Building Oblivion

Thank you very much :)

sldsmkd - I have my own personal server. It has unlimited bandwidth and a 100 megabit connection, and plenty of space. If you think it would help then I don't mind hosting for you so that people can skip the adverts and clicks and hassles of downloading from other places. You could for example have everything mentioned here as an omod on the server, renamed the right way to make it easier for people and faster for them to do the build. The only issue would be getting the files up there, I can't give you FTP access, so we'd have to work out something if you were interested and felt it would help.

Unfortunately they aren't my files to distribute. The authors put them on tesnexus / where-ever and that's where they should stay imo.
 
It's rather time consuming, I've spent hours on it so far. Although I suspect if I was to have to repeat it, then it would be a lot faster. I can already see results though! I can't explain the earlier crash... since it crashed within a few minutes and I've played around for 30+ minutes it must be a one off.

A little gripe with the sites that support the game is the way they name files that I download! They could be better about that :)

Once you have the OMODs it's a lot quicker, takes me an hour to install it all from scratch :)
 
I installed it like you asked but never was asked of 'merging plugins' or 'clocks of cyrodiil' etc.

My city looks like this and i can't even figure out if its different =P

Its not installed. Remember you need all 3 parts, Better Cities, Permanent Resources & Resources installed in that order.

ever since i downloaded
TES4LodGen 2.2.2 by ElminsterAU My oblivion has missing textures in a lot of placeshttp://steamcommunity.com/id/1moe7/screenshot/540636501500205969?tab=all

TES4LodGen won't change any of the local textures, which you seem to be having problems with - so I suspect the extra geometry from displaying distant objects is using too much memory on the Video card, blocking textures. Delete Data\DistantLOD and see if that helps.

It also explains why there's not some kind of ubermod where gradually over time stable mods are added to form a great big mod that virtually re-creates the game the way it should have been. This happens for other games - although they don't get modded to the extent that Oblivion has - and people aren't as overprotective of their work. All credit goes to you for not only opening up these mods to a whole bunch of people who would find them inaccessable otherwise, but you have also put a sensible and liberal license on it - Creative Commons.

Some guy did one for Morrowind, and it caused a massive ****storm on the Internet. I can understand it, making mods can take a huge time and talent investment.
 
Could you please tell me the hair in the quoted picture above please:p

I've checked rens 20 different models and can't find it.
Cheers for reply about cities, I did the original mod incorrectly.

It's one in the High Imperial pack, don't know exactly what.
 
Oblivion has always been crashy on zone transition, especially zoning from an Indoor area to an Outdoor area. (That means city to the waterfront). I suspect it's the LOD that does it, but not sure.

Try disabling all of the Oblivion engine saves (save on rest, transition) - and have Streamline save instead. That helps.

Didn't notice extra shops really in Better Cities, don't mind extra NPCs.
 
I have now run into a problem, and an annoyance.

The problem is that when I previously followed the guide everythign worked and when I waited for a reasonably long period of time anywhere the game would load at the end of it, resulting in all the people going to the right places. Now when I wait the game doesn't load and I end up with havign to wait and wait and wait on people showing up where they should be.

Anyone know how to fix that? It's causing me to spend, for example, 30 minutes real time trying to get Raminus Pollus to appear.

The annoyance is that I accidentally clicked through and installed the bit that causes quest prompts to be hidden. I'm not sure how I re-enable them.

It's part of Darn.
 
Do i always need to update Git after installing a mod?And how do i do this?Like this?And running a char through the dungeon?Every time you use a new mod??Please,say it isn't so...

Finishing Up

All done installing utilities, I suggest updating Git and then running a character through the Tutorial dungeon, you'll need a character in the outside world to see the changes made.

As a reminder:


Code:
git add –v .
git commit -m 'Original Installation + Utilities'


??

Just run the char through once, and save. Use that as a test person to run around with. Update Git whenever you like, it's a convenience.
 
Indeed. Think you have to just deactivate/reactive Darn to get it to do the 'initial' set up again.

You don't have any plans to do something similar for Fallout 3 do you? I started a character yesterday with the intention of playing a VATS only playthrough though for some reason it now crashes every time i try and save... regardless of location. Might have to deactivate the save manager...

Didn't like Fallout 3 so no.
 
Thanks for putting this together, it helped me learn quite a bit about the mods.
Took me a day to install everything off your post then took another day hunting through mods to install on top ^^

A few things though. git doesnt work when any of your mod files have japanese / korean text. So after a few mods I was unable to use git anymore :(

Once I have all my mods etc installed can I simply copy the oblivion directory and thats it, it will all be backed up and I could take it else where and run it from the oblivion exe and all the mods would work?

It only seems to **** a brick when files are in Japanese, delete the one or two text files with it.
 
ive followed your guide and installed most of what you suggested, game runs fine apart from the occasional ctd, only problem i get a lot of the yellow stars saying missing meshes any idea on how to sort this?

If you've kept snapshots along the process, then you should just be able to roll back to different points in time until you isolate it. Otherwise is it specific stuff or areas that it happens in?
 
with regards to your problem Ginger-Menace, correct me if i'm wrong sldsmkd, but i think that with some mods iirc you have to download a seperate texture pack which is not always made clear in the descriptions. Maybe you have missed one of them.
(you have probably already mentioned this, but i made the mistake with a few mods when i fist played it):)

quite possibly, haven't seen it myself so thats why it's best to try and isolate where the problem occurs - which should point at the naughty mod. worst i've seen is noble women with invisible bodies.
 
This time, when installing WyreBash, I don't get the notice about turning Lock Times off, nor do I get the option to tick Bashed Patch 0.esp, it's simply not there.

Any ideas of how to proceed?

The latest version Wrye Bash doesn't prompt you to turn Lock Times off, you can toggle it on and off by right clicking on the left pane on the installed Mods list. To get the blank Bashed patch, just copy Oblivion\Mopy\extras\bashed patch, 0.esp to Oblivion\Data.

I'd recommend running the 291 version (previous release) - 292 has some "issues"

yes im hoping to be able to mod oblivion goty deluxe edition for steam later this week i have windows 7 and cant use git shell extension cuz its for 32bit OS only wondering if there is a work around for it any help would be useful only mods i want to combined are visuals ones so the game world looks better

Works for me on 7 64bit, you don't NEED to run git - just copy paste your Oblivion install before a batch of mods are added. I'm going to redo this guide for BAIN soon - then you don't need to use version control.
 
Just edit the ini file directly. I think Streamline has permissions issues or something with modern windows. I've seen a couple of recommendations not to run it at all, so I may start looking for a more lightweight autosaver to use instead. Certainly all the FPS / Memory management is better handled by Stutter Remover.
 
NGCD played really nicely with the install I had before. It's quite simple mod really, I had the improved Birthsigns part going with it.

Having a bloody nightmare getting UFCOM working, I started Oblivion, zoned into a new area and a guard turned bright green and keeled over dead which was interesting. All the other guards were bald, and leaving the city caused an instant CTD. I may just give up, and choose whatever the best levelled monster mod is and get that working.

(I always just press windows key and type wrye in the search)
 
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