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Everything posted by 45AARP
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Weird Glowing Red Skin Bug Help?
45AARP replied to aegi97's topic in Fallout New Vegas's Mod Troubleshooting
This issue has driven me insane for years, and it's far worse with ENB. When I toggle my ENB off, it looks just like that screenshot, but with it on it turns half of my skin bright red. I tried the No Witnesses mod but it didn't stop this skin bug. I checked all of the shaders with FNVEdit for falloutNV.esm but none of them seemed to stand out as a culprit, so I wonder if it's hardcoded. The thing is that I also get this outside everywhere too, and it seems to be affected by how much light is on my character. It shows up always if I turn on both the pipboy light and the flashlight from the Flashlight NVSE mod at the same time, but if I just use either it won't show up unless I go near another light source. If I turn the camera certain angles away from the light source it also temporarily disappears. -
EDIT: What finally got this working was replacing the jip_nvse.dll. I have no idea why. What finally fixed it was when I redownloaded JIP LN and replaced the old .dll with the one I just downloaded and it suddenly works. I have no clue. At least it works now. I've copied over my game folder from an old PC onto my new one, and it's worked for other games like Oblivion but while New Vegas will load fine, NVSE won't. I can load the game just fine but as soon as I activate my mods they scream about needing NVSE. I've installed all mentioned C++ stuff that I can find, OBSE works fine but NVSE isn't. I've tried running the NVSE launcher and 4gig patch as administrator, and the install folder is not in program files. I'm on windows 10 now, my old computer was windows 7. I heard windows 10 doesn't like NVSE years ago but I was reading that it should be fine now. I don't use mod managers to install anything. I'm also using the steam version. There's something odd in NVSE.Log I noticed, specifically: checking plugin C:\Games\Steam\steamapps\common\Fallout New Vegas\Data\NVSE\Plugins\\jip_nvse.dll couldn't load plugin C:\Games\Steam\steamapps\common\Fallout New Vegas\Data\NVSE\Plugins\\jip_nvse.dll (win32 error code: 126 message: "The specified module could not be found. ") I checked the folder and it's right there in it. I'm looking right at it and even compared the file path with a text editor to make sure I'm not just insane.
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Trouble adding/combining hood to helmet mesh
45AARP replied to 45AARP's topic in Oblivion's Discussion
I'm trying to change the grey cowl of nocturnal, basically by copying over one of the hoods such as a mage's hood over onto it. Neither copying the mask into the hood's .nif or copying the hood into the mask's .nif works when doing it in nifskope, as they both result in the hood being visible, but no mask. Renaming and relocating them away from .egm files didn't do anything either. I haven't had a chance to try it in blender yet as I'm on a new computer and haven't gotten around to installing all that yet, as I very rarely used Blender since all I usually do is combine or remove things from existing meshes. -
Trouble adding/combining hood to helmet mesh
45AARP replied to 45AARP's topic in Oblivion's Discussion
I finally got a chance to mess with it a bit more, but still didn't have any luck. I did try renaming as well as moving the nif to an entirely different folder form the .egm, but it still doesn't seem to show up. I haven't installed blender on my new computer yet, but looks like I might have to for this. I just try to avoid it when possible as I barely even understand the basics of working with it, and working with meshes is easily my least favorite part of modding. -
I've been trying to add a hood to the gray cowl of nocturnal, but for some reason when I copy everything over in nifskope the gray cowl mesh doesn't appear in game, although the hood shows up fine. This has always worked for every other type of armor and clothing, but for some reason it isn't working like normal for headwear. I've tried copying the hood over into the gray cowl mesh, as well as copying the gray cowl mesh into the hood instead, but neither work. I have a suspicion that it has something to do with the bones, as the gray cowl mesh has no bones, but the hoods and most other headwear seems to have bones. I dont know much about meshes other than copying/pasting from nifskope, so does anyone know what is going wrong here?
