Jump to content

Megatarius

Members
  • Posts

    823
  • Joined

  • Last visited

Posts posted by Megatarius

  1. That's what Hickory was driving at.

     

    I would be grateful if you got down off your soapbox and declined from speaking for me. Talk about hypocrisy.

     

    The poster seemed unaware of what you meant, and I was clarifying it for him. Nothing more. Nothing less.

  2. Doors are a pain in the CS.

     

    First, forget all you just typed. What works for me at least, is to first place each door into the scene, and leave them both alone.

     

    Second, SAVE.

     

    Third, double-click any door. Move the dialogue box aside.

     

    Fourth, go to that door's "other side" cell. Center the door in the window.

     

    Fifth, in the dialogue box for the first door, click on Select Reference in Render Window.

     

    Sixth, double click on the door in the window.

     

    Seventh, immediately click OK on the window for the other door.

     

     

    Good luck. :thumbsup:

  3. The weapon is "off to the right" because the mod redoes the animations for 1st person.

     

    It's supposed to be that way. I don't know if Sky Captain animated them from scratch, of if he modified the existing ones in 3rd Person Animation in 1st Person View, but they are a vast improvement over the vanilla first person.

     

    Anyone that complains the vanilla first person is gone with this mod, should do themselves a favor and play some old 3D shooters.

     

    Sorry. I recently read some complaints about the new 1st person, and I wanted to ask if they recently had a botched lobotomy...

     

     

    As for your number 3, join the club. It's a common bug in the mod. Sky Captain is aware of it, and it's being corrected.

  4. I feel you. I grew up in mountainous forests like the ones that surround Bruma and Chorrol. The most beautiful and inspiring countryside. I was very excited to see them rendered so beautifully in the game.

     

    And then nightfell. Standing in the forest when it snows is the most silent and peaceful experience.

     

    Not on Nirn. They have some magical species of cricket that lives in freezing cold temperature that kills other insects. But there they are, chirping and singing away, all night, on the icy summits of the Valus mountains, where no bush or scrub can grow.

     

    :wallbash:

     

     

    As for what you're asking about, some of it is.

     

    I've seen a mod that makes monsters spawn at night and in rain, so the scripting capabilities are there. Perhaps you could create a Get to Shelter AI package that makes NPC's run to any interior cell when it rains, but that would disrupt their carefully planned daily routines. It's obvious what was more important to Bethesda. Me? I'd use that mod in a heartbeat. Haven't found one yet.

     

    As for shiny surfaces, try OBGE. I don't know if it will help you with that, but it makes a number of improvements on the graphics engine. I don't use it. I get enough lagging as it is.

     

    For stopping rain under arches and things, welcome to the short list of (as far as I know) unmoddable aspects of the game.

     

    50 Block Skill and your Shield is all of a sudden made of unobtainium that can't break? :rolleyes:

    Not being able to attack in vanity mode, while being able to do everything else, including cast destructive spells. :wallbash:

    Rain going through roofs. :rolleyes:

     

    You might try this:

    http://www.tesnexus.com/downloads/file.php?id=29508

     

    But it's apparently buggy and doesn't work for everyone. I haven't tried it.

  5. Alehnblivion, if you don't know whether or not your version is retail (bought in a store) or Steam (bought online on their site), then everyone will assume you have a pirated copy. Piracy is frowned upon here. So what version do you have? You probably don't have Steam if you don't have any memory of downloading from that site.

     

    That's what Hickory was driving at.

     

     

    As for your problem, try Quiet Feet

    http://www.tesnexus.com/downloads/file.php?id=1999

     

    Making footstep sounds for 4-legged animals is commonly too much for on-board or low-end sound cards to handle.

