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Keimpx

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Everything posted by Keimpx

  1. Following on to what Harvald said from the looks of that map you could always add a small island in the body of water near the Waterfront. I don't know of many/any mods that add islands in that body of river.
  2. Ehhhh I draw a blank. I totally overlooked the fact you'd need to make a path from one of the roads in order to get to Lake Canulus. Hmm. I mean... The less cells you edit is better. Malada route might be your best option. Did you try out the Skingrad area yet?
  3. Your .esp seems to rely on a master file? Did you leave something checked in your CS data when you were making this?
  4. What is anti-virus? I've never heard of it. http://i.imgur.com/im08rhG.jpg
  5. Downloaded the files. I'll take a look either tonight or tomorrow. I've never tried before but I'll see if I can do a recording of my experience - my computer should be good enough to do so. My headset has 7.1 surround sound so this should be a nice experience.
  6. Woah those screenshots look amazing. One place I recently fell in love with is the Southern parts of Cyrodiil. Try areas like the Weast Weald (Skingrad, Knights of the Nine priory etc), or even the Nibenay Basin (Lake Canulus PLEASE).
  7. Right, I've got all my packages finished. On every Monday at 8 AM my NPC will go to Bravil. On Tuesdays he will go to Skingrad. Wednesdays he will go to Chorrol. Thursdays he will go to Bruma. Fridays he will go to Cheydinhal and the following Saturday morning he will return to Leyawiin - his starting location. He will stay in Leyawiin all day Sunday until Monday morning at 8 AM when he will repeat the cycle. Here's a photo of my packages. I think I got them all set up right? http://i.imgur.com/Js8ycF7.png Now I'd like to try adding a quest marker to my NPC. I've made a new quest with one stage (10) and in the quest targets tab I added a condition that the quest must be stage 10 and if so then add a marker to my NPC. Here are some images. http://i.imgur.com/sT6eujr.jpg And the quest targets menu. http://i.imgur.com/j3byOdP.jpg The quest data menu is correctly set up with the 'IsPlayableRace = 1.00' condition so I'm not sure why I don't have a quest marker yet or how to initiate the quest if that is what needs doing :(
  8. No reason to use anti-virus/malware whatsoever. It's for people who can't sustain self-control when faced with the chance to download music.mp3.exe. Any executable you download simply open it up in Ollydbg and you'll know 99% of the time if it's malware or not if it's pulling some shady system calls (keyboard hooks are a dead giveaway). As for web attack vectors just disable Javascript in your browser and keep a whitelist of trusted sites you'll allow it to run on. You should do the same for Silverlight and Flash too (Not sure about Shockwave, I don't keep updated with ALL CVEs).
  9. alert("XSS")'); ?>
  10. Great liars are also great magicians.
  11. Is there any particualr reason why packages choose to break over night? If I want this NPC tracked in real time (i.e his packages are always running regardless of the PC being nearby or in the same worldspace) I need to check that 'No Low-Level Processing' check box right? I'll think of interesting towns and inns for my NPC to stop at along the way - it's more realistic for him to take an hours break between such spaced out locations.
  12. I'd love to see some screenshots. I use imgur.com, you don't need an account although it will down-scale images over 4 MB. As far as locations go I'd go with either (7) or (6). Although it depends what the building looks like. The architecture of Cyrodiil is varied to say the least. If you chose (7) there are a number of extra buildings you could have on the island to make it worth the trip such as warehouses for holding the islands produce (maybe there is a vinyard or farm?) or other misc buildings like blacksmiths or even guild halls.
  13. Hey Nexus, I'm new to AI packages. I used to use the CS a lot in 2008/9 to add new items and companions mostly. I've not experimented with much else. I have an NPC I'd like to go on a very long walk - all the time. I'd like this NPC to start in Leyawiin. From there he'll walk up to Bravil. From Bravil to Skingrad, then to Anvil. From Anvil to Chorrol and up to Bruma and after that, Cheydinhal. Finally back down to Leyawiin for a few hours/a day. Repeated over and over. I'd like him to stay in each city for maybe 5 - 8 hours before moving on to the next. Are there any tutorials on AI packages for moving this much? I've looked at the TES CS wiki but I can't find anything relevant - only a tutorial on making companions that follow and wait. I don't care if the NPC walks along the roads or just hikes through the wilderness. Any tips on where to start with packages? I guess this would use the quest system somehow right? Especially if I wanted a quest marker on the NPC. Thanks for any advice you have to offer :)
  14. I sent GStaff a PM on the BethSoft forums yesterday. This is his stance on my situation. http://i.imgur.com/3cfkT1Z.png
