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oc3

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Posts posted by oc3

  1. Thanks Vyper for taking the time to write all that. I tried everything you suggested and nothing. I select statics and try dragging various meshes from Strotis Kitchen tools into the list view and nothing happens. I've tried other meshes too, it's not Strotis meshes that are the problem. This is with ONLY oblivion.esm selected. Never got an asterisk either.

     

    Any more ideas? If not thanks again.

     

    OC3

     

     

    Hmm...I'm at a loss. Are you able to import meshes the long way? (i.e. right click in the appropriate list, select "New", navigate through Oblivion/Data/Meshes and select the mesh)

     

    Yep, Doing it the long way works fine. That's the work around I'm using now. It's just more time consuming. I'll probably be finished by the time I figure this out. LOL

  2. Negative.....works fine.

     

    From what you have said so far, there is no apparent reason why dragging should not work. You have no issues with Windows; you say you are dragging to a valid object tree. It just doesn't make sense. I'm stumped.

    Thanks for trying!

  3. Off the top of my head, doesn't the game see dead creatures like rats (as opposed to NPCs) differently than the CS, ie. ethereal... no collision? I could be talking hogwash, but I don't ever remember 'tripping over' a rat or such in-game.

     

    Your probably right.... that confirms what I thought I read. Perhaps it's just much more noticable on a highly scaled up creature. Pretty sure you never tripped over a dead troll/goblin/ogre,etc?

  4. I've run into this a few times myself. The problem is usually that I'm trying to import objects into the wrong list (I.e. an animated object into Statics instead of Activators).

     

     

    It's possible that the meshes are actually being imported, but they're just hard to find. As Hickory said, in order to proprly import them to the relevant list, said list must be selected and displayed (Statics, in the case of Stroti's Kitchen Tools). At the top of the list, there are names for the columns (Editor ID, Count, Users, Model, etc.). Between the "Editor ID" and "Count" columns, there is an expandable column for Form IDs. Expand it and click on it (specifically, click on the words "Form ID"). This will arrange the items by Form ID number from highest to lowest. Click on it again to reverse the arrangement. Any newly added meshes will have a Form ID starting with 01 (assuming the only .esm loaded with your mod is Oblivion.esm). If the desired meshes were indeed imported, they will appear at the top of the newly rearranged list.

     

    Another test you can try is this:

     

    1. Start a new plugin.

    2. Try to import a mesh into an appropriate list.

    3. Look at the top of the CS window. If there is an asterisk * next to the words TES Construction Set, this means something has been changed and you can use the Form ID trick I mentioned above to quickly locate the newly added mesh.

     

    Thanks Vyper for taking the time to write all that. I tried everything you suggested and nothing. I select statics and try dragging various meshes from Strotis Kitchen tools into the list view and nothing happens. I've tried other meshes too, it's not Strotis meshes that are the problem. This is with ONLY oblivion.esm selected. Never got an asterisk either.

     

    Any more ideas? If not thanks again.

     

    OC3

  5.  

    I tried replicating this, to rule out any Windows 7 funkiness. I run Windows 7 64bit, and I do not have the CS in compatibility mode. I have my Oblivion installed in E:\Games\Oblivion\ . I have Stroti's kitchen meshes installed in \Data\Meshes\clutter\kitchenTools\

     

    So my question is: what is your folder structure for the meshes?

     

    C:\games\Oblivion\Data\meshes\Clutter\kitchenTools and Oblivion is installed in C:/games/Oblivion. I get the little plus sign when I drag into the object list but when I release the mouse button, nothing at all seems to happen. I have even tried to search for the newly created object using the 'find text' feature to no avail. Assuming it will be named same as the nif. Oh, I've also tried without comp mode on. This is probably something really simple that I am doing wrong because I've tried 'all' of the complex stuff...I think.:wacko:

     

    The Vyper has offered another way to check to see if the objects have been added so I'm going to try that now...

  6. Thanks to the both of you for the constructive response. I think it's good advice. Is there anything though, if I were to leave it out, that would be condidered a total foul?

