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The_Vyper

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Everything posted by The_Vyper

  1. The magnitude isn't the problem. I just tested and I was able to successfully fire an arrow with a Shock Damage magnitude of 10,000. Something else must be causing the problem.
  2. Try changing your password and see if that helps. I've had to do that on other site before. Edit: Forgot to mention that special characters (such as @#$%^&*) are not allowed in passwords for the file sites. You can use them to get into the forums, just not the file sites.
  3. When making enchantments in the CS, remember these tidbits: Charge Amount = Total charge of the enchantment. Enchantment Cost = How much of the total charge is used in each strike/shot. Charge Amount/Enchantment Cost = Number of uses you get before you have to recharge. This means that you will get 100 uses before you have to recharge if you set up an enchantment like this: Charge Amount: 1600 Enchantment Cost: 16 If you set both the Charge Amount and Enchantment Cost to 1600, you will only get one use before you need to recharge. On the weapon itself, always make sure that Enchantment is equal to or greater than the enchantment's Charge Amount.
  4. From the looks of it, your mod relies on meshes and textures from something else. If you didn't make those yourself, make sure you have permission from the original authors before uploading a file using their stuff. Once you have their permission, you can use TES4Files to gather all related meshes and textures into one folder. Then you can use 7-Zip to compact the folder into an archive that you can upload to TESNexus.
  5. Are you running Windows Vista/Windows 7 with Oblivion installed in the default directory? If so, the windows UAC is most likely the culprit. Install Oblivion to a directory outside of Program Files and it should work fine.
  6. Post your script so we can see where it might be going wrong. Otherwise, it'll be really hard to troubleshoot this issue. :laugh:
  7. Ayleid Royals looks like an armor set you'd like. Reclaiming Sancre Tor is a good quest mod, although it's diametrically opposed to Servant of the Dawn. As bben46 suggested, the top 100 list is a good place to look. Lol, my thought process does the same thing. I've been told I have ADHD, but I don't- Oh, Look! A chicken!
  8. Try Opera. That's what I use and I've had no problems with it.
  9. You're welcome. :D I'm glad I was able to help. I look forward to seeing what you come up with. Judging by the images you've posted so far, it'll be spectacular.
  10. It is and I'm really looking forward to it. Here's the TES Alliance thread. Here's the image gallery.
  11. In order to do that, follow these steps: 1. Put your image on a background that has no color in common with your image. 2. Add an Alpha Channel to the image. (How you do this depends on what program you're using to edit .DDS files. Use Google to find a plugin, if necessary.) 3. Delete the background color, then save your image. Once you've done that, your image should display as desired on the book page.
  12. That's a common problem. The best fix is to plug a mic (or something compatible) into your computer.
  13. Finding the FormID in the CS isn't enough to use it in game. FormIDs from mods generally begin with 01 (02 if the mod relies on another .esm) when displayed in the CS. However, the first two digits actually depend on load order and increase in hex format. For instance, say you want a sword from mod X. You load mod X in the CS and it gives a FormID of 01015979. Now let's say your load order looks something like: Oblivion.esm Some Mod Here.esp Some Other Mod Here.esp Yet Another Mod Here.esp Mod X.esp The actual FormID for the desired sword would be 04015979 because Mod X is the fourth file to load after the Oblivion.esm. An easy way to find out what the correct first two digits are is to load your entire load order TES4Edit. The first two digits that each .esp/.esm uses for new objects are listed just to the left the .esp/.esm name, as shown in the highlighted section of the image below: http://img30.imageshack.us/img30/4119/tes4editformidview.jpg You can also get the full FormID of the desired object from TES4Edit by expanding the + next to the .esp/.esm and expanding the necessary sub-heading(s). The FormIDs for the Dread Armor are as follows: Boots xx002650 Cuirass xx002651 Gauntlets xx002652 Greaves xx002653 Use TES4Edit or Wrye Bash to find out what the first two digits should be (look for Oscuro's_Oblivion_Overhaul.esp in your load order).
  14. That's due to a missing/misplaced texture file. Re-download whatever mod added/changed that and make sure you install that texture with the correct file path.
  15. Awesome! I look forward to seeing that. :thumbsup: Ooh, that would be interesting, especially if I can figure out how to add multiple hues to the default "Light" spells.
