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Posts posted by Megatarius
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Ugh.
Bosmer, Dunmer, and Altmer. Those are cool names. They sound like people from actual cultures.
Hight Elf, Wood Elf, and Dark Elf. :rolleyes: :rolleyes: :rolleyes: :rolleyes:
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Good. I'm glad they're using .nifs even though they're a pain to get working properly at first. :tongue:
Does anyone know if the Skyrim CS will have the ability to import meshes into the land editor to be sculpted in 3D, instead of dealing with pesky heightmaps that don't render out in the final game at the same amount of detail you had in the CS. :wallbash:
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Since it's their own engine, and not Net Immerse Gamebryo anymore, it stands to reason they won't use .nif files. I don't mod any other games, so I have no clue what's normal.
Of course, that's probably a trade secret at this point, but I'm asking just in case.
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What everyone else said. Unless your TV is really old, you should be able to hook it up to your computer, either as a second monitor outright or a "TV" peripheral that is accessed through your video card settings. Newer televisions (by that I mean a normal modern day one that I still don't have) have HDMI ports, and guess what the standard port for a computer monitor is? If you said VGA, welcome back to Earth and congratulations on being the first person to live on Jupiter for a decade.
As for the controller, X-Padder. Problem solved. I haven't tried it yet, because I can't get Oblivion to show up on my TV screen so I just play it at the computer, but it is sworn by from everyone I've talked to about it. Basically it's a little program that fools Windows into thinking you're still using the keyboard and mouse. I'm pretty sure it works with every game that can read a keyboard and mouse in Windows. It's better than the drivers that come with the X-Box 360 controller adapter, because those try to make it actually work as a gamepad. Oblivion, which was designed for the 360 specifically and ported to Windows later, does not work with an X-Box 360 Controller in Windows. :rolleyes: (At least not without a lot of fuss.)
Also, another reason I didn't see mentioned (until someone beat me to it, above): Upgrades. Remember Oblivion's piddly little official patches? Then remember the fan-created unofficial patch? Yeah. You need to play any serious game like Skyrim or Fallout on your computer if you care at all about it actually working properly. Tons of Oblivion quests contained bugs and design flaws that were only fixed in the unofficial patches. Bethesda barely corrected a fraction of the game breaking bugs in that game. Even if you're not into modding, you should make these fan-made fixes available to yourself.
And playing games on the couch with a controller = WIN unless you have to use the computer for graphics purposes (like I do) or care a lot about exact precision control with the mouse. Skyrim and Oblivion were both, quite literally, made to be played on the couch while unwinding in the evening. They're single player for a reason. Back in my Quake and Doom days, I much preferred the mouse, but these games need to be played on the couch.
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Thanks David.
The mesh is accounted for in Speed Tree, but everything else, I don't know. I'll have to play around with the stuff you mentioned.
What are the seeds in each tree's CS entry? The wiki says they are generated in Speed Tree.
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I've noticed this problem as well. I find if you base everything off the Player character, and check off "No Low-Level Processing", they show up. You might not need to duplicate from the player, but I've always done so and it works just fine. The player's name is Bendu Olo, by the way.
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I have created a test tree in Speed Tree CAD, and new textures in GIMP.
But when I try to place this tree in the Render Window, the CS crashes. Does anyone know of a tutorial, or a common error that would occur?
Thanks.
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Is there a mod that causes the screen to flash red for a brief second when ever you get hurt?
Or if not, is there a setting to adjust the screen blur?
Thanks.
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Lately I've noticed that if I try to edit an existing NPC's face, it refuses to respond to the slider movements. If I edit an NPC I made myself (by selecting the Player and making a new form and going from there), everything responds fine.
What's going on?
(Also, I've noticed I can only see my custom NPC's in the game if I make them from the Player, and not if I try to edit a different NPC. Is this just how it's done, or am I doing something wrong?)
