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BossDweebe

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Everything posted by BossDweebe

  1. To add hair to an NPC you need to make it available for the whole race. In CS click on Character then Hair. Make a new hair here with your own name using the Ren mesh(s) you want to use. Then open the race you want the hair for and click on Body Data then drag and drop the hair to the hair styles box on the far right. It is now available and should work. Note - some hair may not appear to work in CS (floats above head), but works in game. Also try some wig mods. They are mostly animated and clip less that static hair. They can be added to NPC's as amulet or ring in CS. I don't have Ice Elf, but it may be that it includes the hair with the race.
  2. Click on the mod name in the column and click deactivate. You can then delete the OMOD. Right click on the mod name for a list of options. I have not used this as I am an diehard fan of manual installs with only 3 OMOD's. So if the files is still there after you deactivate, and delete then delete from here. - Oblivion\obmm\mods - folder.
  3. I should have said I need help with adding water. I've managed to muddle my way through most of CS and make things work, but I have yet to find the secret to adding water to a pool. All I found in Wiki is a question with no answer other than a link to a mod with some water meshes. Is this the only way ? Am I overlooking a special tab somewhere in CS ?
  4. If CS already lists the hair and eyes in the Characters window you will still need to drag and drop the hair and eyes to the Characters\Race\your race\Body Data - on the right - eyes and hair. If you have done that then it may be something to do with your FaceGen model. I have not used FaceGen. Also, you can get conflicts using too many cosmetic mods at once. This sometimes causes black and otherwise strange eyes. What seems to work best, for me is to have only the eyes I know I want, as well as the hair, in the folder for the race mod. Rename the hair and eyes, create new ones with these in the CS Hair window, and you will avoid conflicts. You can also use wigs. Some are animated and clip less than fixed hair.
  5. The patch is pretty much a necessity, and many mods require it. It won't hurt OOO. You should also get Oblivion Mod Manager if you don't have it already. It will do Archive Invallidation, allow for OMOD installation, and allow you to arrange your load order. EDIT 2: This may be what you want - http://www.tesnexus.com/downloads/file.php?id=2978 or- http://www.tesnexus.com/downloads/file.php?id=8211 or- http://www.tesnexus.com/downloads/file.php?id=16545 "Frendly Creatures" and "Fewer Foes" are two I know of that will help you have a walk in the park without the nuisance of having to spoil your nice frock. Frendly Creatures puts most of the creatures on Vallium, so they won't pester you. You can download a character to start at the sewer exit (there are heaps on the Nexus), and you can change stats, appearance etc. before you leave the sewers. Slof's Unicorn will provide you with a nice fast steed to ride through the countryside of Cyrodiil. Availabe just across the water from the sewer exit. No charge... EDIT 1: Another new one (pg 4 of the latest files today) - TUStarting Options - may be worth a look. The mod - Fewer Random Oblivion Gates - will keep all but the main quest Oblivion Gates from opening. Pesky things those gates. Making the sky all horrible and all. While I'm at it - Illumination Whithin - to set lights in the buildings at night, and several of the - Unique Landscapes - for great scenic spots. Although not an end of main quest fix the above will make things more of a Cook's Tour.
  6. Create your clothes armour in the armour column. You may be able to duplicate and rename clothes to the armour column, but I haven't tried. If that can't be done you just need the mesh and texture for the clothes you are using in your mods folder(s). I put the items in a folder with the appropriate name as well. A shirt being used as a curiass goes in the mods folder \ ---\ armor folder and is named curiass. The same is true of armour. It can be used as clothes, but has to be listed in the clothes column. .
  7. The seam line will always be there to some degree. On both character and NPC's. Different angles and different light will make it show more or less. If you have the hand textures from your mod in the correct folder(s) you should get OK results. Note that the neck seam is also a problem, and if you change the complexion, when you create your character, or body textures after, it will be more apparent. The only reason you don't see it in your ss is because of the high collar on the shirt. Both seams can be improved on with your character by doing some colour alterations and some cut and paste and smudge and airbrush in the Gimp, but that's another story. EDIT: The hands do look a little dodgy though. They may be vanilla ones. You may not have the texture in the folder with the body texture. You should have the - handfemale - textures in the folder. Textures\Characters\Imperila\female. There may also be seperate ones for the Orc and Dark Elf. If you are using a race mod it may have it's own folder and the textures that came with it should be there.
