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Posted

Varenne' date=' did you "not" install XeoSP v1.0 first, then delete some stuff, then install XeoSP++, then the updates to XeoSP++? I thought that was pretty clearly spelled out in the instructions in the OP. If it wasn't clear then tell me what confused you and I will try to fix it.

 

Valeria and Xeo are two ready made companions that are "built into" XeoSP++. You will find both of them via their quest markers (hint: they are camped out just northeast of Bruma along the exterior of the city wall).

 

As to the untranslated text - it "should" be just extra junk that isn't used in game. If there is untranslated text\dialogue showing up in game, let me know and I will try to get it translated.

[/quote']

 

Followed it to the letter and like I said that all worked out well, no need to clarify, I wasn't at all confused. Pretty easy install actually, don't know what all the fuss is about setting up MBP and XEO together...

 

All I was reporting is that I found some stuff, post an install, while reviewing via CS and EGG.

 

I also knew about Xeo, just not Valeria.

 

Did a run around the main roads of Tameriel and notice a lot of lag. Maybe the meshes/textures need optimizing or it's the increase in NPCs.

Posted

Yea, the install is pretty simple. It however "used" to be a real pain in the butt. Many are only aware of how bad it used to be to install and get working. That and they also remember how badly MBP and Xeo used to clash. Googly eyes was the norm back then.

 

There should not be very many "new" npc's as Xeo mostly just changes the existing ones.

 

You could be right on the meshes\textures needing optimizing as to my knowledge this has not been done. Plus some of them may be higher resolution which could contribute to the slowdown. I did not experience any noticeable lag myself but it could be that this is the twig that triggers the avalanche so to speak.

 

Have fun!

Greg

Posted

Yea' date=' the install is pretty simple. It however "used" to be a real pain in the butt. Many are only aware of how bad it used to be to install and get working. That and they also remember how badly MBP and Xeo used to clash. Googly eyes was the norm back then.

 

There should not be very many "new" npc's as Xeo mostly just changes the existing ones.

 

You could be right on the meshes\textures needing optimizing as to my knowledge this has not been done. Plus some of them may be higher resolution which could contribute to the slowdown. I did not experience any noticeable lag myself but it could be that this is the twig that triggers the avalanche so to speak.

 

Have fun!

Greg

[/quote']

 

Could be that I'm running Adrenaline Oblivion, which not just duplicates NPCs but multiplies them by 3s, 4s, 5s and more. Now that I think about, I really think that's my lag issue.

  • 2 weeks later...
Posted

Yea' date=' the install is pretty simple. It however "used" to be a real pain in the butt. Many are only aware of how bad it used to be to install and get working. That and they also remember how badly MBP and Xeo used to clash. Googly eyes was the norm back then.

 

There should not be very many "new" npc's as Xeo mostly just changes the existing ones.

 

You could be right on the meshes\textures needing optimizing as to my knowledge this has not been done. Plus some of them may be higher resolution which could contribute to the slowdown. I did not experience any noticeable lag myself but it could be that this is the twig that triggers the avalanche so to speak.

 

Have fun!

Greg

[/quote']

 

Could be that I'm running Adrenaline Oblivion, which not just duplicates NPCs but multiplies them by 3s, 4s, 5s and more. Now that I think about, I really think that's my lag issue.

 

PyFFI Optimization

Just a quick note here that the xeosp++.bsa is comprised of mostly hair meshes and/or meshes that have .tri and/or .egm and PyFFI cannot work on those, hence a waste of time unpacking this BSA.

  • 2 weeks later...
Posted

tried this mod out of curiosity, got to say makes the game a lot better. I do got two problems with it, the Argonian and Khajiit faces are not working (for the most part, Before I quite to post this I did find one Argonian with the modded face) and the body skin is not matching up with the XEO faces, would that "F-INev Oblivio" help at all with that?

Posted

tried this mod out of curiosity' date=' got to say makes the game a lot better. I do got two problems with it, the Argonian and Khajiit faces are not working (for the most part, Before I quite to post this I did find one Argonian with the modded face) and the body skin is not matching up with the XEO faces, would that "F-INev Oblivio" help at all with that?

[/quote']

 

Did you follow the directions 'exactly' as listed in the spoiler?

Installing XeoSP v1.0 and then deleting folders and installing XeoSP++, archive invalidating and installing the two updates to XeoSP++ then starting a new game?

 

Miss one little step and your game is borked. If you follow every step however it works like a charm.