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You don't have to wait to check the clock, just open up the map screen. Disabling comments is an option because a lot of mods get criticized for bad reasons, or flamed.
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I was going to say i'd like to see electrical thunderstorms, but then i realised there was no thunder in the past because there was no electricity. :wallbash:
What on Earth are you talking about? Electricity is a natural occurrence of nature. It's called lightening. It's called electrons moving along a conductive surface.
Nobody invented it. Nobody created it.
There has been thunder since the first atmosphere formed in the universe. There's thunder on Jupiter and Saturn. Did it just start appearing on those planets when humans "invented" electricity here?
And let's not forget Zues, the God of Thunder. The Greeks came up with him, so there must have been thunder then. One would think so, anyway.
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For the crash on exit, get Script Extender if you haven't already, and then download Fast Exit.
http://www.tesnexus.com/downloads/file.php?id=22410
It's crashing because Bethesda programed the exit procedure to do things it doesn't really need to do (surprise surprise), and this plugin makes it work like it should.
Also, this helps with frequent crashing, but it does not stop them all:
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You have a dirty mod that has unchecked the Argonian race as Playable. Disable all your mods, and reenable them a few at a time until you find the culprit. Then go into the CS and fix it.
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Sometimes you just have to bite down and disable your mods and reenable them a few at a time until you figure it out. It seems like more of a pain than it is. I have almost 200 mods. I've always found the problem in way under that.
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Just checked the 0's in the texture files, they are all roughly like this: 60.00.-32.32_FN.dds
Some do not have the two 0's, which I, based on your comment, assume is bad.
I'm keeping textures on high at all times, so that shouldn't be a problem.
Hmm now that you mention it, that I HAVE NO GREETING thing could be a problem. Well there's always the option of making a portal to the portal to SI :thumbsup:
The .dds files that have _FN in their names are normal maps. The example you gave has two zeros. Do all the normal maps have two zeros, and just the ones without _FN have only one zero?
Try adding the second zeros by hand. Make sure the numbers are always in pairs. Example: If there's a file called 60.0.-32.32.dds, rename it to 60.00.-32.32.dds.
At this point, I should clarify something, just in case. Do you know what a "normal map" is? It's not "normal" vs "abnormal" or something like that. In this case, normal refers to something in 3D Modeling. Every polygon has what's called a Normal, a tangent line extending out from its surface. It has to do with how light is rendered. The line always goes out at a perfectly perpendicular angle to the polygon. You can edit this, however, in 3D modeling programs like Blender or Maya. You can make the Normal go any way you want. You can generate a Normal Map which is a texture file that tells the light engine how to render the polygons in question. It's as if the Normals of the model are facing different ways. You can then go a step further and make the Normal Map way more high rez than the model itself and you now have objects rendering way better light-wise.
You don't need to worry about this, I'm just telling you, so you know what I'm talking about. Oblivion textures use 3 different files, the color map, the normal map, and sometimes the glow map. Land doesn't have a glow map, though it would be awesome, but it does have a normal map. Those files are the _FN files. They are created in the Heightmap Editor along with the actual models of your distant land. Then the render window method is used to create the color maps. This is so you can make changes and have them show up in the distance too if you redo it each time.
Well, the CS is the CS, and the render window makes files with the naming bug. Use TES4qLOD and you will not have this problem.
My guess is, all your files that have one 0 are color maps. If you fix it, it should show up. If it doesn't, let us know.
Good luck and don't give up. I can promise you, the feeling of seeing your huge mountains all around you in the distance is an amazing feeling and you'll want to make more land.
:thumbsup:
Oh, and as for the Shivering Isles portal thing, you can't make a teleport to the portal either, because at a certain point in the main quest of SI, the Fringe changes. There are actually two worldspaces for the Fringe. You'd have to script that teleporter. If you know how to do that, awesome. I have no clue.
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You didn't have to do that!
You should have tried the Wrye Bash thing first. Oh well. At least it works now.
