Oblivion
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Haldar

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Haldar1248

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145 comments

  1. MercerMeka
    MercerMeka
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    Hey Haldar,

    When using Gate Control does it make Oblivion gates spawn even when you haven't started the main quest?
    I have seen 2 Oblivion gates spawn and I haven't been to Kvatch yet. I've only dropped off the amulet.
  2. CorvustheFallen
    CorvustheFallen
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    How do the mod-added potion bottles work with De Rerum Dirennis - Alchemy Overhaul?
    1. Haldar1248
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      Dunno, I don't use it as I prefer Alchemy Advanced.
  3. Wolflady500
    Wolflady500
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    Is it safe to use just the potion bottle requirement when using Maskar's Oblivion overhaul?
    1. Haldar1248
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      I use MOO myself so I guess it is okay.
  4. LuxDivinity
    LuxDivinity
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    I've got another thing to report - Realistic Appraisal feature doesn't seem to change items value hud location. 
    I can still see how much it's worth when in-game, but in menus it doesn't display (works correctly), my characters mercantile is low (15) of course.
    I'm using DarkUId DarN, have MenuQue installed and ini settings are at default.
    1. Haldar1248
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      Hmm.

      It seems that in DarN there's another xml piece that controls price visualization, not like that in mod -- which works for vanilla / btmod.

      Problem is: I don't have DarN (tried it long ago but it messed with my UI somewhat so got rid of it), so I can't help with it now. Maybe later.
    2. LuxDivinity
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      I made a small adjustments to DarN hud_info_menu file from DarN and it only shows items weight, attack/armor value and condition.
      If anyone's interested - https://www.mediafire.com/file/utd3s0g8zy0ysj4/hud_info_menu.xml/file
      I think it's a good workaround If Realistic Appraisal can't edit the correct file dynamically :p
  5. LuxDivinity
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    Hi Haldar, I have a report for you, 
    Train On Dummies iSubMod25 decreases performance for me when having a weapon unsheathed (fists, sword, whatever).
    The FPS drop and stuttering is visible in areas with lots of objects or NPCs mainly (I have my fps capped to 60), so the perf hit won't be noticable in empty interiors, but mainly in wilderness, cities - Better Cities or Unique Landscapes users can very easily test it in many cluttered areas.

    I provide screenshots with benchmark fps and frametime comparison, they get worse when having set aaHaldarQuest02.iSubMod25 to 1, but are smooth again when this module is disabled. Screenshots comparison  it can sometimes decrease FPS by 10.

    There probably is something with the script, is there a possibility for a fix? We can simply turn the setting off, but editing the ini every time the player wants to train on the dummies is a little bit inconvenient :p
    1. Haldar1248
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      Woah, nice catch!

      No, script is okay...it just starts seeking training dummies every time weapon is out, and it eats processing power.

      An update is in testing. Now to train you'll have to cast 'combat meditation' lesser power on yourself, which provides some restore magic / stamina with a heavy drain on speechcraft and security skills, spell duration is 60 seconds.

      Expect an update soon.
    2. Dispensation
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      What about using this mod instead: Setsuna Dummy Training Modified?
    3. Haldar1248
      Haldar1248
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      That mod is included in HMP, with some updates. See readme.
  6. AllisterHenderson
    AllisterHenderson
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    Maps for NPCs ->
    Can I straight away fast travel to the markers added to the map or do I still need to go there 1st.

    My Journal -> Is this a merge from another mod?

    Realistic sneak for NPC -> Has the bug been fixed, where even though this feature is disabled in the INI, it is still active in the game as reported by MysticalRanger earlier this year?
    1. Haldar1248
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      1. No. Find it first.
      2. My take on it, not a merge.
      3. Can't reproduce. If submod is disabled then the token that controls hide behavior is not added. Can add another check in script tho, mb it will help.
    2. AllisterHenderson
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      Thanks Halder1248. I like these type of overhaul mods that change the game play in so many interesting ways but still gives the end-user a choice to enable / disable each feature...... Yeah if you get a chance to add another check in script, it couldn't hurt.... maybe that other user just had a mod conflict though.
  7. MercerMeka
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    Thanks for the update, Haldar.
    I've forgot. How did Daedric invasions work before?
    Btw it's really cool that you've found a method to make Mercantile more useful. I highly approve. I wish there were even more use for it.
    1. Haldar1248
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      First, it was random -- some mobs with 100% chance once per some random hours
      Second, hours interval became less random -- more gates open (open at all, not currently open), less the interval is.

      Now it is like that -- check once per hour, but percentile chance is (total open gates - total closed gates).
    2. MercerMeka
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      Thanks for the quick reply.
  8. MercerMeka
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    * Nvm. Problem seems to have fixed it self.
  9. MercerMeka
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    Hey Haldar,
    I've been trying get Realistic Armorer to look properly with Darn UI and Custom DarNified UI Settings. In my game the greyed out line only covers the upper half of the line. This is only an aesthetical issue, the mod works great.
    I opened up the mod but I cannot see what I should edit to get it to cover the whole line. Can you help me out? 

    - Mercer
    1. Haldar1248
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      Guess it is somehow related to xml stuff.

      But I'm not an expert on this thing. Made by trial and error and borrowed part of xml code from another mod -- I've forgotten which one.

      I use BTMod as UI myself. Vanilla should work ok too. Mb there are some settings in Darn ?

    2. MercerMeka
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      Alright. I'm gonna go poking around and see what I can find.
      I noticed that there is no xml files in the BSA so I don't know how you've managed to edit the xml?
      The quest script just says:
      ;;submod 31 - Realistic Armorer
      array_var item_names31
      array_var base_items31
      string_var str31
      array_var item31
      ref itemRef31
      short i31
      short hp31

      .. which I don't understand :P
    3. Haldar1248
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      That submod works in another script.

      Begin Menumode 1035
       if (iSubMod31)  
       if (GetPluginVersion "OBSE_Kyoma_MenuQue") < 16
      ;; nothing
       else
       
      let base_items31 := player.GetItems 20 33
      ForEach item31 <- base_items31
       let itemRef31 := *item31
       let str31 := GetName itemRef31
       let item_names31[$str31] := itemRef31
      Loop 
      [...and so on...]
    4. MercerMeka
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      ... hey I found a post which solved it:

      To fix this, open repair_menu.xml and under <image name="rep_equiped_marker">, set this:

      <height> 40 </height><!-- DarN 34 -->
      <cropy> 3 </cropy>
      <x> 7 </x> <!-- DarN 7 -->
      <y> 4 </y> <!-- DarN 4 -->
    5. Haldar1248
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      Grats :)
  10. MysticalRanger
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    I don't know why, but this mod is making my npc's disappear during combat.

    I don't have many mods at all running rn, so it was very easy to deduce. 

    I have tried switching EVERYTHING off in the ini, but it still happens. The npcs will be running, and then suddenly turn invisible (like 100% chameleon invisible). 

    Only uninstalling this mod fixes this.
    1. Haldar1248
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      NPCs disappear feature is only 'realistic sneak for NPCs' submod. I think you can try disabling only that one and use others you like.

      Pretty strange tho. That submod is oldest and thus most polished.
    2. MysticalRanger
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      thats the thing though. I have it disabled. I even tried disabling everything in the mod but keeping the .esp active. Same result. 

      I have both the left and the right 1's set 0 zero. Am I only supposed to do one of those?
    3. Haldar1248
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      Can't help you, sorry. Can't even fathom why's that.