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Posted

There is now a combined package of MBP 1.4a' date=' MBP++ 0.9.0 and x117 0.76a in one ~750MiB omod available. Simplifies the installation somewhat; I found the link on

http://bbs.3dmgame.com/viewthread.php?tid=1741954&extra=&page=1

 

Doesn't include any of the XEO varieties, and I'm still not sure which one should get and which order to install any of them in, but that's a later issue. This pack seems to work well for me however (make sure to follow the load order on the linked-to page).

[/quote']

 

It would simplify the instalation if i could find an actual file to download on this sight... so confusing there.

 

http://www.loverslab.com/showthread.php?tid=2521

See post #2 for the omod link :)

  • 4 weeks later...
Posted

Mind explaining a bashed patched to a modding newb :D

 

Also, the pyffied meshes, will I experience any signifigant problems without them? Also, would I only need to choose 1 correct?

Posted

So do we need 2ch and 2ch++ or just 2ch++?

 

2ch and the ++ both are needed.

 

I'm downloading the allin1, thanks for the reply but, I appreciate some help with my questions in my previous post

Posted

Mind explaining a bashed patched to a modding newb :D

 

Also' date=' the pyffied meshes, will I experience any signifigant problems without them? Also, would I only need to choose 1 correct?

[/quote']

 

A bashed patch boils down to merging and blending.

1. It can merge files together (that are marked by the mod makers as mergable) to give you room to operated under the 255 limit for esm/esp's. Also the fewer you run generally the more stable things are.

2. It can blend together things in mods to make them play quite a bit nicer (removing conflicts) and to some degree you can control what mod wins without tinkering with your LO.

 

Pyffied meshes - they will give you slight boost (maybe detectable and maybe not depending on what all you are running with them) for your framerate. Think of them as just being "optimized." And no you won't have any problems if you don't use them....you just won't gain anything. As for choosing one - well you need to look at the description as some could be used with others. I would need to specifically know what you are trying to do to answer this :)

 

Hope that helps :)

Posted

the download-link to XEO5OBSE and Xeo are

both down or rather not available anymore :dodgy:. (http://www.filefront.com/13949840/XEO5obse.7z / http://files.filefront.com/XEOA4obse7z/;13375070;/fileinfo.html)

can someone post a link which actually works or (if it's possible) reupload it' date=' please...? :D

I would be very thankfull

 

sorry for my english btw.

[/quote']

 

James,

See post 372 here: http://www.loverslab.com/showthread.php?tid=13&pid=29322#pid29322

 

However if you are running MBP I strongly recommend you use XeoSP++ as it will play a whole lot nicer with it.

See post 401 here: http://www.loverslab.com/showthread.php?tid=13&page=41

Posted

Okay strange problem' date=' I tried using the Japanese chocolate elf version and their all pitch black when I'm at the race menu. All of the other 2ch races appear fine but that one.

 

http://www.tesnexus.com/downloads/file.php?id=37368

 

This is the one I'm using specifically.

[/quote']

 

Did you install MBP v1.4a then MBP++ .94a and then finally the Choco elves? If not then it won't work. This version of Choco elves is dependent on the above being installed first.

Posted

Alright, so I've got XEO downloaded, but I don't like how it changed the non-humaniod races (Argonians, Khajiit, Orcs). Is there any way to restore those races to their default state?

 

I contemplated just manually editing the .nif and .dds files manually in the CS, but I don't know where the original files are.

 

When I open only default Oblivion.esp in the CS, the race features point to a folder structure that just doesn't exist:

 

It was something like:

 

Characters/Argonian/Argonianhead.nif

 

In this example, when I actually go to Data/Meshes/Characters there is no Argonian folder, so I don't know where it's pulling this from. When I play without the mod active, all the stuff is like it was, so I know it's on my computer somewhere!

Posted

Jred250, all meshes/textures/sounds are stored in bsa format from the original game. Unless you extract them from the bsa (not really recommended) that is where they will stay.

 

Xeo is a replacer mod that is redirecting oblivion to ignore the default meshes/textures in the bsa file and instead to look at its own custom race folders. Open Xeo.esp in the CS and you will be able to find which folders they are.

