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mccrab

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Everything posted by mccrab

  1. I don't have Blender on this computer and I don't remember without it how it is done but when I get home in two hours I can give you an answer.
  2. I think you have to set the objects mass to 0 in nifskope.
  3. I just tried it but it didn'y work. if you try to make a door to teleport underground it will move the player automatically back to the ground. So if you want to do it you have to do it in the way Jaysus described.
  4. This site has a lot of information on how to use construction set. Construction set wiki
  5. I think this is the best "Wonderful! Time for a celebration... Cheese for everyone! Wait, Scratch that. Cheese for no one. That can be just as much of a celebration, if you don't like cheese. True? You've run a maze like a good little rat, but no cheese for you yet. Well, maybe a little."
  6. I'm not sure what causes your problem but I think you should be using only one timed block esp for deadly reflexes. It also seems like you are using Adonnays elwen weapons and Adonnays elfishe waffen which I think is the samw mod but different language.
  7. Well I don't really have answer for the CTD but I have Bashed Patch after DR5. To track down missing meshes you can use Form ID finder http://tesnexus.com/downloads/file.php?id=16704 Needs OBSE 18 beta 4 or higher
  8. When I installed Blender it gave me the same message and asked if you want to install it to a different folder. You should be able to continue the installation by ansvering yes or no even if you get that message. I don't exactly remember the message. If this doesn't help could you tell the whole message
  9. I don't think it is possible to edit only the oblivion.esm without making an esp and if it is possible I don't think it is recommended as it might cause some serious problems.
  10. To combine two ore more esps into one I would use Tes4gecko http://tesnexus.com/downloads/file.php?id=8665
  11. To be able to activate OMOD files you need OBMM (Oblivion mod manager). When you have OBMM installed you can just double click the OMOD file to open OBMM or move the OMOD file to Oblivion/obmm/mods folder. You should see the mod on the right side of OBMM. If there is a blue square in front of the mod's name the mod is active, if the square is green it is inactive.
  12. With this mod you can empty any buyable house. http://tesnexus.com/downloads/file.php?id=7990. The thing I noticed when using it is that I also removes light sources so the house becomes a bit darker.
  13. I ran the OBMM conflict detector and it said that there were only very minor conflicts. But there shouldn't be any mods that conflict with ours since this mod (Newblivion.esm and newblivion.esp) is its own world space and doesn't edit any other cells than cells in that world space. Where in bash is conflict detector? Load order: Oblivion.esm Cybiades.esm Windfall.esm All Natural Base.esm Cobl Main.esm Kvatch Rebuilt.esm CM Partners.esm Toaster Says Share v3.esm HorseCombatMaster.esm TamRes.esm Newblivion.esm DLCShiveringIsles.esp All Natural - Real Lights.esp All Natural.esp All Natural - SI.esp Akatosh Mount By Saiden Storm.esp Cryptic Lake View Ayleid Dining Set.esp Buyable Ayldeid Dishes.esp ImprovedSigns.esp Harvest[Containers].esp Map Marker Overhaul.esp HouseMapMarkers.esp Adonnays Elven Weaponry.esp Armory of the Silver Dragon.esp tkRapiers.esp AncientTowers.esp Cobl Glue.esp Cobl Si.esp Ivellon.esp Amajor7 Imperial Furniture.esp ArmoryLab.esp Artefacts of the Ancestors.esp Dwemer_Skyship_1_1_0.esp HeartOftheDead.esp Kvatch Rebuilt.esp Muffin Display Rooms.esp Museum.esp Nascosto Isles 3.esp The Ayleid Steps.esp treasure maps captus demus.esp Viking Village.esp Windfall.esp Cybiades.esp CybiadesDungeon.esp Damarask.esp TOTF.esp The Lost Spires.esp ElsweyrAnequina.esp bartholm.esp P1DkeyChain.esp Quest Item Tag Remover.esp Salmo The Baker v2.0.esp Alternative Start by Robert Evrae.esp MidasSpells.esp Alchemical Formulas.esp RshAlchemy.esp EnchantmentRestore.esp Enhanced Grabbing.esp DeadlyReflex 5 - Combat Moves.esp Oblivion XP.esp TSS Custom Companion Template.esp Toaster Says Share Faction Recruitment.esp GB_Oblivion Tournament.esp Console Command Books.esp DaedricCrescentBlade.esp AridRegionsGenerator.esp AkaviriSamuraiShop.esp Chinese Weapons.esp eeks Smithing Mod.esp Guards.esp PoleWeaponsv1.1.esp Tamriel's Glittering Geology- No Gold Weight.esp MyMuseum.esp Vvardenfell_Imports.esp TamRes.esp Map Marker Overhaul - SI additions.esp SSA.esp Farleum V 1.2.esp RealitySpectre'sBetterPotions.esp Fort Akatosh Redux.esp DecoratorAssistant with OBSE v1.1.esp Lutherane.esp Rosethorn Display.esp newblivion.esp Dasocksjunkdesert.esp Bashed Patch, 0.esp Colored Map for Elsweyr 1.1.esp At this point it is not yet that serious that it doesn't work because our mod is only on its early stages but to be able to do more play testing (it is pain on laggy laptop) it would be nice to find the solution.