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I'm sure there's a better way to do this, but one way I've seen people do similar things is by creating the NPC and placing it in an empty "dummy" cell, similar to the testinghall, and using a moveto command in a script as your spell effect: https://cs.elderscrolls.com/index.php?title=MoveTo When it dies, if you want it to be resummonable you'd need to resurrect the actor in the script as well, but this would make the corpse disappear as well. A workaround I can think of would be to create two different NPC/creatures with the same name, and have the second be summoned if the first has died using GetIsDead, and when the second dies, have the script resurrect the first before moving to the player again. I've never used them before so I don't know how well it would work with this, but I'm aware of a PlayMagicShaderVisuals and PlayMagicEffectVisuals command that could be used to make it have the normal summon effects as well: https://cs.elderscrolls.com/index.php?title=PlayMagicShaderVisuals
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I was looking for a mod that adds animations to looting/door opening/etc like the Skyrim mod "animations" and came across this video, but can't find any mention of the mod used except for on this video: https://youtu.be/vTOjcs4m_ps?t=1m26s Does anyone know which mod this is? There are other animations used throughout the video such as door opening, harvesting plants, lockpicking, and reading a book as well, which I would assume are all from the same mod.
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I tried that a long time ago and my game would start crashing on load and had a horrible time getting it working again. I think there are .ini files you need to change for it to work, but at the time I was getting annoyed and short on time so I never got it sorted like I wanted, so don't do like I did and move everything without being sure it's setup right, because for some reason I even had trouble when I replaced everything with my backed up folder.
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I've made a mod that allows Gemstones to be used for various buff/defensive magic to give them a real use, but want to find a way to stop the effects from stacking when using the same gem type. The way I have it setup is that each gem (ruby, diamond, etc) has an increasing effect based on the quality (flawed, flawless, etc), but when I use a flawed diamond and a flawless diamond it stacks both at the same time, which I want to avoid for balance reasons. I'm debating on if it should allow different types of gems to stack or only allow maybe 2-3 effects from different gems at a time, but I'm not sure how. This is the script I have running if anyone knows what would need to be done to have it do such a thing, and I have multiple scrips for each gem and gem quality. ScriptName aaaDiamondScript1 begin OnEquip if ( GetStage aaaGemQuest > 80 ) playSound aaaGemSound player.addspell aaaDiamondSpell1 player.removeitem Gem6DiamondFlawed 1 endif end EDIT: I'm also looking for a way to add a small particle or smoke effect for a second around the player when used, as well as an option menu to pop up asking "Do you want to use x" or something similar so that accidental clicks won't waste a valuable gemstone.
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Crashing after reinstalling my backed up folder
45AARP replied to 45AARP's topic in Oblivion's Discussion
I'd deleted it entirely, even cleaned the registry before the new install. I spent the better part of 48 hours messing with this and it finally seems to be back to normal, although I've only had an hour to test, but it didn't crash on me during that hour even with my old saves. I ended up using my old BAIN installer settings and re-installed every mod from scratch with BAIN exactly as they had been prior to the issue, then moved all my .ini/obse/UI changes into the data folder, but this was still causing issues. What seems to have fixed it somehow was when I moved my cleaned .esps from my backup folder and overwriting the ones I reinstalled with BAIN, and for some reason it works again. This doesn't make sense with why it was crashing on a new game though, so I'm at a complete loss for that. I've honestly seen weirder s*** with Oblivion so I don't even try to make sense of some of it anymore. I can only imagine that the few mods I had were simply game-breakingly unstable without being cleaned, and I only had a handful of them. I recall the lost spires having some 400+ UDR's, not to mention the total count from the DLC's, but the rest had very few. So I don't know, I'm just hoping this is back to normal now. -
I had a steam DRM issue where it suddenly wouldn't let me start the game despite nothing having changed, and the only solution that worked was to reinstall. So I backed up my entire folder and reinstalled with steam, then moved everything back exactly the way it was. Now I can't load any of my saves and I crash within minutes of starting a new game. I cleared out my documents/my games/oblivion, I checked everything with Wrye Bash and it's telling me my saves are the exact same load order as before with purple check boxes. Everything in the installers tab looks fine, and everything is the exact same as it was, but I can no longer load any saves or even play for more than a minute without crashing. Is there something else that needs to be done when restoring a backup? This is absolutely rage inducing and makes no sense when everything is exactly as it was before the steam DRM issue happened out of nowhere.
