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Everything posted by ipegot
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The only lineage items you'll find on US sites, as far as I know, will be content that wasn't ripped from the game files. Id wager any lineage weapons/armor you're seeing, especially on asian sites, to be ripped models and textures. (so if someone has recreated them and then distributed their fan made version you'll probably find it by a lineage search here or another site, else...)
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I've never understood how people eat that stuff :P
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Problem with creating a little mod
ipegot replied to knightx555's topic in Oblivion's Mod troubleshooting
The mod works fine. Nothing wrong with vista, by the way, but you could have something set up improperly. If that mod shows up in your mod list and its turned on the chest piece was exactly where you placed it. -
I'm not sure what you gain by taking your fatigue down to -100 <.< However... scn myscriptname long CurrentFatigue long FatiguePenalty begin ScriptEffectStart set CurrentFatigue to player.GetActorValueC 10 set FatiguePenalty to ( 0 - CurrentFatigue ) - 100 player.ModActorValueC 10 FatiguePenalty end would probably work. edit: Requires obse in case you don't have it.
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All "spells" will trigger the spell animation(s). I'm pretty sure you could make a new spell that triggers a spell script and that wont cause the spell animation. However, some effects will be easier to script than others.
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If I were to guess I'd wager that is this mod/race: Elves of Lineage II. You might also like: Cute Elves
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Problem with creating a little mod
ipegot replied to knightx555's topic in Oblivion's Mod troubleshooting
Mind tossing the file up somewhere so I can see the mod of what you did? -
I find the data folder to be disorganized if for no other reason in that every mod author handles their data structure differently. (For instance some mods put their armor under meshes/armor, some just under meshes/somename and yet others some other area). I don't put readme's in the data folder, instead if I need to look at them I'll drop them into my documents folder otherwise I delete or leave them. (I save all mods I download in a special folder in case I need to go back later.) Personally I just extract Meshes to Meshes and Textures to Textures following whatever structure the mod used and I make sure to put any esps into the data folder so they'll work. I use 7zip since a lot of mods are in 7z format and I can usually just extract all to oblivion/data and not worry about it.
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You're putting the .esp files in oblivion\data\? Meshes into oblivion\data\meshes and textures into oblivion\data\textures? If all the files are in the right places and the esp files for the mods are in your data folder they should appear in the mod list when you start up the game.
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The body type is called Double Melons. The body replacer: http://www.tesnexus.com/downloads/file.php?id=26045 Off hand I don't know which armor that is, I would start with a search for double melons, see what you can come up with.
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http://www.tesnexus.com/downloads/file.php?id=26103 omod version of DR with a fix that was posted by the mod author elsewhere.
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No problem, glad it worked. ;) You can get some interesting looks by messing with the normal map. Glow maps are fun too :P (for instance you'd save the image as mytexture_g.dds. all black areas don't emit light in the dark but white areas glow, non-white colored areas emit a different color as well. Glass armor uses a glow map as an example) <.<
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Do you have a normal map plugin? http://nifelheim.dyndns.org/~cocidius/normalmap/ If not try that. I had to scale it down a lot to show you (attachment limits ><)but something like th is would probably be more like what you're after
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With a normal map like that your entire armor will reflect light. Are you using gimp or photoshop? You might try setting your alpha channel to height. Transparent areas in the normal map aren't reflective. You will probably need to play with your settings when creating your map to find something you like, it may take some trial and error if you havent played with it much before.
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What's your normal map look like?
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As far as I know the only other reason it wont give you a form id is because the checked mod is empty.
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Make sure your esp is turned on :) (the box by the name will be checked, when its not checked there's no form id to show)
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No data is loaded if you didn't do this. After clicking on File and then Data, double clicking on Oblivion.esm should put an X by it. Clicking "OK" will then load the data from the Oblivion.esm.
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Open the Construction Set(CS). Click on File->Data. Double Click "Oblivion.esm" and then click on "OK". There will be three windows for the CS, the "Render Window", "Cell View" and the "Object Window". We will only be using the "Object Window"(OW). Two sides to the OW. Scroll down the left side. Under "Items" you will see "SigilStone". Left Click on "SigilStone" On the right side of the OW scroll down and find "SSSilenceInvis5". Right click on it and select "Edit". Change the "ID" to something else, for instance "MySigilStone" or something more descriptive. On the right is the effect window with two listings. One for the chameleon effect that you want and a second effect that applies to weapons that you may not be interested in. Right Click on the effect you want to change and select "Edit". Change the effect and duration as desired and hit "Ok". Hit "Ok" again. Find your new sigil stone in the list and mouse over it. You will see an 8 digit number. Ignore the first two numbers. Make note of the last six digits of the form id you see on mouse over. Having made your new stone and noting its form id; Click on File->Save. Enter a name for your mod. Something easy and descriptive. MySigilStone perhaps. Either way once you've saved your mod, Open OBMM. On the mod listing in OBMM find your mod, make sure it is enabled, and mouse over it. You will see a two character identifier for your mod. Note these two characters. Start your game. Once in game open your console(~) and type player.additem formid 1. Where the formid is the two characters you noted from OBMM when you moused over your mods name and the six digits you noted while in the CS. Profit??? ;)
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Well if you have the CS installed I could give you a walk through to do what you need to do. (or if the above mentioned ring mod suits your interests there ya go)
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Create your own sigil stone in the CS, note the form ID of your new item ignoring the first two digits. Note the mod number of your esp file containing your new sigil stone (on mouseover) in OBMM. In game do your player.additem modnumberformid.
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I think Calliton's point is how time works in Oblivion. Ive done 150 quests on my current character, Main quest line, an assortment of side quests(nearly all artifact related quests), some shrines, all of the fighters, mages and thieves guild. Plus random dungeonearing and time wasted testing out my own mods this save has 190 days passed in game time. It would take a long time to actually get anywhere in terms of having and raising a child, I couldnt imagine my game as having 3000+ days in game.
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For refscope, start your game with the mod enabled. You'll gain a lesser power called Refscope. Make it your active spell. In first person view put your crosshairs over whatever mesh you want information on and hit your activate key(spacebar). This works if you can target the mesh. If you can not target the mesh such as in the case of a missing mesh you will need to hit your tilda(~) key to open the console and then left click on the wtfmesh that replaces the missing mesh. After selecting the mesh hit your tilda key again to exit the console and a message box should open up with info on the mesh you selected in the console.
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Subpar Graphics Due to Mods?
ipegot replied to alzandermuller's topic in Oblivion's Mod troubleshooting
Nice, glad it worked ;)