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DeadlyWarLord

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Everything posted by DeadlyWarLord

  1. And that's why I never go to the Bethesda forums anymore
  2. Someone at the Bethesda legal department doesn't have a whole lot to do.
  3. Just wanted to say thanks, I used these very steps almost a year ago when I re-installed and I'm about to do it again.
  4. I noticed you don't have a bashed patch. I'm getting the same error but as for you, get wrye bash for New Vegas on the nexus and make sure you place the bashed patch in the data files and rebuild it to merge available merge-able files together.
  5. If you have the patience and endurance, I'd suggest getting nVamp although I wager that suggestion shouldn't be normally recommended to someone completely new at modding but have at it if you want. http://risegaming.com/nvamp/?page_id=180 There's the detailed installation link, it's rather specific but I still hear people getting mixed up and getting errors because of it. If you go at it, follow the instructions to the letter and you should be fine.
  6. Ditto on the above post, get BOSS for fnv that load order is a mess. Then get the community bugs compilation fix. Also, you might want to check your version- a lot of problems have been reported from 1.3
  7. Did some minor trouble-shooting and I determined that I more than likely did something wrong when exporting a hair mesh I messed with. Long story short, colors don't seem to work on this mesh, the hair stays a weird light blue color and it was even bright green as I got closer to an ambient light source with that very color- It also can't be changed in showracemenu. http://img96.imageshack.us/img96/2521/001fnvhairerror.jpg Yep, that's about it. I couldn't find hair tutorials so to speak so I assumed it stayed generally the same albeit the changes made between Oblivion and Fallout 3, changes which I'm not entirely aware of apparently. Which is why I imported an already working hair mesh into blender but obviously that didn't work out. Used default settings when exporting, don't know if that makes a difference- I also tried exporting using the skin options which got me a bald head so It likely wasn't that. Another note, using the extended nVamp load order if that also matters. Lastly, the nova mod that mesh is based on uses an esp and .bsa for texture and mesh. *Edit-> Oh yes, I did try removing the bsa files- archive invalidation is doing it's job properly. Edit2-> Further example http://img90.imageshack.us/img90/5732/001fnvhairerror2.jpg
  8. My game is down right unplayable. I get a random crash about every five minutes, the game will freeze at random I haven't even been able to gauge a time estimate, and 90% of the time I can't save the game without it crashing or freezing. I've tried turning the mods off, my game never lagged to begin with, and the saves errors definitely started after I patched to 1.3- there's just no doubt it was the newest patch, Bethesda needs to get on the ball.
  9. They're right, use the FNV edit and create a merged patch- you have way too much shenanigan inducing things lying around. I also have a feeling you're not using BOSS. Anyways after you get the proper load order run FNVedit and click ok, it'll sort some things out on its own and then you right click in the left window of the program (not on one of your mods) and select Create Merge Patch. It will create it rather immediately, exit the program and it will ask you to save the merged patch, do as it says. Edit-> Community Bug Fix, save yourself the headache: http://www.newvegasnexus.com/downloads/file.php?id=38326
  10. Community Bug Fix: http://www.newvegasnexus.com/downloads/file.php?id=38326 I'm having a save to ctd problem as well but I blame that new update- game was saving fine until I updated to that dam update. Anyways give that bug fix a whirl.
  11. Did you try getting the- ah f*** it. http://www.newvegasnexus.com/downloads/file.php?id=38326 See if the community bug fix helps. Edi-> Don't forget to make the zip files into the fomod version by using the fomod manager, It will make .esm's by default- DO NOT have both the esm's AND the .esp's at the same time.
  12. Hey can one of you PM me, I have a similar problem that I can't get my head around. I have these new weapons and I couldn't find them in game so I added them to Doc Mitchels house- they come out perfectly on GECK but when I go in game to the Doc's the weapons are not there at all, I don't even mean invisible I mean completely not there.
