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blockhead37

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  1. Thanks for the link. From that forum ... Wow, so I guess the deal is ... modder is tired of working on it and doesn't want anyone to use it any more.
  2. I attempted to download Elsweyr the Deserts of Anequina and instead received an error message about the file being hidden. What's up with that? Does anyone know? Did the modder leave Nexus or something? Thanks in advance.
  3. Like this: http://s3.tinypic.com/2a9o29i_th.jpg It would probably be impossible and silly but I thought I would ask anyway.
  4. Played around with the situation soem more, taking the advice here. :) No dice. the crash is during *saving* so I can't clear the character out by saving it with the plugin out. Arrg. Even tried to make a "Fake" version fo the plugin to fool it. Nope. I guess I'm going to have to find a utility for editing saves (not plugins). Or start a new character.
  5. started using a plugin recently. It appeared to work without problems. Then I decided to take it out. Now my game crashes. Not right away, but as soon as my character goes outside. I then put the plugin back and loaded. Fine. Took my character to a location outside Waited 72 hours. Saved. Took the plugin out again. Now it crashes when I enter an interior! I've looked at the plugin, both in the CS and with tes4edit. The plugin itself looks fine. It's one script on a lever, an added interior, and a modification to the base oblivion gate object. I can't see what the problem could be. The plugin is one that adds a reusable oblivion gate that is accessible after the main quest. Anyway, i'm wondering what I should do now. I have saves of this character from before this plugin, but they are from back in november or so. :o I thought about cleaning or editing the save, but Wrye Bash lacks the cleaning features that Wrye Mash (Morrowind) had. Thanks in advance. :)
  6. Well, over time I figured it out. I installed that "invalidated" validated invalidated thing. I've read so many recommendations for it. No one is clear as to what it actually does, but the consesus is that no mods will work unless you have it? :D Annnnnnyway, after doing that I went into the game ... and still had no pip boy map. Then I noticed in the screen in my pip-boy .. a little teensy square, more of a dot, under the player arrow. Then It hit me: that was my map. I had to adjust the scaling! I had set the visible size of the map to something like 12, as that was the number of cells on one side of my map. Turns out that I should not have been giving cells: I needed to specify the number of PIXELS that the map takes up in the pip-boy display. Ohhhhhhh! D'oh!! So now my plugin progresses. :)
  7. My wish is for a plugin that ends the quest line for the Mothership Zeta plugin the moment you kill the captain on the bridge. The entire battle with the other ship would simply be skipped. The teleport back to Earth would be enabled and there would be no quests pending. Alternately, a plugin that disables the initial radio signal and disables the teleport up from the crash site, thus enabling Zeta to remain active (so that the meshes and textures are available for any plugins that need Mothership Zeta).
  8. I've been using resources such as http://www.uesp.net/wiki/Tes4Mod:Mod_File_Format to ascertain the tes4/ESP file format for Oblivion & Fallout 3 with the intent of writing an interior generator. I've had some success: for both Oblivion and Fallout 3, my program writes valid ESPs with multiple interior cells that contain references to statics. The problem for me right now is teleporting doors in Fallout 3. I have been able to write valid teleport door pairs for Oblivion ESPs, but not for Fallout 3. The ESP file format differs between Oblivion and Fallout 3. There are no references or docs for the Fallout 3 variation, so I've had to use trial & error to get things to work. :o I've noticed that record lengths differ in fallout 3 ESP files. For example: REFR records contain an extra 4 bytes. The extra four bytes are always 0f 00 00 00 (four byte Intel-order integer for the value fifteen). Getting to my actual specific question ... GRUPs are 20 bytes in Oblivion, yet 24 bytes in Fallout 3. Looking in a hex editor reveals that the extra bytes are at the end of the record and that they contain what appears to be randomly variable data. It obviously can't be random, I just don't understand the pattern. Does anyone know what is going on with those extra four bytes in the Fallout 3 ESP GRUP record? Thank you in advance.
  9. So I've been working on a mod: it's a landmass in its own worldspace. I am able to get to the worldspace in the game and walk around, but the pipboy map I made does not show. What is odd is that the pipboy map shows in the little preview when in the worldspace dialog in the GECK. My two images are in Data/Textures/Interface/Worldmap/ and they are named pccdn1_1024_map.dds and pccdn1_1024_no_map.dds. As I said before, the picture shows up in GECK ... just not in the game. So I must almost be doing it right. If anyone has any has any idea, please, that would be great. Thank you.
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