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Compatibility Patch Request Page

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#1
Kad_Venku

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Compatibility Patch Request Page

 

 

This is a place for users to request compatibility-patches for mods and a place for modders in need of a distraction from their current projects or in search for easy-ish work.

This page originates from the patch-request-page mhahn123 created some time ago and closed again due to time limitations. This page is it's successor and is tied to the One Stop Patch Shop (OSPS).

This means each patch created because of a request started here will either be hosted on the OSPS-page directly or be linked there to make it easier for you to find most patches available to the community.

 

 

Just to make that clear, we want to address all sorts of conflicts, not only landscaping issues, but every problem you may encounter when using two different mods alongside each other.

Though I have to stress the following - a patch to make two mods doing exactly the same work together is not going to happen.

Seriously, why would you use two mods for altering the same content?

 

 

Active CPRP/OSPS Modders:

 

KadVenku

Slangens

ElderScrollsFan001

dreamed1

mhahn123 [Limited Availability]

 

 

 

This start post will be updated regularly with lists that sum up the requested files, the WIP files and the created patches including the link(s) to those files.

 

But there are some conditions, both people who are requesting patches and patch authors have to match.

 

 

For the requests:

 

  1. When you post a compatibility-patch request please make sure you have searched for it on the Nexus, looked up the requested files section, the One Stop Patch Shop and the Unique Landscapes descriptions, maybe your file is already listed there.
     
  2. Make sure you are using the latest versions of the conflicting mods.
     
  3. Have you tried swapping the load order of the conflicting mods? Loading mod b before mod a instead of loading a before b often can resolve your problems without a patch.
     
  4. Also use the provided form or at least include all the information the form asks for in a sensible manner to request patch-files
    It makes life for those who want to create the patches way easier, as they do not have top spend an unnecessary amount of time figuring out which problems using mod a and mod b together actually caused when you, who are requesting said patch, already stumbled over in your game. Which of course will speed up the creating process a lot.
     
  5. Patch suggestions not following the posted guideline will NOT be worked on. Apart from this there can be reasons your requested patch is not going to happen, namely the author not giving permission or a conflict is way too heavy for a simple patch and rather would need a rework of one of the two mods. Though as this won't happen to often we'll let you know.

 

 

 

Empty blueprint for you to copy and fill:

 

(1) Patch request for [Mod name, filename, version]:

 

(2) Your load order of the mods you are requesting a patch for [Do NOT post your entire load order here, only the load order of the to-be-patched files matters]:

 

(3) Describe the general issues you experienced here:

Please always be clear and precise, this saves us a lot of time searching the problems, which we instead can use fixing them.

 

(3a) If it's a cosmetic landscape problem, describe it (e.g.: Objects stuck into each other, NPCs are falling from the sky, cell borders are ripped,...) and, if possible, provide a screen-shot [Use a clear (open console and use the "fw 38eee" command, turn of ENB or heavy OBGE effects) screen-shot captured during daytime, use spoilers or a link to post]

If you know how to find cell grid info or form-ID-numbers, please provide them:

 

(3b) If it's a quest that broke, please provide the quest's name, involved NPCs and the last journal entry you received. If you know how to find quest IDs and stages please provide them:

 

(3c) If it's armour/weapon stats that are messed up, name the items in question. If you know how to find item IDs please provide them:

 

(4) Additional annotations which won't fit in one of the afore mentioned categories:

 

 

 

 

A quick example of how a filled out form could look like:

 

(1) Patch request for [Mod name, filename, version]:

 

CoolModA, mod_a.esp, V1.3b

AnotherFancyModNamedB, strange_name_of_mod_b_esp_file.esp, V1.0

 

(2) Your load order of the mods you are requesting a patch for [Do NOT post your entire load order here, only the load order of the to-be-patched files matters]:

 

strange_name_of_mod_b_esp_file.esp

mod_a.esp

 

(3) Describe the general issues you experienced here:

Please always be clear and precise, this saves us a lot of time searching the problems, which we instead can use fixing them.

 

(3a) If it's a cosmetic landscape problem, describe it (e.g.: Objects stuck into each other, NPCs are falling from the sky, cell borders are ripped,...) and, if possible, provide a screen-shot [Use a clear (open console and use the "fw 38eee" command, turn of ENB or heavy OBGE effects) screen-shot captured during daytime, use spoilers or a link to post] If you know how to find cell grid info or form-ID-numbers, please provide them:

 

I experience landscape tears in the area near Whatever Cave where the two mods meet and there are two houses stuck into each other north of that tear.

Link to screenshot.

