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Drakeero's Achievements
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Would be nice if there was an option to walk into the dungeon and casually pay off lesser bounties (like that 40 gold bounty in Whiterun I have) no muss no fuss, no awkward "You must be mistaken" conversation with a guard. "There's no need to make a big deal out of this, is there? Here's the gold."
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I see that yes an entirely new form of NMM is being worked on, but in the meantime I'm wondering if users are still working on small work-around solutions for stubborn issues. For example I seem to have been bit by the new NMM bug that doesn't launch SKSE for Skyrim fullscreen. Other people have and the only solution appears to make manual .ini edits located in individual profile folders. However my copy doesn't seem to be producing any .ini files at all to edit so I don't even know what they're supposed to be named much less what else is supposed to be in them. Should I just track down my skyrim.ini from the mygames directory and drop it in to the playthrough directory? Edit: Turns out, don't even have to move it. Just need to make sure the correction is made in Skyrim's own .ini and somehow my NMM was nice and decided to use it. Maybe this will help others having a similar problem.
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I've been having trouble getting this process to work. The shield rack above the bed in Breezehome disappeared. I tried a similar trick (after removing a mod that was glitching some meshes and making objects and walls disappear) but it had no effect at all. Just to test, I tried repeating the process above in other locations by deleting a section of the floor, enabling it (but it wouldn't reappear), stepping outside, then using pcb and then resetinterior with the appropriate cellid. Nothing would change. It doesn't seem like I can get resetinterior to do anything meaningful. The wikis and this thread make it sound so simple but nothing happens. What am I doing wrong?
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Very relevant to my interests. It never ceases to amaze me just how many mods are made but some areas are completely overlooked. And sometimes when/if someone does fix something its part of some special overhaul they work on that isn't for everyone. I've tried the pcb and resetinterior console commands in unison but that just forces a respawn of items, not even monsters. I heard something about "dungeon variables" but I haven't seen any console commands for accessing those yet. I will keep looking though.
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Dimonized UNP Body self-destructed, can't find useable advice
Drakeero replied to Drakeero's topic in Skyrim's Skyrim LE
Whatever voodoo that thing uses worked beautifully. Thank you so very much. -
In a nutshell, I installed Dimonzed UNP Female Body. I intentionally ignored the UNPB, and the CBBE crossover.... thing. One, I wanted slightly better looking women not supermodels and two (and this one is really important), the mess was too damn complicated. I actually wanted to play the game someday. Unfortunately, I didn't keep very good notes as to how I did it. I -may- have used a UNP compatible texture pack. I used both with the Nexus Mod Manager. I think I just activated the mod, it set it up, asked basic questions like "underwear no/type1/type2" and "shaved,unshaved" etc. and in it went. While I used a custom race it cooperated with UNP beautifully aside from a slightly more pronounced neck seam but ah heck I was happy. I could overlook that, and it didn't show up (or I didn't look closely enough) at the NPC women to see it on them. 76 mods later of all sorts I'm happily mosing along and NMM says it wants to "update". Being the idiot I am I forsook my oath to never update stuff because I'm one of those poor, clueless bastards for whom updating things usually breaks them far more than letting them go obsolete. After updating itself, it looks like NMM took the liberty of BLAZING through my modlist and updating them as well. I say "it looks like" because the blur of words was too fast to make out anything more than what looked like bits and peices of the names of the various mods I had downloaded. Then I try to play and it looks like all the female bodies in the game have about.... a grand sum of maybe 40 or 50 flat surfaces composing their bodies including faces. Really, I can rotate the camera and it looks like facets of a gemstone lighting up, only gemstones look awesome because they're supposed to look like that. It makes people look hideous. I've tried disabling/renabling the mod (i've used BOSS, always used BOSS right from the very beginning), I've redownloaded it entirely, tried manually installing it, etc. etc. I never get presented with a similar set of options as I did the very first time, and it never gets better. I've looked at the issue with Bethesda's textures overwriting UNP's textures, and the fix for that. Didn't work. (Besides, if that was the problem wouldn't it of struck right from the start?) Admittedly, my memory is faulty. I can't remember if I used a complementary texture mod with the UNP base body. I seem to remember a nexus mod with alot of pictures of skin textures and faces, however all attempts to find it again have failed. I have found a mod that looks -similar- but based on the pictures does not create the effect I originally had. The one I'm thinking of either never existed, or has since disappeared. I've tried looking for different UNP compatible textures and faces. It's a science, a truly grand science. Also one I don't give a crap about. Whatever I did was not fancy. It was plug and play, and it worked. I do not want to foray into this science because I'm no good at it (seriously, no good can ever come with me trying to play with a texture blender. Mostly because I doubt that it even addresses my problem in the first place). If there isn't a simple solution, or some big fancy update utterly broke the mod beyond repair, just tell me and I'll give up and go back to vanilla female bodies and get back to what's really important, playing the game.
