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About xander2077
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ok, i was able to find a copy of the construction set, and find the form ids models, which allowed me to solve the issue. i simply deleted the mods nif files associated with the ones missing textures and they defaulted back to the original nifs in the bsa. i had to do the same thing for some textures i did not like simply because the mod author chose textures i did not care for on the bridges and walkways, which allowed me to use a hi res pack instead of their proprietary path in the nif. here are the results, i may post a tutorial on how to get all the textures mixed the same way i have them since there are a few oddballs that really worked well with the overall atmosphere (IMO) i think the results are quite nice since the lava rock textures you keep seeing that look rippled actually kind of tie it back into the morrowind style a bit, which was something i kind of altered from another texture pack for the oblivion planes, and simply put it in gimp and used the "make seamless" filter. the only real gripe i have are the obelsiks with the daedric runes on them, which are not very clear, so i am not sure how to remedy that. it doesnt quite match the detailing of everything else. the texture packs are listed in this brief tutorial: first install the daedric terrain texture pack. But a few tweaks need to be done prior to it working 100% with other packs. namely deleting a few nifs, and the folders that can be done away with are: meshes/rocks/oblivionplane/ledges meshes/oblivion/architecture/ruins this fixes two things for my texture build, one is missing textures on the rock ledges, and two is the mashed skeleton texture covering a lot of stuff i didn't really like it on, so i just got rid of the nifs pointing to a proprietary texture. then install (overwrite) with the oblivion realm HD, and that will fill in some other textures without overwriting the coolest ones from daedric realms. then use the oblivion caves re-texture (overwrite) the final full pack would be the hires oblivion textures (overwrite) one last texture replacement, but only partial: from the giger style total conversion, and put through the "make seamless" filter in gimp. terrainhdoblivionrock01.dds terrainhdoblivionrock01_n.dds terrainhdoblivionrock02.dds terrainhdoblivionrock02_n.dds terrainhdoblivionstoneflow01.dds terrainhdoblivionstoneflow01_n.dds these can be copied into the /textures/landscape/oblivion folder (overwrite) and that is how i got all these texture replacers to work together with my personal preferences and taste. if someone wants to do a mashup of these packs like i did, and post them in the nexus then make sure you get permission from the mod authors. it might actually cut a lot of the fat out of the data files, and i think a few of the ground textures also need to either be remapped for better resolution, or maybe some of them redimized a bit (could be better if there were a few optional packs of different sizes like 1k-2k) it would also be cool to see some of the obelisks clarified a bit with better details, but that might simply be because of my settings. ok, so i had to do something with the pillars, the resolution on them was way too grainy, so it seemed like looking at the larger textures someone just enlarged the vanilla ones ans applies ome kind of texture to them, like sandy or something, so i had to put them through several different operations to enhance the details and match them to the rest. so now they are fixed. i also decided to add the lush and gaudy demonic frippery weather esp only to the game, and then modified the textures by enlarging and replacing those with darker versions of the oblicion vanilla sky textures. the only ones missing are a few of the other cloud layers, but i may or may not edit the esp to point to the other vanilla style textures, who knows, it looks pretty ominous already. i just may release this yet, but i have to talk to a few authors to see if they are cool with a combined mod. i also took the glow maps and made them more detailed so they glow in more of an outline instead of filling the whole rune pocket. not saying this has not been done before, but i kind of like the complete results so far. not sure if this will expand any, but this is finally about on par with the other texture replacers.
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well it seems like formid finder is no longer being supported by the author, and there is a bug for certain systems, where the IsKeyPress3 wont work and has to be manually edited to recognize IsKeyPress2 in the esp itself, but there is no patch available for those who have no way to edit it. So i am still at an impasse. I also found out through the refscope plugin that the static reference for the mesh i keep looking at is 00022f92 but that doesn't help me much if i cannot look it up in oblivion.esm.
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yes i agree with your observations, it is a pluginless replacer so there are replacement nifs, and archive invalidation is active in my load order as well, but as far as i know this nif or nif group only references oblivion.esm so it will be easier to track down. i have not tried yet, but i installed another tool in oblivion called form finder, which is supposed to be able to give detailed info such as the nif path and the texture path as well, which is what i really am looking for. AFAIK this is the only mesh group (i say group because it appears to all be looking for the same missing texture) that has a missing texture in oblivion. it was not that way before i decided to mix and match with textures, and i was careful to completely overwrite everything by choosing which replacers to paste and in what order, but cant always get the best results i guess. there may be one pesky niff that was somehow missed, or has no texture references at all, and then i can simply create a patch. i will give form finder a try and see if it gets results. i have had less than great results with tes4edit because of its "nice factor" with wine so i probably have to steer away from that method.