 

As to changing them back, well you can get a mod from the nexus to do this or if you are running low on esp slots you can extract the meshes/textures from either the original games bsa or a mod you download and manually replace the Xeo ones.

 

You can also use the CS to alter things but you will need to know the default paths to redirect oblivion to use the bsa files or point toward something else. If you aren't fairly familiar with the CS you might just want to stick with grabbing a mod from the nexus and make sure that it is BELOW the xeo.esp when you build your bashed patch and or you just run your game.

 

Hope this helps :)

Posted

Okay strange problem' date=' I tried using the Japanese chocolate elf version and their all pitch black when I'm at the race menu. All of the other 2ch races appear fine but that one.

 

http://www.tesnexus.com/downloads/file.php?id=37368

 

This is the one I'm using specifically.

[/quote']

 

Did you install MBP v1.4a then MBP++ .94a and then finally the Choco elves? If not then it won't work. This version of Choco elves is dependent on the above being installed first.

 

 

Darn it. Guess I'll re install this weekend then. Thanks.

 

Posted

Jred250' date=' all meshes/textures/sounds are stored in bsa format from the original game. Unless you extract them from the bsa (not really recommended) that is where they will stay.

 

Xeo is a replacer mod that is redirecting oblivion to ignore the default meshes/textures in the bsa file and instead to look at its own custom race folders. Open Xeo.esp in the CS and you will be able to find which folders they are.

 

As to changing them back, well you can get a mod from the nexus to do this or if you are running low on esp slots you can extract the meshes/textures from either the original games bsa or a mod you download and manually replace the Xeo ones.

 

You can also use the CS to alter things but you will need to know the default paths to redirect oblivion to use the bsa files or point toward something else. If you aren't fairly familiar with the CS you might just want to stick with grabbing a mod from the nexus and make sure that it is BELOW the xeo.esp when you build your bashed patch and or you just run your game.

 

Hope this helps :)

[/quote']

 

Dude, you have been so helpful to me. I appreciate it so much! Unfortunately, I'm having problems finding anything on the TES Nexus that replaces non-humaniod back to their default state, or even something resembling their normal state (I am NOT interested in making them "Lusty", lol). If you know of anything, or anyone else, I would greatly appreciate it.

 

Once again, thanks so much. You guys are not as intimidating as I thought you would be.

Posted

Can't believe I never noticed before...but the Xeo male textures are actually missing the "erect" textures. Do I have the wrong textures, or are they just that way?

Posted

Dude' date=' you have been so helpful to me. I appreciate it so much! Unfortunately, I'm having problems finding anything on the TES Nexus that replaces non-humaniod back to their default state, or even something resembling their normal state (I am NOT interested in making them "Lusty", lol). If you know of anything, or anyone else, I would greatly appreciate it.

 

Once again, thanks so much. You guys are not as intimidating as I thought you would be.

[/quote']

 

LOL....I have no idea in the world why you would be intimidated by anyone on this site. We are extremely laid back here :)

 

In order to help you further I need to know what body type you are using. HGEC or DMRA or one of the hundreds of others. Then I can point you towards one that will work. Some body types won't work well with others as the texture maps are different causing the pc/npc to look crazy terrible :(

Posted

Well,

 

1. Do you have Xeo installed already?

2. If so what version?

3. Did you extract the file to a temp location and then go to the textures subfolder and drag/drop this into the oblivion\data folder? If you just extracted the file into the oblivion data folder then it will never work. You have to make sure the file paths are correct.

Posted

Well' date='

 

1. Do you have Xeo installed already?

2. If so what version?

3. Did you extract the file to a temp location and then go to the textures subfolder and drag/drop this into the oblivion\data folder? If you just extracted the file into the oblivion data folder then it will never work. You have to make sure the file paths are correct.

[/quote']

 

I have installed via OBMM (using OMODs, not manual installment cause i oftenly do clean installments of oblivion to my PC) the following:

1.Modular Beautiful People 2ch-Edition (Full) v1.4a

2.MBP_Plus_Plus_094a_Full-37368-0-9-4a

3.x117Race_077_Full-37377-0-7-7

4.XEORC4

5.XEOSP_1.0

6.XEO&AGE

Do i have to create a new char to see the difference from XEO&AGE ?

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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