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oc3

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Everything posted by oc3

  1. OK, Thanks for reading this. I am very perplexed here, and I really want to understand why these mods are not getting more attention. It seems that the better and more impressive my mods are, the fewer downloads they actually get. The main two that I am referring to from the list below are Imperial City Lighting Overhaul and Physics Enabled Immersive Sewer Exit . I think my others are a bit under rated also, but these two are my latest and possibly best work, and have very few downloads, but thousands of views. IC lighting Overhaul (for Better Cities) is the one that has the greatest impact on visual experience and immersion of the two based on quantity since it affects several places in IC . I think you will find that the quality is very good also. The Physics Enabled Sewer Exit mod is very cool and unique ( not to mention innovative) , but only affects a small portion of the game. But why not try it out anyway, since there is no other mod that does this? (that I know of) Is it simply that people have come to the point that the only popular things are manga, anime, and sexy clothes? Not knocking it, but maybe I am just a bit late on the scene. Please take the poll, it only allowed me 3 questions, but feel free to add any other comments to your reply. Thanks! OC3 My Mods: Better Clocks for Cyrodiil Better Clocks for Better Cities Better Rainbows Imperial City Lighting Overhaul Immersive Prison Sewer Exit Physics Enabled Immersive Sewer Exit Glowier Nirnroots Scarier Orcs
  2. Thanks Sendo75, At least I can access them now, but I think that is too many hoops to have to jump through. It would be much simpler to just show the coments next to the endorsers name or click the name to show them like it used to be. I hope it can be put back the way it was.
  3. have the endorsement comments gone away? I can no longer see the comments made by endorsers and can no longer make a comment when endorsing anothers mod. I liked the idea of leaving comments, but if you have decided not to put them in the old spot, maybe they could be displayed in the regular comment section. Thanks!
  4. Did you ever get this figured out? I am having the same problem and have some additional troubleshooting info on this thread: http://www.thenexusforums.com/index.php?/topic/423627-custom-blood-colors/
  5. Latest info, I found 2 new nif files and 2 new tex files that look like they should be related to blood decals. Blooddecal01 and 02 .NIF which are linked to bloodstain01 and 02.dds. I tried changing the color of the tex files to yellow as a test expecting it to change every creatures blood, again just as a test.. Was unable to find a way to assign a Blooddecal.nif to a specific creature, so unless I missed something (very possible), it seems that every creature/NPC/PC uses the same ones. Then the puzzling part....... After I changed the textures mentioned above to yellow, and loading through wrye bash, I expected to see everything have yellow blood decals. In reality nothing changed. I am starting to beleive that all of these blood decal textures and nif files are leftovers, and that the blood decal colors are hard coded. I am no expert on that subject though, so could someone with some expertise look into this? It sould be great to see different creatures have different color blood. But maybe the fact that no one has done it in the past 7 years means it is not possible..... Thanks, OC3
  6. Video is now uploaded. http://www.tesnexus.com/downloads/file.php?id=39928
  7. Thanks Ragna, I looked in the effects shaders tree and there was nothing for blood. I decided to test something by placing a Lich outside my sewer exit. I noticed that when I struck it, the blood decal and the ground was BOTH red AND black. It seems that it may not be possible to totally change the color of a creatures blood after all. Does anyone else have any ideas or think that this idea is worth pursuing?
  8. Thanks Could you clarify? The only place I know of in the CS to see the texture is in the creature menu and on the blood tab there is a place to select the nif file for the blood spray and another to select the dds file for the blood decal. There does not appear to be a shader mentioned there. The preview of the texture on that tab appears as I intend. Is there someplace else that I should look also?
  9. OK, this is crazy. I changed the crab's blood decal texture in the CS to be the Lich blood decal from the BSA archive which is supposed to be black. In game the blood decal is still red.
  10. UPDATE: Per the previous question, I looked in the BSA Texture file, and there are no normal maps for the blood textures. Some textures are just that way strangely enough. I wish it would have been that easy. Any ideas? Also still need an answer about the Lich blood color question above. Thanks in advance. OC3
  11. I have recently released a new version of my Immersive Prison Sewer Exit mod called Physics Enabled Immersive Sewer Exit. V 2.0 Is a quantum leap ahead of the previous version. Along with the other improvements that have already been made, It raises the water level even more, and enables the physics on 90% of the clutter in the sewer and around the outside of the sewer exit. Floating crates, boards, bits of wood, barrels, and their contents will react realistically to the world around them. It must be seen to be believed. Please check it out, It may be just a small part of the world, but it takes it to a whole new level. You will wish the entire game was like this. Perhaps just one vote for file of the month would be nice too. I seriously don't expect to even compete, since it's not a sexy armour mod, but it deserves to be considered.:smile: http://www.tesnexus....le.php?id=39928 Thanks! OC3
  12. Exellent point. I had not considered that. However, I don't think the original had one either. I'll check though. But even if that is the issue, since the program should be looking for MY texture file, if there is somethin wrong with it, it should show up black, pink, or not at all. Yet somehow it is still using the vanilla texture. I will check as soon as soon as I can. Perhaps it is reverting back if my tex file is jacked up. Also, I found that there is a unique blood texture in the archives for the Lich which is black, but I can't remember actually seeing black blood from a Lich in game. Can anyone verify that Liches have black blood. Because, if it is actually red in game, then it may mean that it is not possible to change the blood decal color and the black textures are just leftovers that did not work out. Thanks!
