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glowplug

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Everything posted by glowplug

  1. I replied what I could on https://forums.nexusmods.com/index.php?/topic/6703582-obse-crash/&do=findComment&comment=60694887 If anyone could add/correct any of that.
  2. SorinAlin24 PMed me but I'll answer here for anyone searching on OBSE Crash. NOTE WELL: if anyone can add/correct anything then please do so. OBSE runs the code behind a lot of those mods and HAS to run or there will be tons of errors in the background. If you get lost in the following then I suggest reading FRESH INSTALL below. The first thing I notice is Oblivion Reloaded but no Darnified UI. Did you follow INSTALL on http://tesreloaded.com/thread/2/package Critical Step: Delete Darn folder from under ../Oblivion/Data/Menus/Prefabs/Important Step: Delete Oblivion.ini from under C:/User/YourUserName/Documents/My Games/OblivionThe next is 'No OBSE log files'. If Oblivion is installed anywhere under C:/Program Files (x86)/ then it will need elevated permissions - I have never done this and would follow the FRESH INSTALL steps. Please post anybody with better idea. To troubleshoot a problem we need to retrace our steps. The thing is that you have around 90 non DLC mods. You have not posted what led up to the crash - the permutations for this could be in the billions for all I know. Have you just started playing Oblivion?Have you just installed all of those mods to a fresh install of Oblivion?OR Been playing for ages, just installed 1 mod and should be troubleshooting it?OR Been playing for whatever time and just added 10-25% of those mods?What about Dependencies (Requirements)? I have a document called My Mods with that lists off mod requirements and their load order. Do you know all of these and have the Load Order correct? BINARY SEARCH Untick and game test 1 mod at a time would take forever so do it by halves but make sure to note Dependencies... a) Untick around half of Previous Ticked and game test. Problem goes away GoTo b) Else GoTo a) b) Retick around half of Previous UnTicked and game test. ...repeat till down to 1 esp. NOTE: do Not have WryeBash or any other mod manager running - do it through the Oblivion Splash screen. Retick all before opening WryeBash/other. If you're still lost I suggest a... FRESH INSTALL Note: C:/ can be whatever drive, faster the better. Install Oblivion as either C:/Oblivion or C:/Steam/SteamApps/Common/Oblivion Go over your list of mods and document Dependencies and Load Order. Install 'Group's of mods, no more than 10 at a time and test in game.If it crashes on latest 'Group' then binary search should nail it in 2-4 steps.
  3. The custom black soul gem has passed tests so far. The thing is it could be opening up pandora's box. If multiple mods use it then the last Soul Trap cast has to block any other mods by process of elimination. That requires a naming convention and code that I have not added at this stage. Edit: and a way to give precedence to mod-quest-specific soul trap. Hmm, a can of worms or not?
  4. I highly recommend doing Blender Noob To Pro to get started on 3D modelling. As far as materials, nifs only use a limited number that Blender offers. The idea is to import some vanilla nifs to get ideas of what is what. As DrakeTheDragon pointed out, Blender 2.49b is the latest version to fully support NifScripts. I have an Import/Export tutorial on how to do this - all download links included. I use the current version of Blender to work then save as Legacy - press F2 then tick Save as Legacy (lower left) and save. Blender 2.49b can then open it. Note that materials and textures need to be Blender Render, not Cycles. I do not view these forums very often - if you get stuck then feel free to pm me.
  5. Firstly, Oblivion and OBSE have been compiled to Native Code. Scripts, on the other hand, are Interpreted by OBSE and/or Oblivion - they read our text. At run time, OBSE traps Oblivion instructions and resolves what, if anything, to add/change. When Oblivion was written, the developers decided which data properties to 'expose' to things like the CS or ini files. That is, esm and esp are databases. Soul Gem has the Capacity/Soul exposed as fixed length lists that do not include 'Black' or 'Black Grand'. As CS does not expose this, we would have to resolve 'npc trap' during combat. I have a theory on a way to do this but I'm not sure when I'll be able to test it. The fact that nobody has done this makes me quite skeptical of my theory. I'll post as well as pm you once I have a better idea.
  6. I had to give up and place an activator rock, with sound, at appropriate distances. The reason for a rock is that activators seem to invert the attenuation exponent compared to the instantiated object.
  7. Having made a new worldspace I want to add regional sound. Out of several worldspaces in the mod this is the only one that is not playing regional sound. I've generated all LOD, updated distant lod and move worldspaces. The only thing different to the other worldspaces is that it is actually a cave - the cave kit is a set of bottomless nifs. My point being that everything from the entrance is fully enclosed. Just the same, I made a sound region outside of the cave nifs with xmarkerheading then used cow from a save that has never loaded that worldspace - it still did not play the regional sound
  8. I have a set of staffs for my next mod so went ahead and tried to do this. I've 'eye-balled' it near enough and you can see minor differences on comparison. My meshes add up to 356 polygons compared to original 502 but I still need to cull around 30 'unseen' ones. The reason I mention all of that is to do with the textures. Where I could have painted up a copy of the diffuse, mapping my meshes to it would be too much bother. I'll do my own. When I looked at the original in Skyrim the carving does not bump - it looks painted/scored, not carved. I will do a high polygon copy to bake out a normal (staff_n.dds). In game it will look carved on Vanilla, ENB or Oblivion Reloaded. If that's not what you want then somebody else will have to do it. It's how I've done a similar staff in my set and I like things to be consistent where possible. The other thing is that I have a lot on and it could take a week till I get back around to it.