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Editing falling snowflake textures to be smaller
45AARP replied to 45AARP's topic in Oblivion's Discussion
Ok cool I'll try that mod out, I'll still try to mess around with the .nif and see if I can figure out anything, but messing with models/textures isn't something I've got too much experience with. -
I was working on getting some magic casting animation replacers to work with specialanims.esp because for some reason they were the only animations not working with it, but during testing I found that adding various magic casting animations with names even such as "castself2" into the _male folder will make characters use alternating casting animations, but I can't seem to find anything about this at all on google, and don't recall this happening in the past. I've found that I really like having them cycle but am worried it could cause some issues, or maybe if I can pinpoint why this is happening even make it into a mod. Does anyone have any experience with this? Also does anyone know why casting animations don't seem to work in the specialanims folder when all of my other animations do? The mods I'm using in particular for this are http://www.nexusmods.com/oblivion/mods/21475/? and http://www.nexusmods.com/oblivion/mods/12626/ When I take all the casting animations from the first one and just move them into my animation folder it automatically cycles between them even without renaming them. Does it do this for anyone else and I've just somehow never noticed? The fact that I can't find any mentions of it anywhere makes me even more confused.
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EDIT: for anyone who finds this later, I didn't fully understand how textures and alpha channels worked at the time, and was only editing the RGB layer and not the alpha layer. The mod drake linked did exactly what I needed, but if anyone wants to do something similar in the future make sure to edit the alpha as well. I'm trying to get the snowflake textures to be much smaller than they are by default, or by any mod I've found so far (most of them seem to make them even bigger). I had no problem doing this in Skyrim since I recall there being a slider for size or something in the CK, but I can't find any such thing in Oblivion's CK. I tried shrinking snowflake.dds in photoshop but that doesn't seem to have done anything.
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Lowering player power attack/hit voice volume problem
45AARP replied to 45AARP's topic in Oblivion's Discussion
I'm saving it as an .mp3 which is what the file originally was, I don't know what else it requires though but I'll try making the file mono and see if it works -
If you have a decent computer I'd recommend using Belivex's new modlist: http://www.nexusmods.com/oblivion/mods/47591/ I did a reinstall using this a few days ago and it's better than any mod setup I've had in the past. Just make sure you spend a few hours carefully installing everything correctly and if your computer is on the slow side leave out the high res textures and/or ENB.
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Lowering player power attack/hit voice volume problem
45AARP posted a topic in Oblivion's Discussion
I've been trying to lower the grunt/yelling sound effects that happen when doing power attacks and when taking damage, but when I go into audacity to lower the volume of the .mp3 files even just a small bit the sound file no longer plays at all in game. Even just bringing down the gain to -1db completely makes the sound file inaudible in game, but playing it through a music player and it's absolutely fine. I've even done this with sound effects in New Vegas and didn't have any problem whatsoever. Is there some way to get this to work? -
I always bump up the speed of walking like many others, but noticed that there is a certain speed at which walking animations switch over to running animations. The point I like to set the walking speed is always higher than this point and I end up using the running animation very slowly, and I can't seem to find any mods or any mention of what could be changed to set the point which the animations switch over to running to be higher. Is there any editable value in the CK or is it hardcoded into the game and/or animation file itself?
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I've been looking for something that could add the particle effect (or something similar) seen in Blackreach to occasionally happen in other parts of Skyrim as well. I'd imagine it would get old pretty quick if it was always on everywhere, so just something every few days similar to the aurora. The blue snow-like particle effects that are floating in the air is what I am referring to specifically: I've always loved the mystical sort of atmosphere it adds, especially with fog mixed with it, and have been looking for a mod that can do this occasionally but haven't had any luck finding anything.