  13. HI there, I am trying to make a mod that alters the blood color of crabs, spiders, and land dreughs(don't know if I spelled that right) to more of yellow/brown color. Crab and bug guts are definately not red. Anyway, the blood spray is working fine in game, but the blood decals are still the old red version. I have added a new texture file called CrabBlooddecal.dds and have linked the crab model to that file via the options in the blood tab of the creature menu in the CS. The tex file is located in the same location that the other blood textures are. Still, the blood spray nif works fine, but in game the blood decal does not change. Does anybody have any idea why one would work but not the other.
  14. Hi, Is there any way to add working physics to objects so that they will respond to naturally without having to use bhkboxshape or bhkcapsuleshape? I can get both of those to work fine. The problem is that certain objects, such as a barrel or other irregularly shaped objects use either a bhkconvexverticeshape or bhk somethingmoppsomethingtreeshape. I can't get the convexvertex shape to work at all and the tree shape thing always falls through the floor.:wacko: An apple uses a CV shape so it must be possible, but I have no idea how to create a workable NEW CV shape so that it will match the object I need. I do not know how to create the vertex information matrix for it. I'm happy to stick with the tree/mopp shape if I can get it to stop falling through the floor. Any suggestions? Is there a better place to post this? I've scoured the forums and other sites for info, but no luck. Thanks for the help.
  15. Thanks! Looks like the same thing. I also recently installed obge 3 because the latest liquid water requires it. I'll take a look into the obge documention and see if there is solution and let them know about the problem if they don't already.
  16. I also tried reloading the mesh in case it was corrupted. Also, this does not happen in the CS, only in game and at certain angles (most angles). Thanks
  17. Thanks! Looks like the new version is a good improvement.
  18. This is the strangest thing I've ever seen. Fort Chalman I think is the name. To the northeast of the prison sewer exit. Anyway, The light source in the brazier inside the tower ruin to it's immediate south is illuminating various parts of the fort itself. It seems that anything with the same texture gets lit the same way the tower gets lit. It will do this in a repeating pattern similar to the way the texture repeats. I have tried moving the light source to inside the center of the fort and the same thing happens. Looking around inside the fort, I can see the circular pattern of brightness from the single light source repeated at various places in the fort. To paint a better picture of what is happening, imagine placing a lamp next to one wall in your living room. The light is only large enough to light a small area on that one wall. But instead, each wall in the living room and kitchen all get an area of light. That's what it looks like. I changed to apply mode from hilight to modulate on both models with no difference. I changed the UV map so that none of the faces overlap, didn't help. Does anyone have any idea what is causing this? I have not seen this on any other model, and I can't be certain when it started happening. If there is a better place to post this, please let me know. Thanks!
  19. Thanks Tom, I guess you are having the problem also? I believe I have solved it. Or rather Arthmoor did. I just checked and there is a newer version of RAEVWD and it even mentions the issue in the readme. The newer version 1.92 fixes it. It was related to specular data in the meshes. Anyway, I installed it and it seems fine now. Here's a link to the new version. http://www.tesnexus.com/downloads/file.php?id=20053
  20. Still have not found the cause of this. Although RAEVWD may have something to do with it. I would really like to hear whether or not anyone else is having this issue. Even if you don't have a solution. If you have never seen this, let me know that too. Thank you.
  21. Is there a mod that edits the land LOD meshes so that buildings in the distance don't look like they are floating? I've been trying to do it myself, but I'm having trouble getting the nif file to work after I get it out of Blender. Thanks!
  22. Nevermind, I got it figured out I think. I just had to figure out that it names the LOD nif files according to their quad address. Then had to get used to looking at the lod meshes because they don't bear much resemblance to the real world.
  23. I'm trying to get rid of some floating buildings and such due to the land lod mesh being crappy. Is there a way to edit the LOD files? Or any way to generate one for a single cell based on the full landscape in that cell? I tried generating lod for Tamriel in the heightmap window, but it doesn't seem to be all of Tamriel, and doesn't include the area I need which is around Fort Caracticus. Its one of the floaters. I don't mind just editing the mesh myself in blender if there is a way to access the LOD files. Thanks!
  24. I turned off HDR and the problem is still there. Haven't tried with bloom, but if it's there without HDR, I don't think turning on bloom will make it go away. I take it no one else is having this issue?
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