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Euripedus

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Everything posted by Euripedus

  1. I have a serious issue with the CS. Seems that it decided to kill two of my mods some how. This is weird tho, I've reinstalled the mods from the archive (.rar) that I keep in a different folder, virgin mod files that have been uploaded to Nexus. The CS is not finding all kinds of items missing, Oblivion crashes at start if these two mods are checked and I can't uninstall or reinstall the *&^%$%^ CS! Any ideas? I was working on another mod last night and while testing a simple door design I found I had lost all NPC dialog except for the guards. So today I diagnosed and tested and pulled my hair out several times till I got fed up and reinstalled Oblivion fresh, did the update, reinstalled the DLC mods and then went down the list one mod at a time to see where the problem was. Two of MY mods that are working fine for everyone else and myself (up until last night) yet the one I was working on that I suspected of being the bad mod is fine. Told ya it was weird. I even went through my saved games to make sure it wasn't corrupted save loading. Got any ideas now?! lol please shoot me and tell Bethesda it was their fault.
  2. I have a serious issue with the CS. Seems that it decided to kill two of my mods some how. This is weird tho, I've reinstalled the mods from the archive (.rar) that I keep in a different folder, virgin mod files that have been uploaded to Nexus. The CS is not finding all kinds of items missing, Oblivion crashes at start if these two mods are checked and I can't uninstall or reinstall the *&^%$%^ CS! Any ideas? I was working on another mod last night and while testing a simple door design I found I had lost all NPC dialog except for the guards. So today I diagnosed and tested and pulled my hair out several times till I got fed up and reinstalled Oblivion fresh, did the update, reinstalled the DLC mods and then went down the list one mod at a time to see where the problem was. Two of MY mods that are working fine for everyone else and myself (up until last night) yet the one I was working on that I suspected of being the bad mod is fine. Told ya it was weird. I even went through my saved games to make sure it wasn't corrupted save loading. Got any ideas now?! lol please shoot me and tell Bethesda it was their fault.
  3. Well, this has been a very weird yet fruitful week. The latest version of Skingrad Armory-The Secret Forge is up and ready for your download pleasure. The Black Dragon Imperial Armor is now available in this mod. I finally figured out the trick to retexturing vanilla meshes that are skinned without reskinning them. JOY! Speaking of reskins, the latest mod offering from me is Ayleid Ruins-Legend of White Gold. This is a Ayleid ruins connected to a series of tunnels and caverns with a single White Gold vein, all that remains of the ancient mining resources used to build the Imperial City. But don't think the mine is unguarded or easy pickings. A new and ferocious creature stands at the entrance, hungry for your blood: the Abominable Snow Troll! Start this adventure in the Imperial City Waterfront, buy the crappy shack (or go back if you own it already) and search for clues to this great treasure. Work on the Valenwood and Hammerfell mods proceeds slowly but I'm getting used to what can and can not be done.
  4. LOL OMG! The Bethesda team is so lame sometimes. And I did a stupid thing... I tried to "fix" the priorydoor01.nif so the CS wouldn't freak out every time because there is a light inside the mesh. WRONG THING to do! Made the game crash every time I got near the bloody door (same cell quad). Glad I had BSA commander! So back to modding. Still got that LOD problem tho.
  5. Oh holy crap! I don't know what I did or what happened but now the mod crashes CS and game. I uninstalled and reinstalled the vanilla/virgin mod and it still crashes both programs. My backup too. um...unless anyone has an idea, I'm looking at reinstalling everything from scratch. And yes I have anti-virus software. GAWD I hate the CS! How the *&%^$ did Bethesda ever release TES4 using that PoS?