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Hotkey text in window wont go away.
xander2077 replied to xander2077's topic in Oblivion's Mod troubleshooting
the culprit turned out to be Darnified UI so i had to pretty much delete my whole oblivion game and start from scratch, but the good thing is it didnt take as long to reinstall and i got it pretty much where i had it before. I am not sure the cause or if it is just a case of wine not playing nice with Darnified UI but needless to say i dont think it is for me at this time. -
Hey everyone, i have been modding on and off for a long time, and sometimes i just like to experiment a bit to see if i can combine different texture mods, however the problem usually arises that someone has replaced a nif that targets another texture, and sometimes the texture it will reference is missing, or something similar. I have a pretty simple issue to fix but i cant remember for the life of me if there is a console command where you can target a mesh in game and find out what it is called, or figure out what debug console commands to use to find the error. i already did some guess work to fix the textures on one nif, but i am having trouble with just this last one. other than that the combined texture mods are looking good. it is part of the rocks sticking out of the canyon walls on the sides of paths or just under the plateau where the deadra castles and ruins are in the planes of oblivion. if the only way to figure it out is through the CS then i am out of luck, not sure if i can even install that using wine, and i have not had a copy for years. i can use nifskope, but first i have to know what nif to import. i cant even really blame it on a mod at all, because i was the one who mixed the texture packs. the only thing i can figure out right now is that the reference number when using the console and clicking on the nearest purple object is this: 0003e69f does anyone have any idea what model that is? it would sure help me narrow it down a whole lot.
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I am not sure where this came from, but there is a persistent "Hotkey" label on the screen that willl not go away, and it also is present when i hit escape and hover over the buttons as if it is waiting for me to assign hotkeys. Now i am not aware of any mod that i installed that may or may not effect this, but i have no idea where to look, and no idea what category this falls under since i have no idea what mod it is from. I just want it gone. I have never liked hotkeys and have no idea why anyone would want this annoying "feature" present. It is in the default oblivion font in red, and it will not go away. i don't want to play the game all day being reminded that there is some immersion breaking prompt in the middle of the screen, so how would i get rid of this? anyone know what mods might effect this and what i can do to get rid of it? certainly there must be an ini setting somewhere i can tweak easy enough.
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Just a suggestion, but for users like myself that do not like how cpu heavy flash is, could you try and code in an option in user settings that would allow the user to choose stationary ads that don't move? That is one of the hugest reasons I hate ads, because flash is clunky, inefficient, and does not help my ailing/aged system any. I realize ads are a huge source of income for sites, I just hate flash. It is also a part of the problem.
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thanks, yes i know, we will keep in touch as much as possible. back to the grind stone it is.
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new dynamo model. had it working in blender 2.74 but opening it in blender 2.49 removed the animations. so i ahve to reimport the vanilla nif and redo the adjustments to the empties and other things to fix the issue. also reduced polys on the gears, and adjusted the angles of the tunnel corridors to match the default archway seen above in the pic from rubberman. more later. http://i.share.pho.to/8eea97a5_o.png
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yep, we are going to toss around a few ideas but that is the basic thing. simple and modular, over a hugely overcrafted dwemer ruin tileset that doesnt really do much to impress. im working on gears, redoing them right now, and also reducing poly counts on some of the things i already made. should be able to eliminate some of them with better use of normal maps and ambient occlusion. its funny but the first day we spent exchanging files we had almost identical styles in mind for the halls and corridors and i am impressed with the way rubberman was able to duplicate details easily. it looks as if one person was working on the thing now but i know different. we will aslo be dong a lot more rubble and broken things to add to the overall ruined feel of it. once i ifgure out the normal maps it should be easy to add lots of cracked stone surfaces and chunks missing in walls. those should be lots of fun.
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here is a sneak peek at some of the assets being developed for a WIP. no textures yet, but models are well under way. http://i.share.pho.to/128d96d4_o.png http://i.share.pho.to/213b22d8_o.png http://i.share.pho.to/7a2ada35_o.png http://i.share.pho.to/fe3f1dc9_o.png http://i.share.pho.to/643f8d65_o.png http://i.share.pho.to/201a5a77_o.png http://i.share.pho.to/00d1a0b0_o.png http://i.share.pho.to/b8f0bd8c_o.png http://i.share.pho.to/c1a29fe5_o.png http://i.share.pho.to/07e83737_o.png im basing the models off of real world contraptions and machines. sort of a mix between industrial revolution/rennaissance/steampunk. but the turbine is actually based on an industrial revolution style steam turbine, and much more fitting. the rods are based on variations of tesla coils. the gyro (weather machine) draws inspiration from the time machine and the modern day hadron collider. and the room itself will have elements from other sources that fit the shape of those things. the colums are pretty much a 1:1 replacer of the ruins in tribunal but will be used in the rest of the ruins as well. there is also more furniture but i have not screen capped those yet. everything is updated and the styles are unified. next up will be to start working on some base corridors and some rubble. and the clutter on shelves. rubberman01 sould be doing his part as well. he is working on changing the look of the ruins to make them much more impressive, and somehow we are going to fit all of this stuff together to make them awesome. the cool thing is so far the parts fit fine together just assembled in wings 3d, so altering the layout in the CS should be easy too if we stick to the morrowind dimensions.
