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JosefGrey

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  1. Awesome news! Expect to see some mods from me for this game... BG and IWD are two of my all-time favorites.
  2. Thanks for the tutorial! I'm having a bit of trouble making my quest start when I load a pre-existing save. After following the above instructions, the quest will run when I start a new game, but I'm trying to make a quest that will start and run on any save game as long as the .esp is loaded. Any help would be greatly appreciated! Thanks.
  3. Thanks for the response! So far I haven't come up with anything. I've tried making my own using the nVidia tools for PS (which normally work fine), and have altered the names for the textures so there aren't any extra underscores that would confuse Oblivion. What do you mean by "tying" the texture to the mesh? That's something I haven't heard of before. I tried converting another weapon from FO3 just now, and the same thing happens. Clearly there's an issue with my process, but I can't figure out what it could be.
  4. Hey all. I'm having a REALLY weird problem trying to convert a weapon mesh from an FO3 mod to Oblivion. I've successfully been able to convert the mesh simply by importing it into Blender via the Nifscripts and exporting it with the settings for Oblivion, however upon loading the mesh in the game (equipping the weapon) it crashes. I found if I removed the normal maps from the texture folder it works, although the texture is naturally black since there are no normal maps to load. This makes it pretty clear the normal maps are the issue. Has anyone ever experienced something similar? I've seen a couple topics on forums about similar issues, but there were no solutions posted. Any advice would be a big help. Thanks!
  5. Hey everyone. Hopefully this is the right forum to ask about this on. I'm taking a stab at learning Oblivion's scripting language and am working on a mod in which I have to get a reference for an NPC's equipped armor, then use it to compare to the formIDs in a list of custom armors to see which one the NPC is wearing. So far all I've gotten accomplished is becoming frustrated. Here's a brief example of what I'm trying to use to do this: ref who ref armorid ;get a reference for NPC armor in upper body, lower body, ;hand, foot slot set armorid to who.GetEquippedObject 20 if armorid.GetIsID "FormIDGoesHere" ;do something endif From what I understand the GetIsID function should return a 1 if the reference belongs to the base object that the FormID represents. When the script runs in game however, it simply stops at the if statement (I'm assuming I'm using the GetIsID function incorrectly, but it looks valid based on the documentation on the construction set wiki). Can anyone please offer an alternative method or perhaps let me know what I'm doing wrong here? Thanks!
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