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Selene310187

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About Selene310187

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    http://selenesshadowrealm.com
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    Germany
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    Oblivion Remastered
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    Oblivion, New Vegas, Fallout 4, Skyrim SE

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  1. According to this Reddit post, the auto-clean feature is broken in xEdit for the Remaster: In the same thread on Reddit, another user said that we shouldn't clean "obr files". But he didn't say why.
  2. You can find the dev build on the Discord server of the xEdit team. Rename xEdit.exe to TES4REdit.exe to make xEdit load Oblivion Remastered plugins.
  3. No Tail Hiding has been released! I fixed 39 armor and clothing items that make the tails of Khajiits and Argonians disappear.
  4. Today, I began testing with a male character as well. My previous values for the MaleBodySectionHidden and the FemaleBodySectionHidden looked fine for females but not for males. Some armor items had minor clipping and some clothing items had major clipping. I was able to solve the clipping problems by putting the original values of MaleBodySectionHidden and the FemaleBodySectionHidden of each asset into a programming calculator and only turn bit 8 off (this bit controls the visibility of the tail) -> see image. If you would like to know more about the process with the programming calculator, I recommend the guide in the mod description of Better Iron Armor. Here are the updated values for the MaleBodySectionHidden and the FemaleBodySectionHidden for various armor and clothing items: Steel Cuirass and Blackwood Cuirass: 3494838272 Dwarven Cuirass: 4031709184 Madness Cuirass: 4035903488 Black & Burgandy Outfit: MaleBodySectionHidden: 4274983424, FemaleBodySectionHidden: 4241358848 Red Velvet Outfit: 4241358848 Mythic Dawn Robe: 4194292224 I had to add the MaleBodySectionHidden and the FemaleBodySectionHidden entries to the BP_BDP_xx.uasset files of Black Robe, Aqua Silk Robes, Red Silk Robes and Arch-Mage's Robes. These entries got the value from the edited uasset file of the Red Velvet Outfit (BP_BDP_UC_05_Suit.uasset) which covers the same body parts. How I added these entries: What I have fixed so far: Armors Steel Cuirass Dwarven Cuirass Madness Cuirass Blackwood Cuirass Clothing Red Silk Robes Aqua Silk Robes Arch-Mage's Robe Black Robe Blue & Green Outfit Black & Burgandy Outfit Mythic Dawn Robe Blue Velvet Outfit (only the female version needed a fix) Red Velvet Outfit (only the female version needed a fix) White Mage's Robes I'm not finished yet. Many more items need a fix. Items that hide tails are listed in two lists in the image description of this image (the list from AFK Mods and my own findings).
  5. Today, I fixed the cuirasses of the Dwarven and Madness armors. Thanks to AureusSRB for pointing out to me that the Madness Cuirass is also affected (it wasn't on the list I linked to in the previous post). Edit: I made some more progress: I fixed the Blackwood Cuirass and started to work on the clothing portion of the "No Tail Hiding" project. How I fixed robes
  6. I just read in the patch notes of the upcoming official Oblivion Remastered patch that the issue with the Staff of Sheogorath will be fixed. https://elderscrolls.bethesda.net/en/article/6KFC705KG7qmVTfEfG7Txl/the-elder-scrolls-iv-oblivion-remastered-steam-beta-update-1-1 The patch will be available on June 11th.
  7. Yes, I'm working on a mod fixing any equipment piece that hides tails. Natsil sent me link to a list of the bugged items which saves me a lot of time. The working title of the mod is "No Tail Hiding".
  8. I did figure it today in the early morning. I explained how I fixed the Steel Cuirass in the image description of this image.
  9. I added some information regarding MagicLoader 2 at the beginning of the tutorial because some things have changed since I wrote this tutorial. At the moment, I cannot test the new MagicLoader version as I am away from home for several days and therefore have no access to my desktop computer. When I am back home, I will adapt the 9th step of the tutorial to version 2.xx of MagicLoader.
