3276.0000, NPC kills: 1447.0000
Index: 0 Awarding 21.79 pts for: FF013540 Mountain Lion


Edit: Actually I just managed to reproduce it! I was trying to kill a boar. I noticed that the total damage due to the poison didn't equal the loss in health each round, so that's why the script didn't catch it. I suspect the issue is similar for goblins. So it depends on what you're trying to kill! I will do more investigating and see why the poison damage isn't tallying properly. It's also interesting that my test for being dead didn't work either, but I suspect that's due to the nature of the script. It's a scripted effect that controls this and once the critter is dead, it doesn't run anymore, so there's no sense testing to see if it's dead or not! Ah Oblivion scripting is soooo much fun! Actually I am enjoying it - that's why I took this on :)
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Shiarra Curtis
 
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Post » Thu Sep 02, 2010 12:04 am

Ohai


Have OOO 1.3, just downloaded this version of Oblivion XP, OBSE 19 and the latest Oblivion patch which I read were both required for OXP, although killing enemies isn't giving me XP (progression bar didn't move when I killed about 10 enemies, maybe it's clashing with OOO's slower leveling and I'm not noticing anything?) and power attacks for 1H weapons isn't working, so it's obvious I [censored] something up. I'm thinking this might be from me merging the copied Sound and Texture folders for the unzipped files of Oblivion XP to the Data folder, I got a "*whatever* file not found, make sure you installed Oblivion XP correctly" message when I fired up Oblivion with OBSE for the first time so I deleted the all of the OXP files and reinstalled them. Then again I have no idea, I'm going to cry if I have to reinstall everything, help would appreciated.






...Me love you long time...
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Jarrett Willis
 
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Post » Wed Sep 01, 2010 11:59 pm

Ohai


Have OOO 1.3, just downloaded this version of Oblivion XP, OBSE 19 and the latest Oblivion patch which I read were both required for OXP, although killing enemies isn't giving me XP (progression bar didn't move when I killed about 10 enemies, maybe it's clashing with OOO's slower leveling and I'm not noticing anything?) and power attacks for 1H weapons isn't working, so it's obvious I [censored] something up. I'm thinking this might be from me merging the copied Sound and Texture folders for the unzipped files of Oblivion XP to the Data folder, I got a "*whatever* file not found, make sure you installed Oblivion XP correctly" message when I fired up Oblivion with OBSE for the first time so I deleted the all of the OXP files and reinstalled them. Then again I have no idea, I'm going to cry if I have to reinstall everything, help would appreciated.


Oi! Oblivion XP is not going to be happy if it can't find its sounds and textures - especially the textures. It's also going to be upset if it can't find its menus! Yes, it's very picky. I would suggest doing your best to clear everything out, load the game and do a clean save (that's a save without Oblivion XP active). You might have to reinstall your UI (like Darnified UI) after removing all the Oblivion XP files. You might find your game crashes immediately if you don't reinstall the UI if you are using anything other than the plain UI that came with Oblivion.

Then I would try reinstalling with OBMM. Even if you don't normally use OBMM, it is strongly recommended for Oblivion XP until I figure out the inner workings of BAIN and create a BAIN wizard. Installing Oblivion XP manually is STRONGLY NOT RECOMMENDED! That's because Oblivion XP has custom menus that have to be renamed and copied - it's a real pain.

When you re-install, Oblivion XP will figure out your level and give you a level up screen so you can spend all your accumulated experience points - it does that pretty well actually. Once you've re-installed Oblivion XP properly, you should get a message on-screen saying "Initialization Done.Now running Oblivion XP v4.1.6." See the first image on Nexus to see what the on-screen log looks like.

You might not notice the progress bar moving when you kill something. It depends on your current level and how you've set things up (mainly how many points you need to advance to the next level). When you kill something, you should see something in the on-screen log. Press and hold down the L key and press the right arrow key to display or expand the size of the log.

Oblivion XP works fine with OOO, so that in itself is not the problem. I suspect you've just got some installation issues and I think if you try again with my suggestions you should be good to go - I hope so anyway! Also, please have a look at the installation instructions in the readme text file because I have some other tips in there.
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e.Double
 
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Post » Wed Sep 01, 2010 10:35 am

Then I would try reinstalling with OBMM. Even if you don't normally use OBMM, it is strongly recommended for Oblivion XP until I figure out the inner workings of BAIN and create a BAIN wizard. Installing Oblivion XP manually is STRONGLY NOT RECOMMENDED! That's because Oblivion XP has custom menus that have to be renamed and copied - it's a real pain.

