I'm sorry, how exactly should I change the action key? Okay, there was no Unreal Engine folder in my Documents. I created one. Created an UserInput.ini, dropped [/Script/Engine.InputSettings] +ActionMappings=(ActionName="OpenModLoader",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=K)strings here, but the action key in-game is still J, not K. What am I doing wrong?
Create all the files in the suggested file path by the mod author. I went into my documents and made a folder called Unreal Engine, then inside of that folder I created a new folder called Engine, then inside of that folder I created another folder called Config, then inside of that folder I created a new text document. Pasted the Code the mod author provided into that, then re-saved the text document as UserInput.ini. This solved the issue. I imagine you just created yours directly inside of one single folder or failed to change the .txt document to an .ini file. Just my guess.
The racemenu in Oblivion handles your character differently than in Skyrim. Yes, racemenu will reset your character to lvl 1. You will lose all buffs acquired though quests and all of that jazz. The game will assume you have just left the sewers. If you remember t0 write down the buffs you can turn them back on using commands, raise restore your lvl, and skill lvls. I'm unsure if they will actually show up in your magic effects tab. Turning off the stunted majika from the Atronach birth sign works but leaves the effect listed but you regen mana. ATM there is not way around this in the remaster other than ~ console commands. It's on the UE side and modding isn't there yet.
just click ~ to open up console commands, then type in "showracemenu" hit enter. Then press J and this will overlay overtop top of that racemenu editor without crashing. click on the hairstyle you want, then exit the menu. done.
I have noticed that when Witness hairstyle is installed then mod Blueprint Mod Loader (https://www.nexusmods.com/oblivionremastered/mods/2610) and the mods it controls get disabled. I have tried the key mapping change as per the description page but conflict remains.
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[/Script/Engine.InputSettings]
strings here, but the action key in-game is still J, not K.+ActionMappings=(ActionName="OpenModLoader",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=K)
What am I doing wrong?
My guy
Keep Your Stats After RaceMenu: https://www.nexusmods.com/oblivionremastered/mods/783
Will save you a s#*!-ton of work.
Long straight hair just looks bad in the game, as it clips right through everything.
Then press J and this will overlay overtop top of that racemenu editor without crashing.
click on the hairstyle you want, then exit the menu.
done.
^that worked for me^
Nevermind! I figured it out!
I have noticed that when Witness hairstyle is installed then mod Blueprint Mod Loader (https://www.nexusmods.com/oblivionremastered/mods/2610) and the mods it controls get disabled. I have tried the key mapping change as per the description page but conflict remains.