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oblivionpilgrim

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Everything posted by oblivionpilgrim

  1. Can't download anything at the moment (the site sits and waits for fs2.tesnexus.com forever when you go to do a download) Can't login using internet explorer 9 (no idea if I can download using IE9 since I can't even manage to login................)
  2. there are horse tails in the standard oblivion data files. data\meshes\creatures\horses & data\textures\creatures\horses
  3. While what I'm going to describe won't replace a default hairstyle, unfortunately, it can be pretty useful. 1. Put the data files (meshes/textures/esp) of the hairstyle/hairpack you want to use in your data directory (I use throttlekitty's hairstlyes). 2. Use TES4Gecko to convert the esp file to an esm file. optionally also use a file date & time changer to ensure this esm is more recent than any other esm/esp that also modifies hairstyles. 3. At this point you should be able to use the new hairstyles in the construction set and save them in your own custom esp. Finally I can do something about the terrible default Oblivion male hairstyles. Now if only there were a way to easily search and replace the bald hairstyles (except of course for monks).......
  4. Post 2 won't work because most of the default hairstyles share one default texture, so replacing any default style that uses that texture (grey.dds from memory) will screw up all the other hairstyles that use it. It is a cute resource saving trick, but leads to headaches for modders, just like one body for everything.
  5. HDR is ridiculous, what with the "eye adjustments" (trust me, my eyes don't work like that in real life unless something is blindingly bright to begin with. Look down at the glowing white road, watch it fade to normal. Look up, around, back down at the road. Oh, its glowing again! And what about the radioactive cement around the sewer tunnel you emerge from or the broken crate on the nearby jetty that glows all by itself when you approach it? This is realism? I think not!
  6. Okay, some reading in another VWD mod indicates that black textures are the result of using Bloom instead of HDR or plain rendering. I do use Bloom, mainly because I find it looks the best of the 3 rendering modes. HDR mode is ridiculously overbright and washed out. Can somebody point me to information on how to set up HDR parameters to make it look like bloom?
  7. Does anybody know the code/flag you need to set in BSA Commander to indicate that .cmp and .lod files are present in a .bsa archive? Also, anyone know why the distant LOD setup I'm using ("almost everything visible when distant", plus "far and away enhanced 3d distant land textures" on top of QTP3 + QTP3 patch 1.3) display black textures at some viewing angles and proper textures at others? (see attachments, only difference between the shots is horizontal angle of the camera) The black textures only happen on architecture, not the land. Note that I'm currently loading all the distant LOD stuff from the data folder, but I want to place it all in a .bsa archive (did that for qarls TP and other things and it works brilliantly). edit: the exact filename of the mod is "Almost_Everything_VWD-7705.7z" and it has a date of 26/9/2007 on it, if that helps at all.
  8. I've been running various versions of Pluggy since shortly after my first post in this thread and it has never created anything in my My Games/Oblivion folder by itself. I think the name of the second folder explains why too - it exists for User Files and if nothing uses Pluggy to create a user file then I doubt it would ever get created by itself.
  9. Success (mostly) with the executable at long last using the 108 release you uploaded! The executable can't find the documents folder, so the DLL needs to be copied still. Also I've seen no mention of the Pluggy/User Files folders you need to create in your Documents/My Games/Oblivion folder up until now and would have had no idea whatsoever they were required if the executable hadn't told me about them. You should document things like this. Now, finally off to see how this plays out in game.
  10. I'll try the debugging pack and I'm not worried about losing DynamicLL.ini, since that is one file I've never had (just the exe, DynamicLeveledLists.ini & DynamicLeveledLists.esp) -- even your placeholder file didn't have DynamicLL.ini, just the .esp Maybe that is the problem - the exe goes looking for DynamicLL.ini and can't find it because it is actually called DynamicLeveledLists.ini in the release versions.
  11. Progress report. Downloaded and installed the latest release 20 non beta OBSE, downloaded and installed the latest Pluggy (Pluggy dev 132) Under Win 7 64 bit, the executable does not crash, but it also doesn't appear to finish doing whatever it is meant to either. I end up with what you see in the attachment and no DynamicLL.ini file generated anywhere (yes, I pressed many keys, many times).
  12. Wordpad will do it right up to 2003 iirc. It might not format everything completely perfectly, but it will open and save .doc Write is a bit more limited, can only cope with a subset of word 6 .doc format, but a lot of the .doc files you see at places like this are often glorified text files anyhow.