How do you install stuff with OBMM? =I


*googles*
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Jerry Jr. Ortiz
 
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Post » Wed Sep 01, 2010 12:31 pm

How do you install stuff with OBMM? =I


Oh! I guess that would be a show stopper :) How did you install OOO? Step one is to follow the installation instructions on this http://www.tesivpositive.animolious.com/?page=obmm. It even has a link to the executable version of OBMM, which I suggest you use. I wouldn't worry about the rest of the stuff on the TESIV: Positive page. It's good reading if you are so inclined, but not required at this point. Step two is to follow the installation instructions in my readme text file (Oblivion XP Readme.txt). Unfortunately you will need to manually extract the readme text file from the archive manually in 4.1.6. That's always the tough part about mods - you need to read the readme file to install the bloody thing, but you can't get at the readme until you've installed the mod - yes we know :sigh: I have fixed the install of the next version so that it at least puts the readme file in the data directory...

Anyway I think I've listed all the steps in my installation instructions in the readme. If you don't understand something, please post again and I'll try to help.
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carla
 
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Post » Wed Sep 01, 2010 4:46 pm

Oh! I guess that would be a show stopper :) How did you install OOO? Step one is to follow the installation instructions on this http://www.tesivpositive.animolious.com/?page=obmm. It even has a link to the executable version of OBMM, which I suggest you use. I wouldn't worry about the rest of the stuff on the TESIV: Positive page. It's good reading if you are so inclined, but not required at this point. Step two is to follow the installation instructions in my readme text file (Oblivion XP Readme.txt). Unfortunately you will need to manually extract the readme text file from the archive manually in 4.1.6. That's always the tough part about mods - you need to read the readme file to install the bloody thing, but you can't get at the readme until you've installed the mod - yes we know :sigh: I have fixed the install of the next version so that it at least puts the readme file in the data directory...

Anyway I think I've listed all the steps in my installation instructions in the readme. If you don't understand something, please post again and I'll try to help.
Okay, so I completed these:

Menus\levelup_menu_Vanilla.xml → Menus\levelup_menu.xml
Menus\Main\stats_menu_Vanilla.xml → Menus\Main\stats_menu.xml
Menus\Main\ hud_main_menu_Vanilla.xml → Menus\Main\ hud_main_menu.xml
Menus\Main\ hud_info_menu_Vanilla.xml → Menus\Main\ hud_info_menu.xml
Menus\Main\ hud_reticle_DarN.xml → Menus\Main\ hud_reticle.xml


But I'm confused about what this sentence means which is right after the first three Vanilla changes...

"and similarly for DarN and DarkUI’d DarN."

If I were to get rid of the DarN and DarkUI'd DarN with their Vanilla counterparts, they would just become levelup_menu , stats_menu , and hud_main_menu , and that would mean I would just have three of the same file name, and it doesn't let me have more than one file name of the same type. What am I supposed to do instead, Oblivion doesn't start through OBSE's loader with just those files changed.
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Ana Torrecilla Cabeza
 
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Post » Wed Sep 01, 2010 6:38 pm

Okay, so I completed these:

Menus\levelup_menu_Vanilla.xml → Menus\levelup_menu.xml
Menus\Main\stats_menu_Vanilla.xml → Menus\Main\stats_menu.xml
Menus\Main\ hud_main_menu_Vanilla.xml → Menus\Main\ hud_main_menu.xml
Menus\Main\ hud_info_menu_Vanilla.xml → Menus\Main\ hud_info_menu.xml
Menus\Main\ hud_reticle_DarN.xml → Menus\Main\ hud_reticle.xml


But I'm confused about what this sentence means which is right after the first three Vanilla changes...

"and similarly for DarN and DarkUI’d DarN."

If I were to get rid of the DarN and DarkUI'd DarN with their Vanilla counterparts, they would just become levelup_menu , stats_menu , and hud_main_menu , and that would mean I would just have three of the same file name, and it doesn't let me have more than one file name of the same type. What am I supposed to do instead, Oblivion doesn't start through OBSE's loader with just those files changed.


As I said, use OBMM to install this. It does all this for you.
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Bek Rideout
 
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