  9. Getting back to Skooma, I couldn't help thinking... Customer: Hey...thish fluid line ish not movement with..ahhh...gravty. Khajiit: Yeah, yeah, neither is you...is magic, huh! Customer (with all the hesitation of a dog with fleas): gulk gulk gulk...(and flooaats away). Khahiit: Khajiit invent 'bottomless mug policy' long before Monkey Island.
  10. Thanks for pointing that out TheMasterSon and apologies liamunknown, I misread what had been removed. I really like the way maczopikczo does the materials and textures.
  11. Having made some changes I need to generate landscape lod again. CSE refuses to generate 1 of the quads with the following error... [CSE] CreateOffscreenPlainSurface/GetRenderTargetData failed for partial 256! [CSE] Bad NiSourceTexture for partial 256! [CSE] Generated 256 partial diffuse map(s) in total ...does anyone have any suggestions on how to troubleshoot this please?
  12. Have you looked at Alluring Potion Bottles v3 by jbvw I just googled 'oblivion potion mod'. Almost all results linked to Oblivion Nexus.
  13. PS I did not cover making icons in that tutorial. DrakeTheDragon put me onto this tutorial. I'm use GIMP to export anything for Inventory on DTX3 No Mipmaps and I don't see the compression settings mentioned there. The reason I mention it is that I get black in inventory for any pixels of 100% alpha - I can only guess that DirectDraw or whatever sees this as a mask - can anyone help me out here? My solution is to have 2 layers, bottom 2% menu color, 98% alpha then merge the image layer down to that for export.
  14. I don't know of a tutorial specific to shoes. To be honest, I would expect a tutorial for any clothing or armor would fit the bill. My tutorial uses "meshes/armor/glass/f/cuirass.nif". Even if you are using software other than Blender there is a table of Contents, simply click NifSkope Tweaking and continue from there. I've tried to apply the principles. 1. Flow 2. Structure 3. Known Steps for a Known Outcome. 4. Focus on 'How' and 'Why' rather than 'What'. If I've failed to do that then I welcome feedback. The principle of step 3, for example. If there is any step missing or setting not explicitly stated then I need to fix it. The only feedback I've had, other than the 3 posts, was about spelling mistakes on the draft before release. Nobody has told me what's right or wrong with the tutorial. Note: it does not cover weight painting. There are other tutorials and most of the learning is in the doing. On that note, I usually prefer written tutorials fitted to one or more exercises over video. For weight painting I found I needed several of each. The next thing is whether the shoes have high heels. Vipcxjs has Real High Heels along with a Plugin Collection which I'm not sure on. I needed to use this a few days ago but ran out of time and will come back to it. The goddess of the outer realm will have to drag her heels through the dirt for now.
  15. Using the Construction Set we can change the Type property of a weapon to BladeOneHandBladeTwoHandBluntOneHandBluntTwoHandBowStaffIn NifSkope we can use either SideWeapon or BackWeapon for the NiStringExtraData - you're using Swap Sheath, of course.
  16. It would wait till 1/3 through manually assembling the partials :wallbash: I'd tried rebooting but this time killed some processes such as updates. That was a lot of 'assumption' and guess work which I don't like. The fact that it ran is coincidental for all I know. I'd still like to know what causes the error. I could have sworn that I've used something to assemble partials but it was years ago. If anyone knows how to stitch them I may well need it. Even after release I will be adding more villages, possibly towns for further quests.
  17. Could somebody please tell me what actually causes NiSourceTexture error when generating Landscape LOD in CSE? So far I've found smoothing out ground mesh tears fix this but I have a quad where that does not seem to be working. This is what I am trying to do... 1. Generate LandscapeLOD for Inventory Map. 2. Delete or globally replace what I don't want drawn on ground LOD. 3. Generate the actual LandscapeLOD files. The strange thing is that step 1 worked for all quads but only after repairs in each quad. In each case the tears were along borders, all underwater at default ground mesh height (I had never edited these cells). When step 3 failed on one of the quads I restored the backup esm from before 1. Repeating step 2 and 3 for that quad did not work. That was despite systematically going over the entire map to smooth out any ground mesh at default height. If nothing else, it generated 255 partials and I can make the missing one. Could somebody please tell me if there is software that will stitch them? Before anyone suggests TES4LL or equivalent, here is why I am determined to use the CSE textures, even if it requires manually assembling the partials. The red line is where CSE would normally draw the top of the wall. The CSE quads and the TES4LL one are all 2048x2048
  18. It seems I missed the point on your overall objective. Here is what I am seeing. There are 2 things to skin color, the texture and what the game masks over that. If you are getting yellowing then do you have a mod that overrides skin masking? I ran into similar on Fallout 3 where I to go over some diffuse colors to get them right in game. I have fitted the textures as best I can to OCO2 headhuman_m.nif. There is far more variation across NPC face design - as in 'CS face modelling'. The beard... If you look under Nexus Oblivion mod Categories there are "Body Face and Hair" and "Modders Resources and Tutorials" that have beards. If you can't find what you want then making your own is complex but an 'interesting learn' in my opinion. You may have noticed egm, egt and tri files. These must 'Conform' to their matching nif files - change a nif mesh slightly and it can crash the game. Software called the Conformulator will generate new egm and tri files for new/altered nifs - within certain tolerances at least. A popular way is to use Blockhead in order to replace a head slot with the beard. With these 2 https://www.youtube.com/watch?v=IwdGGfUdugs&feature=youtu.be I've joined the mouth and tongue into one mouth.nif then load the beard into the tongue slot using Blockhead commands from script. I simply used Blender 'Transfer Weights' (now Transfer Data Modifier) from Nuska's darkelf/elfhead_m.nif then it's tri for the Conformulator. The result is very precise. A point to note is being able to have multiple beards per race. When I first tried this, some years ago, I could not model the beard I wanted so edited an existing one. The other thing was simply replacing the bottom teeth instead of using Blockhead.