Posted

I can't make it past the install xeop++ step. The only archive I seemingly can open is part 002. The others simply tell me that they cannot be opened; no errors, just unable to be opened. Is there some way to extract the archives that I'm not catching onto? :/

Posted

Are you using the latest version of 7zip?

Link: http://www.7-zip.org/

Choose 32 or 64 bit based on your OS.

Then click on the first file only and using 7zip tell it to extract to a temp location.

 

I don't see an option to extract to a temporary location. And, whenever I extract it, I end up with the exact same file and the exact same problem. :( You are referring to file 001, yes?

 

(Edit) Okay, mission accomplished!

Posted

hmmm. dose MBP/XEO conflict with ColourWheels Oblivion Overhaul?

 

Conflict...not really. Just make sure Colourwheels esp is above them in the load order and you will be fine.

 

I run all three together with no problems.

 

Hello i need some advise, which one i must install first between CW Oblivion Overhaul or Mbp++ and xeo. (I just reisntall my oblivion because unknown error make all my data lost. so i start to dl any mod again one by one.)

Thanks :)

Posted

I'm having some trouble using HGEC textures with XEO (specifically Ozmo's 4096 textures). Re-installing HGEC after installing XEO fixed the meshes, however I'm not sure how to install the 4096 textures for XEO's "custom" races. There are also seam lines at the neck. Anyone know how to fix this? Apologies if this has been answered.

Posted

I'm having some trouble using HGEC textures with XEO (specifically Ozmo's 4096 textures). Re-installing HGEC after installing XEO fixed the meshes' date=' however I'm not sure how to install the 4096 textures for XEO's "custom" races. There are also seam lines at the neck. Anyone know how to fix this? Apologies if this has been answered.

[/quote']

 

You are not giving us enough info here. What version of Xeo are you running? Version 4, 5, SP v1.0, SP++, what? If you are running SP++, did you delete the folders you were supposed to and archive invalidate?

 

Where is your load order - we need to see it to get the whole picture.

 

One thing to keep in mind is that the SP++ version of Xeo has its textures installed via a BSA archive. If the 4096 textures are not in the identical folder format as Xeo's are (assuming that you have archive invalidated via bsa redirection) then the game won't use those 4096 textures for Xeo as nothing is telling it to.

 

Now if the 4096 textures are "not" in loose file format and in a BSA archive then it is even more complicated to get them working as you are going to need to make certain the esp is in the proper load order and may have to tweak some things.

 

As to the neck seam, did you try to set the bface texturing to 0 (zero) yet? That can help a bit. Most folks grab a simple necklace mod as that helps mask things a bit.

Posted

I'm having some trouble using HGEC textures with XEO (specifically Ozmo's 4096 textures). Re-installing HGEC after installing XEO fixed the meshes' date=' however I'm not sure how to install the 4096 textures for XEO's "custom" races. There are also seam lines at the neck. Anyone know how to fix this? Apologies if this has been answered.

[/quote']

 

You are not giving us enough info here. What version of Xeo are you running? Version 4, 5, SP v1.0, SP++, what? If you are running SP++, did you delete the folders you were supposed to and archive invalidate?

Thanks for the reply Greg.

 

  • I'm running SP++
  • I deleted the folders as per the instructions
  • I followed the archive invalidation instructions, i.e. BSA alteration, tick all the relevant boxes, remove BSA edits, update.

 

Where is your load order - we need to see it to get the whole picture.

Load Order:

 

 

Oblivion.esm

Beautiful People 2ch-Ed.esm

x117race.esm

Chanpon.esm

Lovers with PK.esm

DLCShiveringIsles.esp

Knights.esp

DiabloEF 6 in 1.esp

Beautiful People 2ch-Ed MS Elves - NoSc.esp

x117race.esp

Lop-ears Elf.esp

Bashed Patch, 0.esp

Lovers with PK.esp

LoversAnimObjectsPriority.esp

LoversFSE.esp

LoversIdleAnimsPriority.esp

LoversAdultPlayPlusforSSP.esp

LoversAdultYield.esp

LoversMagic.esp

LoversRaperS.esp

LoversVoiceSSPplus.esp

Specialanims.esp

xeosp++.esp

 

 

The bashed patch:

 

 

vmu814.png

 

 

 

If the 4096 textures are not in the identical folder format as Xeo's are then the game won't use those 4096 textures for Xeo as nothing is telling it to.

