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In response to post #35814600. #35820685 is also a reply to the same post. THis is a problem with "Protected Mode" in flash which is turned on by default - if you go into Tools - Add ons - then under which ever flash add on you are using select options - then uncheck the checkbox for Enable Adobe Flash Protected Mode. It will turn the option off and the hangups will stop. (though it can make you more susceptible to security exploits ) If you are using 64 bit windows Mozilla has its own "NPAPI plugin sandbox" security feature which performs the same function so turning this off is not a problem and it does stop the hangs/crashes !
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Apr 6, 2014: We noticed one or more of the following problems: You provided information that we believe was false, inaccurate, or misleading; orYou sent or received money that was potentially related to fraudulent activity; orYou have more than one account with a negative balance; orYou are in violation of the User Agreement, the Commercial Entity Agreement, the Acceptable Use Policy, or another agreement you have with PayPal.Was the donated money - donated as a gift or was it given for the specific purpose of buying the server which never happened ?? - could be one or more of the donators contacted them and said they donated money and you did not follow through with the purpose of the donation - which could make them think it was "fraud" and thus they suspended the account. (esp if you just left the account sitting for a year and never opened the deathmtches.)
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INstalling the mods manually is easy and learning how to do it this way will be worth the effort in the long run as it makes fixing problems easier when you understand how they are being installed -- most mods are simply several files placed into folders and all you have to do is extract the files from the zip package to a temp folder and then copy\paste them into your Oblivion install folder most mods will have an .esp file and perhaps a .bsa file (the .bsa file contains the meshes and textures in a compressed format if included) - those 2 files get placed into the Oblivion\data folder. If there is not a .bsa file then they will instead have a meshes and textures folder (if they replace any game content or have new items - if it only adjusts placement of existing content then there will not be a meshes or textures folder and probably no bsa file) SImply copy\paste both the meshes and textures folder into Oblivion\data folder and merge it with the existing folders (so say yes when windows asks if you want to combine the new folder with the existing one) THen launch the game - go to options and check the box next to the mod name (.esp file) to activate the mod. Very simple process that you will need to learn for those mods that are not packaged exactly like the mod managers expect any way when trouble shooting installs so might as well learn to do it manually rather than rely on others to do it for you.
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- installing mods
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For Vanilla content it is fine -- since as you mention they are pretty useless unless you own the game and if you own the game you already have those assets --- where it gets a bit more confusing is if it is an asset from one of the DLCs --- since that content would not be available in the vanilla game yet if you upload the mesh in a mod that would make it available without having to purchase the DLC -- so in most cases Beth prefers those meshes not be included in mods ) Though they usually do not hassle people over it as long as say you place the items in an area only added by the DLC (so that users of the mod would have to modify it themselves if wanting to use the mesh.) So that becomes more of a grey area and where possible it is best to stick to using vanilla assets and leave DLC content out.
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+1 - Photoshop has a tendency to get a peppered alpha channel in the dds when resaving a previously compressed texture -- open the diffuse texture and check the alpha channel and you'll probably see a bunch of black specs on it (this is what is causing the see through holes) -- If not using the alpha channel for some transparency then just save the texture without an alpha channel ( DXT1) or if using the alpha clean up the alpha channel by removing those black specs.
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You can't -- it is a game engine limitation -- the load order list is contained in a 2 digit Hex address and so there can only be 16^2 possible combinations (ie. 00 to FF ) and 16^2 = 256 !! So you have a total of 256 possible numbers to use from that the save game data uses FF and the Oblivion.esm and Update.esm use 2 additional 00 and 01 leaving 253 more positions in the load order. The only way around it is to remove some .esp or .esm files either by removing mods or by merging them with other mods as mentioned
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It's not necessarily that they don't care it is just that it is impossible for them to fix thousands of mods since they do not know what each and every mod does or how it does it and can not limit the fixes they make to things that would work for every mod out there -- so they fix things based on the original game without mods and test them that way -- If doing this breaks a mod then the mod needs to be fixed by the author or you stop using it and find another that does what you are looking for (In reality not all mods will be effected by any change to the original game files and those that are require the modder to go back and fix it - that's just part of modding and why things like Steams one button download and install manager will never work for all mods and Beth is actually causing more trouble for the modders by getting the newer users to think it is possible (modding a game takes spending some time to learn how to adjust things to get it all working together and the more you understand about the overall process the easier that is to do -- If you just expect to subscribe to a hundred or so mods and them to all work together your not being realistic !! ) The main problem with Skyrim is that these patches are forced onto every user as soon as they patch the game (Again thanks to Steam) and thus every game breaks at the same time where in past games users could get their game working and wait for modders to fix mods after a patch was released and only update once the mods they felt needed to be there to be updated before patching if the mod offered more than the fixes in a certain patch. (this is one of the many reasons Beth should have avoided this partnership with Steam but there is not much that we can do at this point other than live with it or never buy games that are tied to it !!)
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Most likely it is just that STEAM uses the same methods that Virii do and unless the AV company adds it to the list of exceptions in the virus definition file it will be picked up as a virus - Since Steam released an update the virus definition file has probably not yet been updated to let the program know that this Virus called Steam is an exception to the rule and is released by a company that everyone allows to infect their systems.
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Once you login to STEAM for any reason it will install the update - so if you go to look for a mod on steamworks or have any other steam game that is not set to offline mode be prepared -- as long as you are in offline mode and never connect to the Steam server you'll be fine but as soon as it gets a chance to connect for any reason it will update anything that has updates waiting since the last time no matter what settings you have selected.
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Would you want to buy items from a dealer that wore his inventory ?? -- ( figure they are not going to wear their best product and have less left to sell to customers !)
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I Need texture and normal map Uruk-hai commander
JDFan replied to duckwolf's topic in Oblivion's Mod Ideas
When creating the Mesh did you do the UVmap layout so that a texture can be made for it ?? -- without a copy of the mesh or at minimum a copy of the UV layout there is no way to create the texture for it as there are millions of ways the texture could be placed onto a UV map and the texture needs to be made to line up correctly with the model. -
Well it can be done but is a real time consumer -- The Nif has the vertices all listed by their XYZ coords and you can individually input new XYZ coordinates - so you can move them around that way or delete the vertices but as mentioned it takes awhile to find the correct vertices to move or delete without distorting the rest of the model. Ie. in this Pic of Mehrunes Razor notice the listed vertices for the model and the highlighted Vertex is yellow instead of white - so you just have to go through the list and find the vertices you want to change and edit the coordinates for the vertices to move them. Screenshot of Nifskope showing where to find the vertices listed
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Depends on the mesh you are working on but normally it works OK -- though will be nice once they get it updated so that there is less\no reworking in NIfskope needed !! What version of the tools are you using ?? -- Newest was just updated a few days ago and is on Skyrim Nexus -- 3.7.3 Linkie
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You need to set the game path in Nifskope -- go to the top bar and find the Render tab and click - at the bottom select Settings - open the Rendering Tab - Click add folder - Middle of the box Click on Folder and navigate to your Skyrim\Data Folder -- (Not Texture but Data) once there press select folder Now when you use the purple flower to naviagate to a texture it will properly set the path as Textures\xxx and the render window will have the textures applied !
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The model does not have any UVMapping right now --- so either you exported it without a texture applied which would lose the UVmap or something went wrong on the export and the info was lost -- you'll need to go back to the original model and redo the UVmapping if it does not have any or reexport it with a texture applied if it already has the UVmapping ( Or upload the texture files so that someone can redo the UVMap for you - as they would need the texture to know where the UVs are supposed to be placed )