  19. Any video tutorials I've seen on things I already know seem reasonable. If I don't know the process then yes, I want a written one as it will probably take me 2-10% of the time of a video - it's just the way I learn. Here's the main page to the TES Construction Set WIKI. On the Nexus Oblivion mod Categories page is Modders Resources & Tutorials which means you are stuck having to search 30+ pages. The TES Alliance ESIV Oblivion Modding is another good source. A problem I've found is where the tutor kindly tries to help us get on with our immediate project with something like... "Take your armour and give the material a setting that you think." ...and at the end of the tutorial we can not really know what we did wrong. I'm not saying it is a wrong approach but that it should be supported by additional material... I was strictly taught "Known steps for known outcomes". Use an introduction then straight into a hands on exercise. All steps should be step by step, exact and fully repeatable. Stages and/or end product downloadable where possible. No Holes. ....which can be easier said than done... The fact is that anybody fluent in a process is prone to leaving holes in a tutorial. I've often found a need to use several different tutorials for the same subject. This not only bridges gaps but can accelerate the learning curve - something I swore to myself that I'd never forget for Oblivion modding. I'll say to you, same as anyone reading this post. If you're stuck and/or see a need for 'yet another tutorial', written of course, then please feel free to message me - it will email me and I will reply as soon as I can. It may just be a case of helping you find a suitable tutorial or better key words to post on. There's a lot I still want to learn myself so if I can't help you then nothing ventured, nothing gained.
  20. Try posting on Construction Set Extender. If anyone knows I'm guessing ShadeMe would.
  21. Fair enough, there is also the problem of the dead Creature/NPC staying where it should - the player can drag the corpse leaving the weapon hanging mid air.
  22. I massaged the diffuse to fit the Nuska OCO2 characters/imperial/headhuman_m.dds, it will fit characters/nuska/darkelf|highelf|nord|redguard|woodelf male nifs but would need coloring as appropriate. I was unable to accurately repeat those steps on the normal so it is generated from the diffuse. Here is a merge new to original to show the differences... It would simply be wrong to merge in the original mouth.The merged beard looks wrong in game.The eyebrows.I can move the eyebrows up if you need but I think they make the NPC look like they are glaring as if surprised or angry - where they are looks right in game but moved up does not. As I expected, headhumanm60.dds conflicts with this. The 7z includes that altered as headhumanTKm60.dds - all files are renamed to match this as game ready so there is no confusion. Png exports included for further editing, if required. Up to you whether rename a copy of the rest of the age files for your own race folder or rename these to replace Nuska's.
  23. The real quick answer is 'probably'. The slightly longer answer is to extract a copy of each object to your mod's folder then change the Layer and Layer Copy of the Collision mesh to OL_STATIC If I saw an arrow or axe sticking out of a corpse I'd expect to be able to loot it. It's just a suggestion but if you added these objects as Activator instead of Static (I wouldn't add them as Weapon/Arrow) then they can be scripted to add the real item to player then 'disable'. I realize, however, that may not suit your agenda.
  24. The other things the poster mentioned was about Audacity - Stereo, Constant Bit Rate and again 64 kbit/sec. I think I had to set same first export on WavePad as I use either for different outcomes.
  25. The Construction Set Extender (CSE) by ShadeMe will do the lip files without you having to waste time making wav copies. The difference between using CS to CSE is...ahh... This is copy/paste from a TES Alliance post if I remember but it was years ago... For Voice.MP3 files it the settings are : Bitrate: 64 kBits/s Channels: 1 (Mono) sampling: 44 kHz For Music.MP3 files it the settings are : Bitrate: 192 kBits/s Channels: 2 (Stereo) Sampling: 44 kHz For Sound.WAV files it the settings are : Bitrate: Variable / Float Sample Size: 44 kHz Channels: 1 (Mono) Sampling: 44 kHz Format: PCM
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