     

     

    (And people judge each other on forums because it's much easier to assume a block of text on a screen is indicative of the entire person who typed it, rather than give each person the benefit of the doubt once in a while. Type anything remotely wrong, and you'll be assumed to be an idiot. Bad grammar? Well, I speak English fluently, and I have wonderful grammar, so this person must be an idiot. Failure to understand how to install something? Well, I work in computer graphics, and I mod Oblivion for fun in my spare time. I know all about how to make video games and provide tech support to people I know and work with. Since I know so much, this person must be an idiot for failing to understand the almighty Read Me, which was written by another technically inclined person who assumed everyone knows how to organize large groups of files because he does.

     

    In other words, people are short-sighted and only see what's in front of them. It's kind of like road rage. You see a car swerve ahead of you in your lane. "Oh, this person is an idiot who never should have gotten a license...." When in reality he's usually a flawless driver but he spilled some coffee on his pink dress shirt just then.)

  6. I never played Morrowind either. It gives me some hope for Skyrim that Morrowind had a cool plot.

     

    The farthest I've ever been on the main quest was starting off back to Chorrol after rescuing Martin. I thought it seemed like a good stopping point for the night, and saved a file with a cinematic shot of my character and Martin behind her. Then real life interjected and I didn't play again for a long time. Then I had an idea where this same character would start completely over on the docks of Leyawiin without the main quest starting, and I would use the character to play Lost Spires. Didn't get very far in that either because of a bug in the mod driving me crazy.

     

     

    The main quest just seems kind of dumb. I like the stuff in the tutorial dungeon, until it becomes apparent that the plot is just another demon underworld invasion plot.

     

    If Morrowind had a cool story, maybe Oblivion doesn't because it was just all around watered-down for the XBOX. I still say somebody in a very high position at Bethesda or Zenimax has never played, and has no interest in playing, video games. It's all just another day's work in marketing and business before teeing off at 11. I just don't think a game like vanilla Oblivion for XBOX-360 would have ever been made by passionate and artistic people. Sure they were there, making the game and having all these cool ideas and realizing them and loving their work and jobs, but rushing it for the XBOX launch date??? That's not an artistic or creative decision. That's a business decision.

  7. Okay, aprentice12345, would you consider yourself computer literate? Or do you just find the directions confusing? The uploader said he wasn't "good at English".

     

     

    I don't use this mod, so I can't tell you what to do with each file. But from the directions it looks like you have two options:

     

    1. If you want the animation replacer to apply to every actor, you look for the animation you want to replace, rename it to the correct name it needs to be, and then put it in the proper location in your Data folder, which seems to be "meshes/characters/_male".

     

    2. If you want just have a certain character use it, you have to put it in "meshes/characters/specialanims without renaming it, and then you have to open up the CS and edit that character to use the new animation.

     

     

    I can see what is confusing about it to you. I didn't know what he meant by "rename a file". What file? Any file? It makes no sense until you remember that his English is limited. He probably meant "rename the file", which would be the one you're replacing.

     

     

    Does this help? I'm not sure I'm right either.

     

     

    And remember, if you don't like what it looks like, just delete it from your Data folder. You didn't actually "replace" the old one. It's inside the meshes.bsa file. The game will use it again.

  8. Did you change the sound value in the .ini file, mentioned above by xchargerfanx, in the correct copy of the file? You need to change it in the My Games folder. Ignore the one in your Data folder.

     

    I'm guessing you already knew that, but I thought I'd ask to be sure.

  9. Are your music files in the Explore, Dungeon, Battle, Public, and Special folders, within the Music folder?

     

    I know, but I had to ask it just to make sure.

     

     

    Are your music files named atmosphere, dungeon, battle, and town? Does the startup music play? Is it named tes4title?

     

    They have to be named specifically, or the game won't play them.

     

     

    Are your music files all mp3's?

     

    The game won't play anything else.

  10. http://www.tesnexus.com/downloads/file.php?id=14326

     

     

    How come nothing has been done with this? Too much work?

     

    I still see people claim it can't be done. "Races with different body meshes cannot be done." Just like "multiplayer cannot be done."

