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kwoodard65

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Everything posted by kwoodard65

  1. 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
  2. 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.
  3. Good Day, I am customizing a vanilla creature in TESIV Oblivion and after joining a new mesh to the existing mesh, I can't export the joined mesh due to an unweighted vertices error. What was the final fix action for this issue? Cheers, KWITS
  4. Your images already spawned ideas of my own! Kudos to you!
  5. I have finally developed a solution to have command and control over regional weather in Oblivion TESIV in support of my plug-in development effort for WaV.
  6. Hello, I would be very interested to learn from your experience with modifying the Oblivion sky dome or weather meshes in support of TESIV. Please add me as a friend and check out my Gallery on TES Alliance.
  7. My Thunderstorm environmental issues under TESIV now appear to be resolved through the following actions: 1) Create custom plug-in, weather regions against all vanilla, world regions; if any existing world region is flagged as 100% and the box is checked for override, uncheck this box in favor of your mod. 2) Create player trigger zones for entry/exit portals for all cities and each area in which your quest narrative will take the Player. 3) To insure game stability against modified weather regions, add scripting to your main game script against all key, Player transition areas ( Player.GetDistance). Thanks to everyone for all of your feedback in support of this forum discussion. This forum issue is now resolved and should be considered closed. When the paradigm of knowledge increases is when true learning is experienced! KWITS
  8. I was finally able to resolve my thunderstorm activation issues. The key was to create my customized weather and create my own weather regions. I also utilized triggers at all major portals through the game world to insure stability of weather transitioning.
  9. After extensive testing and the creation of custom weather regions, all thunderstorm activity throughout Cyrodiil is overridden for Clear conditions. Despite using trigger zones, thunderstorm activity lasts for a brief second and is overridden. Interestingly, I was able to transition from Overcast conditions to Thunderstorm clouds but without the rain. I can't isolate any weather region that is overriding thunderstorm activity.
  10. Recently when opening Regions under the CS the map screen is all black. Do you know what could cause this issue?
  11. How do you associate customized weather regions to geographic areas?
  12. I have discovered now how to create my own custom weather regions against the areas that require modification in support of my plug-in development. I can set these regions for override.
  13. Friend, how do you attach a weather region to an external cell?
  14. I nearly have my thunderstorm environment working again but something is overriding my scripted force flag.
  15. How can you disable default weather against a specific region within a script?
  16. Good Day, During recent game play, I noticed that under my plug-in module that my main script is no longer forcing Thunderstorm weather. However, I can force other types of weather with no issue. It appears that Thunderstorm weather has been deactivated under my game world. What could cause this issue? Thanks, KWITS
  17. Good Day, I have a scenario under my TESIV Oblivion Mod in which a one NPC leads another NPC that follows when the first NPC goes to a distant location with multiple teleports. The travel package is functioning but I want my primary NPC to lead the group as if they and they alone knew the path ahead. However, there is a 60 to 120 second delay before the NPCs begin moving through a teleport to a new interior location. Also, the two NPCs in question never go ahead of me as they should. I have to trigger the travel package to start by going first through a door. Does anyone have any ideas on how to minimize NPC travel package delays and how to have a primary NPC lead another NPC autonomously? Thanks, KWITS
  18. Good Day, Presently, my updated book script appears to be functioning as designed. To avoid any more confusion over this forum topic, here is the scenario for the script: The Player encounters an apparition that speaks to him about a lost tome; this tome was rumored to exist deep in a forgotten cavern. Once the Player discovered the existence of the Tome and the apparition gives it to the Player as an inventory item, the Tome could not be opened for it was sealed by a powerful Magicka. Therefore, from the very beginning when the Tome was discovered by the Player, it could not be read but it could be carried under the Player's possession. What I want to accomplish is to prevent the Tome or book to be opened and read by the Player until another NPC can achieve this task and interpret its ancient writings. Thanks, KWITS
  19. I have tried the OnActivate and the OnEquip route but still, once the book is within the Player's inventory as a container item, it can be easily opened. Cheers, KWITS
  20. Thank you for your post! I am still trying to get this to work. It is difficult to keep a book from opening once it is in your inventory as a container item. Cheers, KWITS
  21. Good Day, I have a book that that my Player acquired during a quest that I want to keep magically sealed until the right moment like the start of a new quest when the book is given to a NPC to dispel in order to open for reading. Please provide sample code for this purpose? I have a script running on the book in question but it only provides a pop-up when it is assessed warning the book can't be opened. Best Regards, KWITS
  22. Good Day, Although I now consider this topic closed since my NPC is waiting for my arrival back to town at her designated location, I am still having issues with my NPC's packages. For example, during testing, sometimes my package launches enabling the NPC to travel and while in other cases, the NPC does not travel to the referenced location. What causes this eractic package behavior? Thanks, KWITS
  23. Good Day, This issue appears to be now resolved. I performed the following actions that might have led to the final fix. 1. Added all ending and intro quest stages to the NPC's package in which the NPC would be expected to begin dialogue 2. Used the MoveTo function within the Mod's main script 3. Used the enable function against the NPC reference Regards, KWITS
  24. Good Day, During extensive testing of my pre-release of the WaV Mod under TESIV Oblivion, I have encountered a problem with NPC movement between successive transitioning of each new quest. Here is the scenario: The Player first encounters a NPC during a quest which the topic of discussion triggers the next quest. The Player moves on to the next quest level of completion. Using packages to control NPC behavior, I attempted to control the movement of the NPC from one location to another location on the change of a quest. However, after several successive quests when the Player returned to the original location to find the said NPC, the NPC was no where to be found. During my troubleshooting, I continually unloaded my Mod against my saved Player file, saved my game and then loaded back my Mod to another saved game version. This action had limited positive effects but did not resolve the issue at hand. I was able to mediate the problem by creating a new NPC reference of the same character by placing the NPC within the desired location but is this a best practice? Wouldn't eventually during real game play, the NPC would meet up with its doppelganger? My top priority within any Mod development for Oblivion is to create an intriguing world with an exciting story line and a realistic, innovative environment. I often think about my gaming world when going to bed each night. Yes, I do have a life but this is how creativity within the human brain works, at the unconscious level. I have resolved script issues even in the shower! Anyway, I suspect my issue arises from the actual aspect of going back and forth between game saved levels between each quest. I am planning today to begin my main quest over from the beginning and observe the results. I would prefer that my NPC would simply be waiting for me at my own convenience and choosing. This is how is in the real world. If someone give you a job assignment and says, "I will be here when you get back", it is a reasonable assumption to expect this individual to be at the designated location as expected. Does anyone have any ideas? Cheers, KWITS
  25. Farques, Please post your fix action against your post. Regards, KWITS
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