TARDIS by Eolhin
Started by
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, Feb 13 2013 09:27 AM
534 replies to this topic
#481
Posted 14 April 2014 - 11:37 AM
You are welcome.
I hope we can get your problem sorted out.
#482
Posted 15 April 2014 - 12:37 AM
As I can see, this forum is somewhat abandoned. But I seek assistance. I would like to force regeneration in the rift energy room but I cannot seem to find the power cell to place in the gyroscope. If it is in the eye of harmony, then I guess I'm outta luck considering I can't open it. So if someone could respond with a post or a video showing how to force regeneration, it would be greatly appreciated.
#483
Posted 15 April 2014 - 03:09 AM
This place doesn't see a lot of traffic any longer, but it is far from abandoned, as you can see from the date of the last few posts.
No power cell required. There are two controls up at the front of the Rift Generator room. One is a safety to prevent accidents, and the other activates the gyroscope, which will begin turning slowly (once you have the safety off). (Be sure you are not wearing any headgear, as that can mess with the chargen process.) Go down the walkway, and step into the center of the gyro, over the mark on the ground (it is a container, but you don't need to put anything into it). The rest should progress automatically, and is best viewed in third person. Please note, this process would be fatal, if you didn't have any regenerations left, and don't fall into the mist in the pit, that will kill you.
No power cell required. There are two controls up at the front of the Rift Generator room. One is a safety to prevent accidents, and the other activates the gyroscope, which will begin turning slowly (once you have the safety off). (Be sure you are not wearing any headgear, as that can mess with the chargen process.) Go down the walkway, and step into the center of the gyro, over the mark on the ground (it is a container, but you don't need to put anything into it). The rest should progress automatically, and is best viewed in third person. Please note, this process would be fatal, if you didn't have any regenerations left, and don't fall into the mist in the pit, that will kill you.
#484
Posted 15 April 2014 - 04:24 AM
Ah, thank you. This is very impressive what you have done here. And yet I have two more questions. How would I edit the T.A.R.D.I.S. exterior files to create my own shell? Once more. This is absolutely amazing what you have done here, and keep it up. And the last question being, Do you have any plans for an update? Thank you sir for continuing Drekmoore's Legacy.
#485
Posted 16 April 2014 - 02:37 AM
Sorry for the delay responding. *yawns* I was catching up on my sleep.
You are welcome.
I posted a file with a selection of alternate shells already. If you want directions on creating and editing .nif meshes, I fear you are out of luck. If I could do that, I would have all sorts of things made and added by this point. There are tutorials out there though on how to do it, particularly if you already have some 3D modeling skills. If you were referring to reskinning, do you know how to reskin things in NifSkope and edit .dds textures? I use Photoshop myself, as there is a plugin available to allow that to save .dds files, but I believe other imaging programs can be used. The TARDIS shell is made up of two parts, the door and the shell (and another damaged version of each), which are found at: ...Oblivion/Data/Meshes/AGCmeshes2/TARDIS
The various versions have different names, but the default ones there are:
TARDISexterior1sm.nif
TARDISexteriorDamagedCsm.nif
TARDISexteriorDoor1sm.nif
TARDISexteriorDoorDamagedCsm.nif
Inside each .nif, which you will need NifScope to open and reskin, you can see where the textures are stored:
...Oblivion/Data/Textures/AGCtextures2/TARDIS
The names of those will vary, but the relevant textures, glow-map and normal-map will all start with TARDIS, TARDIS_, TARDISDamaged, or TARDISDamaged_. If you want to change the tint, make the shell dirtier, or more damaged, change the glass types in the windows, the amount and color of glow, or the badge, those are the image files you will need to edit. I am not going into details on how to edit them, as that is a lengthy subject that is covered better by others in various tutorials, but I will give you a few links.
...great, three quarters of the links I had on how to reskin things were from the Construction Set wiki, which has now evidently been entirely replaced by the Creation Kit wiki, which won't do you any good. Sorry, I will give you what I can, otherwise you will have to search for information. I have no idea why Bathesda yanked every single page they had up on the Construction Set. *sighs*
http://niftools.sourceforge.net/wiki/NifTools
http://www.ehow.com/how_12178717_change-textures-nifskope.html
http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=481
http://tesalliance.org/forums/index.php?/topic/1139-guest-speaker-texturing-101-by-vince/?hl=Texturing&fromsearch=1
http://niftools.sourceforge.net/wiki/NifSkope/Working_With_Nifs_101_:_An_Introduction
http://wiki.tesnexus.com/index.php/Category:NifSkope
It is ma'am actually.
But that happens a lot, given that the majority of modders are male.
As for an update, if you look down the page just a bit to my reply to RavenHeart116, I answer that question there. There are many things I wanted to add, but don't have models for, but I am still trying to cobble something together in my very limited spare time. No promises though.
You are welcome.
