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hrews

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  1. Okey, I figured around a valid workaround myself. Simply converting the master esm into an esp for editing stuff, converting it back into esm for testing.
  2. I've finally started my project of fixing Better Cities' faces, but I'm having a problem that will greatly slow down my progress if I can't solve it: I want to tweak the faces based on OCO2 style, but many of the faces use the wrong (vanilla) texture in the editor, and thus don't match what appears in-game. Those NPCs don't update color changes in the preview either. Shape changes do correctly update the preview, but only for those changes and not for color. I don't get why some faces do use the correct textures (and update the preview) in the editor but others do not. I need to know if there's any way of making the editor use the appropriate texture and update correctly in every case, so I don't have to do trial-and-error opening the game to check for every single tweak I make. The NPCs with this issue are apparently only from Better Cities, no vanilla NPC has given me this trouble. I'm also using CSExtender, in case that info is relevant. Here's some examples of what I see in the editor:
  3. Ok, after doing some research I've found that Oscuro's Oblivion Overhaul changes "Cal min" from 0 to 1 (meaning that the minimum level for the NPC is now 0, but I don't see the difference since there's no level 0), and in turn Bashed Patch switch Auto-calc stats on on those NPCs. I've tested it by directly changing both OOO's .esm and .esp to vanilla for that setting and rebuilding the patch. For the NPC I modified, Bashed Patch didn't turn Auto-calc on. Two exceptions: Faelian (0002F875) and Alval Uvani (00030196): Alval Uvani (00030196) - Only change, made by OOOExtended.esp is Level offset: 35 from 15Faelian (0002F875) - Change made by OOO, Level offset: 6 from 1Since this problem is related with OOO I'm posting this issue in it's own thread.
  4. I identified the affected NPCs from Oblivion.esm with TES4Edit, here's the list: Ungarion (0000A088) Hauls-Ropes-Faster (0000A297) Fithragaer (0000BEE6) Dovyn Aren (0001605C) Malintus Ancrus (000222A6) Tumindil (00028F9D) Ulmug gro-Cromgog (00028FA9) Thaurron (0002D018) Faelian (0002F875) Alval Uvani (00030196) Brodras (00034E72) Gaspar Stegine (00034EB1) Hafid Hollowleg (00035EB0) Fallen Knight of Thorn (0003aa8d, 00071b94) Gin-Wulm (0003E92D) Dead Captive (00064c1d and 000651a7) Not all of them are vendors, some only offer training and/or spells, others do none of those (one of them doesn't even appear in-game).
  5. I don't see any option that makes or keeps it from doing this. I'll try posting on the Wrye Bash thread, if I find it
  6. I found this problem when I noticed I couldn't use any service from some merchants (Ungarion among them). I looked up how to set an NPC to make it a vendor and found the problem. The Auto-calc stats setting was enabled, which need to be off for the merchant to work. And it was only the Bashed Patch who made that change. (I tried disabling it again through TES4Edit and I could use the services again) My question is: Why does the Bashed Patch do that and how do I avoid it?
  7. I found the root of the problem on my own. The Bashed Patch enabled the "Autocalc stats" option for the NPC, which means it cannot offer any service as a merchant. Changed that -> problem solved. Now another problem has arisen which is why did Wrye apply that change on the bashed patch. I'll make another topic for that.
  8. services are unavailable no matter the day or time while his shop is open. He's standing where he's supposed to but there are no options to barter or buy spells in dialoge. I checked for conflicts with TES4Edit and found nothing that could make him not offer any service. As far as I know he's the only bugged merchant, but I don't discard that there could be more. Any other merchant I interacted with so far offered all their services. Here's my load order anyway:
  9. That's good to know. I guess that if I made the esp with OCO loaded so it only has Oblivion.esm and Better Cities .esp(s) as masters (as you said), it could also be useful for people who don't like the BC faces but don't use OCO either. I like that. I checked if BC has any Bash Tags, and the Full version (without the Imperial City, that's another .esp) has: "Actors.AIPackages C.Water"The IC .esp only has "C.Water". I don't really understand a lot about the tags, but judging by what you say I should definitely look it up... As far as I know all the NPCs are vanilla races.
  10. Yeah, the point is to make something releasable to the public, so I'll keep that in mind. I haven't tried CS Extender. When I tried to modify the faces with just OCO loaded I noticed that the program renders them similar to what they'd appear in game, perhaps their features slightly more exaggerated. If I can't load it at the same time as OCO though, I imagine it would have to be guess work (making it much more tedious). I'll try anyway. Other thing I noticed from OCO is that it installs NPC-specific face textures (under Textures\Faces\Oblivion.esm). I have no idea whether that's really important for the purpose of this patch or not. Would I have to modify those of Better Cities NPCs?
  11. Well, if nobody, for any reason, says anything, I'll experiment anyway, and post my progress and issues here. PS: thanks for moving the thread DraketheDragon :smile:
  12. I just realised I posted this in the wrong subforum. Please moderators, could you move it to"Oblivion Construction Set and Modders"?
  13. Hi! As summed up by the title, I'd like to (try to) make patch for Better Cities and Oblivion Character Overhaul 2. My idea is to modify Better Cities' NPCs to adapt them to OCO2. People who use the former mod are likely aware of some weird faces with extreme slider settings, and adding OCO2 on top doesn't help. This is the main reason I refrained from using Better Cities myself. Other problem, more objectively an actual incompatibility, is that BC's NPC's don't use OCO2 eyes or hairs (elfs with human-like-vanilla eyes). A fix for this could actually be called a patch. The help I'm looking for is for learning how could I tweak these NPCs with this two goals in mind. I'm not precisely very skilled with the Construction Set, I fiddled with it a couple of times and not much else. Thus any tutorial you may think could help me is welcome. I know I could probably find guides around, if I looked hard enough. But I find myself lost when look for these tutorials on my own, I just don't really know where to start. I'm aware that this task could be challenging for someone with minimal mod-making skills, but I'd like to at least try. Thanks in advance :smile: PS: I have no idea what tag should I add to this post.
  14. I feel lucky for having found this thread, I had the exact same issue and it was driving me crazy not being allowed to use such a cool shout! The problem lied on the dragonbornfxf nif files, as Sylvinah explained and her solution worked perfectly of course. I only feel bad about the hours I spent looking for the problematic mod. xD Thanks a lot and luck with your modding!
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