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Drakes Anthro-Dragon Race WIP pre-beta releases


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#891
pleasenoname

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In response to post #13628395. #13649220, #13658354, #13664819, #13879248, #13889673, #13921683 are all replies on the same post.

Not having OBSE in the correct folder will crash it. The first time you put the OBSE files in the Oblivion folder, you must then start the game one time using obse_loader.exe, Then after running the game; quit Oblivion and run Oblivion from the "Launch Oblivion" button in OBMM (Oblivion mod manager).

You shouldn't be using the default launcher that shipped with the game.

Edited by pleasenoname, 19 April 2014 - 09:59 PM.


#892
Sumable

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In response to post #13628395. #13649220, #13658354, #13664819, #13879248, #13889673, #13921683, #13994803 are all replies on the same post.

Is there a way to fix this?

#893
DrakeTheDragon

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In response to post #13628395. #13649220, #13658354, #13664819, #13879248, #13889673, #13921683, #13994803, #14088348 are all replies on the same post.

Have you tried renaming your "oblivion.ini" inside your "My Games/Oblivion/" folder already, so the game will auto-create a new one and eliminate all potentially faulty settings in the process? I say 'rename', not 'delete', because this way you won't loose any of your settings and will always be able to go back again or pick your old settings apart and re-use only the sane ones, once you found out what the issue was.

It is still doing the 'missing master' crashing for you, but it still happening without any mods active at all rules out plugins missing their masters as a reason here. Only thing left is certain kinds of resource files, like font files for example are known to also cause 'missing master' crashes when the INI refers to ones which are gone.

I haven't heard of OBSE being responsible for 'missing master' crashes so far, but if it is the way pleasenoname told us, then not using any mods AND not starting the game through OBSE should get rid of this cause for crashes as well already.

Still the most perplexing part to me is the way in which it does the crashes, the app locking up but not closing down. It isn't exactly the way of crashes we all know, and as such it isn't said our usual solutions will even have a chance to work here. This is unknown territory we're treading here, unless someone else comes around who knows what's going on.

#894
Sumable

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In response to post #13628395. #13649220, #13658354, #13664819, #13879248, #13889673, #13921683, #13994803, #14088348, #14117123 are all replies on the same post.

It works now! Thank you, Drake. It was an odd crash.

#895
Lestroisrois

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Is this mod dead?

#896
Lestroisrois

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In response to post #15813075.

If not, any chance of a NMM-friendly version of 8?

#897
DrakeTheDragon

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In response to post #15813075. #15813490 is also a reply to the same post.

Far from it, just mostly dormant, due to a massive lack of free time. It'll only ever be dead when "I" am, which hopefully won't be all too soon, no promises though.

This currently released version, the 0.0.8 pre-beta, though, very well could be considered 'dead', as by now just about all resources included have been redone mostly from scratch, they're just not yet finished up for distribution, or use inside the game that is.

An NMM-friendly version of 0.0.8 you could actually create yourself rather quickly. The NMM likes simple mod structures, without any variants or options. As this archive already is BAIN-ready, the only thing needed to be done is take the contents of the "00 Main" folder (+ the plugin, if it isn't already inside there) and put them into an archive of their own. This archive can then already be understood by the NMM (add mod from file) and can be managed just like every other.

In case you absolutely need some of the options, you can simply copy&paste the folders of the options over the "00 Main" folder, thanks to the BAIN way of modular structuring and every BAIN sub-folder containing a whole data folder of the mod's resources, before zipping it up again and adding it to the NMM from file.

I'll take care the future releases will be NMM-friendly, but I cannot tell when exactly there will be any future releases right now. I know there will, as I still have plans for this project, and as long as I'm around, like doing staff business and other things, so will this project, but only with a lot more free time will I be able to make significant progress with this.

Edited by DrakeTheDragon, 22 June 2014 - 03:47 PM.


#898
Lestroisrois

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In response to post #15813075. #15813490, #15826570 are all replies on the same post.

