All entries for Sunday 12 September 2010
September 12, 2010
I’m not a fan of politicians. Generally they’ll act in their own interests or the interests of a small group they represent. Protecting themselves and their political party/government is the overriding motivation, doing the right thing being only secondary.
It’s in that context that I can look at the actions of the Catholic Church over the whole child-rape thing and understand them. I get why the Church, and our current Pope in his old job in particular, opted to cover it up. It was the most politically expedient option. Obviously that’s not okay, not for any organisation, and one that basis itself on handing down moral instruction should be held to even higher standards. But it’s understandable. Deep down, when we all feign shock at the fact that the Church covered it up, a voice in our head is going “of course they did, they wanted to avoid a scandal”. It was a political move. Placing politics above what was morally right. Utterly reprehensible, but comprehendible in that context.
But something has been bugging me lately.
The cat is out of the bag now, the scandal exposed, we all know it happened, the cover-up failed. So what now? From a perspective of political expediency, one should publicly admit the mistake, apologise, fire a few people as scape-goats and promise to support the victims and do better in the future. That also happens to mostly be the right thing to do in this case, but that doesn’t matter. It’s also the correct move politically. Doing so moves on the debate. You admit you made an error and then those opposing you can no longer directly attack you on that issue “I said it was a mistake, I apologise, but it’s done now, what more can I do?” There are few answers to that that don’t involve moving on to a different topic entirely. “It’s easier to seek forgiveness than permission” is a fundamental rule of the political play-book. When something goes wrong you apologise and say you’ll try and stop it ever happening again and slowly the debate is recast and anyone still attacking you for it makes themselves look like a bully and you look like the victim.
Which is why it’s weird that the Pope hasn’t done this. He hasn’t taken the politically expedient path, and that’s scary. See, the cover-up is understandable if you accept the idea that he’s a politician. But his failure to apologise makes it clear that he isn’t. Which therefore means that he covered-up the whole thing because he thought it was the right thing to do.
Just stop and think about that for a minute and the true horror it implies.
From an atheist point of view, this is easy to reconcile. The Pope is wrong in the head and is unable to differentiate right from wrong. He’s no different to any other sociopathic criminal.
The interesting thing is how this must appear to other Christians. Generally most churches tolerate the Catholics as the slightly wacky cousins who wear funny hats and think they’re actually drinking the blood of Christ at communion. But essentially they believe the same things, more or less. The problem is, Catholics believe the Pope has a direct connection to God. Most Christians also believe you can have a personal connection to God. Thing is, many Christians, especially the more evangelical groups, believe the Devil and demons are real too. If you think you have a personal connection with God, and that connection is telling you something that is at odds with a given church’s teachings, the church is less likely to tell you you’re imagining things, and more to say that you’re actually talking to the devil or a demon, and you have to ignore it. Your prayers got the wrong number and you have to be strong and try calling again and hope you God picks up instead this time.
Extrapolating that, and assuming that a fair, just, Christian god would never want child-abuse covered up, the only conclusion is that the Pope is talking to the Devil. Which makes all Catholics devil-worshippers. Given this shocking revelation, I’m not sure why there isn’t also an evangelical Christian anti-Pope march going on, where they’re letting the world know that he’s a servant of Lucifer. But then, I guess that wouldn’t be politically expedient.
The thing about Oblivion is that it’s hugely modifiable. I remember when I first played it around four years ago, the first thing I did was install a very early user-made mod that ‘fixed’ the interface. The game had been released on 360 and PC at the same time, but the interface was scaled for people playing it on the sofa. Not for someone with their head about 40cms from the screen.
Since that time a whole host of mods have been created, numbering in their thousands, so before I start this diary, I am going to list out the ones I’m using. I’m not, however, going to explain how to get them all working together. See, the original plan had been to choose a small number of specific mods and play just with those, but the problem is that the more you read about the mods available, more and more catch your eye and before you know it you’re down the rabbit hole with around 100 installed. You’ve searched out compatibility patches to make everything work together, learned how to use BAIN to make installing easier, got your head around a bashed patch and started pyffi-ing your meshes to improve performance. See, the thing is, if you just want to use a few mods with Oblivion, it’s a piece of cake. But you never do. You start seeing more and mods that you’d like to try and things snowball. And then making them work together gets quite difficult. If you really do want to try it for yourself all I can do is suggest this site.
It’s interesting how modding communities develop. I first tried to do this about two years ago, and the big thing then was getting your ‘load order’ right. See, Oblivion is fairly mod friendly, mods are packaged in to ESP files, and you can load them in any order you want. Later ones override earlier ones. Back then, the big challenge was getting the load order right, often involving compatibility patches (ie. Mod B overrides parts of Mod A, but then compatibility patch Mod C overrides very specific parts of Mod B with the bits of Mod A you want to keep). This is a thing of the past. An amazing piece of software called BOSS basically sorts everything out for you, along with helping tag things correctly to make a ‘bashed patch’ which is a sort of catch-all compatibility patch. Sort of.
