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ToxicCosmos

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About ToxicCosmos

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    Germany
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    Forever playing TES games & Fallout New Vegas
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    Morrowind

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  1. You would have to set up two instances of Oblivion in Vortex, by Managing Both versions of Oblivion, and I'm not sure that's even possible to do (yet) However, I'm still using 1.1.15 and not the newer 1.2.x versions. because once you add the game to the MANAGED Section, you can't add it again. You can only manually set the Location of the game using the MANAGED Screen Ok. I found it. I never realized the + was a menu. I somehow thought it was for adding another profile. :) That will work perfectly for me though. I intend to uninstall the Steam version of the game anyhow. Thank you very much for your help. :)
  2. Thanks for the reply. I thought the Mod Staging Folder was just where Vortex stores all the mods I've downloaded and not where it loads them to (when I run the game). I hope that makes sense. :smile: Download Folder = Where Vortex downloads the Mod Archives from the Nexus Mod Staging Folder = Where Vortex unpacks the Mod Archives you downloaded and installs them [snip] OH ok. So it doesn't matter which version of Oblivion I run, as long as mods for the game are activated, Vortex will still apply them when I run the game. Is that right?
  3. Thanks for the reply. I thought the Mod Staging Folder was just where Vortex stores all the mods I've downloaded and not where it loads them to (when I run the game). I hope that makes sense. :)
  4. I have two versions of Oblivion installed - one from Steam and one from GOG. I just bought the GOG version because it's supposedly easier to mod (I've been having trouble with the Steam version) and now I'd like to change where Vortex installs/deploys my Oblivion mods, but can't seem to find a way to do that. I did see a few pages back that someone was looking to do something somewhat similar with mods from the DLC of another game. It didn't seem possible. If that's still true, maybe someone can help me find the easiest/safest way to achieve the same thing. I'd like to not lose my current profiles/dependency settings if at all possible. I'm not sure what information might be needed other than to add that both Steam and GOG are in separate folders on my D drive. Edit: went and found the post I refered to https://forums.nexusmods.com/index.php?/topic/8764768-need-to-change-mod-install-folder/
  5. Just thought I'd stop by and let you both know that I am still here and haven't given up. :wink: I haven't had time and won't for another day or two, but I did try the cleaning thing to no avail. As soon as I can though, I'll go through that tutorial you linked, Ike. And then I suppose I'll just start over in Blender. :tongue: Thanks, you two. :smile: Understandable. My country is listed as Germany. :)
  6. haha. Yes. Thank you, master. *bows* I fear the answer to this question is no, but is there a way to fix this—add those NiSkinStance—with NifSkope? The original file I used for the rings didn't have them either: http://i133.photobucket.com/albums/q79/ToxicCosmos/origring.png I'll bookmark the link for cleaning. I'm guessing that won't help much with my current non-working nif. *sigh* yes, Blender. I was hoping to be able to wait until I had time to just sit down and go through the Noob to Pro tutorial instead of having to try and piece things together. But it's looking like I may have to find time to do it sooner than I wanted. D: I'm with you on the German. Mine is pretty good since I've been living here for a year, but I'm originaly from the States. Y tambien puedo hablar espanol (mas o menos) - mi familia es de Mexico/Puerto Rico. ;)
  7. Hi, Ike. :smile: The NPC I'm editing is only wearing a pair of pants. Checking them, the hide amulet slot isn't checked. In creating my nif, I used an existing amulet one. That amulet shows up fine, just not my additions... so I have no doubt I did something wrong. :smile: I've attached an image of what I have in NifSkope, if that's at all helpful. Dankeschön! Es ist schön (und ein kleines bisschen frustrierend) hier zu sein. :wink: http://i133.photobucket.com/albums/q79/ToxicCosmos/amuletearrings.png
  8. I'll have to try that I'll let you all know how it goes. Thank you. :smile: EDIT: That didn't work for me. The amulet shows up fine in the CS and in game, but the earrings do not. :/
  9. Yes, your explanation makes perfect sense. I was attempting to just have the earrings show up, no ear meshes, no hair mesh. I had no idea if it would work correctly or not, but I wanted to give it a try anyway. That is indeed bad news as I didn't want to touch Blender while working on my NPC changes. But that's alright. I'll just have to put that idea on the back-burner for a while until I'm further along with all the other changes I wanted to make. :smile: Thank you, Ike. As always, you've been very helpful.
  10. So I'm currently trying to create a new "hairstyle" for Oblivion. It's basically a modification of a bald hairstyle, except that I've added earrings where the ears would be. The problem is they're not showing up in the CS or in Game. I'm still pretty new to this sort of thing and have pieced together some info from around the net to get this far, so I'll lay out the steps I've taken lest the errors can be seen. In Nifscope I started by taking a head mesh (1) and the ear mesh (2)I copied the NiTriStrips block from 2 onto the NiNode of 1I aligned 2 to 1I then took a modder's resource simple ring that I found, opened up its mesh (3)Coppied 3's NiTriStrips block to the NiNode of 1Repositioned it to fit the earscopied and pasted that block again a few times as I had beforeRepositioned them how I wanted(I did remember to apply the Transformations)Then changed the file paths of the ear/ringsI then opened up an existing hairstyle (4), copied each NiTriStrip block of the earrings I had positioned in 1 and pasted them onto the NiNode of 4, one by oneThey showed up in the correct positonNow, I think I did more than I needed to, but it didn't quite occur to me that there might be a simpler way about it until I was just about done. I saved that as a new nif (their textures were the correct filepath and showed up fine) I then opened up the CS and added the new hair with the new nif... though I wasn't sure what I was supposed to do about the texture so I copied what was being used for the bald.nif and just renamed that. It's my understanding that the earrings would use whichever dds I pointed them to, right? So I added the hair to the races that I wanted, opened up an npc and changed the hair. I get the bald—it uses a small object inside the head that can't be seen from the outside—and that is textured correctly. But there are no earrings showing. Nothing to indicate that they're there at all. I feel like I'm missing a step; and not just because it isn't working. :wink: Any help—suggestions, links to relevant tutorials—would be very much appreciated. :)
  11. Thank you for your replies. Sorry I didn't see them sooner. It might have saved me some hair pulling. ;) CaBaL, that could have been the problem. I didn't realize the file paths had to be short form. Thank you. I did get it to work in the end. Mainly by starting over and following this tutorial: http://forums.nexusmods.com/index.php?/topic/566777-tutorial-new-texture-for-existing-model/?p=4594481 As I said, I'm a noob and this was the first time I had attempted doing this, but I noticed the main difference between what I did the first time and this tutorial is that I hadn't created a TextureSet and instead linked my texture directly in the ARMA Entry.
  12. Bump. Any ideas at all would be great. I'm at a complete loss. Maybe some of you know a better place to ask this question?
  13. I've never had that kind of problem, so I don't have much to add except to suggest doing a google search for it. But I did see this in the forums from some time ago, might help. maybe. http://forums.nexusmods.com/index.php?/topic/1022740-skyrim-ctd-at-loading-screen/
  14. I use skyre. It's mostly cosmetic/armor/weapon mods, but here's my modlist: Active Mod Files:
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