gregathit Posted April 8, 2013 Posted April 8, 2013 As I stated before, the "body" is part of the clothing\armor. So to make a "k-cup" work correctly you would need to find or make a k-cup replacer mod. In this specific case you would need to create it, as there are no k-cup replacer mods that I have ever heard of. Again, the body mod that you install is ONLY for when your PC or the NPCs are actually naked. It does nothing at all to or with clothing or armors. When you install a body mod you will never see underwear again, unless you install a mod that has underwear in it.
Nepro Posted April 9, 2013 Posted April 9, 2013 That's great! Thanks! Looks like some perfect stuff. Real Time Lockpicking Minigames http://oblivion.nexusmods.com/mods/41486 The mod adds immersion you pick locks in the real time. Real Time Lockpicking http://oblivion.nexusmods.com/mods/38801 Same thing but locking system is similar/same as in Morrowind. Both mods are compatible with each other.
trex Posted April 13, 2013 Posted April 13, 2013 Is there a mod that adds NPCs everywhere? Mods that you'd recommend, as I know there are quite a few out there but I've had bad experiences with quite a few Ones I've tried: From2chanlives I am aware of the crowded mods, yet they seem not to play nice with my install. Specifically, I use (Cities:http://oblivion.nexusmods.com/mods/38363) and (Road: Version that had a last update 2011) Anything in this department that's stable would be great. I'm trying a few mods out, but I haven't really seen a city spawner like crowded cities.
Poontank Posted April 13, 2013 Posted April 13, 2013 I'm using (my own version of) 'City Life for x117' originally from this post here (and then overhauled over the course of two weeks). But there are a few other alternatives to the mentioned 'Crownded Cities': 'Extended Imperial City' - adds 192 NPCs to the IC. The same author has also made extensions for Chorrol and Skingrad. 'Extended Cities' - probably the best and most complete of them all because the other towns are included as well, for a total of 455 characters. The mods above seem to be incorporated into this one. Here and here are additional NPC mods by the same author but they might have drawbacks in the form of specific mod requirements and excessive use of the savegame-bloating 'placeatme' command.
trex Posted April 13, 2013 Posted April 13, 2013 Thanks for the quick response. I'll try out that comprehensive "Extended Cites" mod as it looks almost perfect. Thanks for the heads-up on the possible bloat, I'd rather avoid that.
Poontank Posted April 13, 2013 Posted April 13, 2013 From what I gather, using only the 'Extended Cities' mod will be enough to get every NPC from the other three mods. Using them all at the same time will very probably result in duplicate characters. Seems this one is compatible with about every other city-related mod and hopefully won't even need cleaning. Though briefly checking it with 'TES4Edit' never hurts. I'd use it myself if my system wasn't already strained to the limit by excessive city decorations everywhere and the characters from that 'City Life' mod...
trex Posted April 13, 2013 Posted April 13, 2013 Yeah, I slowly realized that those mods were included, and also just read a comment stating that those mods are included in that mod. Still, thanks for the quick reply. Yeah, I'm looking for alternatives, Citylife was good, but I started a low level bandit character (didn't go too well) and so I tried the crowded mods (combining it with 2chanlives) but it = CTD, so I removed From2chanlives, still CTD. So I needed an alternative that is neither Citylife nor Crowded Roads/Cities. I guess if I had changed a few citylife stats (non-essentializing them ect) I could have stuck with it, but hey, the mod you suggested has unique, non-essential NPCs, so hopefully if there's a few recruit-able mages/fighters (MCS and whatnot) in the mix, then this makes it perfect for what I was wanting. Interestingly, the oldest comment from 2010 states that Firefly's mod isn't UL (unique landscapes?) compatible, which I use (all of them) so hmm, is this mod compatible? I'm going to try it out, I hope so.
Poontank Posted April 13, 2013 Posted April 13, 2013 Now after reading the comment section I found the mod possibly incompatible with 'Open Cities'. The author should have included this detail in the description. Though he speaks of an OC-compatible second version, the download has only one esp. Not sure if he might mean the mod his own is based on instead? It's noteworthy the author completely ignores the remark about the 'Unique Landscapes'. I cannot really imagine possible problems, the UL mods should in theory have pathgrids for any NPC in the vicinity of cities. When I had the 'Chorrol Hinterland' UL installed for example, I could observe the Chorrol militia characters from 'City Life' patrolling the terrain around Chorrol like they should, they weren't walking into walls or anything. Just give it a try and see if there are any problems with the NPCs added by the mod. With a 'safety save' before installing it to get rid of the mod in case there are indeed problems you should have no trouble.
cobme Posted April 14, 2013 Posted April 14, 2013 Is there a working download link for XEORC1 , XEORC2 and XEORC3 ?
gregathit Posted April 14, 2013 Posted April 14, 2013 Is there a working download link for XEORC1 , XEORC2 and XEORC3 ? Not that I have found. You can find Xeo4 at the Nexus. Anything earlier than Xeo 4 is not recommended to use as those are old, early versions of Xeo. Why are you wanting them?
