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Vaz2008

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Everything posted by Vaz2008

  1. getsitting reported 0 before first mount, 13 while mounted, and 0 after dismount. There was nothing in the horse folder other than the actual models. No animations, no skeleton(s), no subfolders. That's just trivia, since the problem fixed itself after my horse fast-traveled with me for the first time.
  2. It looks like the screenshot on the left was taken with HDR enabled and the one on the right was not. HDR washes out texture details, which can make skin in Oblivion look better simply because you can't see the truth through the glow. xD
  3. Thank you very much for your reply, fore. :] Slof's mods used to be on the Nexus. She was a great and very well known modder. Sadly she got a lot of flak for making sexy male armor, though, and probably for refusing to support HGEC in her female stuff, so she pulled all her mods and left. Her horse mods don't affect animations at all. They retexture existing horses and add new unowned horses to the various corrals. I checked my IdleAnims folder and found a bunch of KFs from Craftybits 7, which I installed and then five minutes later "uninstalled" by removing the ESM and ESP because I read the comments and saw that version 8 is being released soon. I had left the files in place because I couldn't remember which had belonged only to Craftybits and which were shared with OOO. So I deleted the Craftybits idleanims and loaded up a save to test. Animation glitch was still there. Craftybits' idleanims weren't at fault, it turned out. The only other mod I have that puts anything in the IdleAnims folder is Curse of Hircine Resurrected, so I deactivated that and rebuilt my bashed patch without it to see if there was any change as a result. Nope. I reactivated CoHR, rebuilt my bashed patch, and loaded an earlier save that was made in a corral. There I mounted a basic white horse instead of the Slof-added Dapple Grey Horse. Just in case. Still got the animation glitch upon dismounting. Not sure what to do now. My next test will probably be deactivating CoHR again, this time cutting its idleanims out of the folder and onto my desktop temporarily.
  4. This happens regardless of how many hours are on the playthrough, so it's not the animation a-bomb. It is also indifferent to how long the Oblivion client has been running. When I dismount a horse the lower body of my character remains in some sort of bastardized riding posture. Actions like jumping, sneaking, and fighting do not fix it. When I get back on the horse, there is nothing wrong with the riding animation. If I dismount again the glitch reappears -- always. There is no accompanying lag and this doesn't prevent any gameplay. After saving, quitting Oblivion, relaunching Oblivion, and loading the save, the glitch is gone until the next time I mount and dismount. Screenshots: http://img69.imageshack.us/img69/8848/oblivion133.th.jpg http://img98.imageshack.us/img98/8494/oblivion134.th.jpg Load order (copypasta from Wrye Bash):
  5. Apparently there was indeed something in those scripts that was needed, or maybe it was the HorsePC<City>GoHome package. I gave the Dapple Grey Horse all the AI packages that HorsePCWhiteAnvil has (after removing aaaDefaultStayAtCurrentLocation) and also gave it a trimmed version of HorsePCWhiteAnvilScript (deleted the Begin OnDeath section because this horse, being essential, is not going to die). That solved the problem.
  6. In-game I used SetOwnership on the Dapple Grey Horse from Slof's Horses. Not satisfied with just that, I opened Slof's ESP in the CS and edited the Dapple Grey Horse in these ways: - Removed it from the Prey faction and added it to the HorsePC faction. - Made it essential. - Changed its energy level to 25 to match the other player horses. - Changed its responsibility to 0. I don't want my own horse telepathically reporting my crimes. o_O - Gave it reins, a bridle, and a saddle. - Removed its original AI packages and, at first, replaced them with HorsePCGoHome, HorsePCStandStill, and HorsePCStay. - Did not assign a script to it. I can only vaguely understand the scripts that are assigned to the other player horses, but it doesn't look like they include any functions relevant to a horse that isn't bought from a stable. I saved the ESP, rebuilt my bashed patch, and loaded the save I had made when I was mounted on the horse some distance from Anvil. It was now wearing tack, so I felt that I had succeeded...except, when I dismounted, the horse immediately began walking away. It walked all the way back to a spot near the Anvil stable. Slof placed this particular horse inside the corral there, hence this thread's title. Reopened the ESP in the CS and removed the HorsePCGoHome package from the Dapple Grey Horse. Saved ESP, rebuilt bashed patch, loaded game. Dismounted Dapple Grey Horse. It walked away toward Anvil again. Reopened the ESP in the CS and removed the HorsePCStandStill and HorsePCStay packages from the Dapple Grey Horse. Instead, I gave it aaaDefaultStayAtCurrentLocation. Saved ESP, rebuilt bashed patch, loaded game. Dismounted Dapple Grey Horse. It walked away toward Anvil again. To confirm my suspicion about its destination, I followed it all the way to the corral. ...Why. :[
  7. I've explained the reasons in the blog posts I've made, so go read up if you really need an explanation. To cut it short: because it's far easier to work with, and because I want to :) I reiterate again; the fixed width is staying. Move on. I don't personally care about the fixed width issue, but FYI: to those who do care, that "because I want to" topped with a smilie is probably going to be perceived as a slap in the face.
