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kwoodard65

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Everything posted by kwoodard65

  1. I am experiencing an error each time I attempt to generate lip against my mp3 file. I am using CSE.
  2. Lately when converting NPC dialogue topics into mp3 and lip files, I am receiving this error message: [CSE] Interop manager not initialized! I am using OBSE 22.x
  3. This is the beginning of my script: if (DoOnce1 == 0) SetStage WaV001 1 Set DoOnce1 to 1 endif ; Check Player Status If ( GetStage WaV001 >= 1 ) && ( WaV001 <= 10 ) Set SetPCInfamy to 1 Set PlayerRef.SetCrimeGold to 0 Set ModDisposition to PlayerRef 100 Endif ;End code If ( GetStage WaV001 == 1 ) && ( WaV001 < 2 ) PlaySound AMBWhiteout2D message "As you abide about your day, you suddenly feel dizzy and then the world begins spinning around you in white light!" Set GameTimer to 1 Set GameTimer to ( GameTimer + GetSecondsPassed ) ElseIf ( GameTimer <= 6) && ( GetStage WaV001 == 1 ) && ( WaV001 < 2 ) PlayerRef.MoveToMarker WaVLadyGreetingMarkerRef Set GameTimer to 1 Endif
  4. My mod used to self-activate but now I have to use the command line. It appears to start and then crash the game. I can set the stage for a higher quest number to begin playing the Mod. I have used TES4Edit Autoclean on my Mod and it loads without issue under CS with no script compilation issues.
  5. I think I found a leveled spell book but wanted a spell book for a certain spell like a scroll.
  6. Okay, is a spell book like a container? Do you have an example? I know in the game you find a spell scroll.
  7. As I stated earlier, I have not modded in years but want to troubleshoot my Mod for my daughter's playing expenses. Okay my Mod is finally more or less green and appears clean under TES4Edit. However, I was editing a container chest today only to confirm I could not add a spell. I can add a weapon but not a spell. Does anyone here have any ideas?
  8. Also the CS Save As options for Masters is not persistent; I have check this option each time before I load my Mod. You are amazing, thanks!
  9. Also the CS Save As options for Masters is not persistent; I have check this option each time before I load my Mod.
  10. Strange, I just saved some minor changes to a new mod version name and then when I loaded it in CS, the Parent masters were missing.
  11. Much thanks to, LenaWolfBravil, you are my hero or heroin! I have modded for TESIV for years and never had an issue with corrupting my Mod schema (Parent master references) before but this option change did the trick!
  12. After years of not modding, I have returned to my old mod for Oblivion. It shows clean under TES4Edit. However, using the TES Construction Extension to make even the smallest of edits, my mod is corrupted upon save. In other words, the prerequisite Parent Masters are removed from the Mod's schema and the Mod stops loading in Construction Set. I have downloaded Python and Visual Studio Code. Oblivion scripts and mods are written in OBScript. I have 21 master files that must be loaded together with my Mod under Construction Set or the tool will crash. Used OBSE Mod Manager does not resolve my mod issue. Has anyone on this forum witnessed this problem?
  13. I have had this issue happen before. How do your modifications appear in NifScope? If you observe the wings there, they should appear in the game. I would check the ambient settings. Also import your mesh into Blender 2.49b.
  14. Good Day, You can set your health or any other attribute to anything you want: Player.ForceActor Health 100 Cheers, KWITS Developer of the made for Oblivion Mod, "Word and Void" http://www.kwits.net/WaVBlog/ http://youtu.be/XYTjjK7f3tA
  15. Good Day, Has anyone experimented with any Blender version later than 2.49b in support of NIF import/export? Cheers, KWITS
  16. Good Day, Do you know how to add textures to a skydome's background image? For example, adding an image of a comet to a background star field. Cheers, KWITS
  17. I downloaded a later version blender file and tried to use it under Blender v2.49b. I believe the problem centers on the fact that 2.49b had a maximum value for vertices compared to later versions.
  18. I was impressed with your Skydome. Could you render me a few ideas on this concept? I am retrofitting a existing Oblivion skydome for the nighttime sky. I want to add a comet.
  19. Good Day, Is there an effective solution to using animated blender files from later versions of Blender 2.49b export to NIF? I am receiving the following Python script error when exported a later version of Blender under the legacy v2.49b version. I have already checked the vertex groups for weight discrepancies and have accomplished a weight squash but all to no avail. Is there a way to increase the value max? File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\pyffi\object_models\common.py", line 180, in set_value raise ValueError('value out of range (%i)' % val) ValueError: value out of range (169976) Cheers, KWITS Developer of the TESIV Oblivion Mod: "Word and Void" https://www.youtube.com/watch?v=XYTjjK7f3tA
  20. Attached are the settings that are part of my Blender environment.
  21. Good Day, I am trying to merge respective meshes from TESIV Oblivion under Blender v2.49b. While I have been partially successful in my attempts, I am running into a problem during final export from my Blender file to NIF. Here are my latest error messages: Here is a more detailed error under Blender v2.49b: Blender NIF Scripts 2.5.7 (running on Blender 249, PyFFI 2.1.10) niftools.blender.export:WARNING:Lost 0.147529 in vertex weights while creating a skin partition for Blender object 'Minotaur' (nif block 'Tri Minotaur 0') NifExportError: Cannot export mesh with unweighted vertices. The unweighted vertices have been selected in the mesh so they can easily be identified. I have examined my vertex groups and have created new assignments. I have also removed vertices doubles. Cheers, KWITS
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