I don't suppose you know the correct folder format? My main goal is to get all vanilla NPCs using the 4096 textures. How does everyone else get around this? Or do most people use the standard low rez textures?

 

As to the neck seam, did you try to set the bface texturing to 0 (zero) yet? That can help a bit. Most folks grab a simple necklace mod as that helps mask things a bit.

I set the bface to 0 in response to different coloured head/bodies, which worked fine with the default XEO textures. However, when I reinstalled HGEC over XEO (i.e. the meshes), a noticeable gap/black line is now visible. Is this something to do with HGEC body meshes not lining up with the XEO face meshes?

 

Thanks for the help.

Posted

Sadly I don't know the folder format of the top of my head and listing it out would be a huge wall of text. Don't despair however. If you go grab FOMM (fallout mod manager) from the nexus it comes with a built in bsa viewer and extractor. In this case you can view the file\folder format and make your changes accordingly. FOMM will also allow single file or multi-file extraction if you ever need that.

 

While I do use XeoSP++, I don't use the 4096 textures so I really can't help you much more beyond the basics. Hopefully someone who may use them will jump in and give you some tips\tricks if they exist.

 

As to the neck seam and the heads - you need to also find\download\install the HGEC 4096 head textures if you want the heads to match. They should be over at the nexus. See if that solves your problem.

 

On your load order the bottom files need to be:

LoversIdleAnimsPriority.esp

LoversAnimObjectsPriority.esp

XeoSP++.esp

Posted

Sadly I don't know the folder format of the top of my head and listing it out would be a huge wall of text. Don't despair however. If you go grab FOMM (fallout mod manager) from the nexus it comes with a built in bsa viewer and extractor. In this case you can view the file\folder format and make your changes accordingly. FOMM will also allow single file or multi-file extraction if you ever need that.

 

While I do use XeoSP++' date=' I don't use the 4096 textures so I really can't help you much more beyond the basics. Hopefully someone who may use them will jump in and give you some tips\tricks if they exist.

 

As to the neck seam and the heads - you need to also find\download\install the HGEC 4096 head textures if you want the heads to match. They should be over at the nexus. See if that solves your problem.

 

On your load order the bottom files need to be:

LoversIdleAnimsPriority.esp

LoversAnimObjectsPriority.esp

XeoSP++.esp

[/quote']

 

I changed my load order, thanks for that.

 

Before you posted your reply I downloaded BSA Commander to have a look at the folder structure. I created an omod based on what I found using the 4096 textures, however when I tried it out, it crashed when loading my save game. I don't think I can be bothered figuring it out, too much effort for too little reward. Standard textures will have to do, unless someone has an easier work around.

Posted

Sadly I don't know the folder format of the top of my head and listing it out would be a huge wall of text. Don't despair however. If you go grab FOMM (fallout mod manager) from the nexus it comes with a built in bsa viewer and extractor. In this case you can view the file\folder format and make your changes accordingly. FOMM will also allow single file or multi-file extraction if you ever need that.

 

While I do use XeoSP++' date=' I don't use the 4096 textures so I really can't help you much more beyond the basics. Hopefully someone who may use them will jump in and give you some tips\tricks if they exist.

 

As to the neck seam and the heads - you need to also find\download\install the HGEC 4096 head textures if you want the heads to match. They should be over at the nexus. See if that solves your problem.

 

On your load order the bottom files need to be:

LoversIdleAnimsPriority.esp

LoversAnimObjectsPriority.esp

XeoSP++.esp

[/quote']

 

I changed my load order, thanks for that.

 

Before you posted your reply I downloaded BSA Commander to have a look at the folder structure. I created an omod based on what I found using the 4096 textures, however when I tried it out, it crashed when loading my save game. I don't think I can be bothered figuring it out, too much effort for too little reward. Standard textures will have to do, unless someone has an easier work around.

 

Using Ozmo's 4096 textures couldn't be any easier. Just takes a little setting up is all. But before getting into that read the following from the Nexus page: http://oblivion.nexusmods.com/mods/20022

 

== 4096x4096 version for high spec machine ==

The video card of VRAM of 512MB or more is necessary to use this.

 

This is very true and if you don't meet the minimum VRAM don't bother with this, very good chance you'll not enjoy playing the game. I'd also recommend 1GB of VRAM or higher if you ever plan on having a lot of MODs.

 

If you meet the minimum RAM re-post and I'll walk you through setting up the 4096x4096 textures.

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