Mod Detectives 111

Post » Sat Feb 19, 2011 6:54 am

The reason i am asking for more enchanting points on soul gems is because with the vanilla one's you can't do anything and i want to change that.
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Fri Feb 18, 2011 11:53 pm

The reason i am asking for more enchanting points on soul gems is because with the vanilla one's you can't do anything and i want to change that.


You can edit some globals to increase soul gem capacity. Can't recall what they were well, but looks like: iSoulLevelValue(Common, Grand, Greater, Lesser, Petty). Check this http://www.tesnexus.com/downloads/file.php?id=2179.
And with UI tweak like http://www.tesnexus.com/downloads/file.php?id=2917 or http://www.tesnexus.com/downloads/file.php?id=17284, you can apply powerful enchantment on your equipments.

**Warning: applying strong enchantment on weapon is not really good thing. You may kill an enemy with 1-hit, but if the enchantment is too strong, you will only find that you have to recharge your weapon after every hit.
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Sat Feb 19, 2011 8:21 am

Wrong thread
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Sat Feb 19, 2011 4:39 am

Thanks LFact! just what i was looking for!
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Sat Feb 19, 2011 2:53 am

i cant find a working copy of CDM new start mod :D
is anyone aware of a working one
EDIT: and deserts of anequina
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Sat Feb 19, 2011 8:46 am

I don't know if this is allowed or not but I woulld like to ask again if anyone knows wher I can find a mod called LNPrecious Ingots, I think it was on nexus but I can't remember. It let you trade septims for baes of gold, silver, palladium and platinum. Amy help would be greatly appreciated and thank you in advance.
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Sat Feb 19, 2011 3:02 am

Does anyone know where a mod that changes the length of the days is or how to edit game files so 12 ingame hours equals 60 minutes in RL or something similar?
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Sat Feb 19, 2011 8:04 am

Does anyone know where a mod that changes the length of the days is or how to edit game files so 12 ingame hours equals 60 minutes in RL or something similar?

Wrye Bash, Cobl (I think), definitely Fran's, and the console ( set timescale to [x]) all spring to mind.
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Sat Feb 19, 2011 4:36 am

Does anyone know where a mod that changes the length of the days is or how to edit game files so 12 ingame hours equals 60 minutes in RL or something similar?


open documents/games/oblivion and edit your oblivion.ini file. Look for the line 'set timescale'. The default timescale setting in Oblivion is 30. That means that one real minute passing equals 30 minutes in the game.

Edit: damn you beat me! lol aahh and its console, damn I thought I was being clever!
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Fri Feb 18, 2011 10:23 pm

Thanks Breton Paladin!
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Sat Feb 19, 2011 3:27 am

Wrye Bash, Cobl (I think), definitely Fran's, and the console ( set timescale to [x]) all spring to mind.

If you use the console command, you cannot later use plugins to change your timescale. Use Bash to do it if you use Wrye Bash. (If you do not see the tweak, you need to upgrade Wrye Bash.) Use COBL to do it, if you do not have Wrye Bash but have COBL. Otherwise, there is no reason to download Fran for such a modification, as there are plenty of stand-alone timescale mods. If you do not care about using mods to change it, the console command is fine. I have used, and still might use, that method because I use the same timescale every time and have no desire to change it. For 60 minutes, you want the setting changed to 1.

Search "timescale" at TESNexus: http://www.tesnexus.com/downloads/search.php?name=Timescale&scid=20&author=&mname=&desc=&size1=&size2=&downloads1=&downloads2=&udate1_day=&udate1_month=&udate1_year=&udate2_day=&udate2_month=&udate2_year=&ldate1_day=&ldate1_month=&ldate1_year=&ldate2_day=&ldate2_month=&ldate2_year=&endorsemants=&images=&readme=&advltonly=&page=1&orderby=name&order=ASC
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Sat Feb 19, 2011 8:52 am

does anyone know if the set timescale command will mess with any mods? (and if it does im not expecting a huge list of incompatibilities)
User avatar
james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

Post » Fri Feb 18, 2011 7:23 pm

does anyone know if the set timescale command will mess with any mods? (and if it does im not expecting a huge list of incompatibilities)

Of course not.
User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Sat Feb 19, 2011 2:03 am

Otherwise, there is no reason to download Fran for such a modification

Oh, true! :) I only meant that if you're considering Fran's, or even planning on installing it anyway, well... that does it too. For the sake of completeness, is all. And even then, I obviously missed a few.