While the load order issue is basically solved, the challenge that remains was working out a correct ‘install order’ for the mods. See, while the ESP files themselves can be loaded in whatever order, a lot of the resources they use will over-write the original Oblivion files, or the files of other mods. Last time I tried this, it was a nightmare, as while Oblivion Mod Manager was great at helping you install and uninstall files, it didn’t keep track of the order leading to all sorts of issues. For example, if the first mod I installed had 10 textures files, then the second had 5 texture files that replaced half of those, then when I uninstalled the second mod, the 5 replaced files from the first mod wouldn’t be returned. Another amazing utility, the BAIN part of Wrye Bash, removes any worries about this sort of thing at all, by keeping a virtual install order which you can tweak and then fix the installed files whenever you want. It’s a lovely piece of software that makes this entire thing manageable.
The second reason that I’m not going to go in to how I set this all up in detail is performance. I recently upgraded my PC. It’s an i7 920, 6gig of RAM and a Radeon 5850. It’ll run pretty much every modern game at full detail without breaking a sweat. Oblivion brings it to it’s knees. I get around 20fps outside and in cities. Some of you may blanch at that, but the fact is, most combat and actual action gameplay takes place in dungeons and other interiors where the performance is a lot better, so it’s something I can live with. It doesn’t hurt that it’s one of the best looking games ever made with a few visual mods, as the screen-shots I’ll include with this diary will attest to. But it still stutters, even running from an SSD.
So, here’s a whistle-stop tour of the main mods we’re using:
QTP3 Redimized Reduced
The most popular of the texture packs for Oblivion, makes pretty much everything more detailed and nicer looking.
Bomret Texture Pack for Shivering Isles
Same sort of thing for the expansion.
Landscape LOD Textures by Xerus
This makes the distant lands look a lot nicer.
An improvement on the terrain in the game.
Koldorns Ayleid Ruins Textures
Specifically makes the ruins look nicer.
HiRes Oblivion Textures
None of the other texture mods affect the actual Oblivion realm itself, so this one improves that.
Brumbeks Sky Pack and Improved Sky Textures
Make the sky look nicer, both during day and night.
Stands for “Almost Everything Visible When Distant”, this makes things appear when looking in to the distance much sooner, rather than popping in as you approach them. It’s a huge performance hit, however, so I’m only using a few of the modules – the base module, which just improves the existing distant objects from the game, and the Ruins and Forts add-ins. After installing this, it won’t do anything without first running it’s friend TES4LODGen. There’s also a version for the expansion.
Rebuilds all the cities from the ground-up to have better and more interesting architecture, along with some neat additions.
What Better Cities does for the cities, this does for the rest of the world. Gives each part of Cyrodill it’s own distinct feeling, making exploration a lot more interesting.
Adds loads of new weather types, and also includes Real Lights, which attempts to use natural lighting throughout the game ie. candles and such rather than fake invisible lights – a huge performance hit but makes indoor scenes look incredible.
Enhanced Water v2.0 HDMI
Nicer looking water.
Animated Window Lighting System and Chimneys
Adds chimneys and windows that light up when it gets dark.
Rainbows in Tamriel
Rainbows after a storm.
Storms and Sound
Makes storms look and sound better.
Make the maps a lot nicer. There’s another one for Shivering Isles too.
Eyecandy Variants Expansion
This improves the female body types in the game to make them look better. The odd thing about Oblivion is that every male and every female uses the exact same body type. There are millions of possible variations for faces when you’re creating a character, but other than height, weight, and muscles, you can barely change the body type. This mod actually lets you choose between a C-cup and and E-cup female body. You can guess which I went with. You can also choose the appearance of downstairs too: underwear or various shaving options. It’s kind of creepy. The mod also reworks all the original Oblivion armour to fit the new body. There’s also a seam reducer fix and some bigger textures.
Roberts Male Body
Same thing, but for men. 4 different types of body, but we went with Muscular as it’s the most compatible. Allows some choices in the downstairs area, but mostly on what underwear (if any) you want. No penis-size selection. Clearly this is sexist. Also requires another mod to rework the armour
Loading Screens Themed Replacer
Because if we’re fixing everything, may as well make the loading screens nicer. And the main menu while we’re at it.
Clocks of Cyrodiil
Better clocks! No really. This is how crazy and deep the Oblivion mod scene is. There’s a mod that makes the clocks look prettier. And read the right (in game) time. Along similar lines Book Jackets.
Oblivion Stereo Sound Overhaul
Not really graphics, but this improves the in-game sounds.