  8. The category a file is in does not seem to be displayed anywhere on its page. If it is, it's obviously not obvious enough.
  9. The TGND body mod includes wearable HGEC-shaped feet and hands to provide compatibility with clothing and armor that were modeled for HGEC. Is there a mod out there that gives you wearable vanilla-shaped feet and hands? If not, how should I start making one? I guess it might be as simple as extracting the hand and foot nifs from the vanilla meshes BSA and creating an ESP with clothing entries for them and a script to place them in every newly-created character's inventory? I should have posted this in Mod Talk...
  10. AHAHAHAHA. I'm an idiot. It's been long enough since the last time I played Oblivion that I forgot I need to equip the arrows as well. Thank you. xD
  11. Not necessarily. Small mods that either don't conflict with anything or that make changes that must not be overridden at all can be kept out of the Bashed Patch and loaded after it. Also, this bow use issue already existed before I placed those few mods beneath the Bashed Patch. In any case, thank you for replying.
  12. I equip a bow. I have arrows in my inventory. I left-click to bring up the bow, then I left-click and hold to nock an arrow and prepare to fire...and this is where nothing happens. My character does not nock an arrow, just holds the empty bow and does nothing. I have enough experience with modding to be more comfortable installing almost everything manually than using automatic installers, to keep a detailed list of what mods I have, to clean dirty ESPs with TES4Edit (and not clean the ones that use dirty edits intentionally), and to make tiny tweaks in the CS for compatibility/interoperability or personal preference. However, I have no idea where to start figuring out what's wrong with bow usage in my game. I've always felt very daunted by the "deactivate everything and reactivate one by one" debugging method, so I am trying to avoid doing that unless it turns out to be my final option. Here's my load order, copied from Wrye Bash's "List Mods..." window: And here is my mod list with version numbers, notes, etc.: http://dl.dropbox.com/u/6493713/Oblivion%20mod%20list.rtf I'd really appreciate any help.
  13. I'm purging the playable Dremora from Capucine's Character Expansion, just for my own personal use, and it's been very easy with the help of TES4Edit's "check for errors" feature. But now I've run into a strange problem: In each of the Dunmer-related Valen Dreth taunts, Capucine added a condition that checks for the Playable Dremora race. I was able to delete all but one of these: the last one, ID 0003335D. I delete the now-invalid GetIsRace function that checked for Playable Dremora, click OK to close the dialogue panel, and notice that no asterisk appeared next to the filename displayed in title of the main CS window. I reopen Character > Filtered Dialogue > Conversation > CharGenTaunt2 and, sure enough, the condition is still there in that one particular taunt. I delete it again. It doesn't go away. I close the CS, relaunch it, and reload the ESP. Still not working. There's no error and the condition does, at first, look like it disappears when I delete it. If I ignore this baffling behavior and save the ESP anyway, TES4Edit reveals that the condition did in fact survive. EDIT: Typically, I figured it out shortly after posting about it. I realized that the GetIsRace DarkElf conditions' "OR" checkboxes had been checked, so I unchecked them and tried again to delete the Dremora-related GetIsRace condition. It didn't seem to work any better than it did before, but I saved the ESP anyway and TES4Edit declared it error-free. Sure enough, the pesky condition had been slain. Odd. I gotta say, Capucine's addition of two journal entries triggered by the conversation with Valen Dreth, providing a little insight into the Dremora's perspective and explaining why s/he doesn't get witch-hunted, is a nice touch. I just don't want to play a Dremora myself and I'm trying to un-clutter my chargen.
  14. Rolling back that far is out of the question, but I am going to roll back to before I was jailed and try to complete the quest before transforming.
  15. Contextual information: - Earlier in the quest I told Tyrellius that we would split the gold between us. - I got arrested for pickpocketing a guard outside the castle. - I tried to pick the lock of my jail cell just for the heck of it and failed, then I used the bed to wait out my sentence. - Between leaving jail and going back to talk to Jorundr there was a day or so, because it was werewolf time shortly after I was released (Curse of Hircine 3.5 beta; I'll upgrade to Resurrected eventually). - I didn't talk to Tyrellius after Jorundr told me about his plan for me to kill Arnora because I forgot to and when I went back into the dungeon he wasn't there. Now for the problem. I went into Arnora's house and talked to her. Told her I was going to do things "Jorundr's way" and she began attacking me. So far so good. But then when she dies, regardless of whether I kill her inside her house (in a perfectly normal way, without doing anything to her corpse afterward) or I drag her outside and let bystanders kill her, I get the error message that one of the NPCs needed for the quest has died and the quest ends prematurely. I've carefully read the UESP article about this quest and all logic indicates that killing her after I've told her I'm going to do so, while she's attacking me, is a valid course of action... Even if, when she begins attacking, I use "setstage ms09 50" in the console to advance the quest to the point where she would already be dead and then I kill her, I still get the error message.
