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oc3

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Everything posted by oc3

  1. Pretty sure that's normal. I don't think the far nifs can toggle between the two different textures so they use the lit one. Maybe you just never noticed it before? I could be wrong though.
  2. I just looked the file in Nifskope and there is something odd about it. Don't know if it is the problem or not. It is there even in the original Bethesda version. The NiTriShape block has a translation value entered while all the other wall meshes do not. Maybe that's why it is appearing when it shouldn't. Any Nifskope experts care to take a look?
  3. Update: While waiting for TES4edit to run, I looked, and RAEVWD uses several _far nifs for castle walls. Under meshes /architecture/castles there are several called castlewallcurve and castlewallcurve that look EXACTLY like what is in the video. Your problem has something to do with one of those files I'm sure. I would use formID finder to identify the full scale mesh and then it will be easy to find which _far nif is associated with it. If it's not a corrupted mesh, then something is telling the program to render that _far. nif file there.
  4. Keep the suggestions coming, but it does it across all save games of both of my playthroughs, also during my first playthrough i had this problem and i somehow fixed it through "some type" of texture pack removal/addition ...but i have no clue which....been a long time. And when I say the same problem, I mean identical, same spot, same texture. I wonder if it's just a corrupted mesh file. I had a similar problem once. The very base part of the sewer exit kept appearing randomly throughout the world, generally within a few cells of where it was supposed to be. It would appear at odd angles and also in various colors and also would disappear depending on the viewing angle. It took me forever to figure out what it was. I finally noticed that the base to the sewer exit was not visible where it should be and figured it must have something to do with the mesh. I replaced the mesh file and that fixed it. You can use BSA commander to extract the file from Oblivion meshes.BSA. Later on the problem happened again and I think it may have been QTP or RAEVWD that did it after reinstalling. Could be that just my copy had a corrupted file. Anyway, check all your texture replacers to see if they include any mesh files. If they do, you should be able to narrow down which file is. Then just replace it. Being that it seems to use low res textures, you may want to look at _far.nifs first.
  5. Try loading an older game save. Keep going back further and further and see if the problem goes away. If it does, then it's a game save issue. If you can find out what mod was causing it, you can clean your save with wrye Bash. Be careful though, any quest info related to that mod will be gone if you do.
  6. I think the problem is Colourwheels LOD. I'm using it, and I found several rock LOD meshes that were misnamed without the _far ending causing them to render in game up close and without collision. I didn't run into the wall issue yet though. Colorwheel has released a newer version that has fixed a lot of things, you might try that. Run TES4LODgen after that. If that doesn't fix it, find the mesh that is causing the problem and rename it to filename_far.nif and then run TES4LODgen. Good luck. OC3 Update...I checked all of the meshes in the old version of Colorwheels LOD and I did not see any mis-named meshes for walls. It looks like your problem lies elswhere.
  7. Thanks Lanceor! That was the problem. My brain was too numb after hours of modding to think that clearly.
  8. I bet you're right. I probably forgot to put 'player' in that one script. Didn't even think about that. Will check as soon as I get home. Thanks!!
  9. I'll give more detail later...I'm done for the night. ANyway, I have created several trigger zones all of which have unique IDs and they all work as expected. One of them, however, Consistantly activates 2 to 3 cells away from its center. I have deleted it, renamed it, resized it smaller X 4, recreated it from scratch even,... with the same results. Nothing seems to matter. Does anyone have the slightest clue what might cause this? Seriously, any guess is appreciated. Thanks OC3
  10. Just remember that we don't learn unless we make mistakes. :tongue: Thanks, I needed a boost.
  11. Once you invoke the 'Activate' command in an OnActivate block, all else is passed over (ignored). Your script should read: ScriptName CTMGoneNote Begin OnActivate SetStage CloudTopManor 20 Activate End Thanks Hickory, I tried that too. I finally got it working though. After realizing that there was literally no reason why the script would not work, I just recreated the note from scratch and gave it a different name. I think I messed something up when I added a reference editor ID for the note after I already had everything working. Thanks everyone for their time and help. OC3
  12. Here is the script that I am trying...Ive tried with and without the activiate command in line 3. When in game activating the note only brings up the note text, and my speechcraft levels up since the note teaches speechcraft. The console says I'm still at stage 10. If I force stage 20 via the console, the proper journal enty and marker appear. I'v double checked the spelling of the quest and also that the note has the correct script attached. What am I missing? ScriptName CTMGoneNote Begin OnActivate Activate SetStage CloudTopManor 20 End
  13. DocRob,Thanks, <BR>I have tried it both ways, with and without the activate command. I'll also post the script as soon as get back from lunch in a couple of hours.
