TheNiceOne's nice-to-have mods

Post » Wed Mar 09, 2011 7:01 am

Title should be changed to TheNiceOne's must-to-have mods

Well two big mods in this collection (paradoxally not so big in size):
1- Enhanced economy
2- Map Marker Overhault

EE is one (if not the) best global changes mods in Oblivion released in the last two years.
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Lily Something
 
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Post » Wed Mar 09, 2011 9:50 am

Recent updates:


http://www.gamesas.com/index.php?/topic/1093893-relz-display-stats/ updated to version 1.2.1 - June 05 2010

http://www.gamesas.com/bgsforums/index.php?showtopic=1042960 updated to version 3.5.1 - June 09 2010

http://www.gamesas.com/index.php?/topic/1097705-relz-quest-log-manager/ new mod, now in version 1.1 - June 16 2010

http://www.gamesas.com/index.php?/topic/1098744-relz-useful-houses/ new mod, now in version 1.1 - June 18 2010



Title should be changed to TheNiceOne's must-to-have mods

Well two big mods in this collection (paradoxally not so big in size):
1- Enhanced economy
2- Map Marker Overhault

EE is one (if not the) best global changes mods in Oblivion released in the last two years.
Thanks :)
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jenny goodwin
 
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Post » Wed Mar 09, 2011 4:01 am

Hi all,

I installed Enhanced Economy and Im wondering how the game is with the default settings, comparing with Living Economy. I would like to have it harder but not so hard that I cant enjoy the mod. It is allready harder enough with default? Should I change something?
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Adam Baumgartner
 
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Post » Wed Mar 09, 2011 9:53 am

I installed Enhanced Economy and Im wondering how the game is with the default settings, comparing with Living Economy. I would like to have it harder but not so hard that I cant enjoy the mod. It is allready harder enough with default? Should I change something?

I'll answer this in the specific http://www.gamesas.com/index.php?/topic/1093612-relz-enhanced-economy/. Just give me 5 minutes...
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Antonio Gigliotta
 
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Post » Wed Mar 09, 2011 6:06 am

I tried to post this in the proper forum but it's been closed due to max limit and you don't seem to have made a new one yet. I ran into a minor problem with Map Marker Overhaul, the latest version. When I try to create my own marker and I get to the screen that allows me to select which type, there's a brown bar that covers the text of all of the selections, making at least one of them unreadable. Everything works as it should but the text is obscured and it basically looks like crap.
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REVLUTIN
 
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Post » Wed Mar 09, 2011 12:57 pm

I tried to post this in the proper forum but it's been closed due to max limit and you don't seem to have made a new one yet..
I have a new one, but the top link to it from the first post of this thread had not been updated (thanks for mentioning it). The link had been updated and the issue has been answered in that thread.
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Krista Belle Davis
 
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Post » Wed Mar 09, 2011 9:05 am

Will your OMOD installer for RAEVWD 1.7 support the recently released 1.8 version from Arthmoor as is? Or should I await an updated one from you?
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Rachyroo
 
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Post » Tue Mar 08, 2011 10:10 pm

Will your OMOD installer for RAEVWD 1.7 support the recently released 1.8 version from Arthmoor as is? Or should I await an updated one from you?
Beat me to it, lol. I've been looking for something to improve draw distance, since even max vis. settings aren't enough to stop entire cells from popping into view at relatively short distances. AEVWD seems to be the answer, and a proper omod would be a life saver.
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REVLUTIN
 
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Post » Wed Mar 09, 2011 8:49 am

Will your OMOD installer for RAEVWD 1.7 support the recently released 1.8 version from Arthmoor as is? Or should I await an updated one from you?

The old OMOD installer should work perfectly fine for the new 1.8 version.
The folder structure has stayed the same, and the city plugins kept their names, which is what the OMOD installer requires to continue working. So I should get around to update the description.
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Rachell Katherine
 
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Post » Wed Mar 09, 2011 11:22 am

Would it be possible to add some features to Automatic Timescale:

When in a city
When in a cave/Ayleid ruin
When sneaking AND running

The option to have the timescale while in combat be a multiplier (eg. 0.5 for halving the current timescale)
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Emily Jones
 
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Post » Wed Mar 09, 2011 1:08 am

Do Display Stats and Quest Log Manager support DarkUI, the original?
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Roberto Gaeta
 
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Post » Tue Mar 08, 2011 10:25 pm

Would it be possible to add some features to Automatic Timescale:

When in a city
When in a cave/Ayleid ruin
There isn't really anything that says where the player character is. There are mods that try to check this by determining what kind of meshes are in use, etc. but they're not foolproof. So that's why I haven't added anything like this.

When sneaking AND running
Yes, that is easy to add.

The option to have the timescale while in combat be a multiplier (eg. 0.5 for halving the current timescale)
This is also easy to add. To understand you correctly, if you have the timescale inside to 16 and sneaking timescale to 10, you want combat timescale inside to be 8 if not sneaking, and 5 if sneaking - instead of a separate combat timescale as there is now?