  13. http://img80.imageshack.us/img80/8276/001thehell.jpg I'm not getting a NiSkinInstance, my mesh is showing up as invisible in construction set, it has textures and normal maps fully viewable on nifskope (not this picture) and finally, I followed the tutorials- Export Import and setting armature by typing Scene Root: http://wiki.tesnexus.com/index.php/Blender_import_and_export_armor_for_Oblivion Custom Cuirass Part 2 (and 1): http://cs.elderscrolls.com/constwiki/index.php/Custom_Cuirass_in_Blender_Part_2 I later attempted to just copy branch NiSkinInstance from another nif through nifskope but the Optimize tool removes all bogus nodes, they all get thrown out. http://img151.imageshack.us/img151/1965/001thehell02.jpg I then found an option near the bottom when clicking on each mesh where you can set the number of the NiSkinInstance, the option was taken in by the program and when I Optimize it didn't remove the nodes but I still get invisible mesh. http://img64.imageshack.us/img64/3103/001thehell03.jpg Any bright ideas and I'd be much obliged. Edit -> Here's a good one, when I import the mesh with the NiSkinInstance I numbered in and jacked into blender I don't get an armature- I get something called "empty". You can quite literally go to select all by type and click Empty. http://img703.imageshack.us/img703/3234/001thehell05.jpg I was able to export into a nif that does contain NiSkinInstance after I followed this Rigging Bone Weights tutorial: http://www.shsforums.net/topic/26604-transfer-riggingbone-weights-in-blender/ Unfortunately my mesh remains invisible, the weight paint copy only worked on one side and when I export I got exactly that. (The entire mesh oddly, not just the side that wasn't painted). http://img46.imageshack.us/img46/8213/001thehell06.jpg
  14. Your right about that, it's not allowed- albeit they seem to specifically say that when the person doing it would make monetary profit out of the act. It's a modding community's prerogative I believe, to do things that would otherwise be considered illegal out of their heart for the game and without profit. Anyways I found this: http://www.gildor.org/en/projects/umodel#files Looks good, I'm gonna try it out and post results
  15. I would like the armors from the Unreal Tournament Series available in Oblivion, simple as that. Thanks to the modding capabilities of both series I believe the easiest way to tackle this would be to do simple conversions and re-texturing where needed- I believe there should be a way to import the armors from the newest title UT3 (which uses .upk files) into Blender or another tool and then export it (I would guess into .nif?) to be a workable mesh in Oblivion. I have no experience modding Unreal Tournament so I would ask if anyone here would take the request, if not then let me know how to get started at least and as always thank you reader for you time.
  16. Bumping, this is relative to my interests. I need to ask around and check on how to export UT3 armors out and into blender then Oblivion. http://www.newvegasnexus.com/modules/comments/index.php?tid=271300&page=3&sort=ASC Read that entire thing, where they talk about UT3 it's real interesting. As for fallout 3 all I could find was this UT3 Iron Guard armor: http://www.fallout3nexus.com/downloads/file.php?id=6896 by the time of this post I think everyone' already moved on to New Vegas though.
  17. I've got this same problem on the ElderScrolls Nexus, anyone with bright ideas please PM me as well.
  18. Thanks bub- It makes sense but I'm pretty sure I disabled UAC. Win7-64 -> Control Panel -> User Account Settings -> Never Notify Is this right? Well then if your sure about it I'll get it out of the program files folder and do another clean install but this time following the Bben Reinstall Procedure. I'll be editing this post with the results ASAP. Wow, I received the same error even after all that. Traceback (most recent call last): File "C:\Games\Mopy\basher.py", line 4958, in Execute raise File "C:\Games\Mopy\basher.py", line 4916, in Execute patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up! File "C:\Games\Mopy\bosh.py", line 15221, in scanLoadMods modFile.load(True,SubProgress(progress,index,index+0.5)) File "C:\Games\Mopy\bosh.py", line 5022, in load self.tops[label].load(ins,unpack and (topClass != MobBase)) File "C:\Games\Mopy\bosh.py", line 4037, in load self.loadData(ins, ins.tell()+self.size-20) File "C:\Games\Mopy\bosh.py", line 4139, in loadData record = recClass(header,ins,True) File "C:\Games\Mopy\bosh.py", line 1810, in __init__ self.__class__.melSet.initRecord(self,header,ins,unpack) File "C:\Games\Mopy\bosh.py", line 1438, in initRecord MreRecord.__init__(record,header,ins,unpack) File "C:\Games\Mopy\bosh.py", line 1607, in __init__ if ins: self.load(ins,unpack) File "C:\Games\Mopy\bosh.py", line 1670, in load self.loadData(ins,inPos+self.size) File "C:\Games\Mopy\bosh.py", line 1819, in loadData self.__class__.melSet.loadData(self,ins,endPos) File "C:\Games\Mopy\bosh.py", line 1467, in loadData loaders[type].loadData(record,ins,type,size,readId) File "C:\Games\Mopy\bosh.py", line 2954, in loadData raise "Unexpected size encountered for MGEF:DATA subrecord: %s" % size Unexpected size encountered for MGEF:DATA subrecord: 96 Alright I'll be going to the official thread, please PM if you get any more ideas and thank you for your time. Update: I got it working- the culprit was Vector 0.3, it was responsible for the above error. Also Atmospheric Weather System Main (three ESPs NOT the ESM) would not let me rebuild patch whilst they were checked in under merged patches option. Thanks to PacificMorrowind for responding to my PM's.
