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Striker879

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Everything posted by Striker879

  1. In the mod NPCs Yield their confidence and or aggression are temporarily reduced. The low confidence makes them flee (so no interaction is possible) but the aggression drop can allow interaction. It also adds other options.
  2. Used to be there was an issue where you needed to refresh your browser cache before you'd see the change (but others already could see your new avatar). Not sure if the 'new and improved' forum has the same situation.
  3. From what I can see (a festive Santa like Scythe Bearer) you are able to change your avatar picture.
  4. On the Oblivion page (I assume it's this ''community' thing) I don't even bother with the infinite scroll through posts that seem to have no semblance of organization. Above that there are links (white text on my tablet) that bring me to somewhat familiar ground (somewhat condensed from the 'good old days we'll never see again' but there's Mod Troubleshooting and the Construction Set). Not enough to keep me there more than a moment or two. There is a silver lining though ... I have more time for playing and tweaking my Oblivion mods.
  5. Addiction is a strong word, so I won't apply it to myself, but I guess it would be fair to say I'm enjoying my current character's mod list (though in all fairness the previous two characters had well over the thousand hours threshold ... that's the point where the reported game play hours wrap back to zero and start counting up again). Athal Sarano has been with me since early in November 2014. I wonder if one of your recent mod additions changed your keyboard in game assignments, so your Crtl click doesn't do what it used to. Look for a mod lower in your load order than MMO.
  6. Yeah that's a mod added feature. I'm not familiar with MMO or UL so I can't say anything about their compatibility. Did you have that river showing up on the map with both UL and MMO before and then it stopped working? I understand where you are coming from regarding not wanting to go back to your last 'good' save. There are two areas of Tamriel I can no longer enter (the game just completely locks up when I try to enter these areas). I have 'troubleshooted the heck' out of the problem to no avail but didn't want to go back to my save from before the problem started ... and I save regularly and never overwrite. So I have my detours and have kept going with my current character (7259 playing hours and still counting).
  7. Pluggy and OBSE won't conflict ... they are required for MMO to work (at least for all of the features to work you need Pluggy if I recall correctly). Has Dynamic Map always been used alongside MMO or is it a more recent addition? That an early save doesn't show the problem has me wondering if you have something causing problems baked into your save (or more likely the OBSE co-save). If that is the case the only option I can suggest is to go back through your Saves until you find the most recent one that doesn't have the problem and continue your game from that good save. When you say river graphics disappeared do you mean from the map or in the game?
  8. This isn't a suggestion specific to your MMO problem as much as my own troubleshooting process. I try not to make more than one change at a time (or at least less than a handful if they are all related). If my testing post change turns up something then it's a simple matter to undo my change and see if it was at fault. Troubleshooting is a process of elimination ... starting with the obvious and digging beyond that when required. Specific to the MMO issue ... I see in Map Marker Overhaul.ini that the Insert key (default code 210) can be changed. Check that setting to insure it is in fact what you were previously using (the INI gives a link to the possible key codes available). In addition the next section of the INI allows you to make a Shift Alt or Ctrl required to set a marker (default is zero for no Shift Alt or Ctrl modifier). You can also look through the Various Settings sections to see if any might apply to your situation (I see one that controls backup options for Map Markers for instance).
  9. Not a problem. I knew you weren't grasping something fundamental in the process but couldn't seem to put my finger on it. Glad you're up to speed. A word of warning regarding the Blockhead rabbit hole ... it's a deep one. I've been at it for years now (well over one thousand NPCs Blockheaded) and I still find new candidates. Recently I've been delving into vampire dungeons. The mod Variant Vagabonds adds a LOT of new vampires to the leveled list. A Blockheading Striker is a happy Striker!!
  10. In order for Blockhead to work for NPCs from any mod it is set up with that folder structure that uses the source mod's ESP (or in the case of NPCs added by the base game the folder is identified by Oblivion.esm) as an identifier. For example if a mod has JoesCoolNPCs.esp as it's ESP name and one of the NPCs that is added by that mod has the FormID (aka baseID) of 00001234 then an upper body Blockhead replacer would be renamed to Oblivion\Data\Meshes\Characters\BodyAssetOverrides\PerNPC\JoesCoolNPCs.esp\00001234_UpperBody.nif (the 00001234_UpperBody.nif is the renamed femaleupperbody.nif file from a source like SetBody Reloaded ... the JoesCoolNPCs.esp is a folder name used by Blockhead to identify which mod the NPC with formID 00001234 comes from). In my previously posted examples the bandit and the player are both from the base game and the folder name Oblivion.esm tells Blockhead that. The reason your placing the desired files into Data\Meshes\Characters\_male worked is because that folder structure is what the vanilla game uses, and it would use that same body mesh for all female NPCs in the game. Blockhead is how you assign different bodies to individual NPCs.