  15. Hello Nexus, I recently downloaded "Loth's Lich Pauldrons and Harness" to use as a resource in my own plugin. The licence allows for this. You can find the mod at http://www.nexusmods.com/oblivion/mods/12409/ However. When I extract the meshes and textures, put them into my own folders and apply the textures, create the item in the CS and then go into the game to try them out I CTD. The game will only CTD when it needs to render the pauldrons. It's very specific. If I walk up to the NPC wearing them but with my shield raised so that it covers the upper body it will not crash, but as soon as the game actually has to render the pauldrons it will CTD. For those of you who don't know - Oblivion does not render graphics behind weapon and shield meshes in order to save FPS, lots of games do this hence why some games have really large weapon models. I've included some images below. I will also include my load order (it's very basic). The image below shows the item's data in the CS. As you can see there are no female variants - this is the same as in Loth's original mod. The only changes here are the actual stats of the item. http://i.imgur.com/XzkLVk3.png The next image shows the file open in NifScope, there don't appear to be any problems and the textures are all working. http://i.imgur.com/HmvdUUx.png The last image shows the item applied to an NPC. It renders in the CS besides the actual harness bit. This could be clipping because I don't have Robert's Body Mod .esp checked in the CS - although the armour is based on Robert's body I know it is not needed for the mod to work. http://i.imgur.com/Jf2D2Wf.png I know the meshes are not broken because if I load up Loth's .esp I can go to the shop and buy the armour and wear it with no problems or crashes. When I add the armour to my own .esp it simply refuses to render. Should I post a copy of my .esp and folders for someone here to look at? Load order: 00 Oblivion.esm 01 Unofficial Oblivion Patch.esp [Version 3.4.5] 02 DLCShiveringIsles.esp 03 Unofficial Shivering Isles Patch.esp [Version 1.5.3] 04 DLCHorseArmor.esp 05 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.8] 06 DLCOrrery.esp 07 DLCOrrery - Unofficial Patch.esp [Version 1.0.5] 08 DLCVileLair.esp 09 DLCVileLair - Unofficial Patch.esp [Version 1.0.9] 0A DLCMehrunesRazor.esp 0B DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.6] 0C DLCSpellTomes.esp 0D DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 0E DLCThievesDen.esp 0F DLCThievesDen - Unofficial Patch.esp [Version 1.0.11] 10 DLCBattlehornCastle.esp 11 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.8] 12 DLCFrostcrag.esp 13 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.8] 14 Knights.esp 15 Knights - Unofficial Patch.esp [Version 1.1.3] 16 FJRC.esp FJRC.esp is my esp. Thanks! Keimpx
  16. I can't seem to do that. Textures only show up if I have it with the \data\ before the \meshes and \textures directories. That shouldn't be a problem though should it? Everyone has the same structure with the \data folder before their meshes and textures as far as I know... http://i.imgur.com/nAr6G2Z.png
  17. I got it to work simply by removing everything before \data :smile: So provided everyone has a 'Data' folder before their meshes and textures folder(s) it should all work perfectly! :laugh: (I don't think it's possible to not have that folder structure for your Oblivion install no matter how/where you install it). Thanks for your help and advice Maskar and VileTouch. :kiss:
  18. Is there anyway to force relative pathing in NifScope? Right now as you can see my Nifs are using the absolute path. http://i.imgur.com/pu7D2Rv.png Do I just edit that line with ( ../../../ before the textures directory?
  19. Hey Nexus, This post assumes you're on a Windows OS. I use both Win7 and a few variations of GNU/Linux however I only play music on my Windows PC so my folder structure should be similar to yours. Currently my music is organised like so; \Music\Genre\Artist\Album But I was thinking of switching to simply \Music\Artist\Album because lots of music falls under more than one genre. What about naming your audio files? I currently name like this; Artist - 01 - Track name Does anyone else have a better method of keeping things neat? ^^
  20. Can you define 'absolute paths'? You mean like the whole 'C:\Users\Administrator...' part? If so that's just for my own testing right now. I find my desktop the easiest place to just drop a folder and gather resources in.
  21. Ah, but you're forgetting that the mod may have been originally intended for public use ... until it started getting abused. And the authors I'm talking about are exactly here on the Nexus and this was the case with them. They got tired of people stealing their work and have since put their files on hidden status, only letting select individuals download them. An author can put their files on hidden status that way here at the Nexus. Didn't Saiden Storm ask for his Akatosh Mount mod to be removed after he left the site? You can still find it with a quick Google search though. I'm just curious as to the actual procedure that Bethsoft/GStaff take when a mod author claims his mod is being hosted somewhere he didn't want/being copied. I know of hundreds of server hosts who simply throw away requests from even law enforcement. Someone could take a really popular mod such as Midas Magic or OOO, upload it to somewhere like Tor under their own name and then what? What then? Wow this thread is kinda off-topic now but at least we're being civil about it.
  22. Yes I know Dark0ne is British, I had an account here in 2006. I was referring to him saying GStaff from BethSoft would contact hosts and ask for removal.
  23. Thanks Maskar, I'll look into using a BSA for storing my meshes and textures. ^_^ What about OMOD conversion too? I really dislike using external managers for my mods but I'm always happy to learn new ways to make this simple.
  24. I understand, Drake. How about uploading for personal use? I have a dedicated server in the Netherlands I use as a mail exchange and file server. Since using resources for personal use is allowed can I assume I can keep a backup of my files online for personal use too? Out of curiosity, can you link me to any sources that confirm Bethesda/GStaff have taken such action in the past? What would happen in the case of a host that don't respond to LEA/MLAT requests? Americans seem to have the idea that their US laws and copywrights are global.
  25. Do you have a Meshes and Textures .bsa file or just one MyMod.bsa? Do you find the bsa system to be superior to loose meshes and textures even if you organize them neatly like the example shown in my OP?
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