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I first encountered an unstable cell somewhere in the "vincinity" of Kvatch I believe. Trying to enter it caused an immediate CTD. I say somewhere because I thought little of it and mostly ignored it. Just walked around and continued on my way. Didn't miss out on anything except maybe some alchemical plants. However, I began walking down to Leyawiin to finish my mage's guild recommendations and pick up my third playerhouse. Since I use a mod that disables fast travel until you reach the locations I had to follow the road down from Bravil. Along the way I came across a large "square" of missing terrain. On the tab-map it was indeed an empty square filled with water. A wooden bridge stopped mid-air and it was just a bunch of water with what looked like a second ground underneath it. The only "ground" that still existed was that second ground that I noticed using the no clip console command elsewhere. The ground you're actually supposed to walk on as well as all the trees and rocks was missing. At that far end of this missing square the path simply started again as if nothing happened high up in the air. Now its gotten very bad. Approaching Leyawiin is a little difficult as there appears to be an unstable zone just outside of the city along its northern wall and extending out over the river a little bit. I have to stick far to the west or east along the paths and not stray inwards in order to reach the city without a CTD. If I enter Leyawiin from the west side everything is stable at first. The "crash line" is a north/south line running straight down Leyawiin that seems to start quite ironically at "The Dividing Line" up north and extends all the way down to the southern wall. Thankfully the Fighter's and Mage's guild are still accessible but nothing beyond them. Entering Leyawiin from the east gate is an instant CTD as soon as soon as the loading bar finishes and the game loads up the city on my screen. [i can see the buildings and guards and all, and I think they might be moving for a fraction of a second rather then frozen before the crash.] I do have a bunch of mods ranging from OOO and MMM to some weather mods, but I don't have any mods that I know of that are actually supposed to change the map in any sort of way. Is there a process I should follow to try to restore Leyawiin to functionality so I can complete any quests? Or is the problem likely so bad/difficult to fix that I'd be better off spending my time finding the console commands to warp to any interior cells I need and/or adjust quest stages?
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After a bunch of trial and error I've discovered that adding the weather override code ,1 after a fw console command will only work with the weather supermod disabled. And, for some reason even with vanilla I can't seem to get the sw console command to work at all, unless I'm just being impatient and it takes over an hour of in-game time to work. When All Natural is in use fw works normally regardless of the ,1. Sometimes the weather reverts in about 20 seconds, sometimes as short as 5. Is there any way to get permanent weather with All Natural? [also, how would I go about digging up all the "new" weather codes to use with the fw command?] And just an interesting little discovery, if you want a really surreal experience, just go out into regular old Tamriel and go fw c42de. That's the Sigil Whiteout only without all the flames and everything falling to peices when you grab a sigil stone. When its perfectly calm and you're walking through a forest or over fields its really surreal and dream-like with the distant chime noise rather then any wind. Nothing really major, just a cool little thing I noticed.
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Oh yeah, by merge I didn't mean just slapping them together. I meant go through, find the source of conflicts, and trim out or add stuff to make them play nice. And thanks for answering the question. I ask because I recently tried a short-lived translation project that was dangerous to announce because the original designers were so xenophobic that just hearing that it was being translated could make them very angry and they'd stop distribution completely. I know that we're not as extreme over here but it would probably be polite to ask anyway.