  14. I mean both computers have SI and same patch and same patch level. The target gomputer has 80-90 mods. I can post the load order later today when I get to that computer.
  15. Patch level is same. My laptop doesn't have OBSE. I don't have any other mod on my laptop except SI. The thing I was just wondering that it shouldn't conflict with anything since it only adds a new world scpace and modifies nothing in Tamriel.
  16. I'm making a mod with my friend and I was going to take some screen shots. With my laptop I can't get good pictures so I installed the mod to my table top computer. I went to the world space but half of the buildings are not there and some parts of the terrain is missing :wallbash: . This happens with my town and town my friend build. The mod has an .esm and .esp file. First I tought it was the .esm land bug but I think it is not that because the land doesn't disappear when I get closer. I also disabled all other mods but it didn't help. I opened it with cs and it looks just like it is supposed to. I used wrye bash to install it because making an OMOD takes so long with 194 megs file. Both computers have the same resource files, same .esp and same .esm. But why doesn't it work. :confused:
  17. Actually OMOD version has a .esp file but it is compressed inside the OMOD file. When you activate the OMOD with mod manager it places the files from the OMOD to your data folder.
  18. As a team member in this project I can say that this project is currently going on with the name Madai Desert. We decided to change the name, as suggested in one post earlier, to avoid possible problems with using the Tes V name. Currently there are three active world builders working on this and we really need more help with this. If you want to help us register to our forum and tell us what you are good at. http://s1.zetaboards.com/Newblivion/index/
  19. You can place your own music in oblivion. Place the music in one of the folders found in Oblivion\data\music\. I know it is possible to get certain track to play in certain place (I have seen it in coulpe of mods) but I have no idea how to do it.
  20. I have to say that your mod list is impressing. What comes to your crash when exiting problem I don't think it is a Win7 problem since I have experienced it with both Vista and Win xp. When I want to exit the game I open the console and type qqq and press enter. It won't crash then, at least it doesn't crash for me when I exit game using it.
  21. For the quests I would suggest The Lost Spires, Dungeons of Ivellon and Nascosto Isles (adds a new worldspace with a quest line). For more quest mods this site has many good quest mods: http://knol.google.com/k/toql-the-oblivion-quest-list# I could be able to recommend much more mods but I don't have any mods on this computer and since I'm running about 80 mods I don't even remember all.
  22. I created a sword with blender but when I equip it my character doesen't hold it right and it is way too big. As you can see in the image the sword that I equipped is the same size as the one on the ground but it suddenly gets huge when I equip it. If I drop it it is the same size as the one on the ground. So the weapon should be the same size as the elven longsword on the ground but it is bigger than my charcter when equipped. What did I do wrong? How do I get the weapon to keep its size when equipping it?
  23. I also had the same problem and I was told to reload a saved game and try again. You could try it too but I don't remember if it worked for me. If it doesn't work for you you could try using console.
  24. I'm trying to get textures I made look good. I took a picture of a wall with planks saved it as .dds and created a normalmap. I used nifscope to apply the texture to an object (in this case Bruma ledge piece). The problem is that the texture is not continous over the whole object. Texture is currently a square next to another square and so on. How can I get the texture look seamless so that the texture covers the whole object? I have tried to change the texture size but it doesn't seem to help.
  25. Movement Reference movement: Movement speed: 1.00 Snap to Grid: 45 Rotation Speed: 1.00 Snap to Angle: 45 I have use world disabled Camera Movement Rotation speed: 1.00 Zoom Speed: 2.00 Pan Speed: 5.00 Landscape movement Sensitivi multiplier: 1.00 Pathgrid connection Auto distance. 512.00 Render window: Time of day: 12pm Clipping distance: all the way to the right I have allowed render window cell loads Shaders: I have all active on the laft side and actors on the right side. LOD: first line: 1 and bit over 0.10 second line 2 and 50 third line: 2 and 50 Misc: First two active autosave not active. Preview movement: Rotation speed: 0.75 Zoom speed: 0.25 Pan speed: 1.00
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