Edit: I still feel the below minor issue should be considered, however I have good news! I got thru the section mentioned below. Word of advice:
POSSIBLE SPOILER:
Area of effect spells work really well for the challenges in this MOD. Consider the elements!
END POSSIBLE SPOILER
This looks and seems like a solid mod. Its been fun so far.
That said it does have some issues:
Firstly when pulled up in the Construction set it has all manner of errors. I'm no expert there, however.
Mainly, however, is this (POSSIBLE SPOILER):
There are simply too many enemies in Dusk Pass. Its a cool place and an awesome concept. But with the background animations, even with 3GB RAM And a 1GB RAM vid card its just too much; my machine freezes. Perhaps an optional esp file with fewer, beefier enemies here would help out?
POSSIBLE SPOILER OVER
Other than the one or two possible issues it has been fun so far. Going to give the one area one more go of it despite everything, too.
:^) thanks for much improvements and a fine attitude towards criticisms. I will test this when I get my system back up to gaming shape. I lost some ram to static electric stupidity.
You are welcome. You probably are now finding information about this but I found some things you might want to clean up in your mod.
I used TES4Gecko to clean your ESP and it removed quite a few entries that are unchanged from Oblivion.esm. When a mod includes records from Oblivion .esm that it does not change this overrides other mods that do change the game and are loaded before your esp.
NOTE: If you do use TES4Gecko be sure to put the correct location in the shortcut that comes with TES4Gecko. I spent the last 2 hours trying to get it to work. It is best to use the shortcut because it sets the java memory correctly.
This is what I had to do your situation will use your correct address.
UPDATE: readme error:
I suggest you flag this a beta mod for now. I'm not sure how the mod starts. The two scripts I found don't start it and I did not see instructions on getting started in the readme.
Is there no summary then? Ah, i suspected as much, sry, but every time i try to add one TES Constuction Kit crashes on me, it also does it for dialogue section. Im working on it though, is it working properly now?
21 comments
POSSIBLE SPOILER:
Area of effect spells work really well for the challenges in this MOD. Consider the elements!
END POSSIBLE SPOILER
This looks and seems like a solid mod. Its been fun so far.
That said it does have some issues:
Firstly when pulled up in the Construction set it has all manner of errors. I'm no expert there, however.
Mainly, however, is this (POSSIBLE SPOILER):
There are simply too many enemies in Dusk Pass. Its a cool place and an awesome concept. But with the background animations, even with 3GB RAM And a 1GB RAM vid card its just too much; my machine freezes. Perhaps an optional esp file with fewer, beefier enemies here would help out?
POSSIBLE SPOILER OVER
Other than the one or two possible issues it has been fun so far. Going to give the one area one more go of it despite everything, too.
Thanks and keep it up.
I do apretiate the help mate, im not the sort to take critisism or helpful tips as an insult!
Edit: Done, i realised i only put the "how to start it" in the desription on this site, so i chucked it in the readme and cleaned it up.
You probably are now finding information about this but I found some things you might want to clean up in your mod.
I used TES4Gecko to clean your ESP and it removed quite a few entries that are unchanged from Oblivion.esm. When a mod includes records from Oblivion .esm that it does not change this overrides other mods that do change the game and are loaded before your esp.
Mod Cleaning Tutorial[indent]4.3 TES4Gecko[/indent]
NOTE: If you do use TES4Gecko be sure to put the correct location in the shortcut that comes with TES4Gecko. I spent the last 2 hours trying to get it to work. It is best to use the shortcut because it sets the java memory correctly.
This is what I had to do your situation will use your correct address.
UPDATE: readme error:
I suggest you flag this a beta mod for now. I'm not sure how the mod starts. The two scripts I found don't start it and I did not see instructions on getting started in the readme.
- run TESConstructionSet.exe
- go to File>ata...
- click on your mod.
- Insert text in correct fields of the Dialog box
- Click OK.
- Then you can go to File>ata... and check if its the way you want it.
You do not have to save to update the Name and Summary.REialogue Functions
Maybe this will help
Categoryialogue Functions