  10. Yes, you can follow them. But to make the mod work in the Remaster there are tweaks to the plugin and the use of some additional modding tools necessary (see below). Changes to textures/meshes of, for example, races, weapons, clothing/armor or adding new items that have new meshes/textures require Blueprint editing. If you edit an existing cell and use already existing furniture, container, etc., then you only need to apply Haphestia's Fix and Port Script in xEdit when you are done with editing in the Construction Set. Certain things can causes crashes when you enter the cell in question in the Remaster: new interior cells (the workaround is using MagicLoader or already existing interior cells), objects with new Editor IDs (can be fixed with UE4SS TesSyncMapInjector which assigns the Unreal mesh to objects with new Editor IDs), the load order of plugins (if you own the standard edition of Oblivion Remastered). Also some objects can be missing like walls (Haphestia's Fix and Port Script fixes this and more). Adding chests with new Editor IDs without CTD explains the steps to fix these things in more detail. Player home creation: Problem solving guide is an extension of the first tutorial. It deals with the CTD and missing walls issues, too, but you can see the information at one glance in a more compact form and find solutions to other problems like later changes to objects not taking effect and faulty map markers (<MISSING STRING TABLE ENTRY> issue).
  11. A new tutorial for the Modeling & Texturing section: And another tutorial for the Basics section:
  12. The first part of the guide is about setting up the Construction Set, the second part lists tutorials about player home creation and the third part deals with the problems that can occur while making the player home mod work with Oblivion Remastered. The following problems are covered by the guide: missing walls (or other missing objects), CTD when entering the interior cell, later changes to objects not taking effect (like moving a bed to another position and you've already visited the cell) and faulty map markers (<MISSING STRING TABLE ENTRY> issue). Part 1: Setting up the Construction Set Download the Construction Set. If you don't own the old Oblivion from 2006: Please follow this guide. If you have the old Oblivion installed: Install the Construction Set in the old Oblivion installation. You can create your house mod in this installation first and then copy the plugin to the Oblivion Remastered Data folder when you are done with editing. Where the Oblivion Remastered Data folder can be found: Steam: Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data GamePass: XboxGames\The Elder Scrolls IV- Oblivion Remastered\Content\Dev\ObvData\Data Part 2: How to create player homes Written tutorial: Creating a House - the Oblivion ConstructionSet Wiki Corresponding plugin file for the tutorial: Tutorial House - Resource at Oblivion Nexus - mods and community Video tutorials: Oblivion Construction Set Guide - Home Creation! Part One - YouTube Oblivion Construction Set Guide - Home Creation! Part Two - YouTube Part 3: Solving problems (or how to make your player home mod work with Oblivion Remastered) Missing walls Cause: Statics in the original game have no XAAG und XACN records which are required in the Remaster. Solution: Haphestia's Fix and Port Script adds these records to the statics (see step 5 and 6 of Adding chests with new Editor IDs without CTD). Crash when entering the interior cell Cause 1: Your player home uses a new interior cell. Solution 1: MagicLoader makes the use of new interior cellls possible (see step 9 of Adding chests with new Editor IDs without CTD, second paragraph). Cause 2: The container (or other objects like doors) have a new Editor ID. The game doesn't know how to assign the Unreal mesh to the new Editor ID. Solution 2: The Unreal mesh can be assigned to the Editor ID with the help of UE4SS TesSyncMapInjector via a SyncMap (an .ini file with path information; see step 7 of Adding chests with new Editor IDs without CTD). Cause 3: The position of the plugin in the Plugins.txt and you own the standard edition of Oblivion Remastered. If the plugin is placed below AltarDeluxe.esp, the game will crash. Solution 3: Place the plugin above AltarDeluxe.esp in the Plugins.txt (see step 