  11. Then it's more likely they are being disarmed by a power attacks. I couldn't find anything on the UESP Wiki regarding how to prevent being disarmed (it's a skill perk for the Blade and Block skills that enable the ability to disarm, but no info on how to prevent it).
  12. Then they drop broken weapons using the vanilla game system. The vanilla game also has a system that gives a chance for high level attackers to knock the weapon from either the player's or NPC's hands using certain power attacks.
  13. Are they being disarmed by a high level enemy?
  14. Then it must be an issue with file renaming or folder structure. My personal opinion if it's only your character that you want to be unique is to select a body style you want and then use Blockhead to apply that body to only your character. I'll just pick any female body from SetBody Reloaded and use those files as a step by step example (similar to the one I did in the Robert Male comments). From the extracted download for SetBody Reloaded I'll use HGEC EBE as the unique player body. In your game create the following folder structure ... Oblivion\Data\Meshes\Characters\BodyAssetOverrides\PerNPC\Oblivion.esm (you will create the folders from BodyAssetOverrides and down). In the SetBody extracted download find the file femaleupperbody_EBE.nif (found in the Data_Pack\data\meshes\characters\Bombshell\HGEC\UpperBody folder) and copy it. Navigate to your game's Oblivion\Data\Meshes\Characters\BodyAssetOverrides\PerNPC\Oblivion.esm folder and paste it there (so you will now have Obilivion\Data\Meshes\Characters\BodyAssetOverrides\PerNPC\Oblivion.esm\femaleupperbody_EBE.nif). Right click on the file femaleupperbody_EBE.nif and select Rename from the context menu and change the name to 00000007_UpperBody.nif (so now you will have Oblivion\Data\Meshes\Characters\BodyAssetOverrides\PerNPC\Oblivion.esm\00000007_UpperBody.nif). Do the same copy paste and rename on the file femalelowerbody_EBE.nif (found in the SetBody Bombshell\HGEC\LowerBody folder ... it will be renamed to 00000007_LowerBody.nif in the game's BodyAssetOverrides\PerNPC\Oblivion.esm folder). The hands and feet use the standard HGEC files from the folder Bombshell\HGEC\HandAndFeet folder and will be renamed 00000007_Hand.nif and 00000007_Foot.nif in the PerNPC\Oblivion.esm folder. Go into the game and strip your character down and you should now see the EBE body (will be more obvious if your base female body install is something other than Ecup ... maybe Ccup or smaller).
  15. First step is confirming that OBSE is working. A simple way is to start the game and make a save. Exit and then check your Saves folder (by default found in the Windows My Documents folder). If you see two save files with the same base name and different file extension (e.g. MySave09.ess and MySave09.obse) then OBSE is working. If OBSE is confirmed as working then look in Oblivion\Data\OBSE\Plugins for Blockhead.ini (should be right there with Blockhead.dll if you start the game after installing Blockhead). Another spot to look for info regarding Blockhead loading is OBSE.log (found in the Bethesda Softworks\Oblivion folder ... look for a line saying Blockhead.dll loaded correctly).
  16. Back in my earlier days I was active supporting user questions in mod comments. Today you'll find me helping out on a select few mods. So what changed? It was a simple change to how mod comments are presented on the forum vs the old days (admittedly an absolutely necessary change). In the past all of a game's mods had their comments displayed as a sub forum of that game's forum called Mod Comments and it was a simple matter to look through all of the recent comments for all mods for that game. If I had a possible solution to a problem I could post it, or ask questions to help narrow things down. As the site grew the strain that presenting all the information (the new posts sorted into each game's forum Mod Comments section) was putting on the forums system brought it to it's knees, and it was necessary to adopt the current way that mod comments are presented on the forum (a monolithic list of all comments made on all games found on the site). For a while I tried keeping up by visiting the mod pages, but eventually I stopped. I still get notifications on some mods I have author level access to, but for the majority I'll only see questions posted in the game's troubleshooting or discussion sub forums.
  17. I have no experience working with world spaces but I would think that for them you'd use the auto-generate option and then fine tune specific areas by hand. The game AI is wonky at best when deciding what an NPC should do vs the pathgrid. Spend some time following NPCs around and you'll get an idea of how unlogical some of the ways they use to get from A to B can be at times. Bottom line ... if they are in the general vicinity of their editor location and have access to pathgrid nodes that would allow their other packages to execute I'd go looking for bigger problems to solve.