     

    But there it is. When this mod came out, only people who followed politics had ever heard of Barack Obama. When this mod came out, the US Economy was still good. When this mod came out, the GOTY of Oblivion had only been released for a few months. When this mod came out, Fallout 3 was still in development.

     

    I personally went through a lot of life changes in the time that this mod has been out. I'm sure you all have as well. And the whole time, you might have been thinking, "I wish unique races were possible in Oblivion." I wasn't, because I didn't start playing it until 2009, but I'm sure many of you were.

     

     

    It's pretty funny, I guess. I'm just kind of wondering why nothing has ever been done with this.... People still say it's not possible. I have some ideas, but like everything else, they'll take time and patience to realize.

     

     

    But here it is. Go forth and make your unique races! That's one creative constraint you don't have to worry about anymore!

  11. Thanks for the input. I actually was adjusting Bip01 NonAccum. Bip01 was down on the ground, and everything else, from Bip01 NonAccum and so on, was raised up. I was lowering Bip01 NonAccum in my adjustments.

     

    This problem does not just happen with DR6. In fact, I'm not even using it. I'm using 3rd Person Animations in 1st Person View, which is the same thing DR6 uses. Same problems too.

     

    Someone with better knowledge than I have has seemed to have fixed the problem and uploaded it already, so hopefully this is the last I'll need to worry about it.

     

     

    And finally, I hope ALL YOUR CAPITAL LETTERS were simply for emphasis. That's cool. But it sounds like you're kinda pissed at me, like I was insulting one almighty mod or another. I was doing no such thing to either one of them. Take a couple of deep breaths before yelling at me, mkay?

  12. Some people have been complaining about how their camera is way too high when they go into 1st person, while using Deadly Reflex 6. This happens if you're using the maximum compatibility skeleton, or 3rd Person Animations in First Person View.

     

    I've been learning to animate in Blender, and I noticed that when you import the maximum compatibility skeleton, and the walk forward animation file, for instance, the whole skeleton is raised up, except the main bone. I tried editing the animation frame by frame and having the skeleton back down on the ground again, but it didn't work in game. I don't know what the problem is, why almost the whole skeleton is so high up, and why it doesn't take in game, even though I fixed it.

     

    Does anybody else know anything? I'm a noob at animating in blender. Does anybody else have any ideas for correcting this problem?

  13. I'm not sure I understand what you mean. The _far.nif files? The .lod files? I have those. I'm certain I installed everything that came with the mod. The original, the July add-on, the September add-on, (I think those were both 2009) and the newest December 2010 add-on. I installed the full archives' worth of files in each case.

     

    The LOD showed up before. It only disappeared after I ran TES4LODGen again for other mods. (At least I think that's the point at which it disappeared.)

  14. I just upgraded to the December 2010 pack of Elsweyr, installed everything, and ran TES4LODGen. I still cannot see distant meshes for cities. I've had this problem before and didn't really try to do anything about it until now. When I first installed the mod, I could see them just fine. But then I installed other mods that needed TES4LODGen to be run, and ever since then, they've refused to show up.

     

    I can see Distant LOD for Valenwood Improved just fine. I can see distant LOD for Better Cities, and Hoarfrost Castle, and others. Could it be because those mods use stock meshes, whereas this mod uses custom meshes for city walls.

     

    I don't think I'm missing _far.nif files. I can see them in my Data folder. Does anybody know why they wouldn't show up?

     

    I haven't changed my load order since running TES4LODGen the most recent time.

  15. You don't have to uninstall it.

     

    I said in the other post, "I recommend not installing the LOD meshes for rocks, doors, stairs, and statues. These will suck your frame rates dry and are not necessary for seeing buildings in the distance."

     

    That's probably why it's laggy. Go through the folders it installs to and delete out _far.nif files that have names with rock, door, stairs, or statue in them. Those meshes are not necessary for seeing the buildings in the distance, and are high resolution to boot.

×
×
  • Create New...