scruggs on 30/3/2007 at 04:05
Regarding Thieves Arsenal:
Quote:
the mod had no documentation.
The documentation is an html file included with the download called Thieves_Arsenal.htm. Should be in your Data folder.
Alternatively, view it online (
http://home.comcast.net/~scruggsyw/Thieves_Arsenal.htm) here.
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Have you (or anyone) actually used those water arrows on torches? I thought I read somewhere they don't work...
They work on just about any open flame (torches, wall sconces, fires, braziers, etc) in dungeons and castles. They generally do not work in homes and shops, because making lights extinguishable requires hand-editing of each cell and it just wasn't worth the work involved for the tiny town interiors.
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Did you aim at the flame or the base of the torch/whatever? I'm just wary because of bad reports I have read.
It usually doesn't matter where you aim. In general you'll get the best results if you aim at the center of the flame, though; mainly an issue if there are statics like logs underneath an open flame.
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I haven't been contacted by Basso yet, so I haven't actually tried any of the new tools.
Generally all you need to do is hang out in the IC for a bit, wandering between districts, and eventually you'll be contacted.
A few people have reported this doesn't work for them; an update is on the way which will fix that and other bugs, as well as adding quests and dialog for Basso and other stuf.
If you have trouble getting contacted, try going to the IC and typing the following in the console:
Code:
set QT.framesPassed to 10
setStage QT 10
Then exit the console, wait about 10 seconds, and enter a new district of the IC and the kid should come running up to you with a letter.
Sorry for the inconvenience.
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has anyone used the "turn off lights" mod from the list?
That mod and the others like it suffer from the fact that most lights in Oblivion aren't really lights, they're statics - the illumination comes from an invisible source placed near the static light. So without replacing each and every static light with a working version and getting rid of the invisible light sources, like TA does, those mods can only allow you to extinguish a small fraction of the lights in the game.
sNeaksieGarrett on 30/3/2007 at 04:36
scruggs himself! :o welcome to the forums, i take it you pretty much just joined . or you joined the forums very recently. let me give you a bit of friendly advice. when you quote someone, in the "
Quote:
" tag, put an "=" sign and type the persons name. so for example: "
Quote Posted by sluggs
" like that. minus the quotes of course. That way people actually know who you are talking to. Please don't take this as offensive, just trying to help you out.;) I wish i could play ur mod, but i cant because i need obse but its in beta right now.
No i meant turn off lights doesnt have documentation. im aware that thieves arsenal does have documentation. they only offer an esp for turn off lights mod. thats why i said that.
interesting, so from what i gather, ur mod is better than turn off lights because you are replacing the static lights? am i following you?
~SG
scruggs on 30/3/2007 at 14:24
I've been lurking on these forums for quite a while. Never bothered registering until now, though.
"Better" is subjective, but TA lets you extinguish more lights than the other mods. :shrug:
OBSE v0009b is labeled "beta" because it was released very quickly after the official OB patch and SI were released, and the authors wanted to get community feedback to make sure it works correctly. By all accounts, it's fully functional.
Convict on 30/3/2007 at 15:19
I use OBSE loader because some mod demanded it :rolleyes: :p but can I install TA now without it breaking saves and also keep using OBSE loader?
Keeper_Andrus on 30/3/2007 at 19:34
Thanks for answering our questions.
Basso has recently had a massive crooked yellow box with an exclamation mark in it stuck to him. Is there anyway to fix him without re-installing the mod? He works fine for buying and selling, so doesn't matter too much.
sNeaksieGarrett on 30/3/2007 at 21:59
well, its not a matter of whether its fully functional or not. thats good that the beta is, but what im saying is, i dont want to install it simply because it IS beta. That means it could crash my game or who knows what. I don't want to mess up oblivion with a beta. thats all.
nomad of the pacific on 31/3/2007 at 00:06
Thanks for the help, Scruggs, and thank you very much for the mod! :thumb: I'm off to see Basso! :cool:
scruggs on 31/3/2007 at 01:46
Quote Posted by Keeper_Andrus
Basso has recently had a massive crooked yellow box with an exclamation mark in it stuck to him.
The latest official patch for Oblivion (v1.2 or Shivering Isles) messed up one of my meshes.
A fix is coming...in the meantime you can safely delete the offending punctuation by entering the console (press
~), left-clicking the thing, and typing
disable.
Quote Posted by Convict
but can I install TA now without it breaking saves and also keep using OBSE loader?
Of course. OBSE-enabled mods can be added and removed just like normal mods, and TA doesn't require you to restart with a new character. The only requirement is that you remember to always use OBSE_Loader instead of the normal Oblivion shortcut.
Quote Posted by sNeaksieGarret
well, its not a matter of whether its fully functional or not. thats good that the beta is, but what im saying is, i dont want to install it simply because it IS beta. That means it could crash my game or who knows what. I don't want to mess up oblivion with a beta. thats all.
Understandable.
Upcoming OBSE v0010 (sometime this week) should come without the "beta" label, if that makes you feel more comfortable.
Convict on 1/4/2007 at 07:57
Should I delete my old OBSE loader and install this new loader (even if I don't add new mods)?
sNeaksieGarrett on 1/4/2007 at 19:34
Alrighty. Thanks scruggs.