Or: There is a NPC running in circles instead of leading me to a certain place near Fort Some-cool-name

 

(3b) If it's a quest that broke, please provide the quest's name, involved NPCs and the last journal entry you received. If you know how to find quest IDs and stages please provide them:

 

I should go and meet the NPC Random Guy in A-certain-place I got there and nobody waits for me instead there is a huge castle blocking my way.

The quest is called "Random in danger" and the journal tells me: "I should hurry and find Random. A-certain-place was where we wanted to meet. From there on I should continue my search north"

 

(3c) If it's armour/weapon stats that are messed up: name the items in question:

 

For rescuing Random I received a full armour set (helmet, chest, gauntlets, boots and shield) called "Random's Really Powerful Armor" but it's stats are even weaker than leather gear and as heavy as Daedric armour

 

(4) Additional annotations which won't fit in one of the afore mentioned categories:

 

 

 

 

 

For those who want to patch the files:

Spoiler

 

Requested files:

 

  1. Trails of Cyrodiil Merged + Roads of Cyrodiil
  2. OCO2 + Slof's Oblivion Better Beasts
  3. OCO2 + Bearded NPCs (+ Slof's Oblivion Better Beasts)
  4. Cyrodiil Rebuild II + Roads of Cyrodiil
  5. Enhanced Economy + Several Mods
    Spoiler
  6. OCO V2 + Knights of the Nine Relevation
  7. Zutheskunk Shivering Isle Overhaul + OMOBS
  8. Open Cities Reborn + Treasure Maps UL Edition
  9. Open Cities Classic + Trade and Commerce

 

Requested fixes:

 

  1. Lextons Scale Armour: Dragon Scale Cuirass Neck Fix

 

Armour conversions:

 

  1. Slof's Robe Trader + Mage Equipment 2.1
  2. Jojjos Dread Knight and Morrigan Armor - BAB version
  3. Knights of the Nine Relevation + HGEC Body (EBE Lightguts)
  4. Mighty Umra + Several Bodies
    Spoiler
  5. Knights of the Nine Relevation + TGND body
  6. Better Cities - TGND Body
  7. Unofficial Francesco's Armor Add On + Robert's Muscular + TGND Body

 

FCOM requests:

 

  1. FCOM + TIE Patch Update

 

WIP Files [claimed by author]:

 

  1. Talos Bridge Gatehouse + Imperial City Suburbs [KadVenku]
  2. Dragon Captions Pride of Wolf's Gate + Kvatch Rebuilt [KadVenku]
  3. Lilyvale Town + Various Other Mods [mhahn123]
  4. Hammerfell: The Eastern Grasslands + Sutch Village + UL - The Lost Coast [mhahn123]

 

Finished files:

 

  1. Knights of the Nine + Frans 5.2b by Slangens
  2. Eyrens Vampire Hunter Armor - BAB version by Nakakita
  3. Better Cities Imperial Isle Compatibility Patches by KadVenku
  4. Cardac Patch Collection by mhahn123
  5. Oblivion Jobs + Unique Landscapes Arrius Creek by mhahn123
  6. Snowy Road to Bruma Patch Collection by mhahn123
  7. Mage Equipment Body Conversions by Nakakita
  8. Capes for NPC's by dreamed1
  9. Shetcomb Farm + Integration - The Stranded Light by mhahn123
  10. Vaults of Cyrodiil + Open Cities Reborn by mhahn123
  11. ImpeREALCity Unique Districts + Origins of the Mages Guild by dreamed1
  12. Midas Magic + Tales from the Tomb by KadVenku
  13. Academy Oblivion Magic + Reclaiming Sancre Tor by mhahn123
     

Edited by Kad_Venku, 13 April 2015 - 03:50 AM.


#2
gep5

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(1) Patch request for [Mod name, filename, version]:

Talos Bridge Gatehouse, TalosBridgeGateHouse.esp, 1.1, link http://www.nexusmods...vion/mods/37366

 

Imperial City Suburbs,Imperial City Suburbs.esp, 0.51, link http://www.nexusmods...ion/mods/27500/

(2) Your load order of the mods you are requesting a patch for [Do NOT post your entire load order here, only the load order of the to-be-patched files matters]:

 TalosBridgeGateHouse.esp

Imperial City Suburbs.esp

 

(3) Describe the general issues you experienced here:

 

Problem is really easy to see no matter what the load order of the mods is. Just go and look underneath the Talos bridge into the IC using tcl. Everything is piled on top of itself badly.

 

Pathgirds have also been messed up a bit with npcs walking into walls.