I see. Well, I am glad to hear that this isn't dead. It is one of my favorite Oblivion mods. If I can ever help out with this mod somehow, I'd be willing to try. In fact, with your permission, I may attempt to make a follower for the game who is a member of your race. I have a story and a quest planned out, but no mod experience, so this would probably take me a while. Still, if it's alright with you, I would love to give it a shot. ^_^

#899
Lestroisrois

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In response to post #15813075. #15813490, #15826570, #15836575 are all replies on the same post.

Actually, I could use some help. I installed V8 with Oblivion Mod Manager, but now when I go to make a new character, none of the dragon races are visible. I also used it to install V4 of Robert's Male (which had an included "Beautiful People V22" that caused black eyes now disabled), but I don't really have any other mods installed. Help please?

EDIT: I see this isn't the first time someone has had this problem. I also do not see a fix. Do I have to install it by hand without Oblivion Mod Manager to get it to work? I'm still not used to installing mods w/o a mod manager of some sort...

Edited by Lestroisrois, 22 June 2014 - 10:40 PM.


#900
DrakeTheDragon

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In response to post #15813075. #15813490, #15826570, #15836575, #15837110 are all replies on the same post.

Feel free to do that. Creating mods "requiring" mine never was an issue to me. It wouldn't even be necessary to ask me. But telling me of their existence is always appreciated, as I love to see others make some use of my creations, and in many cases only "I" can help when questions arise from their users about issues related to my work, and if I don't know of these mods then, I cannot provide help in their comments either.

If you're lost how to go about it to begin with, there's a topic inside the discussions of this mod about "create your own anthro dragon companion" by sundina, in which both me and she are explaining different ways to go about it. Honestly, I just think mine's simpler, but that's up to you to decide for yourself.

For what it's worth though, keep in mind this is only a pre-beta by now and things are going to change massively. I think I won't even be re-using the same ESP in potential future releases. So you must know for yourself if you want to make your mod dependent on a test-version release already. But coming to think of it, how long did it take me to get as far as I am right now? There's probably years to come in the worst case before there'll be a real beta release or anything. So it should be rather safe to do just that anyways, for at least some years from now.


Now to the problems.

Yes, actually, installing this mod in its BAIN-ready folder structure through OBMM will not really work to begin with. Maybe the OBMM will place the ESP and all the BAIN subfolders into your data folder, but it's unlikely it will put the mod's meshes and textures into where they belong. Additionally I think to remember there's an invalid "omod conversion data" folder included in this one as well still, a left-over from a previous release with an out-of-date install script and list of files. Using this one when creating an OMOD from this mod can only ever lead to serious trouble or disaster.

That's why I said to separate the "00 Main" folder's contents and create a mod from this one alone. Everything the race will need to function is inside this one single folder already. All other folders only contain variants and optional choices or some assets intended for compatibility to other mods and can safely be ignored unless you really need their contents. In this case though, you can simply merge them with the "00 Main" folder ahead of time and then create a mod manager package/OMOD from this one. If the folder/archive you create an OMOD from contains the ESP and "meshes" and "textures" all on the same level, and no arbitrary numbered BAIN folders anymore, "then" the resources will go where they are meant to go, this is what a true Oblivion mod package has to look like in order for most managers to understand it.

I would recommend getting used to BAIN (the BAsh INstaller), as it's rather simple in way of functioning but more powerful than NMM and OBMM together still. But for some people getting into Wrye Bash is a little overwhelming at times, although it's really only the most basic things one needs to learn about it, and everything else can be neglected until one really needs it one day. BAIN is only a miniscule small part of Wrye Bash and really easy to use. Just a nudge.

And as for the black eyes, yes, this was caused solely by using "both", the Robert's Male plugin for regular games AND the Beautiful People V22 compatibility plugin at the same time, especially when not even using Beautiful People V22 as well to begin with. Which is something that happens when installing a mod through OBMM, all plugins included getting activated at once, and you'll have to disable all the optional and "use-only-one-of" plugins yourself later.




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