  18. Make sure that you are 'grounding' your pathgrid nodes (hit f with the node selected). Sounds to me like the node is up in the air. The z key works as well.
  19. First you need to have the cell you dropped the NPC into active in the Render window. Two ways to activate the pathgrid overlay in the Render window ... in the World menu select Edit Cell Path Grid (found directly above the Path Grid Generation you mentioned) or look directly under the letters la on the menu option Gameplay and you will see the toolbar button I described. Both ways act as a toggle ... first click activates the pathgrid overlay in the Render window, the next click on either the menu option or toolbar button turns off the overlay. One last point to note is you can't change things in the Render window while the overlay is active (so no moving your NPC to a pathgrid node while they are displayed). NPCs don't need to be exactly on a node anyway. You can add a normal orange node using a right mouse click in the Render window and link the currently selected node to another by holding Ctrl and left clicking the desired node (no need to use generate for a small cell).
  20. The game uses a connected series of nodes for the AI to follow when an NPC moves. You can view the currently loaded cell's pathgrid by clicking the toolbar icon that looks like a few orange boxes connected by yellow lines. Chances are the cell you've picked either has no pathgrid or you're placing them in an area that has no pathgrid nearby enough for the AI to use.
  21. On the skeleton.nif question it is quite common for mod authors to include a version of skeleton.nif with their download ... which leads directly to the situation you are facing. Keep the 'last installed' rule in mind when ordering your WB Installers tab. What you should have is your preferred version of skeleton.nif installing last, or at least after every other mod that includes a skeleton.nif (and also note there are skeleton.nifs for first person, third person and third person beast races). The advantage of my old school manual install practices is I know exactly what files are included in a mod and I decide what gets installed and what doesn't. I've never aspired to live in a 'one click' world.
  22. I use a couple of different methods when picking and choosing which body to assign to a particular NPC in my ongoing project to Blockhead Tamriel. The tool I use for picking candidate bodies is NifSkope. I have all of the many body replacer mods downloaded and extracted to their own individual folders in my OblivionDownloads folder on my big Data drive. NifSkope creates a file extension association with the NIF extension so it's just a matter of double clicking the body part file in the extracted download and it opens in NifSkope. When opening multiple different body types each opens a new instance of NifSkope, so I can use the preview of each of those to quickly see how each differs from another. To compare how each will look in the game world I use Blockhead itself. Blockhead works via a simple system for naming files used, so I just do a little renaming of candidate body files to make my tests. Here's an example from one of my early projects. I've always had a soft spot for BanditMeleeFemale3B (FormID 0003DB35 in Oblivion.esm). Let's say I'm trying to decide between femaleupperbody_Natural.nif and femaleupperbody_SPB15.nif from SetBody Reloaded Blockhead Edition (found in the folder Data_Pack\data\meshes\characters\Bombshell\DMRA\UpperBody in my extracted download). I copy each NIF file to Bethesda Softworks\Oblivion\Data\Meshes\Characters\BodyAssetOverrides\PerNPC\Oblivion.esm (note that I have created the BodyAssetOverrides\PerNPC\Oblivion.esm folders to conform with Blockhead's folder naming conventions). To start I copy and paste femaleupperbody_Natural.nif to the Oblivion.esm folder above and change the file name to 0003db35_UpperBody.nif (of course for a proper test there will be lower body, hand and foot files copy and pasted and renamed as well). I check out how my favourite bandit llooks sporting that body in game then exit and rename 0003db35_UpperBody.nif to xDMRANat_0003db35_UpperBody.nif (append the xDMRANat_ part so that Blockhead will ignore the file and it will sort in the file list to be easier to find later). Next I copy and paste the femaleupperbody_SPB15.nif file from the SetBody extracted download to the Oblivion.esm folder and rename that file to 0003db35_UpperBody.nif and check in-game to see how that body looks. To go back and compare to the Natural body option I just rename the SPB15 option to xSPB15_0003db35_UpperBody.nif and then change xDMRANat_0003db35_UpperBody.nif to 0003db35_UpperBody.nif and jump back into the game. Making an actual side by side comparison can be done by making unique copies of BanditMeleeFemale3B (each with it's own FormID) and then assigning the different body types to each copy, but this goes beyond this simpler example.
  23. If you let me know which body you want unique to the player I'll put a step by step together for using Blockhead's PerNPC overrides to do it.
  24. My comment regarding the SetBody Reloaded wasn't aimed at having you install so much as for you to use as a source for body meshes to be used with Blockhead to give the player a unique body compared to all the other NPCs (say if you wanted your female character to be E cup but all other NPCs to be B cup). So my question for you is ... are you looking for your character to be unique from the other NPCs?
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