 

(3a) If it's a cosmetic landscape problem, describe it (e.g.: Objects stuck into each other, NPCs are falling from the sky, cell borders are ripped,...) and, if possible, provide a screen-shot [Use a clear (open console and use the "fw 38eee" command, turn of ENB or heavy OBGE effects) screen-shot captured during daytime, use spoilers or a link to post]

If you know how to find cell grid info or form-ID-numbers, please provide them:

 

http://i.imgur.com/wMJLIYx.jpg

 

(3b) If it's a quest that broke, please provide the quest's name, involved NPCs and the last journal entry you received. If you know how to find quest IDs and stages please provide them:

 

(3c) If it's armour/weapon stats that are messed up, name the items in question. If you know how to find item IDs please provide them:

 

(4) Additional annotations which won't fit in one of the afore mentioned categories:


Edited by gep5, 14 November 2014 - 06:58 PM.


#3
Kad_Venku

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Seen and added to the to-do list.

Thanks for the straightforward (and thus really useful) conflict report.


Edited by Kad_Venku, 15 November 2014 - 04:25 AM.


#4
dedalus

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Castle Eltz is incompatible with Unique Landscape Eastern peaks. I don't have a photo of the incompatibility, but it should be spot on as soon as you use both mods.

Consider making a pathces if there is enough reisonnance. I think it is one of the few castle mod worth adding, to be sincere.



#5
display name is already in use

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Castle Eltz is incompatible with Unique Landscape Eastern peaks. I don't have a photo of the incompatibility, but it should be spot on as soon as you use both mods.

Consider making a pathces if there is enough reisonnance. I think it is one of the few castle mod worth adding, to be sincere.


Already exists since June 2013.



#6
dedalus

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Thanks. Didn't know it.



#7
dedalus

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I've got a compatibility patch request between Shetcomb Farm

http://www.nexusmods...&preview=&pUp=1

and integration - the stranded light

Both mods do add farm houses in the same spot :P


Edited by dedalus, 28 November 2014 - 12:43 PM.


#8
Kobal

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Since you also seem to regard conversions to body replacers patches, how about a BAB version of Eyrens Vampire Hunter Armor? 

I'd also like to see Andragorns Weapons and Armor, Jojjos Dread Knight and Morrigan Armor and the few robes from Mage Equipment that do not work with BAB adjusted. Not to revealing, only the body gaps closed would suffice.


Edited by Kobal, 28 November 2014 - 03:20 PM.


#9
Kad_Venku

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@dedalos: Seen and added to the list.

 

@Kobal: You're right, we list all sorts of conflicts/patch requests here. Seen and added.

 

 

@everybody:

 

We of course want to take over every request possible, but the thing is, we're only a few active modders and even less exclusively dedicated to this project. So it will take time to finish everything or even take over every request.

 

But, nobody has to be part of the team to come here and to take on and fix a requested problem, so if you are a model artist with some spare time feel free to go ahead and take a shot on one of the model-related requests. Just leave a note here (or pm me) so I can mark said file as WIP. This page in the first place "only" is a list of problems people have, and that need to be fixed.

 

 

Edit:

 

A small update:

 

Slangens recently released the first patch from the list namely the Knights of the Nine + Frans 5.2 Patch

 

And something else:

 

Conversions of any of AlienSlof's work to another bodytype won't be taken over or added to the list. Some time ago she stated that conversions won't be allowed, and respecting that wish, I not only took the requests off, but will not add any new, so don't bother posting those requests.


Edited by Kad_Venku, 30 November 2014 - 08:39 AM.


#10
Kobal

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Some more armors I could use a BAB version of:

Vampire Cuirass

Ancient Silver Armor

Doom and Rexor Armor from Armory of Conan

Nuskas Female Armor Replacer

 

 

That should cover my needs. :D



#11
Dragon32

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Some more armors I could use a BAB version of:
Vampire Cuirass
Ancient Silver Armor
Doom and Rexor Armor from Armory of Conan
Nuskas Female Armor Replacer
 
 
That should cover my needs. :D

Hey, I haven't tried it myself but have you seen Clothing Converter? Sounds like it's just what you need.

#12
nakakita

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Some more armors I could use a BAB version of:

Vampire Cuirass

Ancient Silver Armor

Doom and Rexor Armor from Armory of Conan

Nuskas Female Armor Replacer

 

 

That should cover my needs. :D

 

Why do you need Bab versions of armor that doesn't even show skin?



#13
Kobal

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For the same reason as with all armors: to close the gaps at wrists and ankles when they are not covered by gloves or boots. May I conclude from your comment that other body replacers typically won't need a conversion if an armor shows no skin?

