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Adolif4

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  1. Hello. Haven't been to the Nexus forums in ages, but I imagine that this was the right forum to put this. I modified some niflib-based tools to batch convert nifs from Oblivion to Fallout 3, for personal-only use (it's actually more of an experiment that I'll adapt to future projects). That means I have a LOT of new nifs. They all look valid in Nifskope, but some tend to crash the Geck when loading many cells and exterior areas. I know that many of the nifs are flawless, so how do I pinpoint the problematic ones? Geck crashes without any information being added to EditorWarnings.txt. A person can hope, but there isn't some advanced logging hack for the Geck like there is the Oblivion tools, is there? Thanks in advance! EDIT: Okay, I just read the FAQ again. I will confirm that this is a personal project being worked on for developing a method of batch nif creation, and the mod won't be given away. Although, I might make a Youtube video or two.
  2. Hello all. My computer prefers DirectX9 over DirectX10 for DX9 games. I don't play any DX10 or DX11 games. My computer also seems to like Windows XP more than Vista or 7. I had 7 installed for awhile...but then I backed up all my files and took a day to perform a clean install. Now I'm running XP Professional 64-bit. (Yes, I know it's actually a modified version of Windows Server 2003...) Now my computer runs very nicely. The performance is very nice. Oblivion, though, isn't cooperating with the shift. I have an in-game reverb effect that refuses to go away. The effect does NOT exist when I run Oblivion on Vista or 7, nor does it exist in other games or apps. Just Oblivion on XP. It sounds similar to a reverb effect, or a lowpass effect...or something of that nature. Everything sounds like it's underwater, muffled, distant, etc. To make matters more interesting, I can "fix" the issue by lowering my hardware acceleration to "basic". When I do that, however, the game lags a ton. That's most likely because of the emulation. So what do I do? I find it funny how most people are trying to enable reverb effects, while I can't seem to get rid of it. Oh, and Google didn't turn up any results. Please help. Thanks in advance. :)
  3. @AxlRocks Since you seem to be interested in this project, here is some indication of my progress: (As you can see, there is still some shifting around and corruption of inventory items. There is also an odd bug where cell indices are not transferred correctly, but a simple spell paired with the OBSE was able to fix that.) http://i688.photobucket.com/albums/vv245/adolif/saves1.jpg http://i688.photobucket.com/albums/vv245/adolif/save2.jpg http://i688.photobucket.com/albums/vv245/adolif/save5.jpg http://i688.photobucket.com/albums/vv245/adolif/save3.jpg http://i688.photobucket.com/albums/vv245/adolif/save4.jpg http://i688.photobucket.com/albums/vv245/adolif/save6.jpg
  4. Stuffed full of mod data; this is going to be difficult, lol. I have some experimental code for transferring mod data from their esp files to the target saves, but it's disabled at the moment. I'll get back to work. EDIT: I just realized the errors in that logic after all this time, lol. If the person receiving the saves has the mods present to correctly generate the save files, then the person might as well just install the mods into his or her Oblivion data folder. That being said, I could possibly make another, separate application which transfers mod data to the source saves *before* they are distributed. This is not going to be an easy task, however, and until it's complete, people are going to need to list which mods they had at the time of saving. As for being nice to your characters, I'll make them followers instead of enemies. :)
  5. Hello. I decided that Oblivion needed some sort of better arena system, or at least the ability to battle more than what the game gives you at the moment. So, I developed a C++ application and a plugin which allow for something a little different. You can transfer a person's player character from his or her saved game to your own saved game. The transferred character then takes the form of an NPC, which you can then turn hostile with a spell. So far, everything appears to work. The only problem is sometimes the characters end up with invalid items in their inventories, like actors or Oblivion gates (none of them caused crashing when untouched, however). That being said, I only have a handful of saves to work with. May I request a volunteer or two for contributing game saves? If interest is shown in the application, I'll upload it. Uploading it isn't the point of the post, though. Thanks. :)
  6. I think the only things that are holding it up are the updates to Steam workshop, the wiki, and a few other things related to Steam. I can't see them doing an unsynchronized release, so as soon as everything is done, I bet it will be up for grabs. If it were up to me, though, I would just have them chuck the wiki out the window and give us the kit. Heck, if it were REALLY up to me, it wouldn't use Steam at all, and it would just prompt the user for the path to the Skyrim data folder. No registry or anything.
  7. Well, I recently duplicated the "NordRace" race into a plugin file using TesSnip. I want to make a separate race for my character that uses (tested and working) hex-edited Nord models where only the texture references are changed. Overall, I'm trying to add textures that are specific to my character, to only my character. I changed the FormID of the race so it wouldn't overwrite the default Nord race. When I type in "ShowRaceMenu" and try to choose my race, only the head is there. The body is completely gone. It's a living, floating head. Help?
  8. Well...I found the weirdest discovery. Skyrim runs at almost full speed on my 9800 GT when it's underclocked to half its stock speed, even when most of the settings are maxed out. I have grass disabled, FXAA disabled, shadows set to low, and distant object lod set to low. Everything else is maxed out. I was mostly worried about how hot my card was getting when running Skyrim at higher settings, but the underclocking seems to fix that. Mix in a little fan speed override, and I'm golden.
  9. Hello. This isn't a very urgent question or anything, but I can't find (very much) information about it anywhere on the web. See, I have an older graphics card...an NVidia Geforce 9800 GT. When all graphics are set to their minimum, I get a solid 60 fps (graphics-wise...I still get cpu bottlenecks here and there). I wanted to raise my graphics settings to as high as they can go on this card. Obviously, some settings take more resources than others when maxed out. My quesion is...in the advanced settings, which options are the real resource hogs? I want to max out the options that wouldn't really make a difference and keep the resource hogs at their lowest settings. Thanks in advance.
  10. Hello. Okay, when I try to run Skyrim, I get the same problem as Oblivion: running above 60fps creates stuttering (constant random lag) for me. In Oblivion, I fixed it by enabling the FPS clamp in the ini file. So, I found this ini variable for Skyrim: iFPSClamp Whenever I set it to 60, however, lips go out of sync, and things run in slow motion. *Not* choppy/frame-drops.....the whole game runs slower, like those old Baywatch scenes. Audio remains at the same speed, though. It's kinda random, as sometimes gameplay runs at full speed. Even when the gameplay is fast, the lips never sync when they're supposed to and there are long pauses in conversations. Thank you for your time. OOPS: I clicked on the wrong forum. Can a moderator move this topic?
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