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I've recently gotten the massive Mod Archive and I am having a fun time browsing through it. All in all I can easily put together a rather large list. Some big ones like OOO and MMM, Weather: All Natural, [FCOM if I had the skill to do it], and a bunch of small ones like the new Jade items clutter. But being the sucker I am, I like looking over the huge amounts of items, armors, weapons, and location additions. Since conflicts are such a problem and I figure there is a point at which Oblivion doesn't want more mods is it possible to open up multiple mods with one set at the active mod, and transfer everything over into a single plug-in that is now conflict free rather then trying to load multiple .esp's? Also, if you refrain from redistributing these modified super-.esp's, is it still ethical if the original authors didn't want their work modified?
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Since getting various mods to work is such a horrible process for me frought with numerous re-installs, conflicts, mixing whatchamacallits, reading bad readme's, and getting served by Wrye Bash whenever I touch it I've decided that perhaps the best solution to my problem is to have two or possibly even three installs of Oblivion on my computer. I don't mind them all sharing the same saves and whatnot, that's fine. I don't care about that. I just want separate game folders with their own mod configurations to serve as a back-up that won't require a fresh install and a playground to test out new mods to see how to make them work and if they're any good or compatible before I try to further upset the very delicate balance of mods that I have working right now. My buddy says this is impossible. While he does know a bit more about working with Oblivion then I do, I don't think he's quite a know-it-all either. [After all I was following his instructions when Wrye Bash corrupted my Shivering Isles .esp and turned all my rain bright purple.]
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Thanks for the help so far. Things are coming together now. I did learn that a bit of my problems seem to be coming from not invalidating my archives with OBmm. Once I did that my new stuff showed up. As for the level changes they were simply. I was trying to add the new ring I was making to the cave portion of the very first section of the Imperial Prison you start in. Since that was beating me so thoroughly I just altered a closely related ring that existed already and player.additemed it in. Now my problem is bright purple rain but that isn't a TESCS problem, I think that's because of Wrye Bash going crazy. I might have to go start a different thread for that.
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This is because they are locked away in the .bsa file. If you open the OBMM and click on Utilities, then BSA browser, you can select the Oblivion meshes or textures in the new window that opens for you....you can then extract any to folders of your choice. Where should I put the extracted files for Oblivion and the TESCS to find them? Do I need to put them back into a .bsa file for the game to use them or can I simply unpack all the .bsa files into their original folders and leave them like that? [is that even recommended/safe from a performance standpoint?]
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Alright, I have gone searching for troubleshooting guides, pre-existing forum topics with the search feature, and even the TESCS wiki. I've been at this for awhile and I haven't found anything that helps me. Maybe I just haven't found some completely obvious trouble-shooting guide, or maybe my problems are more obscure. I'm not sure which. Either way.... I'm having that problem where changes I made using the editor do not show up in game when the .esp is loaded. The four changes I've made are a new spell, a new enchantment, a new ring, and small changes to the starting cell to add the new ring. The spell and ring saved properly and will show up if I close and open the Construction Set again, however their FormID's are rather... unique and don't follow the pattern of any form ID i've seen so far. Obviously, trying to player.addspell or player.additem either of them does not work at all. The changes I make to the map will simply not save to the .esp. Closing and opening the construction set will completely reset the cell. I haven't seen a very detailed response to this problem, but with the various sketchy answers here and there people say this is a version problem. My Oblivion is up to date with Knights and SI [however it is the GOTY retail version] and I downloaded the latest version of the TESCS straight off of the Elder Scrolls website. I am running Win7 but have already reinstalled my Oblivion outside of the UAC zone. [reminds me of that corporation from Doom....] Oh, and I almost forgot. I'm quite stumped by the .nif and .dds files to give the ring images. When I try to find one it simply takes me to the /meshes and /Data folder respectively. The only files that come close to those types look like modelling files for the PC and NPCs. When looking at other rings they have more complete paths to their files like Clothes\Ring\Ringsunfire.dds. According to the Explorer search feature, "ringsunfire" does not exist anywhere on my computer. The \Clothes folder is nowhere to be found either.
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Ah, wow. That worked very well. I re-installed the game, then instead of re-installing Wyre Bash or all my other mods I just dragged and merged the old (x86) folders with the new folders in the new directory. Everything's working fine so far. Cheers! And to good fortune with the future use of Wyre Bash!