  14. I've been stuck for a week on this and it's time to beg for help. This is my first attempt at a quest. Ive created a startup enabled quest that I finally got to start working after making a quest script that sets the stage to stage 10. (Shouldn't it start without a script if it's startup enabled). Everything is fine at this point. The next stage should begin after I pick up note. I've created stage 20 and journal entry with no conditions. I also created an object script that I attached to the note. The script uses 'begin onactivate' and then 'setstage 20'. It compiles with no errors When I click on the note in game. Nothing quest related at all happens. No JE no marker. This should be so simple I don't understand why it's not working. Stranger still, It seems like it did work once, although that was about a week ago and my memory is fuzzy. Since then I have added more quest stages and another object script. Is it possible that what I added later made it stop working? Doesn't seem likely. Anyway, Thanks for any help OC3
  15. I solved this problem by creating messages and then adding them in the teleport tab. The message title is displayed when you mouse over the door. Check my SkyHenge mod. All the exterior doors go to the same cell, but they have different descriptions. Thanks for the info. Perhaps there is more than one way. I also fixed it by assigning a new ID to the cell and renaming it to whatever I wanted. I could not change the name of the cell until I gave it a new ID. Kind of going by memory, but I think that's how I did it.
  16. Thanks, I figured the cell had much to do with the description, but I can't find a cell with that name. I can't believe that no one else has complained about the portal descriptions on this excellant mod before me. It's quite old. Not to worry. Thanks for your help, Perhaps I did something wrong in the install. Seems too obvious a problem for someone not to have mentioned by now.....Must be me. Thnaks, again. OC3
  17. Right, but I'm talking about right up close. I can actually see my edits in the terrain AND the original at the same time. Raising the terrain is fine since my edits would be above the original and be seen, but when I lower the terrain, the original does not change and hides the new terrain which is below and actually viewable if I toggle collision and go through the mesh. I hope I am making sense. I've never seen this behavior with terrain before. I am thinking that it is not possible to fully edit the terrain outside the borders. I'm open to any more ideas, thanks. OC3 Update, I discovered that the original terrain that does not seem to change has no collision...you can walk right through it. Which is consistent with LOD terrain. So, I decided to go ahead and rebuild my LOD terrain but it had no effect. I game both terrains are visible with the original having no collision.
  18. Is it possible to edit terrain past the border regions? I'm trying to create a UL landscape near Cloudtop and I have found that even after I lower terrain past/near the border, the changes do not show up in game. The changes show up fine in the CS though. Also, in game, If I TCL in the console and fly through the terrain mesh, BOTH terrains are there. One is just below the other.??????? Any ideas or help? Thanks, OC3
  19. I just started using Frostcrag Reborn and I am having a problem with the teleportation portals...The description of the portal does not match its destination. For instance, in the main level, the portals say "Tester House Bruma Mid" in other places it says "Test House Bruma" They work fine though. This seems like a leftover from the modding process to me, But I can't seem to fix it. First, does anyone else have this issue? Second, I've gone into the CS and have found no reason why they would say that, unless I'm missing something. There is no cell named "tester house bruma mid." The ID for the portals also has nothing to do with it. I've also looked through all the scripts for clues with no luck. Does anyone know how to fix this, so that the displayed description of the portals on screen can be changed to something more descriptive? Great mod by the way. Thanks P.S. I also posted this on the comments thread for the mod, but the author no longer works on the project so I thought I'd ask here also.
  20. Figured it out. It means the mod has dirty edits.
  21. Nothing wrong with posting here. It is the mod troubleshooting thread afterall.
  22. Recently some of the mods in the mods tab of Wrye Bash have been underlined in black. I have searched the documentation and also in the wikis and have found no explanation of this. I'm using a pretty recent version, so maybe the documentaion hasn't caught up yet. Does anyone know what the black underlining means? Thanks!
  23. Has anyone else noticed that when it is near sunrise or sunset times the lighting on buildings and other structures seems to have a greenish tint? Talking about nearby buildings not LOD. It only happens for a little while during just the right time window. I don't recall this happening in the past but maybe I just never noticed it. thanks
  24. Thanks Gruftikus, Apparently I have gone months without noticing them myself. Although I could swear that they were not there earlier. They really seemed to appear suddenly. I really wonder if it is possible that I previously had some combination of mods or settings that got rid of them. Would view distance settings or any other INI setting have anything at all to do with how far the engine renders full terrain textures?
  25. Has anyone seen anything like this before. It suddenly started happening to me. If you look in your landscape LOD folder under generated, you will see the textures for the distant landscape. In my game, wherever the edges of these textures meet, there has suddenly become a very obvious and obtrusive line off in the distance. The near terrain textures are fine. I'm using LOD landscape generator and to TES4LL to generate distand landscape and have no problems until now. I'm also using realistic terrain normal maps with fake shadows and have no problems with it either. I've inspected the textures and their normal maps and there are no obvious irregularities at their edges. Any ideas?? Here's a pic.... http://tes.nexusmods...e.php?id=114090 Thanks
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