Do Display Stats and Quest Log Manager support DarkUI, the original?
No, they don't. I didn't think there were many players that use the original DarkUI anymore instead of Darn'd DarkUI.
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Miss Hayley
 
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Post » Tue Mar 08, 2011 10:32 pm

Would it be possible to add some features to Automatic Timescale:

When in a city
When in a cave/Ayleid ruin
When sneaking AND running

The option to have the timescale while in combat be a multiplier (eg. 0.5 for halving the current timescale)

While we're at it

While walking a horse
While standing still with a horse
While being on the Oblivion plane

:whistling:
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Matt Terry
 
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Post » Wed Mar 09, 2011 5:07 am

This is also easy to add. To understand you correctly, if you have the timescale inside to 16 and sneaking timescale to 10, you want combat timescale inside to be 8 if not sneaking, and 5 if sneaking - instead of a separate combat timescale as there is now?

Yes. actually (since caves/cities isn't possible) a fixed combat timescale for inside and outside would probably be better.

EDIT:
I find it strange (but not unlikely) that you can't check if the PC is in a city, the game has to know or the INI setting "uGridDistantCountCity" makes no sense.
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Richus Dude
 
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Post » Tue Mar 08, 2011 8:50 pm

There isn't really anything that says where the player character is. There are mods that try to check this by determining what kind of meshes are in use, etc. but they're not foolproof. So that's why I haven't added anything like this.

Yes, that is easy to add.

This is also easy to add. To understand you correctly, if you have the timescale inside to 16 and sneaking timescale to 10, you want combat timescale inside to be 8 if not sneaking, and 5 if sneaking - instead of a separate combat timescale as there is now?

No, they don't. I didn't think there were many players that use the original DarkUI anymore instead of Darn'd DarkUI.



Edit: Would it be hard to expand compatibility for Display Stats and Quest Log Manager for Darkbirdy's original DarkUI mod?
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Kill Bill
 
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Post » Wed Mar 09, 2011 10:39 am

Edit: Would it be hard to expand compatibility for Display Stats and Quest Log Manager for Darkbirdy's original DarkUI mod?

Not really. I was smart enough to comment all the changes to the other xml files, so it probably isn't more work than copying all the changes from the vanilla xml files into the DarkUI files, and then changing the color of the pasted elements to match DarkUI. So I guess I can put it on my to-do list for the mods (I have plans for updating both).
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Darren Chandler
 
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Post » Wed Mar 09, 2011 8:33 am

Not really. I was smart enough to comment all the changes to the other xml files, so it probably isn't more work than copying all the changes from the vanilla xml files into the DarkUI files, and then changing the color of the pasted elements to match DarkUI. So I guess I can put it on my to-do list for the mods (I have plans for updating both).

Thank you very much. I am really looking forward to trying out both.


Happy gaming!
- Tomlong75210
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Kortniie Dumont
 
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Post » Wed Mar 09, 2011 10:50 am

Just a bump with my recent updates:

http://www.gamesas.com/index.php?/topic/1109315-relz-map-marker-overhaul/ updated to version 3.6 - Sept 3 2010

http://www.gamesas.com/index.php?/topic/1113818-relz-enhanced-economy/ updated to version 4.3.1 - Sept 4 2010
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Travis
 
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Post » Wed Mar 09, 2011 12:50 pm

Quick question does the RBP omod installer work with the current version 10.52 or not?
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Nicole M
 
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Post » Wed Mar 09, 2011 1:31 am

Quick question does the RBP omod installer work with the current version 10.52 or not?

Yes, it should work perfectly. I guess I need to update the info.
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Soku Nyorah
 
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Post » Wed Mar 09, 2011 5:32 am

Bug in your RBP omod installation script for the resources. Trying to install files for Roberts Male Body gives the following errors:
Invalid argument to CopyDataFolder
Folder '05 body mod support - robert's male\meshes\' is not part of this plugin on line 76


Invalid argument to CopyDataFolder
Folder '05 body mod support - robert's male\textures\' is not part of this plugin on line 77


It appears that the stuff for roberts male is located in folder 06, while all the felmale mods are in folder 05. This is with RBP 10.52, don't know if changed from 10.5.

Also regarding your MMM omod installation script, it lacks options to install the following following MMM Knights.esp, MMM Knights.OOO, Diverse Runeskulls Loot G &GD.esp, DiverseRuneskulls Loot OOO.esp There may be a few others files in the MMM 3.7b3 archive that lack the ability to install them as well. Not sure if this was intentional, but thought I'd mention it.
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Matthew Barrows
 
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Post » Wed Mar 09, 2011 11:52 am

theniceone does any of your mods change how the quest journal updates? what i mean is that do any of them make journal update without a popup? I'm just trying to figure out which of my mods is doing this....i swear i found out which it was before but now i just can't remember :S
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Eddie Howe
 
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Post » Tue Mar 08, 2011 11:09 pm

Hi NiceOne,

RBP OMOD install doesn`t work for me.

Conversion of .esp is OK, installation files however don′t show up in the "create" screen of OBMM after I select "add archive".
HD works for a moment and then... nothing.

What to do abt. this?

Regards, Haldir
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Hannah Whitlock
 
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Post » Wed Mar 09, 2011 4:23 am

Hi TheNiceOne!

I actually downloaded "Real Sleep Extended" and "Enhanced Economy" - first of all, good work, definately. By any chance will there be something like "Real Hunger" or "Real Thirst" in the future? I'd really like to see something like that.
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Robert Garcia
 
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Post » Wed Mar 09, 2011 6:11 am

By any chance will there be something like "Real Hunger" or "Real Thirst" in the future? I'd really like to see something like that.


Why? Real Hunger and FF_Real Thirst works perfectly in my experience.
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OnlyDumazzapplyhere
 
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