  8. I second that. The Gimp is more suitable to Oblivion modding. You will need normal maps for most textures to work in game. When you load a texture in the Gimp to create a normal map you do not want to load the mip maps. I save all my textures and normals with mip maps, but don't know if it is necessary with the normals. I find the DXT5n (a special normal map compression) also works well. Also, if you do load a texture for general work with the mip maps you will have to "flatten" the image before you can save with DXT3 as the mip maps are additional layers. So you are basically deleting and then creating the mips again when you save.
  9. Load your race esp into CS click on the characters tab - hair. Create the hair here, either as a copy or a new name, then drag and drop into the characters- race (of your choice) - body data - hair styles.
  10. I would call that en masse. No I suppose about it. Not a good idea no matter if you use Boss, FCOM or the Great Golden Oracle for your load order. A proper load order is no good without a proper installation. With the big mods I mentioned more than one at a time is one too many. Small mods that consist only of a couple of files and an esp can be done a few at a time, but always keep a copy of the mod to cross reference with the game files so you can troubleshoot.
  11. While important, load order is not the end all and be all of trouble shooting. You only said that you installed all those mods according to FCOM Convergence guide. I certainly hope you did the installation slowly, only a couple of mods at a time. If not it will be really hard to find where you may have got something wrong. I might add that a lot of people who use all those big, and undeniably good, mods together seem to have problems, so it is especially true that when using OOO, FRANs. MMM that they be installed one at a time and thoroughly play tested before moving to the next. Oblivion is a huge game. There is plenty of time to add more mods. If you have gone slowly then it may be worth a try deactivating the last mod or six that you installed, and see how the game goes.
  12. Wings is a good place to start as well, but it is not as fully featured as the others. I just started with it a few days ago. It is menu driven and has a slightly lower learning curve that Blender. I only done a few UV remaps so far. You still need the know what all the terms mean though. If you a starting with something in the game, or another mod, then you need to export an obj file from NifSkope. You have to have a mesh that is a "shape" , not a "strip". If the mesh is a strip then you just click on "triangulate" in the mesh tab to convert to "shape". Then you open Wings an Import the obj. When you finish playing with the mesh you Export the obj out again, and then import it back with Nifskope.
  13. You can click on the material property icon in NifSkope to bring up a window that adjust specular and emissive color. push the dot to the far left on both, and the slider for glossiness to the far right for the least shine. It still depends some on your normal map as Mavrosh said. When you load your texture don't load mip maps. For a less glossy normal map use 000000 when doing the colour to alpha. I think the DX5n compression is better too. (I have only just noticed this so have only just started using it).
  14. Just don't take any files out of folders that are called - Ren. The esp should point to that folder. Data\Textures\Characters\Ren I don't use Ren, but that is how the folders are laid out. The version I have is old and has two options in the Ren folder, One is tattooed and the other not. That should be all you need. If the mod does not work this way then put the Ren_MysticElf sub folder in without the Ren folder - Textures\Ren Mystic Elf. If this works and you want the tattoos then replace the folder with the one with the tattoos. You may need to rename the file (delete the _tt01) (that's how my version is named). The version I have is for vanilla bodies, but I gather there are newer version that work with other body types. Don't forget to activate the esp. Best done with Oblivion Mod Manager. Don't expect your character to look like ones you see ss of. They have likely been tweaked. Read the Read Me from the mod again as well. You may still need KyneTarse's 'Custom Race Fix as well.
  15. The ones that YOU like the most. Check the descriptions and go for ones that compliment your characters strengths and what they are capable of. Then download a bunch and try 'em.
  16. OK - sorry I was a bit thick. I don't play in windowed mode and forgot the cursor would be in the game. Try going to the options and re setting your resolution. Whatever you have your desk top set to should be the maximum. When I do this the task bar is gone as well. Then change back to your original resolution, and see if the window resets When I change from 1280X1024 to 1024X768 my window moves to the upper left hand corner. Do your normal windows centre properly ? EDIT: Ah ha! Just found something. Check your Oblivion ini file. Go to Display - Just above the line bFull screen are two lines iLocation X and Y these are normally set to 0, but if you adjust the numbers it will move your window. I changed one from 0 to 5 for a movement close to the height of the task bar. (you may have to use a - value if + goes the wrong direction.