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I've been planning on doing another Skyrim character very soon and have been updating all of the mods and going through new ones, but one thing that still eludes me is a snowflake texture/effect that is not massively oversized. I'm not sure if it was due to a bug or what, but every single one I've ever tried has snowflakes almost the size of my character's hands, and it's always bugged the hell out of me. Are there any recent mods for this or old ones that I've somehow missed? Bonus points if they aren't blindingly bright during a dark storm. EDIT: I've just found this somewhat newer mod a bit after posting that I'll try out tomorrow when I get a chance: www.nexusmods.com/skyrim/mods/68496/ But still open to hearing any other suggestions in the meanwhile
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DOF Focus point question (Oblivion Reloaded)
45AARP posted a topic in Oblivion's Mod troubleshooting
I'm having a hard time finding a way to get the focus point for the DOF effect with Oblivion Reloaded to be just above the crosshair in 3rd person as opposed to directly on it. It's set by default to be a static DOF in the distance, but when changed to be dynamic like it is in 1st person it just focuses on my character. I managed to get this to work with ENB by editing just one value in enbeffectprepass.fx, but can't find anything in 2 out of the 3 config files for the DOF (The actual .fx file seems to display just random symbols when opened). For future reference if anyone wants to do this with ENB just open enbeffectprepass.fx and find FocusPoint=float2(0.5, 0.5); towards the top, and change the last 0.5 into a 0.45. -
This might not get to the actual root of your problem if some of your mods conflict or are poorly made, but I've found using ENBoost with OR and OSR really does wonders. I've got a medium-sized modlist right now, with mods touching almost everything in some way, and I've somehow managed to go just under 5 hours without a crash when I added ENBoost. The longest I've ever gone in ~7 years of modding this game was right under 3 hours, and that was an insanely rare occurrence. Strangely enough I remove it and I go 30 minutes at best, so it's clearly doing it's job. If Boris ever made ENB graphics compatible with ENBoost for Oblivion it would be a godsend.
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I'm not sure if you're using BOSS but that load order looks strange, I'd say give that a shot if you're not since that's probably the issue. Apparently from what I've read using LOOT instead even though it's newer will screw everything up, and it did just that for me about a year ago, but maybe things have changed. The lack of a bashed patch at the end suggests you're not using Wrye Bash and that could also be part of the problem, although it's asking for more problems if you don't set it up correctly so I'd look into using it when you have some time to kill.
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When tweaking ENB's I've found many of them to use both day and night variables simultaneously, specifically "A Tweaked ENB" has been bugging me with this. It's my personal favorite but when I try to tweak anything it ends up being rage inducing. It'll be the midnight in-game and adjusting the daytime ambient lighting will still take effect, for example. I've noticed there's a day/night threshold sort of setting, but I have no idea what settings would have the daytime lighting stop having effect after 6pm, and nighttime lighting stop having effect after 6am. My few attempts to adjust it haven't even shown any change whatsoever. Does anyone have a solution to this? It's been driving me up the wall for longer than I can remember.
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I've been looking for a mod that might add ways to find quests in Oblivion without tabbing out to search the internet for them. A good example would be how the book "Modern Heretics" gives a general description of Azura's shrine and mentions a general location of it. I recall a few other books doing the same and always thought this concept really needed to be fleshed out to point the player to quests/locations/etc such as this, yet haven't found any mods that do so. Books would be one of the best ways to do this, using "rumors" from NPC's would have the downside of not being voiced, but allowing the player to have alternative means from books to locate some of the local quests, and perhaps "help wanted" fliers in cities and towns to point to quests as well. Is anyone aware of such a mod? I've got quite a bit of New Vegas modding experience and could do this myself, but it would save me quite a few hours if it already exists.