     

    I'm actually getting sick of working on this mod after 270 plus hours (not all on the house) and I'm wanting to finish the upper floors of the house quickly. I plan on having weapons racks and some place to put armor at a minimum, but I don't really care for doing spell alters, alchemy, etc.

     

     

    Can anyone recommend some preferably automatic weapons racks and armor racks/mannequins?

     

    Thanks again,

    OC3

     

    Cloud Top Falls, Coming Soon....Landscape overhaul, Player Home, mini quest.

  7. Hmmm, that's the problem I usually get. Are meshes in the meshes folder? UAC? Can't think of anything else.

     

    So it happens to you too then? Glad to know I'm not the only one. I've tried various locations in the meshes folder. Nothing helps. I'll check my UAC setings.

  8. Is the name of the mesh identical to an existing object? Try renaming it to something unique and see if it works.

    Nope, I've made sure that the name is unique. I even searched for it with find text, just to be sure.

    Thanks though.

  9. Has anyone else had problems with being able to drag files from the meshes folder into the object window? I can't get it to work and have tried everything. I have even stumped ShadeMe on this.

     

    I'm using windows 7 and I am running the program in compatability mode and as an administrator. It doesn't seem to matter what mesh I use or where it is located in the mesh folder. I am also making sure that it has a unique name. I'm using CSE 6, but have also tried it with the original CS.

     

    I'm open to anything no matter how simple or basic it may sound.

    Thanks

    OC3

  10. If I want to preview a mesh, I usually use NifSkope. I might also open two CS's and use one for editing my own mod and the other for looking at another. But drag and drop is very quick anyway so I sometime simply use that and delete the base object afterwards if the mesh turns out unsuitable.

     

    Sorry to be a bother, but I've spent an hour trying to get drag and drop to work. Ifigure maybe the folder structure has to match an existing one, so I tried that. I drag it in, it gives me the little plus sign and nothing happens. Tried it 2 dozen different ways. I'm stuck,

     

    what is the trick to getting it work?

  11. If I want to preview a mesh, I usually use NifSkope. I might also open two CS's and use one for editing my own mod and the other for looking at another. But drag and drop is very quick anyway so I sometime simply use that and delete the base object afterwards if the mesh turns out unsuitable.

     

     

    Thanks for the tips. I really appreciate your help. Keep up the good work.

  12. You typically don't need a master to include meshes in your own mod. In most cases, you can simply drag the mesh from Windows Explorer into the object window and instantly have a new base object. At worst, you'll have to manually create a new object and input the file path yourself.

     

    If a resource adds thousand of new meshes and/or includes lots of scripting, then maybe it would be quicker (though more complicated) to do a merge.

     

    Thanks Lanceor,

    I didn't know about being able to drag into the object window from windows explorer. That's pretty convenient. I had been creating manually up until now.

     

    I would still like to use the modders resource esps so that I can preview the objects and then copy and paste. What is the preferred method when taking that route? Do you see any problems with the method I described last?

    Thanks

  13. Pretty sure the useful meshes collection is huge and not really ideal to add as a requirement. I would suggest to take the meshes/textures you like and create your own mod. Ideally with new path names so they won't conflict. If you're adding many resources I would suggest creating your own BSA file.

     

    Thanks!

     

    I'm only planning on adding the meshes and textures I actually use in my package, but I'm not so sure how to handle the esp/esm issue. What do most of you do about that? If I use the provided esp to make it easier on myself, then my mod is dependant on their esp. As far as I know merging mine with theirs would only impact the testing area they provided in the esp...for instance, missing meshes/textures...not a problem for a player. I think.

     

    Anyone have any other advice?

  14. Hi!

     

    I'm planning on releasing a new mod that uses assets from several modders resources. Most of the use an esp file to allow copy and paste as well as preview. One of them, Useful meshes collection uses an esm.

     

    My mod will be dependant on those esps/esm, so should I just merge the esps into mine when I am done or what? And what about the esm file?

     

    I'm sure someone very experienced has done all this before, so what is the best way?

     

    Thank you all.

     

    OC3

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