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Haven't updated this in a long while... Nothing particulaly oblivion-y going on, but sfall has had another 12 updates, and my thief patch has had a couple too. A brief experiment with removing the requirement to edit thief2.exe ended up breaking ATT* as well as some random video codecs.
I've also released a couple of fallout 2 mods, one to add extra traits, and another to add some weather.** I bought Gothic 3 this week, so probably not much more modding from me for the next couple of weeks though.
It was the same problem that hit MGE a while back. Looks like the ATT fix was specifically for d3d8.dll and not for any of the other dx dlls. :(
Thanks to Josan12 over at the NMA forums for helping out with that one. :)
sfall 1.23 is out, and adds a few things to tweak npc levelling. A new version of my thief 2 fix is also out, and fixes most of the bugs from the previous version at the expense of dropping support for some of the more advanced tweaks. (Normal version / GUI version.) Thanks to the thief 2 community too; after hitting a problem that only affected ATi cards which I couldn't debug myself on account of not owning one, I ended up getting offered an x300. That's certainly never happened in all my time struggling with graphics card specific problems with MGE...*
*Bit of a late edit, but rereading that it sounds like a swipe at the morrowind community. That's not really fair; the chorrol team are hosting this website for me for free after all, so thanks to them too. :)
obmm has had another two updates, up to 1.1.9. Baring any bugs, it's now theoretically capable of automating the install of Horse Armor Revamped, which has what is possibly one of the most convoluted install procedures of any oblivion mod ever. Development on obmm has now been semi taken over by niaht, who has set up a sourceforge repository here.
Most of my time over Christmas was spent on sfall, which has recieved 17 updates, and now stands at 1.22. Notable changes include a new cpu-speed independent world map patch, upscaling filters, eax support and piles of new scripting functions.
I've also had my university exam results for the last semester, and managed to get the highest score in the year in every module I took.* Now I just need to worry about a couple of months of project work, and then I've finished uni for good. If anyone wants to offer me a job that pays lots of money for doing very little work, now would be a good time to mention it. :p
*i.e. 2 of them. One was computing, and in the other our years resident genius got stuck in traffic and turned up late to the exam, so it's not really that big of an accomplishment. Still gives me something to brag about though. :)
I've made two new obmm updates, and it now stands at 1.1.7. Scripts now have more freedom with what they can do to data files, and can do tricks like reading a data file from one of the stock BSAs, modifing it and then resaving it as a seperate file. There are no vital bug fixes; you'll only need to update if a mod needs the new scripting features.
I have a few weeks off uni for Christmas, so I'll have a lot of free time for a while. If there's any bugs/feature requests I've forgotten about, now would be a good time to remind me.
The latest version of my thief 2 patch (1.1.1) is up. There's still some issues, (i.e. no fog, sharpened textures, doesn't work with the copy-protected version of thief 2,) but now that I've finished my play through it'll probably be the last one I'll make. Nvidia has been making noises that they might, possibly, if they feel like it, do something about it at some point between now and the end of the universe, but if not the source code is included in my download and I'm sure someone can do something with it.