I posted a file with a selection of alternate shells already. If you want directions on creating and editing .nif meshes, I fear you are out of luck. If I could do that, I would have all sorts of things made and added by this point. There are tutorials out there though on how to do it, particularly if you already have some 3D modeling skills. If you were referring to reskinning, do you know how to reskin things in NifSkope and edit .dds textures? I use Photoshop myself, as there is a plugin available to allow that to save .dds files, but I believe other imaging programs can be used. The TARDIS shell is made up of two parts, the door and the shell (and another damaged version of each), which are found at: ...Oblivion/Data/Meshes/AGCmeshes2/TARDIS
The various versions have different names, but the default ones there are:
TARDISexterior1sm.nif
TARDISexteriorDamagedCsm.nif
TARDISexteriorDoor1sm.nif
TARDISexteriorDoorDamagedCsm.nif
Inside each .nif, which you will need NifScope to open and reskin, you can see where the textures are stored:
...Oblivion/Data/Textures/AGCtextures2/TARDIS
The names of those will vary, but the relevant textures, glow-map and normal-map will all start with TARDIS, TARDIS_, TARDISDamaged, or TARDISDamaged_. If you want to change the tint, make the shell dirtier, or more damaged, change the glass types in the windows, the amount and color of glow, or the badge, those are the image files you will need to edit. I am not going into details on how to edit them, as that is a lengthy subject that is covered better by others in various tutorials, but I will give you a few links.
...great, three quarters of the links I had on how to reskin things were from the Construction Set wiki, which has now evidently been entirely replaced by the Creation Kit wiki, which won't do you any good. Sorry, I will give you what I can, otherwise you will have to search for information. I have no idea why Bathesda yanked every single page they had up on the Construction Set. *sighs*
http://niftools.sourceforge.net/wiki/NifTools
http://www.ehow.com/how_12178717_change-textures-nifskope.html
http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=481
http://tesalliance.org/forums/index.php?/topic/1139-guest-speaker-texturing-101-by-vince/?hl=Texturing&fromsearch=1
http://niftools.sourceforge.net/wiki/NifSkope/Working_With_Nifs_101_:_An_Introduction
http://wiki.tesnexus.com/index.php/Category:NifSkope
It is ma'am actually.
As for an update, if you look down the page just a bit to my reply to RavenHeart116, I answer that question there. There are many things I wanted to add, but don't have models for, but I am still trying to cobble something together in my very limited spare time. No promises though.
Edited by Eolhin, 16 April 2014 - 02:39 AM.
#486
Posted 17 April 2014 - 08:55 PM
This is probably me being stupid but how do you change the tardis textures with the alternate ones??
#487
Posted 17 April 2014 - 09:00 PM
Doesnt matter sorry
#488
Posted 13 May 2014 - 11:58 PM
i cant seen to find the tardis, i looked all round but i still cant find it
#489
Posted 15 May 2014 - 06:19 AM
Once the mod is installed, the TARDIS can be found near the entrance to the Palace (the White-Gold Tower) in the center of the Imperial City. There is a picture of its initial position posted with this mod (under Images), and I also included one with the files.
If you aren't seeing it there, did you remember to unpack the mod to your Data directory, and check it in your load order?
Is your version of Oblivion up to date? Oblivion with the 1.2.0416 patch (latest patch) is required for the mod to work properly.
Are you by any chance using Open Cities? If you are, you won't see the TARDIS in its initial position, as that mod changes that cell. You could still use a console command to get into the TARDIS the first time, but many of the landing sites inside cities will not work properly with Open Cities.
If you checked all of those things, and still can't find it, open the console '~' and then enter: 'coc AascTARDISControlRoom', hit enter, then exit the console. That should teleport you to the control room that you would get to by going through the front doors. Once you are inside, you can become a pilot, and move the TARDIS to a different location.
I hope that helps, but if for some reason you still can't find it, tell me.
If you aren't seeing it there, did you remember to unpack the mod to your Data directory, and check it in your load order?
Is your version of Oblivion up to date? Oblivion with the 1.2.0416 patch (latest patch) is required for the mod to work properly.
Are you by any chance using Open Cities? If you are, you won't see the TARDIS in its initial position, as that mod changes that cell. You could still use a console command to get into the TARDIS the first time, but many of the landing sites inside cities will not work properly with Open Cities.
If you checked all of those things, and still can't find it, open the console '~' and then enter: 'coc AascTARDISControlRoom', hit enter, then exit the console. That should teleport you to the control room that you would get to by going through the front doors. Once you are inside, you can become a pilot, and move the TARDIS to a different location.
I hope that helps, but if for some reason you still can't find it, tell me.
#490
Posted 05 June 2014 - 10:43 PM
This is litteraly the best mod I ever played, best mod ever, good textures, good sounds, and I like the fact that you can be a time lord, dude, I thank you for the 30 hours I used this mod, stay awesome!



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