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kwoodard65

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About kwoodard65

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    United States
  • Currently Playing
    TESIV Oblivion
  • Favourite Game
    Oblivion

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  1. After years of not modding, I have returned to my old mod for Oblivion. It shows clean under TES4Edit. However, using the TES Construction Extension to make even the smallest of edits, my mod is corrupted upon save. In other words, the prerequisite Parent Masters are removed from the Mod's schema and the Mod stops loading in Construction Set. I have downloaded Python and Visual Studio Code. Oblivion scripts and mods are written in OBScript. I have 21 master files that must be loaded together with my Mod under Construction Set or the tool will crash. Used OBSE Mod Manager does not resolve my mod issue. Has anyone on this forum witnessed this problem?
  2. I have had this issue happen before. How do your modifications appear in NifScope? If you observe the wings there, they should appear in the game. I would check the ambient settings. Also import your mesh into Blender 2.49b.
  3. Good Day, You can set your health or any other attribute to anything you want: Player.ForceActor Health 100 Cheers, KWITS Developer of the made for Oblivion Mod, "Word and Void" http://www.kwits.net/WaVBlog/ http://youtu.be/XYTjjK7f3tA
  4. Good Day, Has anyone experimented with any Blender version later than 2.49b in support of NIF import/export? Cheers, KWITS
  5. Good Day, Do you know how to add textures to a skydome's background image? For example, adding an image of a comet to a background star field. Cheers, KWITS
  6. I downloaded a later version blender file and tried to use it under Blender v2.49b. I believe the problem centers on the fact that 2.49b had a maximum value for vertices compared to later versions.
  7. I was impressed with your Skydome. Could you render me a few ideas on this concept? I am retrofitting a existing Oblivion skydome for the nighttime sky. I want to add a comet.
  8. Good Day, Is there an effective solution to using animated blender files from later versions of Blender 2.49b export to NIF? I am receiving the following Python script error when exported a later version of Blender under the legacy v2.49b version. I have already checked the vertex groups for weight discrepancies and have accomplished a weight squash but all to no avail. Is there a way to increase the value max? File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\pyffi\object_models\common.py", line 180, in set_value raise ValueError('value out of range (%i)' % val) ValueError: value out of range (169976) Cheers, KWITS Developer of the TESIV Oblivion Mod: "Word and Void" https://www.youtube.com/watch?v=XYTjjK7f3tA
  9. Attached are the settings that are part of my Blender environment.
  10. Good Day, I am trying to merge respective meshes from TESIV Oblivion under Blender v2.49b. While I have been partially successful in my attempts, I am running into a problem during final export from my Blender file to NIF. Here are my latest error messages: Here is a more detailed error under Blender v2.49b: Blender NIF Scripts 2.5.7 (running on Blender 249, PyFFI 2.1.10) niftools.blender.export:WARNING:Lost 0.147529 in vertex weights while creating a skin partition for Blender object 'Minotaur' (nif block 'Tri Minotaur 0') NifExportError: Cannot export mesh with unweighted vertices. The unweighted vertices have been selected in the mesh so they can easily be identified. I have examined my vertex groups and have created new assignments. I have also removed vertices doubles. Cheers, KWITS
  11. Here is a more detailed error under Blender v2.49b: Blender NIF Scripts 2.5.7 (running on Blender 249, PyFFI 2.1.10) niftools.blender.export:WARNING:Lost 0.147529 in vertex weights while creating a skin partition for Blender object 'Minotaur' (nif block 'Tri Minotaur 0') NifExportError: Cannot export mesh with unweighted vertices. The unweighted vertices have been selected in the mesh so they can easily be identified.
  12. Good Day, I am customizing a vanilla creature in TESIV Oblivion and after joining a new mesh to the existing mesh, I can't export the joined mesh due to an unweighted vertices error. What was the final fix action for this issue? Cheers, KWITS
  13. Your images already spawned ideas of my own! Kudos to you!
  14. I have finally developed a solution to have command and control over regional weather in Oblivion TESIV in support of my plug-in development effort for WaV.
  15. Hello, I would be very interested to learn from your experience with modifying the Oblivion sky dome or weather meshes in support of TESIV. Please add me as a friend and check out my Gallery on TES Alliance.
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