Realistic Physics And Forces Question

Post » Sat Feb 19, 2011 4:41 am

The mod Realistic Physics and forces works through the skeleton meshes, right?

Now a days there are zillions of mods changing that - all body replacers, race mods, whatnot, even Wrye Bash tweaks the skeletons (thank You, O Blessed Monkey! :D)
I like the way bodies go left and right but what happens when the mod's meshes are overridden? Doesn't it lose validity?
Or we should load it as low as possible (BAIN)?
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des lynam
 
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Post » Fri Feb 18, 2011 10:15 pm

It should not load with low priority in BAIN unless you want it to be overwritten (which is likely the case with FCOM.) I put it in the game tweaks section, which I give very low priority. If you have any problems with the skeleton: http://sites.google.com/site/oblivionpoinfo/troubleshooting/cps/oddextension1. That mod should have high priority. I would put it with "other replacers," which is a high priority section in my package list.


Edit: You might as well use both, and install them as I have described here.
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Gavin Roberts
 
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Post » Sat Feb 19, 2011 1:57 am

You're likely to override it for NPCs and the player, but it also contains tweaks for most/all of the creatures, so there are advantages to installing it just for that. And the ESP file itself makes some changes that you might like.
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Justin
 
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Post » Sat Feb 19, 2011 2:44 am

No luck, the author himself admits he conflicts with the realistic forces mod... though...
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C.L.U.T.C.H
 
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Post » Fri Feb 18, 2011 7:57 pm

You're likely to override it for NPCs and the player, but it also contains tweaks for most/all of the creatures, so there are advantages to installing it just for that. And the ESP file itself makes some changes that you might like.

Yup, I only use the plugins.
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Janine Rose
 
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Post » Sat Feb 19, 2011 1:53 am

I like the realistic... how fly the little trolls when hit by a deadly arrow! And, as showler said - other beasts as well. Just wanted to keep the feature for NPCs too but then my char's body woudn't be the same.
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Krystina Proietti
 
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Post » Fri Feb 18, 2011 11:12 pm

I believe there was a skeleton resource to be able to include all sorts of things in one. For example, Realistic Physics and Force, and any other things that change the skeleton, they could all be used together. Sadly, it seems no one used it.
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Melissa De Thomasis
 
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Post » Sat Feb 19, 2011 8:12 am

The Maximum Compatibility skeleton did not include the Realistic Physics and Force changes.
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Penny Wills
 
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Post » Sat Feb 19, 2011 7:32 am

The Maximum Compatibility skeleton did not include the Realistic Physics and Force changes.

I don't know much about it, but I assumed you could get anything that changed the skeleton and merge it together using that resource.
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Nomee
 
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