cobme Posted April 14, 2013 Posted April 14, 2013 I'm following the footsteps of "Amox's ChocoElf Recretaion Research" Since most of the links and images on the thread are long dead, I asked Amox, and he kindly instructed me to install XEOSP 1.0 -> XEORC1 -> XEORC2 -> XEORC3 -> XEORC4 in order to reach the same results that they got . I guess I'll have to manage with SP++ or RC4 , I just need those goddamn ears! *fistshake*
gregathit Posted April 14, 2013 Posted April 14, 2013 No, No, No No. I am sorry but that is a horrible idea. Installing all of that is more likely to wreck your game than accomplish what you want. Plus it will destroy MBP if you have that installed. Do you know what the name of the nif and dds files are for the ears? If so just pull out those files by themselves and plug them into XeoSP++.
Poontank Posted April 14, 2013 Posted April 14, 2013 Aren't those the ears from Chocolate Elves, originally 'Tun-Ears-A'? Or did XEO add those? Half of all the XEO races are using them. They are in 'Meshes\Characters\XEOM\Ears' and are named 'Halfears'. Remember only the Nif won't do any good - EGM and EGT files are needed as well, otherwise such a race edit will only crash the game. For your convenience here are the tun-ears/halfears files. I deliberately changed the folder structure so it won't mess up anybody's XEO install: Halfears.rar And the only XEORC4 file available at the Nesux is a dead download link pointing to 'Filefront.com'. The mirror link points to the same site and is as dead. A working download for XEORC4 however is here: https://mega.co.nz/#!F9p1gDzD!C0CdzVuntay3c5eUC4wYlXnDRvIXnxl6mbqYEydUTgg
cobme Posted April 14, 2013 Posted April 14, 2013 Many thanks both of you ! I already have XeoRC4 , I figured those ears might have been included in the earlier RCs (RC1\2\3) @gregathit I thought XeoSP and XeoSP++ are supposed to be compatible with MBP , and so is XeoRC ? Does the problem lie in the combination of both with MBP ? @Poontank You have my gratitude for the file, and the time you put into sorting it for me. I'll see if they indeed fit hopefully tomorrow
gregathit Posted April 14, 2013 Posted April 14, 2013 RC is semi-compatible with MBP. The most compatible RC version with MBP is Xeo4RC. The Xeo 1 through 3 are REALLY OLD versions that I recommend EVERYONE steer clear of. Now XeoSP 1.0\XeoSP++ is a completely different animal. There are quite a few differences between how the races are handled from the SP versions to the Xeo4RC. You'd have to ask Poontank (he uses Xeo4) but from what I remember (Xeo4RC is pretty old) you have to do a little bit of fussing to get the two (xeo and mbp) working just right. Yes, if you follow the directions exactly for the SP1.0\SP++ version then it is "out of the box compatible" with MBP with no further effort on your part aside from the installation.
cobme Posted April 14, 2013 Posted April 14, 2013 Then XeoSP++ it is then . Thanks again for clearing that out for me and for all the info you gave me .
aljustineg Posted April 15, 2013 Posted April 15, 2013 is there a mod that you view your characters face when your weapon is sheated same in vanilla skyrim
cobme Posted April 15, 2013 Posted April 15, 2013 You can try to hold the scroll button and pressing F to sheathe \ unsheathe . You can also change to 3rd person view , type in the console "TFC" (without the quotation marks"), use the WASD keys and the mouse to move the camera around and press F , again, to sheath \ unsheathe. Type in the console "TFC" again to disable the fly camera and return to normal view.
Kuroshu Posted April 16, 2013 Posted April 16, 2013 Quick questions: Is there a mod that changes how all of the VANILLA races look less... Ugly? A mod that makes Oblivion look a bit more like skyrim(Graphic wise)? I knew I should have replayed oblivion before playing skyrim cause I knew the chubby faces of oblivion will annoy me more than it had in the past
cobme Posted April 16, 2013 Posted April 16, 2013 Kuroshu, that depends on what you wish the races will look like , this will probably affect the NPCs as well. First mod that comes to my mind is this - http://oblivion.nexusmods.com/mods/1965
Poontank Posted April 16, 2013 Posted April 16, 2013 Then you should give XEO a try, a beautification system and race collection mod. Another option (can be run either in place of or in tandem with XEO) is 'Modular Beautiful People'. A collection of custom races and race resources as well, MBP however doesn't beautify the game world's NPCs as much and as noticeable as XEO. It mostly just offers the resource files for other mods to make use of.
MisterMoist Posted April 19, 2013 Posted April 19, 2013 In the vanilla game, the knockback and disarm effects from the master and expert block perks only happen if you have a shield equipped. I was wondering if there was a mod that let those perks work if you only blocked with a weapon.
gregathit Posted April 19, 2013 Posted April 19, 2013 In the vanilla game, the knockback and disarm effects from the master and expert block perks only happen if you have a shield equipped. I was wondering if there was a mod that let those perks work if you only blocked with a weapon. Deadly Reflex includes both knockbacks and disarming. I am not sure if UV2 includes them or not.
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