 

I forgot to mention: The greaves of ancient silver armor uses elven greaves mesh, so an adjusted version for that part is already available. Perhaps the Conan armors also use vanilla meshes in parts? Would need to be checked, I cannot say for sure.

 

Hey, I haven't tried it myself but have you seen Clothing Converter? Sounds like it's just what you need. 

 

Nice find, but since I have absolutely no knowledge about item creation I still rather leave it to the experts. If they think they can make good use of this tool the better.

 

Oh, and I found another item in need for adjustment: the greaves from the vella set included in OOO.


Edited by Kobal, 02 December 2014 - 06:54 AM.


#14
nakakita

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For the same reason as with all armors: to close the gaps at wrists and ankles when they are not covered by gloves or boots. May I conclude from your comment that other body replacers typically won't need a conversion if an armor shows no skin?

 

This is correct. Different skins use different UV maps, so the textures can look way off. Bab for example only has it's texture in the bottom left corner of the skin texture (an area which is 1024 x1024 pixels big, where the rest of the texture is essentially empty, even though it's 4096x4096 in total, which means it slows down your computers as much as a super high res skin would without having all the details), while Roberts bodies and HGEC use most of the space. If no skin shows, this isn't an issue. And if there is a gap, you mentioned gauntlets and boots hiding it? There's a few exceptions.. but for the most part no skin, no need to convert things, unless female meshes are left out so they get the male model.



#15
Kobal

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You seem to be very knowledgeable with this, are you also a part of the patch team here?

 

So are you saying BAB is technically inferior to other bodies and costs more fps when much skin is shown? That would explain why I seem to have more performance issues in amazon dungeons than elsewhere. I should check how much a difference that actually makes. Do you know if that also applies to the alternative textures that can be downloaded on the BAB site? And will this large texture size actually matter if I don't play the game at such high resolution?


Edited by Kobal, 02 December 2014 - 12:52 PM.


#16
nakakita

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I'm a new member of the team as of a couple days ago. But I know *some* about textures, body meshes, and armor meshes. And I can convert things from one body to another in blender/nifscope. But I'm not much use in other modding areas.

 

Bab is.. interesting there. The mesh itself pretty low poly, but the textures would give you some pretty massive performance hits. Another problem however is that a lot of the super skimpy armor is high poly (not that full body armor can't end up with this problem too). Combine both, and you're going to have some performance issues. 

 

As for alternative textures, unless the meshes are replaced (which would cause conflicts with everything made for bab, because of the UV mapping), or the texture in question is 2048x2048 which would make the skin portion 512x512 which is smaller than some vanilla textures, I don't think an alternate texture is going to help you with bab.

 

Finally, while playing at a screen higher resolution is more performance intensive, playing at a lower screen resolution will experience the same hit. Unless you're talking about changing texture size from Large to Medium? In that case, any .dds files that were not saved with mipmaps are going to look strange. Someone testing a skin I was tweaking once had rainbow skin instead of what I'd done because I didn't use mipmaps.



#17
Sergio1992

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If you need to make mipmaps, you can use this tool:

http://www.nexusmods...im/mods/12801/?

I would avoid using it to optimize the textures, because it is automatic and you would have to review those step by step for optimal results. But if you wish to really try optimizing also the textures, use this page as a reference:

http://www.nexusmods...im/mods/36124/?

 



#18
Kobal

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So the BAB meshes only accept textures in the form you described and nothing reasonable can be done to improve anything about it? Btw you didn't directly address my question if performance is worse with BAB than with other body replacers.

 

This stuff seems to be even more complicated than I would have thought. :sad:

 

Thanks for the insight.

 

Sergio: The first tool will automatically create mipmaps for everything with no downside? Sounds pretty good.



#19
Kad_Venku

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That actually is depending on more than just the body meshes and textures.

 

"Easy" to speak:

It's always depending on texture resolution of the specific body (or optional additional textures), what your character is wearing (high poly armor or weapons), if you are playing in first person or third person and if you are using something like enhaced first person camera, which adds a body back if in first person. But that's actually not one of the worst performance hits your system has to face.



#20
nakakita

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So the BAB meshes only accept textures in the form you described and nothing reasonable can be done to improve anything about it? Btw you didn't directly address my question if performance is worse with BAB than with other body replacers.

 

This stuff seems to be even more complicated than I would have thought. :sad:

 

Thanks for the insight.

 

Sergio: The first tool will automatically create mipmaps for everything with no downside? Sounds pretty good.

 

Not without changing the UV mapping on the body and every article of clothing related to it.

