Oblivion

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Wyzard

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Wyzard

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106 comments

  1. atkinsd91
    atkinsd91
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    What is meant by persistent and non-persistent? Additionally when used on objects I know I have replaced the mesh for with a different mod it still reports it as being 'Oblivion.esm' - is this not working properly or am I doing something wrong? 
  2. kallekukhuve
    kallekukhuve
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    Oblivion, the incomplete game.
    I just realized this week by using Refscope to check out some fish meat from Unique Landscapes that ingredients can be tagged as food items, that it is built into the game engine.
    So the vanilla game is full of boxes and sacks and barrels that have potatoes and leaks and venison in them, and you think that their only use is to practice Alchemy skill if you have it as mayor skill, that they are just more ingredients that only give you Restore Fatigue. NO! They are actually tagged as food items! There is a system begun during development to make the player eat. And of course it was taken out, or rather never finished.

    "The ai system was so advanced we had to take it out from the finished product because the NPCs were messing up with the quests" yeah right, bullshit. You delivered a non finished game to the market.
    1. Sun74
      Sun74
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      Oblivion is a finished game though, just because a few features got cut doesn't mean that the game is incomplete, and the original AI for NPCs pretty much broke a lot of quests with NPCs constantly comitting crimes and dying.

      The player can eat aswell.... That's in the game.....
    2. kallekukhuve
      kallekukhuve
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      I think the original ai thing is just something they invented, as a way out for Todd Howard. "They didn't have time" my ass
    3. DragonSlayer667
      DragonSlayer667
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      Late to the party, but that's silly, the "food system" is finished for what it was intended to do, and this "system" is really just a flag for the npc's AI packages to know what is food and what is not, so they can pick it up and eat, and not eat the damn alchemy ingredients on the table instead of the sweetroll that spawned or the poisoned apple you dropped.

      There is also a distinction between potions and beverages, which some survival needs simulation mods use, and guess what? same explanation! :)
    4. sportawachuman
      sportawachuman
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      Mazoga the Orc can steal food if you leave it in a specific chest because her Responability is 0. She won't steal anything except for food to eat it right away
  3. Fahed
    Fahed
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    can we have same mod but in skyrim? its real crazy mod and i love it so much.
  4. DarjaDrem
    DarjaDrem
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    Can't get the mod to work with quest IDs. All other features seem to work except for that one. 
    1. aragonit
      aragonit
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      There is something you can use instead:
      https://www.nexusmods.com/oblivion/mods/16704
      https://www.nexusmods.com/oblivion/mods/50892

      It has a different scope, but is interesting enough.
  5. spellwis
    spellwis
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    very useful mod but how dose it help find the base id of things?
    1. FireTehVahu
      FireTehVahu
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      The first page shows all the relevant information including reference ID (if applicable) and the base ID.  The screenshots here can a bit difficult to decipher how exactly they are being used because there is no screenshot for the basic npc page (Npc details is an option on the first page that you use, among others) that shows the ref ID and base ID; and,  the screenshot for the armor and alchemy apparatus appears to be from an inventory menu, as it has no ref ID on the base page. When these items are placed the world and refscope is used, the ref id and base id will appear.

      As for the actual controls on how to use it, it's listed in the description:
      The basic way to use RefScope is to hold the X key, look at an object, and press the Activate key (typically the spacebar) for information about the object. Hold the X key and press the Cast key (typically C) for information about your own character instead. You can get information about objects and spells in many of the game's built-in menus (such as your inventory window), by pointing at the item, holding X, and pressing Activate. Map markers on the world map can also be activated in this way.

  6. cupoflifenoodles
    cupoflifenoodles
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    unfortunately I can't seem to make it work. no idea what I'm doing wrong FOLLOWING DIRECTIONS! my 10th grade teacher always said it'd get me someday!
  7. NoobYorkCity
    NoobYorkCity
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    Had trouble installing using Nexus. Had to do it manually, but that worked fine.
  8. Osuirof
    Osuirof
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    A must-have when running multiple mods (you can easily find what item, is from what mod), pack-rat (color coding for respawnable, and non-respawnable containers), and a "discerning thief" (you can speedily check contents of locked containers, and living beings).
    Thank you.
    Endorsed.
  9. Tyler799
    Tyler799
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    Where is the log, and what is the file called?

    I have Pluggy installed, and after logging a few things, I can't seem to find the file in either /Oblivion, the Overwrite folder of MO2, or the mod folder for RefScope.
    1. laulajatar
      laulajatar
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      With ConScribe the log is in the /Data/ConScribe Logs/Per-Mod/ folder. RefScope.log.

      The readme says Pluggy logs are named RefScopeLog.txt, and is located in your My Documents\My Games\Oblivion\Pluggy\User Files . I don't use Pluggy myself.

      No idea if logging works with MO2.
  10. PutridPestilence666
    PutridPestilence666
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    How do you change the refscope key? I don't see an ini file any where in the download. I really need to change the key from x because I am using enhanced hotkeys.
    1. laulajatar
      laulajatar
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      There is a readme in the download. It says "Right-clicking the RefScope spell in your spell list will open the configuration menu. From here, you can configure RefScope's hotkey and logging features.".