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I haven't found a satisfactory solution to the inventory management myself, but I've settled to managing my inventory using bags and sorters, as I prefer tidiness over clutter myself :D
So, I normally just use a mod that gives me bags or sorters, and they are mostly configurable by INI file, so I can chose which ones of them act as "black hole" and which don't.
I've used both of these mods in my games over the years:
- DC Portable Sorters[1] -> *REQUIRES COBL* For alchemy, potions and scrolls (you can control the weight reduction of each sorter individually.)
- DC Storage Bags[2] -> Creates N bags and you can give them names, and each has a base weight and a multiplier that is used over the aggregate weight of all items inside.
I personally have set up 6 custom bags, with different configurations:
1. Food -> I use a "needs" mod so my food/drinks are kept here :P
2. Alternate Gear -> i.e. weapons/armor that I'm not currently using but I have available just in case I need it... and that includes arrows too. Big weight reduction on this one.
3. Survival/Needs -> I keep here my "camping" items: Tent, Cooking implements, hatchet/knife, plates, etc. I use the mod Craftybits for my survival needs :P
4. Crafting Stuff -> Ore, Tools, Coal, Gems, etc... only relevant if you're using some kind of crafting mod... this one has a big weight reduction, but not zero.
5. Books
6. Quest Related -> I store books, notes, items, anything that's quest related but have lost its "quest item" properties... i.e. normally, after the quest finishes. This is one of the bags that have 0 multiplier, so it's a black hole in essence.
And finally, the mod provides a "Stuff to Sell" bag that you can sell to a merchant and it automatically unloads its contents and reimburses you with the proper coin (up. to merchan coin limit, ofc.)
Also, there's Khettiena's mod that more modern and recommendable probably, and works very similarly to the one I'm using, but I haven't used it personally: Automagic Bags[3]
[1] -> https://www.nexusmods.com/oblivion/mods/25436
[2] -> https://www.nexusmods.com/oblivion/mods/25012
[3] -> https://www.nexusmods.com/oblivion/mods/22414
I am so dissapointed in the other posters.
Nevermind, forget I said anything... just downloaded it and checked it, and it just touches a single game setting.
EDIT2: And sorry, since it was an early 2006 mod I really thought it could have been done by touching every item in the game... you never know until you check! :P
I honestly didn't knew about that mod, is not a kind of mod that I'd have looked for... I prefer more ""immersive"" solutions :)
To make sure, I'd put it *exactly* at the end of the load order... past Bashed Patch, past any mods that you might have already there... and see if that makes it work?
Good luck!
I don't have experience myself running Oblivion on Linux... or Proton, at all.
Could be an issue of missing config files? How does Proton simulates the AppData folder, for example? Or the My Documents\My Games\Oblivion\ folder?
Mods need to be listed in the <user>\AppData\Local\Oblivion\Plugins.txt in order for them to be consider "active" for the game. Else they're sitting on your Data dir but the game doesn't load them.
If you can find such a file somewhere on your system, you could try adding that mod's ESP file name to it and see if that makes it work?
Aside from mods the only issues Ive found in playing are after several hours the NPC voices can start comming out garbled and one item's inventory iconappears corrupted, other than that Mods are the only thing not actually working. I'm stil able to run around and cause all manner of chaos.
Where are you seeing this "mods list"? Is the ESP file specifically included there?