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FatalIllusion

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Everything posted by FatalIllusion

  1. Found the solution. Editor markers are still present on meshes and rendered on Xbox if not hidden before uploading the mod on bethesda net. This script fixes the issue https://www.nexusmods.com/skyrimspecialedition/mods/49191 PLEASE USE THE SCRIPT TO HIDE MARKERS, NOT TO DELETE THEM
  2. Hi everyone, I have been translating mods for years. Now, I have been porting a few mods, together with translations, on bethesda.net for Xbox. However, I am facing issues like the one that follows at this link https://ibb.co/Tqf89NR As you can see, it looks like there is a missing texture or mesh, right? I've been working on porting translated lighting overhaul mods recently, and this issue currently affects my translated ELFX and Lux ports. However, RLO and relighting skyrim work fine. In order to port the aforementioned mods, I have performed the following steps - translate esm(if available) and esp - extract meshes, textures, etc of only one mod inside skyrim data folder. - use Archive.exe , without any GUI option enabled, and with properly set option to add only meshes, or textures. I've created a modname.bsa for anything but textures, and a modname - Textures.bsa for textures. - opened CK (together with creation kit SSE fixes mod applied), made the mod esp as active file and let CK load everything. - logged in - clicked on "port mod to Xbox" - created mod page, and uploaded the mod Any idea on why this could happen? If someone has experience with uploading mods on bethesda net, could you tell me - shall I upload any esm master file as a separate mod? - is there ANY WAY to actually see the contents of the uploaded mod? Say what files are Available and their size. Note: no data missing in latest version of lux, according to the mod author, yet the issue is still there.
  3. Hello everyone. I'm actually trying to fix and improve the original italian translation for both oblivion and SE for a well known italian rpg forum. Since I've never managed to complete oblivion, I'd like to know whether there is any possibility to have some sort of mod or tool that lets me play the game and translate the names of objects or sentences of NPCs while I'm playing. Would it be possible to create this mod? Or at least some sort of mod that prints both original and translated sentences on screen, as subtitles (in game). I'm actually using CSE to fix game translation. Thank you for the time you will spend into trying to help me.
  4. I have solved the second problem; the english names left were scroll names! For what regards the first problem, I have to say thank you:)
  5. Hi all! As I have said in the recent past, I have been working on a complete and new translation for TES IV Oblivion and SI expansion, as the original one was horrible. I have translated everything but missions, dialogues, and books. However, I have noticed a couple of problems in game: 1) Map Markers names are still in English, even if I have translated every single cell. How do I modify those names? 2) There are some spells names that are still in English, but I've translated every single spell under "spells" section in Construction Set, and I wonder where those spells are, since I have never seen those names.
  6. I don't know who translated oblivion into spanish, Italian, german, and so on, but something bad happened and, luckily, bethesda learned from its mistakes.
  7. Well, italian translation for oblivion was one of the worst ever made in the videogames industry. Fallout 3 and New Vegas ones were better, but still far from "very good" (some dialogues were not understandable). Kkyrim italian translation was very good in my opinion, as it was translated by a professional team
  8. Thank you for the further explanation, Thandal :cool: . The files I upload have .esp format and depends by original game master files, so there shouldn't be problems!
  9. I asked because there have been always problems concerning mod translations, and, since this is not a mod, as it is the original game text, whose rights belong to Bethesda Game Studios, I prefer to ask in order to prevent any kind of misunderstanding. Thank you, jim_uk!
  10. Hello nexus team! I'd like to know, before doing anything that would break our site's rules, if I am allowed to upload a file that fixes many errors in the original italian translation of fallout and TES games.
  11. Hello guys. I need to increase the limit of characters that one may use when writing texts (dialogues, names etc) in geck so that I can fix some translation issues...even if I have set "bAllowExtendedText" to 1 and changed some values for the text limits in geckcustom.ini, the geck seems not to be working as it should: everytime I modify any text, it won't let me save the change.
  12. Thank you for helping:) I would like another Modder to take my idea and and use it to create a new mod. At the moment, I cannot work on it.
  13. Hello guys! Prefixing that I have never modded any bethesda published games, as I have just done a discrete number of translations for their respective mods, I'd like to share this idea to see if it's possible to build a mod upon it. The idea regards skyrim smithing system, and is all about expanding it by introducing some new gems, particular stones and so on, and combining them with alchemical elements, about whom I am still thinking of. Those elements could react with those new materials in different ways: an unidentified gem, which could be available through mining, if smashed, could give particular properties to some kind of alchemical element, giving the armor a little, but incredible and mystic shine. Other similar action could, instead, give particular properties so that the armor, to whom the process is applied, becomes very resistent, and also leaves some drips on the ground, which create a sort of essence that melts only some kind of enemies, and damages some others. This is just a sketch of what I have thought yesterday, and I don't know if it is possible to realize it. Furthermore, I have also forgotten something else about this smithing system modification, but It should come to mind again soon. Let me know what you think about! P.s. : I know that I would need advanced modelling and texturing skills, along with visual effects ones, but I am inclined to learn. EDIT: Here is another concept: the alchemical elements are combined so that they are stable and fluid, and flow through the armors cavities.
  14. If I am not wrong, it should be contained inside "apocalypse armory compatibility patches" rar package, that you can find through the use of google.
  15. I was talking about object NAMES . I were already aware of that feature!
  16. Hello everyone. I am retranslating the whole game using geck and saving all my changes into a new .esp file. My problem is that there are many objects, for example doors, which have the same names. Is there any way to modify all these objects names in a click? I thought that the "search and replace" function was also avaible for these sort of modifications, but I have found out that I was wrong. Any help would be appreciated!
  17. Thanks. I am aware of the difficulties, but I am trying to overcome them:)
  18. I forgot to say that , by releasing the new translation file, I would advise everyone to load it just after falloutnv.esm and NOT after all mods esm/esp files. Even if I export everything contained in falloutnv.esm, I am not able to import everything correctly. For example, the GECK doesn't import Dialogue.txt correctly. It seems like the program doesn't import some .txt files exported before from falloutnv.esm.
  19. @jim_uk I'd like to find a method to create a new esp that contains everything contained in falloutnv.esm, so that I can edit it through egg translator.
  20. Hi guys! I don't know whether this thread should be in this section or not, so I hope any moderator moves it if I am in the wrong one. Let me explain my problem: I am trying to improve the italian fallout new vegas localization. I have made a copy of falloutnv.esm, removed esm flag through fnvedit and manually changed the extension to ".esp". Everything is fine, but fnvedit keeps reporting me some errors on that copy of the original game esm..how do I fix these errors? Should I worry about them?
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