  19. Wow this is an old thread I made, in a vicious twist of fate I had a major hardware malfunction resulting in the loss of two hard drives and a 2gb stick of ram- Now I have another bashed patch rebuild problem for you gentlemen. The following is a PM: Traceback (most recent call last): File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4958, in Execute raise File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4916, in Execute patchFile.scanLoadMods(SubProgress(progress,0.2,0.) #try to speed this up! File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15221, in scanLoadMods modFile.load(True,SubProgress(progress,index,index+0.5)) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5022, in load self.tops[label].load(ins,unpack and (topClass != MobBase)) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4037, in load self.loadData(ins, ins.tell()+self.size-20) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4139, in loadData record = recClass(header,ins,True) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1810, in __init__ self.__class__.melSet.initRecord(self,header,ins,unpack) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1438, in initRecord MreRecord.__init__(record,header,ins,unpack) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1607, in __init__ if ins: self.load(ins,unpack) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1670, in load self.loadData(ins,inPos+self.size) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1819, in loadData self.__class__.melSet.loadData(self,ins,endPos) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1467, in loadData loaders[type].loadData(record,ins,type,size,readId) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2954, in loadData raise "Unexpected size encountered for MGEF:DATA subrecord: %s" % size Unexpected size encountered for MGEF:DATA subrecord: 96 No matter what I do, clean install- and I've followed directions. Help me, what the hell am I supposed to do here- I've been up for hours trying to figure this out (with eyedrops and aspirin). Thank you for your time in advanced. and the continuation: http://www.thenexusf...h/page__st__350 and I tried both Bosh files as it seems to be the problem in the error message I get- none worked, in fact the wrye bash launcher refused to run whatsoever and so I got the 290archive and put that bosh back. Runs but of course the original error persists. Any ideas will be entertained, I've gone through a clean install and hours of un-install/re-installing python and wrye components with the persistent results of my current error.
  20. http://a.imageshack.us/img802/1872/001errorbashedpatchrebu.jpg What does this mean? Edit: (Here It is, picture too small to read font) Loading: 01001C95..AspenWood..REGN.ICON..23.. Traceback (most recent call last): File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4882, in Execute patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up! File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14301, in scanLoadMods modFile.load(True,SubProgress(progress,index,index+0.5)) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4980, in load self.tops[label].load(ins,unpack and (topClass != MobBase)) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4001, in load self.loadData(ins, ins.tell()+self.size-20) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4103, in loadData record = recClass(header,ins,True) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1778, in __init__ self.__class__.melSet.initRecord(self,header,ins,unpack) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1408, in initRecord MreRecord.__init__(record,header,ins,unpack) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1575, in __init__ if ins: self.load(ins,unpack) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1638, in load self.loadData(ins,inPos+self.size) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1787, in loadData self.__class__.melSet.loadData(self,ins,endPos) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1437, in loadData loaders[type].loadData(record,ins,type,size,readId) File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 875, in loadData target = record.__getattribute__(self.attr)[-1] IndexError: list index out of range That would be a Unique Landscapes would it not? Ok then here are the verions of the OMOD's I have: Unique Landscapes Compilation 1.5.7 Unique Landscapes Compatibility Patches 3.41
  21. Edit-> Problem solved, close or remove this topic.
  22. Then thought this would be the perfect place, where modders go and what not. Here's a link to that topic: http://forums.bethsoft.com/index.php?/topic/1100773-invisible-armor-problem/ Did all that lurking and posted all those links but got two responses and both of them useless. I ended up making a topic on the Fallout Forums too and this post is the latest development. So does anyone know why instead of having NiTriStrips or NiTriShapes I'm getting pure NiNodes?
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