10 of Adding chests with new Editor IDs without CTD, second paragraph). Later changes to objects not taking effect Solution: I don't know what caused this. But after I made a clean save without the plugin and load the plugin again with this new save, I could finally see the change I made to the object in the game (I moved a bed further down). Faulty Map Marker Cause: The map marker displays <MISSING STRING TABLE ENTRY> because a string table entry is missing (I don't know exactly what this thing is but I know how to solve it :D) Solution: This is where MagicLoader steps in again. You give the placed map marker the name that you have specified in the corresponding .json configuration file. Enter this name in the field next to "FULL - Name" in xEdit. The naming scheme is LOC_FN_NameOfCell. For example, in my player home mod Hidden Hideout, the interior cell and the map marker are named "LOC_FN_cbHiddenHideout". The configuration file contains the displayed name "Hidden Hideout" next to LOC_FN_cbHiddenHideout. The content of my MagicLoader configuration file "Hidden Hideout.json" for reference: { "Plugin": "Hidden Hideout.esp", "NewCells": [ "ed3" ], "FullNames": { "LOC_FN_cbHiddenHideout": "Hidden Hideout" } }
  13. I added two new tutorials to the Modeling & Texturing section of the list: Edit: The tool Mod Organizer 2 has been added to "Plugin editing":
  14. I fixed the links of two tutorials: Basic edits in xEdit and Setting up Unreal Engine 5.3 project. The site where these tutorials were hosted is gone while I wrote this thread. I've found a backup of the first tutorial on GitHub. The Wayback Machine has a backup of the second tutorial.
  15. Tools Plugin editing Construction Set (you can use it to modify the game’s existing content or add new content to it) xEdit* (an advanced graphical module viewer/editor and conflict detector) -> alternative download link (in case you have problems with downloading from Discord. I've found it in another Reddit post) * Rename xEdit to TES4REdit.exe to make xEdit load Oblivion Remastered plugins. Haphestia's Fix and Port Script (fixes missing walls and much more) MagicLoader (now new interior cells are possible!) MagicLoader - MagicPatcher (generates the .json configuration file) UE4SS for OblivionRemastered (a scripting system that makes Oblivion Remastered load custom LUA code) UE4SS TesSyncMapInjector (makes new objects load without CTD and/or being invisible) UE4SS TesSyncMapInjector - Smart Mapper (simplifies the creation of the needed UE4SS mesh mapping files for the new objects if they use default meshes) Mod Organizer 2 (for testing mods) - the dev-build that supports Oblivion Remastered can be downloaded from their Discord server Modeling Blender Art of Illusion Autodesk Maya (commercial software) ZBrush (commercial software) More programs can be found here. Texturing Gimp Krita Paint.NET Adobe Photoshop (commercial software) Affinity Photo (commercial software) Tutorials Basics Installing Oblivion Construction Set for Oblivion Remastered Basic edits in xEdit Adding chests with new Editor IDs without CTD Player home creation: Problem solving guide Unreal Engine Setting up Unreal Engine 5.3 project (-> UE5 Troubleshooting Tips) Unpacking / Packing .PAK files, and Sound Replacement GUIDE How Tho | Start-To-Finish - Implementing a Standalone Asset How to create Standalone Items (video) Understanding vertex groups (how armors hide certain body parts, see mod description, section "Guide for modders") Modeling & Texturing Editing body meshes (see mod description, section "How?") Editing head meshes (see mod description, section "For Modders") [Mod Creation] Retexture Guide The Elder Scrolls IV: Oblivion Full MODDING Guide 2025 – Mesh & Texture Editing (video) Fixing first person mesh (see mod description, section "The Mod's Method (How it Works)") Adding physics (see mod description, section "More Questions?") A Guide to Replacing Animations (the Humanoid Rig led me to this tutorial) Dealing with Skeleton Meshes (especially armors) (a brief summary of the first steps with links to further guides, see mod description) You can find a lot more guides on the Oblivion Remastered Modding Discord. If you want a tool or tutorial to be added to the list, please let me know.
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