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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!


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Everything posted by 1Mac

  1. [RELz] Elsweyr Anequina

    That’s what I mean; it wasn’t on Nexus because she locked the file. But now she’s unlocked it.
  2. [RELz] Elsweyr Anequina

    She didn’t so much re-upload as unlocked a previously locked page, but it’s true that it’s now available on Nexus where it wasn’t before. It’s also true that the 2019 patches are not on Nexus, only on AFK.
  3. [RELz] Elsweyr Pelletine

    WB installed Elsweyr Pelletine with no problem for me.
  4. [Relz, WIP] Elsweyr Pelletine

    Except most of the mods you're talking about aren't listed as requirements. They are listed as "Mods requiring this file." For example, you said upthread that Under the Sign of the Dragon - Tamriel Landscapes requires UL. But it's not listed as a requirement at all. What I think you read was an entry for a patch between Tamriel Landscapes and UL. That patch is listed under "Mods requiring this file," because of course a Tamriel Landscapes patch requires Tamriel Landscapes. The upshot is that Tamriel Landscapes doesn't require UL; the UL patch requires Tamriel Landscapes.
  5. [Relz, WIP] Elsweyr Pelletine

    Tangentially, “mods requiring this file” != “requirements,” even though the former is under the Requirements tab on Nexus.
  6. [RELz] Elsweyr Anequina

    Which is "the dedicated forum"? The support thread for Elsweyr Pelletine?
  7. Unique Landscapes

    March 15, according to the timestamp on the post. It was a public post, as you can see. I guess mhahn has a beta for Niben Wetlands?
  8. Unique Landscapes

    You may want to have a talk with mhahn. He says he’s working on completing two UL mods of his own. When I asked about Niben Wetlands, he said this: Corbolo River sounds great!
  9. [IDEA] Weather Protected Clothing

    Not most, but nearly anything that requires mwse.
  10. [IDEA] Weather Protected Clothing

    No, just curious. I was interested in that one, but you know, OpenMW.
  11. [IDEA] Weather Protected Clothing

    Which combat mod? Mnen?
  12. [IDEA] Weather Protected Clothing

    Read the description, clothes are also part of it.
  13. [IDEA] Weather Protected Clothing

    Fyi: https://www.nexusmods.com/oblivion/mods/48129
  14. Elder Scrolls: Blades Early Access

    This jibes with my expectations, tbh. How would you critique it if you were considering it not as a TES game but as a mobile game?
  15. [IDEA] Weather Protected Clothing

    There’s a shield mod called Shields Up that doesn’t require mwse. Haven’t tried it, but it should make combat a little better. There are other combat mods by the same author that make Morrowind a little more Oblivion-like, but they all require mwse. I’m using OpenMW so can’t use mwse; however, all the Morrowind modders are currently very much into it, so I assume it’s now pretty stable. 2018 was deemed of “the year of mwse,” as it saw the release of a ton of compelling mwse/lua script projects.
  16. Here's the issue: Apparently OCO2 does something weird to ear for high elves. Without the plugin, they look all jumbled up and broken. It's not the mesh, as the same issue applies no matter what ear mesh I'm using. I guess it has something to do with egm files, as far as I understand them. At any rate, something in the esp corrects it. So no problem, right? Everything should be okay. Except I'm also trying to use GM's Races Rebalance, which reverts whatever change the OCO2 plugin makes to correct the problem with ears. Basic cleaning doesn't help. Putting it before OCO2 in my load order does, but then OCO2 overrides the race stats from GM's mod, so that's a pointless solution. Ideas for solving, based on my very basic understanding of these things: -Use TES4Edit to delete the offending records from GM's mod, or to make a patch. It'd be nice to know what records I'm looking for, as I couldn't tell just from poking around the race records. -Add bash tags to one or both mods. Here I'm not sure which tags to try, or which plugin I should be applying them to. I applied all the RACE and BODY type tags that I thought made sense to OCO2, but it didn't work. I'm hoping y'all's expertise will avail me and help resolve this problem. Thanks!
  17. Oblivion - Steam version

  18. Oblivion - Steam version

    I get those errors too. EDoA has duplicate formid’s for some of the rocks. I don’t think the error is Cbash’s fault. I know it’s considered out of date, but I believe it’s something that the EDoA Unofficial Patch takes care of. SM Plugins Refurbish is another DLC delayer mod. You can use the merged version or versions for the individual DLCs you are using. That is, there’s no filter patch, so you can use the python bashed patch. As to whether to use CBash or Pbash, I’ve read smart, informed people say that CBash is fine, and other equally smart, informed people say that it’s still got some bugs, so I don’t know what to think. If I recall correctly, CBash isn’t currently being developed by the Wrye Bash team, so make of that what you will.
  19. Oblivion - Steam version

    I agree that he should, but he doesn’t! So it’s up to the user to decide if changing a few digits on an ini file is worth the graphic and stability features.
  20. Oblivion - Steam version

    Malone guessed it. I like it a lot, but it’s got a lot of features and requires a fair bit of ini fiddling to get just right.
  21. Oblivion - Steam version

    True, but that problem is easily fixed with an ini tweak. I actually use AoG instead for the same purpose, but that’s a much bigger overhaul. Andalay didn’t have to do anything to OXP to make it compatible. Again, a simple ini tweak in OR solves the problem. I get that feature creep is a problem for OR, but it’s a problem that’s easily solved.
  22. Oblivion - Steam version

    You just have to disable sleep mode in OR, right? P.S. Andalay mentioned Engine Bug Fixes. The other common essentials are Oblivion Stutter Remover and the unofficial patches. Something like Kuertee Cleanup is needed to prevent save bloat. If you’ll need Tes4lodgen, odds are you’ll also need Tes4ll to generate new distant land meshes. Don’t forget to disable quick saves and auto saves. A mod like Better Saves can handle auto saving for you. What other kinds of mods are you looking for?
  23. In chatting with qwertyasdfgh at TES Renewal, he mentioned that EngineBugFixes has fixed the issue of incompatible multiple worldspace mods, something that's come up on these forums before. Here's the section in the readme he pointed me to: If he's right, I guess this means that, say, Morroblivion and Hammerfell R could be run at the same time, if EngineBugFixes is installed?
  24. EngineBugFixes and multiple worldspace mods

    I may have made a muddle of things here. The full context was whether Morroblivion conflicts with mods like Hammerfell (or I suppose, the Black Marshes), with the esm load order issue forefront in my mind. Vorians read is what I understood Qwerty to mean, but it's a bit over my head tbh. The OP was in part to see if I actually understood what he meant!
  25. EngineBugFixes and multiple worldspace mods

    Sorry for being imprecise. That's the specific issue we were discussing. If we understood each other, qwerty was saying that EngineBugFixes has solved that problem (so moving the worldspace with TES4Gecko would also be unnecessary). Of course it's possible we weren't understanding each other very well!