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ok, now that i have the armor released, and still have to figure out how to get gauntlets to work, i decided to try and redo the dwemer alcove, and this is what i came up with so far. not really a huge change, but something that would fit better with a new tileset for the interiors. http://i.share.pho.to/c5b2f5be_o.png not really finished yet, it was a quick model and sculpt of the rock. i replaced the original alcoves with new ones, and had to sculpt the rock to give it better surfaces. then i had to cut the openings for the alcoves. i think this needs some statues instead of just being empty, but that will come later. for now i think i might need to add some small details to the arches to tie them in with the different architectural styles of the dwemer that will be in the new tile set.
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I have been working on a mod for some time now and released the completed pluginless version and prematurely released the gaunlets and had to retact that part. here is why. in morrowind the player character cant wear bracers and gloves together, so this presents a problem, i thought at first i could get away with tricking morrowind into doing that somehow and a friend put them in the CS for me, but you cant wear both bracers and gloces so what to do? well i decided to try and make gauntlets out of the gloves, and made version 3 of them. well they looked good part of the way, and he was able to get them to show all except if they were put on for the 3rd person view the hands were invisible. now the nif looked fine and so we tried the 1st person, then the right hand only was invisible. so back to the drawing board. then i got to looking at the other armors with gauntlets built in. iron, steel and a few others. all of them have one thing in common, they have two files, one names hands.first.nif, and the other is skinned.nif... so i chose the closest donor to what i needed to do and it was the chitin nifs. i decided to take that in blender, remove the cuirass and bracers, and replace them with my own. parented the bracers to the armiture, parented the curiass to the armiture. then i proceeded to weight paint them and everything else i needed to do until it was time ti export. they exported fine, and i took them back in nifskope to check and fix a few issues like possible normals facing wrong way, or texture remapping. then i saved it. then there were more problems, this time nothing worked. so upon examination i found the export had screwed up the heirarchy, so i attempted to replace the missing nodes with the chitin nodes that were missing somehow by copy pasting, but that just made things worse. fixing the heirarchy only put things all out of place and the skeleton was twisted out of shap and the gloves and bracers were now facing opposite ways or one flipped up, one flipped down like a Z. try as i might i cannot figure out how to do this right, and i have no idea how to do this in blender 2.49b, i do not know what i am doing wrong, perhaps a transform that is screwing things up, i dont know. but when i cut and paste enough of the tree from the chitin, it faces 90 degrees from the one i modified, and pastes the whole chitin skinned or hand mesh in the same window in nifskope, so something is way off, and i think it has to be the empties with their messed up xyz coordinates, or the bones are somehow misaligned. if i set the import in blender back to default values, to fix bone roll etc, then the darned thing makes the hands face inward like clasped hands one facing up and one down, so i uncheck the buttons that supposedly put it in bind and fix roll. they only mess the thing up. only way to get the t pose is to uncheck those buttons. but of course the results on export say different, that the mesh is now screwed up. i also have a problem with nifscripts not exporting it as morrowind friendly in the naming heirarchy. it supplants the Bip01, which is supposed to be the first node in nifskope, and instead it makes the name of the nif the first node. so that is why i tried to copy paste it to emulate the vanilla chitin heirarchy. but even when i get it right, the model is all skewed out of place, as in the parts do not sit in the t pose any more, they are in weird arrangements. nothing is stretched but the skeleton. but the rest is way out of place and would look horrible in game. if i could get it to show is there anyone who has an idea of how to fix this? how to start out right and how tomake sure things dont get messed up in blender?
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more sacreens, this timeof the ground meshes. fixed a few issues i had with the boots, because on reimport they wanted to shrink on one side, which was because i rotated them as an object instead of as a mesh. then i occluded them all and exported them back out. much better than before. http://i.share.pho.to/6fc03051_o.png http://i.share.pho.to/cffdc090_o.png http://i.share.pho.to/a54d7ca0_o.png http://i.share.pho.to/1a51f0e4_o.png http://i.share.pho.to/5cbf24e6_o.png
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ok so i got the other one, the sphere in the same workspace and the vanilla sphere now too, and got some of those issues worked out, but i sitll have to rig it to the skeleton and i really dont have time to study everything and do that right now, so, i went back to the armor and imported all my nifs, gave them all fake ambient occlusion and the details on everything, shield, armor are much better. shadows really pop more. of course i wish icould get some reflection on these, but i do not know how to yet. http://i.share.pho.to/ea7e9a93_o.png http://i.share.pho.to/11e5668d_o.png http://i.share.pho.to/38f13c50_o.png http://i.share.pho.to/05642de1_o.png http://i.share.pho.to/7d13c685_o.png i like the combination of set smooth and the faked ambient occlusion. using det smooth alone is fine for leather and bonemold, but for something metal, it needs some sharper shadows, and that was the missing element. now that the vertex painting is fixed on those i have to go back in and do that with the ground meshes. did not want to mess up and save a ground mesh as a piece of armor so i carefully avoided those this time.