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syscrusher

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About syscrusher

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    United States
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    Playing Skyrim, modding Oblivion
  • Favourite Game
    TES IV: Oblivion

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  1. Yep, that was it! MSG Vurt for a patch!!!!!!!!!!!!!! I had the same issue, and moving aside this LOD file also fixed the problem for me.
  2. I know your post is from 2013, but I just encountered the same problem with my own custom textures. When I solve it, I'll post the solution here for you and others.
  3. Rathunas is a lovely, and fairly large, town along the extreme western edge of Cyrodiil, well north of Anvil, northwest of Skingrad, and almost due west of Kvatch. Rathunas is a mining town, founded by adventurers (now retired) who cleaned the bandits out of Infested Mine and returned it to productivity. It's a peaceful and prosperous community, with charming shops and a nearby priory devoted to Kynareth, plus sheep farms, gardens, a carpentry shop, taverns, and an inn. The quiet of Rathunas is suddenly disturbed one day, and therein lies a quest that will lead the heroic player character to a major, multilevel dungeon on an adventure to restore peace and safety to the town. The story is lore-friendly and detailed, and there are multiple ways to complete many of the quest objectives. Want to see more? Watch the Teaser Trailer and Cinematic Trailer on YouTube, but know this: There is a lot more to the dungeon than what we will show you in the videos! After all these years, our team wants to give you some brand-new surprises in Cyrodiil, so we're not going to spoil that by giving away the best dungeon features in the trailer videos! We've worked hard to make the town, and the quest, lore-friendly and immersive. The dungeon is huge, but every single room has a purpose and a back-story, if the player cares to investigate dialog and in-game clues. The dungeon contains hundreds of custom resources, tiles, and set-pieces, scripted traps, portals, gateways, puzzles, enchantments, potions, and animated objects. Several of the dungeon levels are full-custom meshes (that is, they are not tiled at all). When you complete the quest line (yes, it's several interlocking quests), you earn the eternal gratitude of the town and a reward commensurate with the scope of the adventure. Four years in development, the Rathunas mod features over 100 voice-acted NPCs with a total of more than 3400 total lines of dialog, performed by 35 voice actors. Rathunas is being cinematically scored by a collaborative team of professional composers (you can hear samples of their work in the video trailers!). The current BETA release has temporary music in the interior spaces of the town, for testing purposes, but as of this release the final music scores are not yet completed. Two levels of the dungeon have a portion of their final music tracks included in this release. Rathunas is available for download on the TES Nexus and TES Alliance web sites. (The above is an excerpt; the full description and README, plus screen shots, are available on the two download pages.)
  4. I have seen posted online that Audacity can't directly export to Oblivion for voice files, but that must have been an old Audacity version. I am working on a mod right now and using Audacity to create Oblivion voices just fine. You have to be careful to set "Joint Stereo," "constant bit rate," and "64 kbit/sec" in the options for MP3 export. If you don't get the options right, the file will not play in the game.
  5. Wrye Bash 2.95 was working fine here, until Bethesda's latest update caused it to think Update.esm was "corrupted". Based on forum posts, I found that I needed to update to Wrye Bash 2.97, which I did. After the upgrade, in which I told the installer to delete old files, it issues an error on startup saying it cannot parse taglist.txt. Here is the debug log: Wrye Bash starting Python version: 2.7.3 wxPython version: 2.8.12.1 (msw-unicode) input encoding: None; output encoding: None; locale: ('en_US', 'cp1252') Searching for game to manage: bush 81 detectGames: Detected the following supported games via Windows Registry: bush 83 detectGames: oblivion: c:\Users\scott\Bethesda Softworks\Oblivion bush 83 detectGames: skyrim: c:\games\steam\steamapps\common\skyrim bush 95 detectGames: Detecting games via relative path and the -o argument: bush 101 detectGames: skyrim: c:\games\steam\steamapps\common\skyrim bush 144 setGame: No preferred game specified. bush 151 setGame: Using skyrim game: c:\games\steam\steamapps\common\skyrim bosh 6232 __init__: The BOSS API in BOSS's installation directory (C:\**DNE**) either does not exist, or could not be loaded. bosh 6233 __init__: Loading the BOSS API shipped with Wrye Bash. bosh 6245 __init__: Using BOSS API version: 2.0.1 bosh 6297 refresh: An error occured while parsing taglist.txt with the BOSS API. Traceback (most recent call last): File "bash\bosh", line 6295, in refresh File "bash\bapi", line 378, in Load File "bash\bapi", line 226, in BossErrorCheck BossError: BossError: BOSS_API_ERROR_INVALID_ARGS:Null pointer passed. Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 33, in <module> bash.main() File "bash\bash", line 400, in main bash.bolt.BoltError: An error occured while parsing taglist.txt with the BOSS API. I don't know why it is that Python programs tend to issue errors like this without telling you what line in the file it was trying to parse {sigh}. Presumably someone has seen this error before? I tried simply reinstalling Wrye Bash, but it didn't help. Absent a line number for the taglist.txt file, I have no idea where it's finding the error. My taglist.txt file is dated May 31, which is much later than the one from version 2.95, so I am sure I've got the new file. Any ideas? Thanks!
  6. Hello! I continue to use this utility heavily and really love it, but I have a small problem. I want to use it in a batch file to interrogate the textures used without changing anything. This works fine running "tr" from the shell, but if I try to redirect its output to a log, the log is empty except for the line with the filename. It appears "tr" writes the detailed output directly to console rather than stdout or stderr streams. Is there a workaround for this? Thanks again for a fantastic utility. Endorsed!
