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IkeCoast

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Everything posted by IkeCoast

  1. I sincerely think your grandkids have come to know you well enough to not raise an eyebrow upon any of your... eccentricities, matey. Cheers!
  2. But... but that's not normal. That goes against the Laws of Nature. Your CSE should have badly crashed after the first batch of five or six tiles added. That's sorcery, necromancy. Wait here while I prepare the pyre to burn you, you witch! However, once you start to add the tiles to your interior cell to build your Vault, save as often as you can. Cheers!
  3. What? You managed to add ALL the tiles without the CS bursting in flames? SAVE RIGHT NOW, HURRY! You don't need to redo all that, the reason to save every time you add a new tile is to be sure you don't lose your work if your CSE CTDs you in the face. Cheers!
  4. You need to do either of two things: A) Use the tileset example esp as a master for your mod, then the pieces will show in your Object Window list in the CS. B) Create new pieces inside your mod, without using the tileset example esp as a master. To do so, load only your mod (Active File), and in the Object Window -- Static -- right click on the Editor ID list -- New. Put a distinctive ID to your new object (if you don't, the ID will automatically pick the mesh filename), then click the Add NIF file -- Select Asset on Disk -- navigate where the AC TIleset meshes are stored, select one -- Open. Do not check the Quest Item flag, it's not for architecture statics (unless you want your whole interior be a quest item, of course). Once back to the new static mini-window, click OK. Your new tile will show up in the first place in the EditorId list. Right-click it -- Preview to see if it shows correctly. Repeat until all the tiles are created inside your mod, with no dependency on the AC TIleset esp. Cheers! EDIT: SAVE YOUR MOD AFTER ADDING EACH TILE, AND BEFORE ADDING ONE MORE!
  5. Going to bed (and looks like Striker already did). Have fun, Lupis, and don't forget to put here more screencaps of your work! 'Nights! Cheers!
  6. Akaviry Vault of Eternity sounds good, but I would go for something simpler and shorter. Let's see... "Akaviri Forever Vault"? Cheers!
  7. I think not. Check your body replacer, have a look at how your character looks when nude. If all the body and face textures show properly, Archive Invalidation is working. Archive Invalidation works for all the texture replacers or does not work for any. The conflict is on Qarl's Texture Pack, something is preventing its textures to work. I suggest you uninstalling it and reinstalling again. If it comes with an esp file (I don't know), be sure to put it as low in your load order as possible, and check your Bashed Patch (if any). Cheers!
  8. Be aware, this tileset has no exterior meshes other than a small gateway intended to be half-buried in the side of a hill or mountain. Cheers!
  9. Then there's no reason why OBMM Archive Invalidation wouldn't work. Does Qarl's Texture Pack mention some specific setting for AI? If not, make sure you don't change any of the default values for BSA Redirection, click Reset BSA Timestamps, then Update Now, and once the "Done!" message appears, close the Archive Invalidation window and start the game. If it still doesn't work, then the issue is not Archive Invalidation. Have you any Body Replacer installed? If the body replacer works right, then Archive Invalidation is indeed working. Cheers!
  10. What about Anima Cyrodiili? I personally love this tileset. I'm thinking on retexturing it with white and blue marble to match Abysmer architecture style. Cheers!
  11. Total! Ahhhhhh, the sweet taste of victory after a hard struggle with the CS... seeing your efforts bringing fruit... One never gets tired of it. Cheers!
  12. And above all do not download and install any third-party "Archive Invalidation mod" nor the ArchiveInvalidationInvalidated!.txt file. Use OBMM or NMM (if NMM allows the Reset BSA Timestamps). Cheers!
  13. That's wonderful! It was a matter of finding the correct resources then! Whoaaaaaaaaaaaaaaaaaaaaaa! *me starts dancing around* Now, let's find something more to break!!! Congrat! Cheers!
  14. As for what Striker just said about knowledge, I'm as intelligent, clever and intuitive as beautiful and desirable, that is, not much. All I know about modding, too, came from people with more knowledge than me who shared it with me. Well, a considerable bunch of what I know came from the "I'll touch here and see what happens" scientific method, of course. One way or another, we learn form everything. Cheers!
  15. Yep, each gender has two scripts, not just only one. I wonder which purpose they serve... Gonna play a little, eel-kissing things. I'll have an eye here, don't worry. Cheers!
  16. Er... I think... Good idea, and let's see what happens. Whoa, double-ninjaed by you, let's see what happened. Cheers!
  17. Whoa, yes, the obse_loader.exe -editor command so the vanilla CS can recognize OBSE script commands. But as you point, Striker, this will disable the esp as a master function. Sigh. I share a trait with Chancellor Meresin: I do HATE not knowing things. Cheers!
  18. It's OBSE what adds the scripting capabilities. CSE allows you to use these capabilities. But it also adds other features, like the ability to use esps as masters, improved performance... you should read the pdf to see all of them. Without the CSE, you can't use OBSE commands in your scripts unless you put them in external ini files, I think. Cheers!
  19. Thanks, Lupis, and your fiancée too. Well, sorry, but you left me behind a long time ago. I don't understand any of the error messages you got, other than it looks like the script that is causing you these troubles has not been assigned to a reference (an object), and we know that's not the case. I'm out of ideas here. I had the idea of installing the Mannequins mod you use as a master and then replicating your same steps, but even if I encounter the same errors as you, we will not be closer to the fix than before. I feel like Lieutenant Worf trying to fix the warp drive core before it fuses. With a pair of pliers. Sorry. Cheers!
  20. Fired my CSE to check something and forgot I HAVE a d3d9.dll in my Oblivion folder. http://www.nastyhobbit.org/data/media/13/picard-facepalm.jpg As soon as I finish defibrillating my modding computer, I'll reply here. Cheers!
  21. Are you using a custom WorkSpace? Try with the default workspace and let's see what happens. Don't worry, I have lots of popcorn and booze here. Cheers!
  22. I never saw this error message before, neither a BSoD caused by the CSE. Check if you have a d3d9.dll in your Oblivion main folder. If it is, move it out of there (let's say, to the Data folder). Remember to put it back into the Oblivion folder once finished. Cheers!
  23. I found it some weeks ago hosted in a russian site. I don't dare to link it here, because I can't guarantee all the mods hosted there were put with their authors' consent. Cheers!
  24. A giga side-by-side image? With ALL the the screenies? THAT is something worth seeing! Why you don't simply create a sequentially-named series of images? That way, we could see them as a slideshow in your image hosting provider. Cheers!
  25. Yep, you're thinking like a modder, and a very autopsy-prone one. Like me. Check also the AI packages on your mannequins and compare them with Reznods. And their Factions. Sometimes, Factions are used to control an NPC behaviour. Cheers!
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