WIP - Complete SR-esque Oblivion modding guide
Posted 17 November 2013 - 02:21 PM
If anyone is interested in this, please let me know.
Posted 17 November 2013 - 05:26 PM
Posted 17 November 2013 - 05:32 PM
Posted 17 November 2013 - 05:42 PM
Posted 17 November 2013 - 05:50 PM
Posted 17 November 2013 - 10:55 PM
No. Well, I tried a FCOM + more installation before - very briefly. At this point (since I haven't modded with Oblivion a lot), I'm just, well, to borrow a quote from the legendary Cave Johnson, "throwing science to the wall to see what sticks".
This isn't final by any stretch of the imaginaion, and can very well cause the game to beg for mercy under all the mods. I'm not even sure if I want to do a FCOM installation.
The only things I'm sure that I'll keep would be the unofficial patches, Streamline, Fast Exit (because crashing on exit is never good), Cobl, and DarkUI Darn. It'll start small, but then become much bigger over time. And, well, I'm too used to Mod Organizer to really give it up for Oblivion - so that would be the primary mod manager for that. And I'll cover PyFFIng meshes and DDSopting textures along with it. I'm debating if I should use DDSopted QTP3 Redimized, or if I should go with the setup that I currently outlined in the guide for textures.
Posted 18 November 2013 - 12:00 AM
Posted 23 November 2013 - 04:15 PM
Posted 23 November 2013 - 08:18 PM
I'm keen to see this guide when you get done with it, as I'm getting ready to jump into FNV for the first time myself. I have a question though, do you think any part of the guide might have issues with Tale of Two Worlds? I've been looking at it and am tempted to give it a go, since running FO3 on the FONV engine can fix a few things that I find really ugly about FO3.
A guide that size all at once would be nearly impossible anyways. You'd never finish trying to get it to work right.
I'm sarting with about 45-50 mods with my FNV guide and then I'll build on it until it is more SR like or I'll just make more like STEP and then have some packs for it. Oblivion and FNV are so different in the direction the mod communities went. Skyrim is much more focused on improving the graphics and textures than any other game ever was. There is a lot of cool stuff that has been done, but there just seems to be a much bigger share of the focus on way the game looks than how it plays and feels.
Posted 23 November 2013 - 08:31 PM
Posted 23 November 2013 - 08:37 PM
Posted 23 November 2013 - 08:53 PM
Posted 23 November 2013 - 09:24 PM
Posted 24 November 2013 - 10:04 PM
First thing I'll do is talk with BGS forum user Dubiousness about how to go about this guide. He's a walking resource on Oblivion modding - where I got a LOT of my help and advice from. If he is able to, I'll also ask him if he could have a active role in the formation of this guide.
EDIT: I've PM'd him, additionally inviting him to join the forums. In any case, I should learn SMW writing - I want the guide to look as pretty and neat as Neo's efforts.
I did ask the user about a few important questions - namely, if I should just DDSopt Qarl's instead of using the current texture pack arrangement, if I should use a different Oblivion overhaul, and if MO or Wrye is better for Oblivion installation.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users