  17. I've never had a problem with the Gimp. If you see the texture in NifSkope it is working. Things will often look like they work in NifSkope, but there are various factors that will keep them from working in game. What are you doing different from when you last used PS ? Is the file path correct in NifSkope ? It must start with Textures - to work in game. If this is incorrect then pink or black in game. Are you using these as replacers or are they linked via an esp ? CS telling you there is no mesh is quit different from a missing texture. Check the CS link to the mesh. Invisible body part and yellow markers = missing mesh.
  18. That's one of the great things about Oblivion. It' a mad, mad world. A genuine virtual reality. The Black Bows quest is real fun. Just sneak in and watch 'em all kill each other. There is another similar cave. Another fun thing early on when you are not strong is, if a legion is around, run past him and let him do the dirty work. You can get most nearby NPC's to join in the fray. The TT could also contribute. The more NPC's the bigger chance of conflict.
  19. The only conflict I know of is with Natural Environments as it includes additional weather patterns and cloud types. Natural environments has a separate esp for Natural Weather, so people will be able to choose between your mod and the NE mod, and still keep the rest of the NE mod. I have never heard of events being triggered by weather, and as Natural Environments is very popular, I think it is a safe bet that there are none.
  20. First - the bad save may may be corrupt. You may have to start from a good one. It is best to make a new save when there is no snow before you disable the mod. That is to say two saves the same. If the newer becomes corrupt then the one before should still be OK. Natural weather is best loaded near the end of the load order. I have mine just before my Duke Patrick mods, which puts it pretty much last on the list. The snow is less of a problem, but the mod was designed to offer more bad weather types. so if you want sunny skies most of the time you are better off without it. When you disable the mod it may help to delete the files that came with it. If you want to keep the other components of the mod then be sure to only delete the files relating to natural weather. You will find these in the natural environments folders. Before you delete the following for good play test the game without them. I think it should be safe, but can't promise. If you don't want any of the Natural Environments components then you can delete all of the files that came with the mod. The best way of knowing what came with the mod is to open another copy and compare. Delete the following: esp Meshes\natural environments\sky - As this folder is esp specific it should be safe to remove, but you will want the wildlife folder to remain if you want to keep that part of the mod. Textures\ don't delete the menus or sky folders (unless you want vanilla moons), but you may want to experiment with the sunglareHDR (if you do rename to sunglare as it will not work without the esp otherwise). Textures\Natural Environments\Sky - as with meshes is esp specific.
  21. Did the window move on it's own ? Is the window in minimise mode or max ? Just drag it back, or reduce the size of the window in minimum mode to make dragging possible. Or -maximise the window to get it into centre position. Or - auto hide the task bar in the task bar properties.
  22. No the original files are safe and sound in the BSA's. You should do another archive invalidation after though just to be sure things reset. Also my edit (above) may prove useful.
  23. Streamline has a very good help guide - "tome of knowledge". Read it, but there is one setting that he has wrong. In the details section turn - terrain to 0 (off) or it will turn your distant lands off in game. If other settings are always changing in game it will be because you are trying to get too much from your computer. The tweak guides pointed out by Dez will help in that regard. The game will run reasonably smooth at as few as 20 - 25 fps..
  24. If the mod uses an esp first disable the esp. Or it may just be a replacer, so no esp. I haven't used that mod, but the face mods I use (unique features and natural faces) install face transparencies in the Textures\Characters\Imperial folders. The above mods work according to the age of the NPC's, so the files have an age in their name. ie - headhuman30, 50 etc. Your mod may do the same, or it may just replace all faces with one texture. After you disable the esp you can delete the files. In most cases it is only body textures in the individual race folders except for Orc and Dark Elf, which should have their own textures. If you have a copy of the mod then open it and compare file names with what is in the mod so you know what to delete. EDIT: On a re-read - You problem may be using two mods together. The two mods mentioned above use different ages - one use even the other changes on the 2. ie - 22, 42 etc. so there is no conflict.
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