 

Would your performance be better with another replacer? I really can't say because AI impacts performance, and that could be the biggest hit. Or a lot of random items laying around the dungeon could be the problem. Or it could be the armor itself more than the skin it's showing, and converting the same armor to another body mesh would still have the same issues associated with that armor being potentially high poly.

 

If you switched to another body mesh, with a 2048x2048 skin texture, you would notice a considerably increase in texture quality from what you get with bab. But I can't really say if you'd experience a performance increase because of all the other variables.



#21
Sergio1992

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Sergio: The first tool will automatically create mipmaps for everything with no downside? Sounds pretty good.

No downside that I'm aware of. Just avoid compressing the textures, but for that option, you have to select a compression lower than the current texture size you got (should be >2048)



#22
Kad_Venku

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New file finished:

 

Eyrens Vampire Hunter Armor - BAB version by Nakakita


Edited by Kad_Venku, 06 December 2014 - 02:11 PM.


#23
Kobal

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Wow, that was quick.  :thanks: 



#24
dedalus

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What is BAB?a body replacer? I checked the website but there are no info >.<



#25
Kad_Venku

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Well, the project is called "Bab Body Mod for Oblivion" (have you tried the tab "home"?) so, yes, a female-only body replacer. Don't bother yourself, I didn't know it either before we got the request.


Edited by Kad_Venku, 06 December 2014 - 04:26 PM.


#26
dedalus

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checked now. Yes, not worth having unless you play female characters. Thanks for help!



#27
dreamed1

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7. Hemmingway NPC Capes + Jaysus Capes + All Capes Cloaks Clothes Gloves and Robes
8. CoreRandmonClothing4Npcs + All Capes Cloaks Clothes Gloves and Robes + Tail-Slot Equipment Helper
9. Several combinations of 7 and 8

 

To anyone and everyone -- I'm looking for a little bit of feedback: The original "patch" request that came through as I understand it was for something to make Hemingwey's, JaySuS' Capes and All Capes Cloaks etc give capes randomly to NPC's. Let me be upfront: Nothing I do is going to work with Hemingwey's or OOO, just because they already have their own far-reaching system for outfitting NPC's with capes already.

 

So, what I have is not so much a patch but a system that could, in principle, take any mod that has capes or similar items (including Capes and Cloaks or ACCCGR or ACCCGR SI and JaySuS) and add them to NPC's from the vanilla game, and eventually to mod-added NPC's as well, and would work with whatever combination you decide to use. (Basically it's Item Interchange style for capes).

 

So here's what I need to know:

 

Right now I've got CapesAndCloaks, ACCCGR or ACCCGR SI, (note those 3 are all the same capes, so should only use one of them) JaySuS' Capes, and Magic Elven Capes. I could technically add capes from any mod that has capes defined as tail-slot items if anyone knows of any others that are worth adding?

 

I'm distributing semi-randomly based on class, except in the case of guards. Most NPC's would have a 50% chance of receiving a cape. If anyone can think of a better/more refined way of doing it I'm open to suggestion.

 

Thanks in advance.



#28
nakakita

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Crossposting this:

So a bit of an interest poll here.. there's a request for "Mage Equipment - BAB version". It turns out however that most of the meshes were for bab, and not any other body. (I'll consider doing this if a bab user will list whatever they specifically want converted here. I can see issues with a couple meshes that might have issues, but there's quite a few that are definitely bab and not something else, and I'd rather not go through 49 sets of things trying to figure out what works and what doesn't for a body mod I don't personally use).

 

My question is this though. How much interest is there for an HGEC patch? I'm currently doing a TGND patch for myself, which I do plan on releasing. But I recently found out that some of these robes are included in OOO.. which has HGEC patches already. And then, what size do people want? If it's DMRA or Guts, or something else people are mostly interested in, I'll just let the people who normally cover those bodies so that because I don't exactly have the experience to deal with those. I don't usually add polys when I'm doing conversions, and with those I'd have to.



#29
Kobal

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I made the request for the BAB version and I only expected conversion of the robes that don't yet work with BAB, i.e. show the typical gaps on wrists/ankles. I thought putting the robes on an NPC  to look which ones that are should only be a matter of a couple minutes. :wink: If you have CSE installed you can just swap them out on the same NPC one after another.



#30
nakakita

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I don't have CSE installed because it doesn't work for me. I tried a couple of times, but gave up. I can't move my Oblivion directory as I use the steam version, installed to it's own directory.

 

And no, it wouldn't take only a couple of minutes. I'd have to replace my body mod and textures, then hope the mod adds a cheat chest somewhere, or I'd be stuck consoling all the robes. Or swapping them out with a vanilla robe, and there are 49 different robe sets. Since it's your request, can't you please do just a little bit of legwork?




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