  16. Vaults of Cyrodiil sounds like it's calling your name. :laugh:
  17. A slightly faster method is to press down on the mouse wheel (like a button). This will automatically open the link you're pointing at in a new browser tab.
  18. Update: I added an .esp with darker versions of the glow rods. The darker versions also have a smaller light radius.
  19. If you have Oblivion installed in the default directory (i.e.,C:\Program Files\Bethesda Softworks\Oblivion\), then your problem is the Windows 7 UAC. Installing Oblivion to a directory outside of Program Files (i.e., something like C:\Games\) should resolve the issue. Read this for more information.
  20. I actually got the idea from Trollf's Armamentarium, so credit him instead. Thanks, though. :D A very good idea. It shall be done! :thumbsup: Thanks for the nice screenie. It looks much better than my in game shots. I think I'll make a few of those myself. Thanks! :happy: I'd like to see that. Go right ahead. Just make sure you get Meo's permission to use the textures. If you want to use vanilla textures instead, use the following: Handle: ARWelkydItem01.dds Cage at the base of the varla stone: ARIronWork01.dds Metal frame for varla stone: ARIronWork01.dds For the varla stone itself: ARWelkydStone01.dds That will get you a nice blue version.
  21. Download: TESNexus TES Alliance Name: Ayleid Glow Rods Version: 1.0 Date: 10/23/2011 Category: Miscellaneous Author: The Vyper ================= Requirements: ================= Oblivion 1.2.416 ================= Description: ================= The Ayleids used these magical glowing rods to light their way in dark places. They are formed by the magic contained within the pedestals in which they rest. When removed, their pedestals will begin the three day process of creating another glow rod. ================= Details: ================= Update 10-24-11: Added a plugin with darker versions of the glow rods. If you want darker versions and you've already downloaded the original file, you can download the optional .esp only file. Otherwise, download the main file and choose which plugin you want. The plugins will conflict with each other, so choose only one. The darker torches are dimmer and have a smaller light radius than the originals. Ayleid glow rods come in seven colors: Blue, Green, Orange, Purple, Red, White and Yellow. There are 32 glow rods of each color placed among the various Ayleid ruins. When you take one from a pedestal, another will take its place in three days. The glow rods never "burn out", so you don't have to worry about them going dark on you in the middle of a dungeon crawl. :thumbsup: Big screenie of all seven in game: Screenies showing the comparison between the light and dark versions: Blue Green Orange Purple Red White Yellow ================= Installation ================= 1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder. 2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s). ================= Un-Installation: ================= 1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s). 2. Delete the files/folders associated with the mod. ================= Incompatibility: ================= None known. ================= Known Issues: ================= None known. ================= History: ================= 10/23/2011 - Initial release. ================= Contact: ================= The Vyper at the BGS Forums or TES Alliance. The_Vyper at TESNexus. ================= Credits: ================= Thanks to Bethesda for creating Oblivion. Thanks to Meo for allowing me to use the textures from Ayleid Clutter V3, available here & here. Thanks to InsanitySorrow for his ReadMe Generator this file is based on. ================= Tools Used: ================= Insanity's ReadMe Generator Elderscrolls Construction Set GIMP NifSkope ================= Licensing/Legal: ================= The textures for the glow rods come from Ayleid Clutter V3. You will need Meo's permission to use them. The textures for the particle effects were made by me. Feel free to use them as long as you give me credit for them.
  22. I don't know of a command that activate Havoc on a reference. (Doesn't mean there isn't one, I junst don't know one). As for a workaround, try this: 1. Put a collision box under the zombie, make it a persistent reference and give it a RefID. 2. De-select the "Initially Disabled" flag on your zombie and drop it so that it "stands" on the collision box. 3. Click the 'HavocSim" button in the CS while your zombie is selected in the Render Window. The zombie will collapse on the collision box. 4. Re-script your trigger zone to disable the collision box. Your zombie should fall as desired once the collision box is disabled. Good idea for a living reference, but pathgrids have no effect on dead creatures or NPCs, nor do AI packages use them.
  23. The vanilla textures are in the BSA archives in your Oblivion/Data folder. There's no need to reinstall Oblivion, or even unpack the textures. Just remove the textures from Enhanced Hotkeys and your game should revert to using the Vanilla textures. Edit: Typo.
  24. You're welcome! :D Glad I could help.
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