  13. you can open doc files if you are running windows. Use wordpad or write to do it (in accessories). Failing that use OpenOffice or Abiword. Failing that rename to .txt. it should all make sense when you read the docs.
  14. I'm getting an intermittent problem lately with saving in Oblivion. Sometimes after beginning a new game I'm unable to save the game (you can click save, then new save and the game says "save successful", but there is no saved game file or you click on a pre-existing save and the game deletes it, while saying "save successful"). Quicksaves work just fine, as do autosaves. I've never had this problem before, and the only 4 things I've changed recently are OBSE, Pluggy, DLL & Martigen. One of them has to be causing this.
  15. I'm happy to help you test. I can test on XP SP2, Win 7 32 bit, Win 7 64 bit and Vista 64 bit. I only have access to XP for several more hours though.
  16. I just went into OBMM, unticked all active .esm and .esp files except for oblivion.esm, launched oblivion, exited, went to the data folder and ran your exe. It crashed the same way as before, with no diagnostic error in its window. Regarding martigens monster mod, I'm sure it heavily mucks about with the lists, it add a lot of new creatures and creature variations, plus new spawn points for creatures. http://tesnexus.com/downloads/file.php?id=14442
  17. I'll give a vanilla run a go in a bit, a suggestion might be to bring up a dialog in your executable asking the user where their oblivion documents folder is (so you can read the path to it out of the dialog)?
  18. Yes, V1.07. I'll try testing with no mods and just oblivion.esm a little later when I have more free time to devote to it, but I can give you an image of the crash at least and a listing of my mods/order (and when you go into oblivion and start a new game you get an (expected) error messaage "DLL error: The formID list is missing. Run the DLL exe program to generate this file or DLL won't work".
  19. the .exe file isn't working for me (it crashes under XP 32 bit, have not tried it under Win 7 64 bit yet since I'm not home). Do you have to put anything manually into my docs/my games/Oblivion to fix this? I'm currently not using Adrenaline Oblivion (since you said your mod would replace it, I made the .ini changes you suggested), I am using martigen Monster Mod V355B5 with the increased spawn rate esp. That is the only thing that should be modifying the leveling lists. As a suggestion why not have the executable generate whatever files it needs to in the data folder then get the user to copy these to documents? Less complexity (though more PEBKAC issues)
  20. Thanks for those links, I'll definitely look into them. On the subject of somehow modifying the bodies, my thoughts (note that I have no experience of 3D modelling and none of nifscope so I have no idea of the practicality of my thoughts) are that the fact that some models have tails could be exploited. In essence I am thinking that you could attach an underwear mesh in front of the tail that would overlay the 'tackle'. Note in the attached image (just noclip under the prison floor to see this - why its there I have no idea, but it is) there is easily room in front of the tails to attach an undies mesh or something. Then those who want nude argonians and Khajiit could just use the "proper" tail supplied by Robert by those who don't want to see various bits can replace the tail. Generally there isn't a lot of nudity or clothing/armor that involves nudity in my game, mainly just the legion, the town guards and sometimes my character or companions use one of Slof's chain gladiator type armor. The main time you get confronted by Khajiit and Argonians with human 'bits' attached is when killing and looting bandits and other enemies. The other thing that comes to mind to solve the problem might be some sort of script that runs for certain races and when there is nothing equipped on the lower body or there is no inventory a loincloth gets somehow added to the inventory and equipped.
  21. Is this compatible with Adrenaline Oblivion?
  22. I've done some playing around. The loincloths are part of the V5 main download, just not documented at all. Unfortunately loncloths are an all or nothing thing. All the races get one or none of the races get one, no matter if you copy or remove the nifs from individual race folders in the mesh directory. It is something robert (the body replacer author) would have to fix. Bethesda were too clever by half with their original body meshes and textures, (just like the hair, where nearly all the default styles rely on grey.dds etc making it very hard to replace the default hair).
  23. I did try to do that, I remember the option from early versions of the mod, but I can't seem to figure it out for the latest versions, can't even find the male underwear in V5. Had no trouble with the female replacer. Maybe I'm just being dumb.
  24. That could be annoying given I've modded the entire legion/town guard population to use slof's gladiator armor. I'm not sure how a texture replacer is going to get rid of the unwanted geometry between the legs though. It seems to me that argonians and Khajiit at the least need new bodies just for them.
  25. Thank you for the reply. What is compatibility like with the roberts replacement bodies? I use v5 of his male replacement and slof's male armor among other things.
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