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About Galador

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    InsanelyMac Protégé
  1. Oblivion 100% Playble

    Your computer hardware looks more than sufficient and compatible with the game, so I don't think that's your problem. About the "Oblivion.ini" file, there is indeed one whithin the application itself, but the only .ini file your game will listen to eventually will be the one located in: /Users/USERNAME/Library/Preferences/Oblivion Preferences/p_drive/User/My Documents/My Games/Oblivion Tweaking within that .ini file can be useful and even necessary sometimes, but more often it will cause your game to crash or act unnaturally more than do you any good.
  2. Oblivion 100% Playble

    Installing the Oblivion GOTY.app on your mac OSX 10.6 is a simple drag-and-drop issue. So I don't quite see where it would prompt to ask you for an update!? Nevertheless, the GOTY version is v1.2.0.416 and doesn't need an 'official' update or whatever, it works just fine. There are some small errors in it and those can be fixed with the 'Unofficial Oblivion Patch' which can be downloaded (for free) at www.tesnexus.com, but to be honest, i've played it almost a year without that patch ...or where you talking about the Cider Port version when you said: ...in that case I can't help you
  3. Oblivion 100% Playble

    Hello everyone, for those who want to play TES4-Oblivion on your mac OSX 10.6, I strongly suggest your forget about the the Cider-port and simply download the Oblivion GOTY from ThePirateBay or be gentle and simply buy the game (both will work just fine!!) Now you've achieved your copy of the game, and everything will/should work like a charm...untill you realize there's is much more to it once you've learned that you can change this game just the way YOU like it! This changing and adding we call "modding". A 'Modd' is simply a little piece you add to the game like a brand new sword or maybe the ability to fly...whatever you like. For those who might call themselves 'n00bs' i'll tell the story "How To Play and Modd TES4 on a Mac" once again (as the first member on this post did 2 years ago). It's pretty easy, but be sure not to miss any step in the process First comes the detailed/long version, below the short version. here we go: 1.Getting started What do we need? - Oblivion GOTY (for Mac) - A website like http://www.tesnexus.com/ where you can find and download lovely Modd's for Oblivion !IMPORTANT! - when looking for mods, be sure to read the description of it very careful because some of them are simply incompatible with Mac (unfortunately!!!) --> Mods that require programs like 'OBMM' or 'OBSE' will not work on your mac!!! OBMM - Oblivion Modd Manager: This is a program for windows to install mods safer, easier and more automatically. Most often the creators of these mods give you the option to install the mods with OBMM or manually. When given this option it means that the mac-gamers will be very happy because when modding on a mac the only way to do it is MANUALLY. OBSE - A Script Extender: some more complicated mods require OBSE because they needs certain 'scripts' to be executed. Today, late 2010, there is still not something like 'OBSE for Mac'... and there is no way around it 2.The Mod In general, your downloaded mod will exist out of 2 parts: - an .ESP file - data such as meshes (with extensions like .kf or .nif...) and textures (.nif .dds .....) and sounds... and..... (sometimes one of the above will no be present...because they're not needed ) In order to use your mod you need to place the files in the right directory, lets go to the next step... 3.Installing your mod All your files need to be put inside your Obilivion Application, so open it up (Show Contents): Oblivion GOTY.app/Contents/Resources/transgaming/c_drive/Program Files/Bethesda Softworks/Oblivion/Data This directory is where all the magic will happen. PART 1 - your Data The 'Data' directory seems pretty empty but is actually fully loaded with all sorts of content that all together forms your game. advantage --> that what we mac-users can't see, we can't accidentally erase. disadvantage --> it can be hard to 'replace' a file which exact directory we can't find by searching. As I started mentioning above, when modding manually we have to be very very carefull when copy/pasting and overwriting files. Or you be very carefull or you simply backup every time before you want to add something new. Good for us we simply can't erase the base-files of oblivion. *hooorraay* ...but the moment we are using a lot of mods together the risk gets bigger of making mistakes. So you are warned, be carefull! Now put all your files in the correct folder within the Contents/Resources/transgaming/c_drive/Program Files/Bethesda Softworks/Oblivion/Data directory PART 2 - the .ESP files This Data folder is also the directory where you will always put your .ESP and/or .ESM files different from the other files these .esp files will never be stored in any subfolder. Done that? Perfect, now 2 more steps to go. PART 3 - activation {when there was no .esp file present in your mod you can simply skip this part} Now you've installed your new mod and all is put in a package with the label 'Data'. You'll want to add new mods in the future, so it would be wise to make an Alias to this data-folder to quick-acces it the next time you'll be modding Our last step now is to inform Oblivion that you've add something new to the game. And we do this by making a little list with all the names of the .esp files so that when Oblivion start booting up, it simply has to check this list to know what mod he has to load. The list has also a specific directory and name. And if this file (or directory) does not exist yet, we merely need to create it now, go to /Users/USERNAME/Library/Preferences/Oblivion Preferences/p_drive/User/Local Settings/Application Data/Oblivion and create the next text-files (if not present yet) - DLCList.txt - Plugins.txt DLCList keeps track of your (offically) downloaded Contents and should look something like: Plugins is the list that I was talking about, here you note down all the mods you wish to load when firing-up Oblivion: As you can see the DLC's are also in this list. When adding a new mod you put the name of the .esp file with extension in this list. For example, above i've added "Adonnays Elven Weaponry.esp". I simply put the name in the list and i save this text-file. !IMPORTANT! Most of the time the order in this list is not very important. However, sometimes your oblivion will crash because of 2 different mods who are in conflict because of there load order. Often your will learn this when reading the description of a mod. For example, 'DLCSHiveringIsles.esp' has to be loaded AFTHER Oblivion.esm and Oblivion.esm should preferably be loaded after all your other mods. So, as you can see above, Oblivion.esm and DLCShiveringIsles.esp are my 2 last mods in the list. Making an Alias to quick-acces this Plugin.txt document is again a good thing to do if you want to save some time in the future This editing and activating in the Plugins.txt is what windows user do within the 'Oblivion Launcher'. Since the mac version of Oblivion does not launch the Obliovion Launcher, we are not able to activate any mod through it, so we do this (again) manually with the Plugins.txt document. 4. Play & Enjoy! Once your data files are in place and your plugin list is saved, you can fire up up your oblivion.app and enjoy your new manually-installed mod! ------ A little summary: ------ Here you, a long and a short version At your service, Galad