Oblivion

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Myrystyr

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  1. Darklocq
    Darklocq
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    Doesn't seem to be any way to merge the updated Vendors, updated Revisited, and Witches stuff into one ESP (without completely re-modding this) - there's always a collision of identically-named resources, and TES4Gecko barfs on it. Not having this problem merging most of the "bad guys" or models/customers ESPs with shop ESPs in the other mods in this series (mostly).
    1. Myrystyr
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      You don't need to merge the esps. Tick only the version you want to use. To install an update, overwrite the existing version. If an update doesn't interest you, then stick to what you are already using.
    2. Darklocq
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      That's not the point. I don't want to use the updated Vendors version OR the leveled Witches version, I want to run them both at once. It wouldn't make much in-game sense for armor to be for sale but no one in the world using it, or people running around in armor that appears out of nowhere and can't be bought from anyone in the world. :-)

      On the up side, I was able to merge 43 of your re-mods of various armors into a single ESP; I just wasn't able to merge in all of the options I wanted. In MOST cases, the side mods with bandits, customers, or models were mergeable into the main mods that provides the gear in stores, but in at least three cases the bandit/adventuress/whatever variants provided different armor with the same names and IDs, so they were not mergeable (not without renaming them conflicting armors and hunting down all references to them to use the new names and IDs).
    3. Myrystyr
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      The witches version was an alternative, for if you wanted to acquire the items by looting dungeon foes, and not meant to be used alongside other versions. Similarly, items are still available for purchase in customer/adventuress versions of my other mods; you only need to pick the one you want to use. Sounds like you made yourself more work than necessary.
    4. Darklocq
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      You seem to be saying the witch/adventuress/bandit versions ALSO include the shop versions, yet at the same time you're saying it's an alternative to the shop versions so you have to go fight for them (that sounds like OR not AND). In general, the documentation isn't clear on which version actually does what. I'll hoping the the fight versions actually do also include the shop versions, since in several cases the actual items differ. I'll try re-building the fight versions into my combined ESP of these things (I need to rebuild that anyway, with a few of these left out, because their poly counts hit my frame rate too hard. It sucks playing this game in a VM!)

      Anyway, thanks for putting these together. I have all kinds of stuff installed, and realized that I never bother with the stuff that's "lost" in the Testing Hall.
    5. Myrystyr
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      The documentation is clear. There is an incremental progression, with one version being built upon the preceding version. First the resource, then the main version based upon the resource, then any variations based upon the main version. This is the pattern I use for practically all my mods. In some cases I stress this, e.g. Blade Witch Bandits "This time around we get to loot quality armour from defeated bandits, go to resell it in the Market District and discover it is already on sale" - or OnePiece "You can now purchase the One Piece garment from Gundalas at Best Goods in Leyawiin, and possibly also see it worn by a model at the Three Sisters Inn." - or the update to this mod "This esp is adapted from the one above."

      If you look at the Details of any two variant esps in the Construction Set, you will see that they are largely identical, e.g. the only significant difference between ComfortableClothingNHAMarket and ComfortableClothingAddMarket is the addition of the quest script in the latter. In any event, the kind of project you seem to be attempting would be better served by starting from scratch with the Resource esps*. That is part of why I made them. You might also find, after a while, that you don't actually want some of the items in your game; in which case, unticking one or another esp is easier than trying to remove them from a merged mod. This is part of why my Fascinating Leather Couture mod, for example, only compiles three of Nailflan's mods.

      *: For example, I am considering making a shop in the Imperial City Market District where clothing from several of my mods are available for purchase, instead of at scattered vendors with possibly too many items in their merchantv inventories - Comfortable Clothing, Elegant Vests, High Heels, Set Lingerie, Recovered Legacy, and maybe one or two others (I haven't decided yet). When I do, I will start by merging the relevant Resources into a new resource, probably call it something like ClothingShopCompilationResource. After copying this to a subfolder in my workshop folder (under Documents\My Games\), I will rename it to probably ClothingShopCompilationBase. There I'll do the main work (create a shop and vendor, increase the value of Recovered Legacy items, etc). I will also make a whole new script, copy/pasting from the existing ones and making any changes I see fit. The playable esp would be something like ClothingShopCompilation, and that would be used as the basis for any variation; e.g., adding the clothing to levelled item lists, so they can be found as loot and worn by bandits/etc.
    6. Darklocq
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      I've read the readme on this one about 4 times. What I see, in the order they're documented, are: 1) Modders' resource. 2) Modders' resource. 3) A vendor version with no bosses. 4) A models-and-one-boss version, with no vendors. 5) A bosses version with no vendors. 6) An alternative vendors version with no bosses. That's not an incremental progression, it's bouncing around between conflicting options, and it appears there is no version with the items available from vendors and also worn by bad guys.Most of the rest of the mods in this series were a bit clearer about which features are in which ESP. :-)