relz Artifacts

Post » Tue May 08, 2012 4:38 am

yes, plugin has been cleanup with tes4edit

Great. Was looking forward to this release.
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Cedric Pearson
 
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Post » Tue May 08, 2012 6:08 am

What is the optional file for - the DistanceLOD files?
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joseluis perez
 
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Post » Tue May 08, 2012 7:28 am

What is the optional file for - the DistanceLOD files?
from the readme:
"If you want main building of The Collectos Society Guild to be visible from distant then copy "DistantLOD" sub-folder from "Artifacts_OptionalFiles" folder to "Oblivion\Data" folder."
You can find this folder in the Artifacts_OptionalFiles folder that is in 7z file you downloaded
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Syaza Ramali
 
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Post » Tue May 08, 2012 6:41 am

What is the optional file for - the DistanceLOD files?

Installing those will show the Collector's Society building from further away. You don't need those if you use Tes4LODGen, i believe.
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Katie Pollard
 
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Post » Tue May 08, 2012 8:59 am

What is the optional file for - the DistanceLOD files?

what giodoa and tojka said below

from the readme:
"If you want main building of The Collectos Society Guild to be visible from distant then copy "DistantLOD" sub-folder from "Artifacts_OptionalFiles" folder to "Oblivion\Data" folder."


Installing those will show the Collector's Society building from further away. You don't need those if you use Tes4LODGen, i believe.

Correct you do not need to install them if using tes4lodgen has long has artifacts.esp is activated in load order when you run tes4lodgen it will generate the needed lod files itself.

But the Collectors Building is So hard to See because of trees blocking it..only good view is from the IC Area looking toward it...
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Ron
 
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Post » Tue May 08, 2012 12:17 am

Six month Bump or close too
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carla
 
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Post » Tue May 08, 2012 4:59 am

From the ArmamentariumComplete thread

If I'm loading the Artifact BSA via my ini file's SArchive list, do I need the esp seeing as this mod adds the artifact stuff via levelled lists? Thinking it might be the easiest way to remove the shop as it clashes pretty badly with Shezrie's Towns Pells Gate.

If you add the Artifacts.bsa to your SArchive List then you do not need the esp, but , you will need arma plugin to get them added into leveledlist.



No, cos it's on another drive :hubbahubba:
So this will work :pray: ?

EDIT: No pray emote :thumbsdown:

It should,

You can also have a blank.esp named A.esp and it will launch the artifacts.bsa has well and any other bsa that start with an A has well..

That will work..
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AnDres MeZa
 
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Post » Tue May 08, 2012 9:00 am

From the ArmamentariumComplete thread
If you add the Artifacts.bsa to your SArchive List then you do not need the esp, but , you will need arma plugin to get them added into leveledlist.
Brilliant, thanks for that info. It suddenly occured to me I might be able to do it this way. I've hade the Artifact bsa loading from another drive vis SArchive for a long while so can confirm it definitley works, and sorry for posting in the wrong thread. Forgot about this one.
Cheers
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lolly13
 
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Post » Mon May 07, 2012 9:00 pm

Is this compatible with Shezrie's Pell's Gate yet?
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Lou
 
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Post » Tue May 08, 2012 5:21 am

Is this compatible with Shezrie's Pell's Gate yet?

If it isn't, simple fix if you're using Armamentarium Complete 1.35 also is to not use the Artifacts.esp and just rename the BSA to DLCShiveringIsles - Artifacts.bsa for example. Then all the added items should still be ingame via lootlists, but not the store.
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Jani Eayon
 
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Post » Tue May 08, 2012 2:54 am

Bump Since Armamentarium was brought up might has well bring this up to go along with it..
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Liii BLATES
 
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Post » Tue May 08, 2012 1:34 am

I've detected a missing mesh in my game. Upon using RefScope, I discovered that it is the Dwarven Great Sword, and that it belongs to Artifacts. This left me pretty confused, since the resources for Artifacts are a .bsa, so I can't have accidentally deleted or overwritten it. Does anyone know how that mesh could be missing?
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Jessica White
 
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