  16. Yep, that's what I was using. To double-check, I just now re-downloaded the "mop" file and added it to chargenmorphcfg. Same problem as before. Thank you for noticing that, RustyBlade, and thank you for your troubleshooting efforts danscott84. :smile: I'll wait and see what the author says. Or, if I get tired of the face of one of my existing human male characters, I'll use the replacer.
  17. Here you go: http://www.mediafire.com/?1q8ppc18ecnlxny The morph is currently named hm_edric.mop.
  18. Tried the following, with the filename and its chargen entry both changed to the same thing at the same time of course: hm_edric_01.mop hm_nam_edric_01.mop hm_edric_02.mop No luck. What made you decide that Realistic Teeth isn't the issue?
  19. The file's name is nam_edric_01.mop, and I added it to the list of human male heads as a separate entry rather than renaming the file itself to replace an existing preset. <human_male> <resource name="hm_cousland.mop"/> <resource name="HM_CPS_P01.mop"/> <resource name="HM_CPS_P01_vc_b.mop"/> <resource name="HM_CPS_P02.mop"/> <resource name="HM_CPS_P02_vc_b.mop"/> <resource name="HM_CPS_P03.mop"/> <resource name="HM_CPS_P03_vc_b.mop"/> <resource name="HM_CPS_P04.mop"/> <resource name="HM_CPS_P04_vc_b.mop"/> <resource name="HM_CPS_P05.mop"/> <resource name="HM_CPS_P05_vc_b.mop"/> <resource name="HM_CPS_P06.mop"/> <resource name="HM_CPS_P06_vc_b.mop"/> <resource name="HM_CPS_P07.mop"/> <resource name="HM_CPS_P07_vc_b.mop"/> <resource name="HM_CPS_P08.mop"/> <resource name="HM_CPS_P08_vc_b.mop"/> <resource name="HM_PCC_B01.mop"/> <!-- Has no VirusCat version. --> <resource name="hm_gmhomf_01.mop"/> <!-- Hairy Heroes begin here --> <resource name="hm_gmhomf_02.mop"/> <resource name="hm_gmhomf_03.mop"/> <resource name="hm_gmhomf_04.mop"/> <resource name="hm_gmhomf_05.mop"/> <resource name="hm_gmhomf_06.mop"/> <resource name="hm_gmhomf_07.mop"/> <resource name="hm_gmhomf_08.mop"/> <!-- Hairy Heroes end here --> <resource name="nam_edric_01.mop"/> <!-- Edric, srsly FUBAR. --> </human_male> Realistic Teeth...I thought that might be the problem, but I was really hoping it wasn't because I don't know how to install it (I currently do not have it) as a resource rather than in its fully active NPC-faces-breaking form. :confused: Any ideas?
  20. Downloading character creation mods individually and building a custom chargenmorphcfg.xml (because I refuse to install the CharGen Toolset pack from the DAO-Modmanager Override Collection), I seem to have satisfied every requirement of the Edric face morph except one. Whatever I'm missing, this is its effect: http://img214.imageshack.us/img214/6591/edricfail.jpg The only reason I'm posting is because I can't imagine what would cause a custom *.mop file to, upon being loaded into the game, lose all of its custom shape settings and default to the bald preset. What kind of file might I be missing? P.S. It's not a problem with chargenmorphcfg.xml, which is valid in terms of XML syntax and in terms of referring to files that actually do exist in the override folder.
  21. You have the game's textures setting too low.
  22. I'm not entirely sure what I'm looking for either. It's not party banter. Here's a video of the dialogue:
  23. What's the secret to triggering this dialogue? He is in the party when my current character enters Denerim for the first time. I've even tried having only him in the party at that point. I run around between the entrance and the market, around the chantry, and especially around the playing children near Goldanna's home. Nothing. I have patch 1.02 and all DLC. No Awakening. Here's a list of the non-aesthetic mods I have installed: - Better Sex Cutscenes v2.0 - Dialogue Tweaks v0.93a - Alistair dialog patch v1.0 - Madd Gift Guide v1.1 - Advanced Quickbar v1.0 - Advanced Tactics v2.9.2 - Stamina Potion Recipe Mod v1.0 Those three at the top look suspicious, naturally, but none of them modify Sten stuff... Would it make a difference that, technically, this character has already lost their Denerim virginity? I played past that point without Sten in the party before, then learned about this dialogue topic and deleted the saves that were made after I encountered Zevran (which was definitely before this character reached Denerim).
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