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Well, I had a problem where I would deactivate DR 5 and there would still be the hourglass in my inventory, and the moves where still being done. If I deactivated Horsecombatmaster.esm, the game would not load because DR5 was still active, even though I deactivated it in OBMM. I would delete everything, and the game would still act like I was trying to load it and crash because no master was found.
The only way to make it finally figure out I didn't want to use that buggy mod that was breaking my game was to deactivated it in Wrye Bash. Then and only then could I move on with my life Oblivion-wise.
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Well, people made their characters differently than the ones in the screenshots. Maybe they're using a hi-res face texture. The mod uses the standard face textures unless you replace them.
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The naming bug is a texture bug. Look at all your landscape texture files and make sure they all have 00 double zeros whenever there are zeros in the name. If any of them have a single zero, make them double.
I recommend a program called TES4qLOD. It does your LOD texture files outside the CS. Don't use the CS render window method for generating textures. This program is way better. This may be your problem. I believe the land is invisible if there are no textures, or mis-named ones.
Now it does have one issue:
It does not render the mipmaps, so if you have your texture settings on small or medium, your distant land will be multicolored. Only on High will they look right. I think this can be fixed in GIMP, by opening each of your texture files and saving them with mipmaps checked off. I can't promise that though. Just keep your textures on High.
Another thing:
Don't link to SI through this worldspace. If you exit SI through any means other than the regular portal, you'll get the "I HAVE NO GREETING!" bug, and no NPC will speak to you properly.
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Don't give up on this.
I read through some stuff trying to find an answer, but nothing. It might just be that you have to wait a while.
When I get home next week I'll download and install the mod on a character I'm doing other stuff with at the moment, and see if I receive a message or something. My guess is that it just takes a while game time.
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Zepplinne, I hate to disappoint you, but you've been had by Bethesda. We all have, except those of us that think this game is well designed out of the box. :down:
Oblivion was designed for the XBOX 360. That's the state of video games today. Console games sell better.
And what's even worse than that is they rushed it for the release date. That's why you'll get things like, well, everything that's lame about this game is due to them rushing it.
You can rescue it though. This website has all the user-generated content you'll need to fix this game. Why bother? Well because the formula is so good. This game has way more potential than Bethesda knew what to do with.
The above mentioned graphics mods are the first place you'll probably want to start. One word of warning: This game only utilizes one processor core. i7 what?
So are the mods any good? Well, just as an example, the famous Oscuro's Oblivion Overhaul, which is practically essential because it fixes a number of bad design choices, was designed by a man who is now working for Bethesda. He caught their eye, they listened to his opinions on video game design, and made the right decision. He was part of the dev team for Fallout New Vegas.
Yeah, the mods own.
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This same thing happened to me as well. Did you delete it entirely, or just de-activate it?
I was able to fix the problem by deactivating it in Wrye Bash. For some reason it worked then.
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Do you mean Talkie Toaster's Companion Share and Recruit?
All you need to do is make an NPC in the CS and put them somewhere. They will have the typical Friend topic like always. You might want to boost their disposition from the get go so they actually can be happy enough to follow you.

Mods don't show up in a reinstall
in Mod troubleshooting
Posted · Edited by Megatarius
EDIT: Nevermind, I rememberd I needed to upgrade to the latest version. :P
I recently reinstalled Oblivion, and loaded an old character that was only dependent on a few mods.
The only mods I have installed with this new install are a few random mods that add suits of armors to the game. No drastic changes or anything.
Well, loading this character, and going to the place where the new chest for the added armor is supposed to be, yields nothing. The mod is checked off in OBMM, and the correct files are in place.
What's wrong? Is this a common problem with an easy fix that I don't remember? It's been ages since I reinstalled this game, and I don't remember ever having to deal with it before.
My UAC is off. (I know... I know...) It's not interfering with the game.
Please help. I have stuff I worked a long time on that I really want to still play. :wallbash: