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Posts posted by wetblanket
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Haven't played Skyrim yet but this is probably worth a look although it does make sneaking much more challenging.
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I think you need to create a new texture set rather than edit the nif. This may help.
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First thing, if you are using a modern version of windows, (this is probably covered in JCP768's excellent list of links) is to install Oblivion outside of the default location ie. install it at c:\Oblivion or similar. This avoids Windows interfering with the modding process.
Secondly, I would recommend an unmodded playthrough initially or at least for a few hours. This will give you an idea of what you want to change in the vanilla game and despite what many say Oblivion is a fine game without any mods whatsoever and completely playable as such.
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Have a look here, about halfway down the page.
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Have you seen this? Check out the comments page too - apparently a few people have had issues with skeletons based on Growlf's.
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You are welcome. This is how I found it (halfway down the page) and a very useful site it is.
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Bella Moretta perhaps?
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As far as I can tell that converter is for esp's not meshes. The one file I looked at ('house.NIF') would require quite a bit of work in Blender and Nifskope to convert it to Oblivion. Unless you can find someone with the skills and time to do this for you (or do it yourself) you would be better to look for Oblivion resources. This may be useful and this is an example of an Akaviri/Japanese style mod (check the readme for stuff you can use and who to credit etc.). Good luck :)
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You are planning to use Beth's Morrowind resources? Unless your mod is strictly for your use only then that would be illegal as would obtaining said resources without purchasing the game. Just a friendly warning...
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For your second question:
1. Install the files in Oblivion\Data
2. Open your mod and (in the Object Window) navigate to where you want the resources (eg. 'Static/Clutter'.
3. Drag a group of files from an Explorer window onto the CS Object Window. The resources should now appear in the Object Window.
4. Repeat as necessary.
Note. For static resources this is all you need to do. Other objects will additionally need a name, weight and other details entered individually depending on the particular item but this still saves a lot of time.
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I don't think the first idea is (currently) possible however the second ought to be via scripting.
I use SM Encumbrance and Fatigue which allows sprinting at low encumbrance and removes an upper limit whilst forcing you to walk if your fatigue gets too low. There's a few other fatigue related mods which alter the way encumbrance affects your character.
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I can't help directly but remember seeing a couple of mods that aimed to make the pipboy light directional. The one that worked best used some scripting (?) trick that unfortunately significantly affected game performance.
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You need both, modelling program with nif scripts (for import/export) and NifSkope to tidy things up. Create the collision mesh in the modelling program. Export your project as a nif. Compare vanilla meshes (eg. a display case) with yours in multiple instances of NifSkope to see what you need to change/edit. You can copy whole blocks from one mesh to another. I realise this is brief, even vague, but I don't have the time to elaborate. A little research should get you there especially if one of you is already a good modeller.
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A character with 100 light armour skill and 75+ armourer skill (to enable 125% armour health) wearing glass armour has the same armour rating (85, capped by the game) as one with 100 heavy armour skill and 75+ armourer skill ie. at a high level there is no disadvantage to light armour in vanilla. Add in other ways of boosting your armour rating at lower levels and I see no necessity to use heavy armour whatever the difficulty.
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Examining the mod in FO3Edit will give you the information you require.
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This may be of some help.
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I've hit upon a solution of sorts. In the 'hkPackedNiTriStripsData' block, two of the SubShapes had numbers (64 and 69) assigned as materials. Changing these both to 'HAV_MAT_METAL' in NifSkope allows a successful Blender import.
Whether this special assignment is there for a good reason I am too ignorant to say but this is preferable to rebuilding the collision!
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I obviously did something wrong because the textures are there and most of the collision (still get the error output in the console).
I rebuilt the missing collision for the tracks and all is good, at least until the next time.
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Although most definitely a Blender beginner, I have been successfully importing, editing and exporting Oblivion/Fallout 3 meshes for a while now. Until today... The mesh 'Fallout3\Data\meshes\dungeons\metro\tunnel\mettunytrack01.nif' fails to import correctly with the following console output:
Blender NIF Scripts 2.5.8 (running on Blender 249, PyFFI 2.1.11)
pyffi.toaster:INFO:--- fix_mergeskeletonroots ---
pyffi.toaster:INFO:--- fix_sendgeometriestobindposition ---
pyffi.toaster:INFO:--- fix_senddetachedgeometriestonodeposition ---
pyffi.toaster:INFO:--- fix_sendbonestobindposition ---
pyffi.toaster:INFO:--- fix_scale ---
pyffi.toaster:INFO: scaling by factor 0.100000
pyffi.toaster:INFO: ~~~ BSFadeNode [MetTunYTrack01] ~~~
pyffi.toaster:INFO: ~~~ BSXFlags [bSX] ~~~
pyffi.toaster:INFO: ~~~ NiStringExtraData [uPB] ~~~
pyffi.toaster:INFO: ~~~ bhkCollisionObject [] ~~~
pyffi.toaster:INFO: ~~~ bhkRigidBody [] ~~~
pyffi.toaster:INFO: ~~~ bhkMoppBvTreeShape [] ~~~
pyffi.toaster:INFO: ~~~ bhkPackedNiTriStripsShape [] ~~~
pyffi.toaster:INFO: ~~~ hkPackedNiTriStripsData [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStrips [MetTunYTrack01:0] ~~~
pyffi.toaster:INFO: ~~~ NiAlphaProperty [] ~~~
pyffi.toaster:INFO: ~~~ NiMaterialProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderPPLightingProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderTextureSet [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStripsData [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStrips [MetTunYTrack01:1] ~~~
pyffi.toaster:INFO: ~~~ NiMaterialProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderPPLightingProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderTextureSet [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStripsData [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStrips [MetTunYTrack01:2] ~~~
pyffi.toaster:INFO: ~~~ BSShaderPPLightingProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderTextureSet [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStripsData [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStrips [MetTunYTrack01:3] ~~~
pyffi.toaster:INFO: ~~~ NiMaterialProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderPPLightingProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderTextureSet [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStripsData [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStrips [MetTunYTrack01:4] ~~~
pyffi.toaster:INFO: ~~~ NiAlphaProperty [] ~~~
pyffi.toaster:INFO: ~~~ NiMaterialProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderPPLightingProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderTextureSet [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStripsData [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStrips [MetTunYTrack01:5] ~~~
pyffi.toaster:INFO: ~~~ BSShaderPPLightingProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderTextureSet [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStripsData [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStrips [MetTunYTrack01:6] ~~~
pyffi.toaster:INFO: ~~~ BSShaderPPLightingProperty [] ~~~
pyffi.toaster:INFO: ~~~ BSShaderTextureSet [] ~~~
pyffi.toaster:INFO: ~~~ NiTriStripsData [] ~~~
Traceback (most recent call last):
File "h:\Blender\.blender\scripts\bpymodules\nif_common.py", line 1229, in gui
_button_event
self.gui_exit()
File "h:\Blender\.blender\scripts\bpymodules\nif_common.py", line 1589, in gui
_exit
self.callback(**self.config)
File "h:\Blender\.blender\scripts\import\import_nif.py", line 3769, in config_
callback
importer = NifImport(**config)
File "h:\Blender\.blender\scripts\import\import_nif.py", line 274, in __init__
self.import_root(root)
File "h:\Blender\.blender\scripts\import\import_nif.py", line 360, in import_r
oot
b_obj = self.import_branch(root_block)
File "h:\Blender\.blender\scripts\import\import_nif.py", line 568, in import_b
ranch
collision_objs = self.import_bhk_shape(bhk_body)
File "h:\Blender\.blender\scripts\import\import_nif.py", line 3044, in import_
bhk_shape
collision_objs = self.import_bhk_shape(bhkshape.shape)
File "h:\Blender\.blender\scripts\import\import_nif.py", line 3297, in import_
bhk_shape
return self.import_bhk_shape(bhkshape.shape)
File "h:\Blender\.blender\scripts\import\import_nif.py", line 3243, in import_
bhk_shape
ob.addProperty("HavokMaterial", self.HAVOK_MATERIAL[subshape.material], "STR
ING")
IndexError: list index out of range
I still get the objects but they are missing collision and texture data.
Any ideas?
I'm using:
Blender 2.49b
Python 2.6.6
PyFFI 2.1.11
Blender Nif Scripts 2.5.8
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It's a nice piece of work. Mr Siika's looks like a hare, yours looks like a rabbit (heads that is, the bodies and legs of both models are off somewhat). Now if only someone could work up a nice rabbit/hare animation... Until then, no-ones models are going to look just right.
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Dynamic Leveled Lists may do the trick. I'm yet to try it out but it sounds good.
edit. What's with the multiple accounts?
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I've nothing to contribute to your brain-storming unfortunately but "Momo's Crane Resource", as well as many other Momo resources, may be useful.
Hud status bars!
in Discussion
Posted · Edited by wetblanket
In case you are unfamiliar with the mod isavegas is referring to:
HUD Status Bars and it's latest [relz] thread (link to older threads at top of page).