  7. Two recently-released mods purport to make Lisette marriageable: http://www.skyrimnexus.com/downloads/file.php?id=4681 http://www.skyrimnexus.com/downloads/file.php?id=3806 I have not tried either of these myself, but thought I'd pass along the information. Syscrusher
  8. Nice work on the ones in the screen shot. Are you replacing vanilla textures or offering a modder's resource of new textures? If you replace vanilla, can you give an idea of how much of the vanilla set you replace (that is, did you do all of them or a subset)? It matters because people may have other texture mods that they want to know about coexistence and figure out whether to load your mod before or after their other ones. Thanks!
  9. This is an incredibly useful utility. I just downloaded it about an hour ago, and it has already saved me several whole evenings of work that I had anticipated doing as I package the resources for my large mod. Thanks so much for this. As a Linux user who is having to learn Windows just for gaming, I appreciate that there is someone who "gets" the usefulness of the command shell for repetitive batch operations! Not everything belongs in a GUI. :-) BTW, you apologized for your documentation, but I found it to be perfectly clear. Syscrusher
  10. I finally figured out what was going on here. "Initially disabled" works just fine on any given object. But my *trigger* object was the problem. The trigger was connected to the monster it was triggering in a parent/child relationship, something I did because that's the usual way trap objects work. Silly me. The fact that the trigger was enabled (duh....else it wouldn't, ummm, trigger...) was by implication forcing the monster to the enabled state. I rebuilt the setup using a persistent named reference monster as an off-stage template, initially disabled. The trigger object calls out that reference by name for a CreateFullActorCopy followed by a MoveTo followed by an Enable. The only drawback I've found is that the copy has no factions and no AI (documented behavior of the copy function), so I have to perform function calls on the copy to add the creature faction and one AI package (a very simple one: go kill the PC). Once I figured out all that, it now works correctly, and it has the added benefit of being respawnable if I permit the trigger object to reset after a time delay. This actually turns out to be a useful feature for my quest, for reasons that I can't detail here without a spoiler. :-) Thanks to those who posted on this thread; you didn't solve it for me, but you got me thinking in the right direction to find the solution myself, and that's all I could reasonably ask. :-) Syscrusher
  11. Never mind -- I found the problem. It turns out that if the object is scaled in Blender as an object, rather than in edit mode as a mesh, the CS doesn't see that even though NIFscope does. What was happening is that CS was generating a bounding box around my object as if it were unscaled. Syscrusher
  12. I've successfully created numerous Static objects in Blender with collision meshes that work fine, but I'm frustrated as all hell trying to make my first Havok-enabled Item object. I have the visible mesh working exactly as I want it, and I have a convex poly collision mesh that looks fine in Blender and in NIFscope. But in the CS, what I see instead of *my* mesh is a rectangular collision zone that is about 25% smaller than my model in x, y, and z dimensions. The Havok sim in the CS and the object's actual behavior in the game indicate that the displayed collision zone from the CS is the one that Havok actually sees. The relevant properties from my model are: HavokMaterial: Wood MotionSystem: Box Mass: 3.000 OblivionLayer: Clutter I can't see where the CS is getting the apparently-generated bounding box -- it doesn't match up with any of my model's geometry, just cuts through things at a seemingly insiginficant location. I thought perhaps I had some normals reversed in Blender, because when you're working with bounds-draw objects it can be hard to tell. So I used Mesh Tools to enable display of normals, and checked that they're all okay. I searched the online tutorials but couldn't find anything that helped. Suggestions, anyone? Thanks. Syscrusher
  13. P.S. -- I took a look at the images from a couple of your mods, just out of curiosity. "Forgotten Realm" looks absolutely brilliant! When I get some free time from my own work, I eagerly look forward to trying that one and possibly some of the others. Wonderful graphic design and lighting.
  14. Thanks very much for the reply; I wasn't aware of the erratic behavior of the CS. I'll keep that in mind. I am a computer engineer professionally, so I will be keenly attentive to cleaning out my mod before release. I didn't know about the Cell 0,0 business -- thanks for alerting me! Should I tell TES4edit to erase the Cameron's Paradise records from my mod, then? Kind regards, and again thanks for the tips, Syscrusher
  15. I have a mod that uses (as always) a lot of vanilla game objects. At one point, I accidentally touched a container object's master record and thereby changed the behavior of that container game-wide -- not what I intended. No problem -- I opened my .esp in TES4edit, found the offending record and deleted it, re-saved, and tested. All was well. When I was in TES4edit, however, I saw some records that seemed to indicate my mod had changed things in Cameron's Paradise. I would swear that I've never even *opened* that cell in the CS, let alone changed it. Also, when I am editing my mod in the CS, it doesn't asterisk those cells to indicate any mods. Before I delete those records, I'd like to know if TES4edit will ever list records in the "cell" section for reasons other than that cell being touched? I may have used some objects that also are used there -- could that be the source of the records? Thanks for any advice. Syscrusher
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