Hm. I think at least a couple of mods can be / should be tweaked, or installed slightly differently, when using a radically different Timescale. Enhanced Vegetation one of them? I can't quite remember atm.

edit: Nothing game-breaking if that is one them - basically, the speed of foliage (or whatever) swaying. :)
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Sat Feb 19, 2011 9:35 am

thank you gentlemen/ladies.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sat Feb 19, 2011 7:04 am

Also, check out http://www.tesnexus.com/downloads/file.php?id=27352 mod that changes the timescale depending on what you do. I have it set to 4 when sneaking for example, it sometimes takes a long time to wait for a good opportunity to strike unseen.
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Sat Feb 19, 2011 8:34 am

If you use the console command, you cannot later use plugins to change your timescale.
That is at best a very misleading statement. After using the console command, the Wrye Bash timescale setting, and any mods that statically changes the timescale will not work, but any mod that adjusts the timescale with scripts, like UOP or my own Automatic Timescale/Real Sleep Extended, will continue to control the timescale as intended.

does anyone know if the set timescale command will mess with any mods? (and if it does im not expecting a huge list of incompatibilities)
Actually, the timescale command (or any mods that changes timescale) will mess with two vanilla Oblivion quests - unless you're using the UOP and/or my Automatic Timescale/Real Sleep Extended mods. This is because those two quests have timing that only work correctly if the timescale is 30, and the UOP and my timescale mods check for the specific quest stages and keep the timescale at 30 during this time.
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Sat Feb 19, 2011 3:07 am

That is at best a very misleading statement. After using the console command, the Wrye Bash timescale setting, and any mods that statically changes the timescale will not work, but any mod that adjusts the timescale with scripts, like UOP or my own Automatic Timescale/Real Sleep Extended, will continue to control the timescale as intended.

Actually, the timescale command (or any mods that changes timescale) will mess with two vanilla Oblivion quests - unless you're using the UOP and/or my Automatic Timescale/Real Sleep Extended mods. This is because those two quests have timing that only work correctly if the timescale is 30, and the UOP and my timescale mods check for the specific quest stages and keep the timescale at 30 during this time.

I was going to mention your mod, and the script adjustment exception. Although, I certainly did not know that the UOP made the adjustment through scripts because it was earlier indicated to me that the UOP could not be used to override the console command, but I guess I had been misinformed as well. Please, excuse my mistake. I certainly do not know everything and do not claim to, but now I know a little more. :)


Edit: wording
User avatar
Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Sat Feb 19, 2011 4:48 am

That is at best a very misleading statement. After using the console command, the Wrye Bash timescale setting, and any mods that statically changes the timescale will not work, but any mod that adjusts the timescale with scripts, like UOP or my own Automatic Timescale/Real Sleep Extended, will continue to control the timescale as intended.

Actually, the timescale command (or any mods that changes timescale) will mess with two vanilla Oblivion quests - unless you're using the UOP and/or my Automatic Timescale/Real Sleep Extended mods. This is because those two quests have timing that only work correctly if the timescale is 30, and the UOP and my timescale mods check for the specific quest stages and keep the timescale at 30 during this time.

Which quests are these?

Oh, and I just discovered your MMO mod.... awesome stuff!
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Sat Feb 19, 2011 2:40 am

Which quests are these?
A Brush with Death and Where Spirits Have Lease. The problem is listed under the Bug section in the Oblivion Wiki for both. I happened to experience it myself in A Brush with Death, but that was before I made my Automatic Timescale aware of those...

Oh, and I just discovered your MMO mod.... awesome stuff!
Thanks :)

I was going to mention your mod, and the script adjustment exception. Although, I certainly did not know that the UOP made the adjustment through scripts because it was earlier indicated to me that the UOP could not be used to override the console command, but I guess I had been misinformed as well.
For those two quests, the UOP chances the timescale through scripting, and therefore overrides the console command. I know, because I looked at those script when I made Automatic Timescale aware of them :)

Please, excuse my mistake. I certainly do not know everything and do not claim to, but now I know a little more.
No need to excuse. I don't know everything either, but I know a few things very well :)
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Sat Feb 19, 2011 10:48 am

A Brush with Death and Where Spirits Have Lease. The problem is listed under the Bug section in the Oblivion Wiki for both. I happened to experience it myself in A Brush with Death, but that was before I made my Automatic Timescale aware of those...

Thanks :)

For those two quests, the UOP chances the timescale through scripting, and therefore overrides the console command. I know, because I looked at those script when I made Automatic Timescale aware of them :)

No need to excuse. I don't know everything either, but I know a few things very well :)

I have to strongly agree with that last statement. You have taken OBSE scripts' usefulness to a whole new level in a number of (used to be) little, convenient mods.
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Sat Feb 19, 2011 1:35 am

Is there a mod / a way to disable the main quest afther to start? (no mapmark, no Jaufre, no nothing). I installed start choices but afther lots of hours with Oblivion Facegen I created only [censored], so I want to disable the main quest with a savegame character. It does exist such a thing?
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Sat Feb 19, 2011 5:44 am

Is there a mod / a way to disable the main quest afther to start? (no mapmark, no Jaufre, no nothing). I installed start choices but afther lots of hours with Oblivion Facegen I created only [censored], so I want to disable the main quest with a savegame character. It does exist such a thing?


There are some simple mods that disable the main quest..

But this is the best I think about doing it..

http://www.tesnexus.com/downloads/file.php?id=8353
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Fri Feb 18, 2011 7:40 pm

Post limit is near, please use the new thread:

http://www.gamesas.com/index.php?/topic/1093272-mod-detectives-112/
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Previous

Return to IV - Oblivion