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Slartibart

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About Slartibart

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  • Country
    Canada
  • Currently Playing
    The CSE, NifSkope, Photoshop, Audacity, Max
  • Favourite Game
    Oblivion

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  1. The new design is for me a major step backwards. Like Win7 to 8, everything about the new site seems to be calibrated for touch screens and tablets, a mystifying design choice given that this is a site largely dedicated to games > 4 years old. It's unadorned and distastefully utilitarian, but lacking any real visual hierarchy it's not even particularly functional. This whole project feels like make-work for designers. And finally, why is it that now regardless of the game I'm mod browsing for, I always see Skyrim artwork? Before each sub-site had individuality and character. Now everything just feels cold.
  2. Is anyone at all worried that games won't have their own subsites anymore? Because if every game is searched from essentially the same page, this site goes from a grand department store to a cornerstore automat.Convenient (kinda) but a lot less personality.
  3. Heh, though I get the reasoning behind the new design and features, with the obvious exception of the justifiably maligned "direct download" button, I'm just not a fan of the new interface. It's rather like most game sites currently floating about, very cool and functional, but lacking that certain warmth that I always enjoyed from the Nexus. What's more, I can't tell if each game's subsite will have its own colour palette, looks as though they won't. For me that really strips away the personality of the site. Functional? Yes; Endearing? Not so much.
  4. Hi everyone, Does any one here no how ot properly export a custom static object animation (eg a door) from 3ds max or blender into oblivion via nifskope? Right now I'm working on a telescope and am trying to export telescope folding animation from 3ds max into nifskope. Right now the animation "works" in nifskope, though it does not in the CS. Does anyone have expertise in this area? Any help would be greatly appreciated!
  5. Ok I figured it out! On the upload submission page I was clicking browse to enter my file, and though the box above me was just incase I waned to enter the file via a path from my computer. Now I realize it's meant for the name of the file as it appears in the site.
  6. I wrote a very similar message under issues, but I figured I'd post a thread here so more people might see it sooner. I've been playing Oblivion for quite some time, and modded a bit as well, though only for personal use. After a long break, I recently came back to modding, and attempted to release a coin retexture mod I made a while ago. Right now I'm attempting to post it, but a bug in the upload wizard is preventing me. When I try to upload the file I persistantly recieve this error: Quote I've tried several solutions, including using different browsers (my defult is firefox), disabling windows firewall, and deleting my first attempt entirely and trying again from scratch. Originally on the initial mod registration page that precedes actual uploading I named the file "Slartibart's Coin Replacer. I found a old post from TheDarkOne, where he said: Quote in response to several people having the same problem way back in 2007. Here's a link to that forum: I though perhaps that because my oringal name i entered contained an apostrophe it was blocking it, but after redoing without any suspect characters it's still giving me the problem. I hope this can be worked out. I can't imagine I'm the only one having this problem.
  7. You know I've never really encountered anything that warrants the M rating in Oblivion. FO3 sure, nothing in that game is T but Oblivion is fine. I'm only 14 and since I started playing at around 10 I've never seen anything. I have seen a lot of friends who aren't allowed to play it though but that's just because their parents enforce a blunt "NO M games" rule. Many times they haven't even heard of Oblivion, "just say no" seems to be the policy. Maybe the undead are a bit graphic, but not that much in my opinion. If I were you I'd talk with your parents and try to explain that just because ESRB say's it's M doesn't mean it's that bad. There's lots of adult mods out there of course but it's not as if you have to download them. Oh and if you look Oblivion up you'll find that at first it was rated T and then re rated later after they took a close look at Lucien Lachances mutilated body. SI is a bit more M I admit (greenmote comes to mind) so you may want to consider that.
  8. I bet that's what it is, I have Magic Midas running and Broke Back Mining Corp is just over the hill! Thanks again Hickory!
  9. Hmm, probably best not to trust me but I think I know how to do it. Just paste a bhkcollisionobject (or whatever that block is called) from a static nif using copy/paste in Nifskope, then have the 0 NiNode refer to the new collision object for it's collision data. Finally set the new collision objects' shape data to the bhkboxshape found in the old collision object and delete the old collision object. It might require a bit of adjusting though. Oh and the box should turn red like any other static object.
  10. I know I ask for help a lot and I'm sincerely indebted to this entire community for being so helpful. Unfortunately I must ask again. Has any one else encountered this weird bug! Right now I'm working on a quest/house mod and I'm doing a lot of high detail work on the western fringes of Colovia. Recently I've been working on the head waters of the Brena River, make it look more natural. Yesterday I created a small lake on the northern lip of the canyon but when I tested it a the LOD landscape for that cell failed to disappear as I got near. All the other cells nearby it disappeared yet for this one cell it didn't. Below shows what it looks like. First one shows what it looks like close up. That piece is the chunk that doesn't go away, even if I walk right up to it and through it. The other one is a bit farther away, still looks weird though. Hope someone can help.
  11. I've made lots of door models in 3ds Max but I don't have the slightest idea how to animate them there let alone animate the collision. I would try importing the animation blocks (not the key frame data) from one of the vanilla display cases, that always works for me. Or you could import your models into the vanilla ones as nishapedata, I don't know how well that works though.
  12. Thanks for the advice, always noticed normal maps looked kinda funny in the CS.
  13. Thanks for all the help. I haven't checked this topic in days since school started so sorry for the slow response. The weird thing is the glow did use to show. I'm using a new computer as well, the old one actually was made when Oblivion was released so I bet it's the graphics card. Once again thanks. P.S Hickory your avatar is hilarious
  14. Ok, now I'm desperate. Glow maps are not showing at all in the CS. Things that are supposed to glow look HIDEOUS, welkynd stones look like plastic, and everything that uses glow maps just looks wrong! Now I'm not a very experienced modder and I've released nothing but most problems I've been able to figure out. Well, not this one. The weird thing is they work in-game so it's not game breaking problem, they just don't work in the render window. I just installed Win 7 so maybe it has something to do with that. Hopefully someone out there can help me, I'm stumped.
  15. Ok, I may be able to help. To keep an alpha configuration on a colour map I always save them as a DXT 5 ARGB with the configurations set to colour map. I never seem to have any problems. Then again I use CS2 so maybe It's a CS3 bug. Hope it's a help.
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