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Everything posted by CreeperDaReeper
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Thanks for the tip. Edit, (after installing wryebash), no luck here. Wrye Bash won't work for me. Is there any other way to do what I have asked about? Seriously, going through the wryebash thing can't be the only way to do this, can it? And how do you even add the author name and description text to an esm or esp when you first make one anyway?
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Fair enough. You can check out the mod I'm making: http://tesnexus.com/downloads/file.php?id=33259. As I started messing with Lem's meshes, building roads/bridges/etc, I found that I could only get them to show up in game if I used the esp that was made specifically for his meshes, otherwise if I try to use a newly made esp, the objects wouldn't appear in the game. So all I did was delete the script, and two interiors that were in the esp, renamed it, and went on making my mod. The only part I haven't been able to change is the author and description text for the esp. Lem made the meshes yes, and will be fairly credited when I get to the readme, or if someone has a problem with me not crediting him immediatly, but he is not the one that built the structures you can see in the pics I uploaded of my mod. So ummm, is that enough info? :sweat:
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What I want to know is, can I set one of the symbols from this mod: http://tesnexus.com/downloads/file.php?id=10112, as the thing you would click on to use a door like the Peryite door. To use the Peryite door you have to click on part of the frame, I want to set one of these oblivion symbols in the center of the door and be able to click on it to use the door rather than click on the door's frame. Is there a way to do this?
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Help with Marioblivion
CreeperDaReeper replied to CreeperDaReeper's topic in Oblivion's Mod troubleshooting
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Thanks, normaly I wouldn't use such language on public forums but I'm just plain frustraited. What I want to be able to do is place objects in the CS that don't have a esp or esm. I've added stuff to the meshes and textures folders in my oblivion directory, but they don't show up as objects in the CS. An example would be these: http://tesnexus.com/downloads/file.php?id=28359, which I already have downloaded, and placed in the proper places. But I can't find them in the CS.
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I've searched all over the damn place trying to find the answer for this, and have found no answer. I can't find the answer in the forums here cause the stupid forums search won't look for anything less than 3 characters so "How do you" gets red-boxed by the search. Someone plz help me out before I just give up.
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Help with Marioblivion
CreeperDaReeper replied to CreeperDaReeper's topic in Oblivion's Mod troubleshooting
I guess that's a start. . . . . Edit: you get a kudo for being the first person to help me, thanks. -
Was making my own mod when I found Marioblivion, thought it would be cool to use some of the static pieces used as platforms in Marioblivion, in my own mod. (With full intention of crediting the creator of the pieces) The problem I ran into is that when i loaded the Marioblivion files into the CS, I didn't know saving work on my mod would add this mod to mine. So now I get sent to the Marioblivion world whenever I try to test my mod, which I don't want. I've tried finding the script that warps you to the Marioblivion world, and the world itself, but have had no luck. Would really appreciate it if someone could post either the script's editor name, in-game name, the world's editor name, or its in-game name. To anyone that can help with this, thanks.
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Idea for character creation
CreeperDaReeper replied to CreeperDaReeper's topic in Oblivion's Mod Ideas
Seriously? Damnit. Thanks for the info though. -
I've been through the TES4 part of the nexus for at least a month now, I've seen so many different races added, not to mention the ones that are combinations of others. What I would love to see it all of the work thats been put in to all these mods be brought together and spun in a different direction, kind of. Let me describe how the new system would work: When the menu pops up, you get regular set of options, but when you select the race menu, you get something new. Instead of having all of the races in a simple cycled litst, there would be a drop down box with 7 base choices; human, elf, orc, reptile, beast, demon, and plant. Then there would be a second drop down box with the variations of each; human-imperial/nord/redguard/brenton, elf-wood/high/dark/ancient, reptile-air/land/sea, beast-canine/feline/bird/etc, etc-etc. At any time you could change between male and female, (there would be two buttons for this, one with the male symbol, and one with the female one.). If all you wanted was a simple choice, then you would click done, and would be taken back to the first menu. If you wanted something more, then you would change things like height, or the skin color. You could even make a hybrid that include parts from different bases, so you could have a character that had lets say; elven ears, orcish face, argonian tail, kajit feet, and human torso, but then you would also get to name your new race as well, (if it doesn't already have one). The same thing would apply to the eyes and hair, you want; argonian fins and kajit eyes, why not? Also, all eyes and all hairs would be available to every race. This would have course also have room for any mod added races, (which would be already added, as long as the owner would not mind), to give you even more choices. There would have be a way to make it so that if you don't want to be a nord when you make your character really tall, you could check a box to choose just what race you want to be without changing your characters apperance, (black imperial anyone?). Each of the base races, and their height/color variations would have their own racial stats/spells/etc. Here is a quick example I hacked together in paint: No it doesn't show all of the different choice things cause i wasn't sure how those might be displayed. If someone could pull this off, I think it would add a LOT of diversty to the player. Use the history writer mod to make your character even more personalized: (if someone knows what im talking about, plz post a link to it so i can put it here).
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thanks
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Like most others that use this site, i hav many mods installed for oblivion. I just want to know if theres a way to change the name of any .esm/.esp file so that its eaiser to know which mods im activating when in OBMM. I have tried this before and generally, if i change the name of a mod .esp, the game cant be played unless i deactivate the mod, or change its name back. So, is there a way to change it or not? And if there is, how?