Unoffical Oblivion Patch
Oblivion was a very buggy game. This fixes around 2000 of those bugs. There’s also an update, one for the expansion, and one for the DLC. These are hugely recommended for anyone playing through Oblivion again, or for the first time.
Oscuros Oblivion Overhaul v134b5
This is the biggy. The original Oblivion was odd, in that monsters would level up as you did, so you could go anywhere and get a fight your level. Which sounds good in theory, but also means there was rarely any challenge, and conversely once you got ridiculously powerful, so was everyone else, so there was no fun stomping on easy stuff. This changes all that, giving everything in the world set levels, making Cyrodill a much more dangerous place. Also adds a ton of new armour, weapons, dungeons and quests.
Martigan Monster Mod
This complements OOO by adding in a few tweaks of its own and a whole host of new monsters to fight.
Less Annoying Magic Experience
This reworks the magic system to be, well, less annoying. Adds in some fun new spells and boosts magic power a little, but only to bring it in-line with everything else. Gets rid of pointless spells like buffs that only last for 3 seconds.
Race Balancing Project
By the same author, reworks the existing races and adds in a bunch of new ones. I’ll be playing as a Hidden Elf, added by this mod, in these diaries.
A hugely developed and tweaked version of BT Mod, the original UI mod I mentioned in the introduction.
The other oddity of the original Oblivion was the abusable and near broken levelling system. This replaces it with a traditional XP bar and rewards for killing, completing quests and so on.
A rebalance of all the weapons to make everything from OOO fit with the old stuff from the original Oblivion.
Adds a new special attack key, a kick key and a dodge button. Between them you can pull off all sorts of new attacks.
Adds a load of little changes and helps other mods work together.
QUESTS – I won’t write too much about these, as I’ll detail them as we come to them in the diaries.
A reworking of the Mage Tower DLC to make it a lot bigger and more fun, with a nice new dungeon.
The Aylied Steps
Solving the mystery of an ancient teleportation system
The Lost Spires
Joining the archaeology guild
An adventure in an all-new town
Blood & Mud
A complete re-working of Bravil, turning it in to a genuine slum and hive of scum and villainy.
An adventure on a nearby island, recognisable from an older Eldar Scrolls game.
A revamped version of Weye, the suburb outside of the Imperial City walls, with new quests.
Et in Arkay Ego
Title is in Latin so must be cool.
Kragenir’s Death Quest
A quest designed to send you in to those dungeons you might otherwise not bother with.
A new castle with a dark secret.
Tears Of The Fiend
An epic story about a demon.
Thievery in the Imperial City
Missions based around stealing stuff. In Imperial City.
Integration – The Stranded Light
A collection of loosely linked quests addressing some unanswered questions.
Kvatch is destroyed early on in the main quest (spoilers!) but this mod allows you to participate in it’s rebuilding.
I’m also using a whole bunch of ‘delayers’ which stop these quests from popping up right at the start of the game, and make them appear naturally instead.
Makes the grass look a bit worse. Grass is a huge performance hit and doesn’t look that great in my opinion (more like shrubs, than grass) so I use the version of this that makes it shorter and less resource intensive.
Makes the persuasion less of a minigame and more a matter of judging personality.
Along with Elys Uncapper lets you take skills to 200 and level up to 100.
Dude Wheres My Horse
Tells you where your horse is. As I get lost.
Stops the 3rd person camera making me feel motion-sick.
Auto Book Placer
Lets me line-up books nicely on the bookshelf.
Quiet Feet MAX
Animals don’t make walking noises, which helps fix some of the stutter which is down to the crappy soundcard support.
Using it for it’s more reliable AutoSave function, and for fogging out things in the distance to reduce pop-in but still keep the view distance decent.
Bag of Holding
As I’m a pack-rat.
SM Plugin Refurbish
Delays the start of the DLC until a sensible time, rather than them all popping up at once.
Optimised Distant Land MAX
Optimised meshes to increase performance.
Makes key management easier.
No More Annoying Messages Lite version
Removes the “Loading area” message.
Stealth Overhaul Redux
Tweaks the stealth system.
Keyboard shortcuts in menus.
Map Marker Overhaul
More flexible map markers.
Universal Silent Voice
Not all mods have voice acting. This stops the text going past in seconds without mod-makers having to provide empty MP3 files for every line of dialogue.
Oblivion Stutter Remover
Helps stop the game from stuttering as much.
Oblivion Script Extender
Without which half of these mods wouldn’t work.
So there we go. In the first part proper, we’ll have a brief look at why I chose Oscuro’s Oblivion Overhaul, Martigan Monster Mod and Oblivion XP, have a closer look at what they do, and look at how that impacts the game. Then we’ll look at the character I created and watch her take her first few steps.