  6. Thanks for the info but no, didn't work. lol but the game DID regenerate all new landscapes, bogged down the load screen. So yes you were right, there is a copy in the bsa and it hasn't been modified yet. Seems there is an lod under the mod mesh but it's real close to the height of the mod mesh at one point, the spot I assume was Galejro's start of the mod. -49,-23 thru -25 seem to be the bad cells. all the rest are WAY under the mod mesh height and therefore don't show thru. Ok, about quad regeneration. I tried it once on a single cell and I got some black and purpleish coloring on the mod mesh (or a blending of the two meshes?) Not sure why the texture didn't render. Thanks again for all your help. Any more advice is greatly appreciated. But don't let me distract you from your 5 minutes of game time...I mean testing. lol update Ok regenerated the quad for one of the cells (these are in the Tamriel worldspace...grrrr. I know why he did it this way, he built a baloon airship, was going to have it fly around Tamriel) and got the same black texture, but the land was still visible above the mod mesh. So I deleted the textures that start with 60 and viola`! the texture was back. None of this solved the problem tho. Oddly the LOD distant land only peaks out in that one cell, the one with the most drastic elevation change (for the waterfall).
  7. So far i don't use WryeBash or NMM. I'm old school, do things manually cuz too much...uh...stuff can glog the works. Today I copied all the LOD files from a virgin backup. Still no dice. Installed a virgin copy of the mod including all textures, meshes, etc. Nothing. So, I'm getting used to having the distant land turned off. We now return you to your previously scheduled editing....grrrr
  8. Only when the Valenwood Unleashed mod is running, alone do I get this. If I can't fix it then I will need to abandon all my previous work on this mod to my backup point and rehash the last few weeks of labor. It only happens in this cell, in this mod, because of something I did. I've tried regenerating LOD (Upadate LOD function) but not for the whole world space. The problem is that this city exsists in Tamriel, not it's own worldspace. Yet. Hmmm...maybe now is the time to move all this. If you have ever used Valenwood Unleashed you know what a pain this is going to be. Valenburg is a BIG town that really needs to be in it's own worldspace. Galejro created this mod, which I rather enjoy, the new furniture, clothing and weapons are great and can be fun. But the town of Fithren was messed up. There were no bridges across the Putrid River. NPCs got trapped in Valenwood. all kinds of little irritating things that needed fixing. I'm an old Lightwave modeler and I'm starting to get into Blender, NifSkope and of courwse the CS for modding. I like to play Oblivion...problem is it's usually for 5 minutes at a time until I find a bug, a glitch, a problem...then it's off to Editland for repairs before I can get back to Testing/Playing. lol ah....what a life.
  9. I have a problem with LOD land showing up in a cell on the edge of water. I realise I can use the console cmd "tll" and it goes away (although everything gets a higher HDR value too, making it all look unreal), but that doesn't fix my problem really. I need to know how to find and exterminate rouge LODs showing up in a mod. here are the screen shots, first with land LODs on then off: http://forums.nexusmods.com/uploads//monthly_02_2013/post-3092645-0-27396500-1360646223_thumb.jpg http://forums.nexusmods.com/uploads//monthly_02_2013/post-3092645-0-35775700-1360646237_thumb.jpg The cell in which this is occcuring does not show anything out of the ordinary in CS, so I'm at a loss as how to proceed. I have replaced the Oblivion.esm with a vanilla one, activated only the mod in question, loaded the game without OBSE, etc. Nothing seems to fix this glitch. Any ideas?
  10. Capes are available. The New Valen mod has capes. If you can use the CS you could copy their capes into your own mod or just instal the New Valen mod and go buy/steal/kill for a cape from the wood elves there. Euri
  11. Making things a Static object works, especially if you don't want or care if the objects are to be picked up and used. Also there is a node in NifSkope or the CS, I forget where now, that lets you turn the Havok off for an item. It will then ignore gravity and collisions while in game. Euri
  12. Does you player grunt with pain when in vanilla mode combat? Or yelp with pain after jumping off Dive Cliff or other high places? If not you gots a problem with your install path. If it works fine that way, then the audio files you are adding might not have the right path. This is only a guess as I've never worked on this yet in my limited modding experience. Thought I'd learn something by reading the replies but had this thought instead. Maybe it'll help. Good luck. Euri
  13. Striker is right, use the Travel to get them to a location, then Wander in a small radius at location for set time, then Travel back. As they wander they will interact with other NPCs in their vicinity, which gives rise to the Rumor and New Topic advantage of being near NPCs talking. Great for new toons! Although most of us are old, jaded, cantancerous players and we know all the good loot spots already. Ok well *I'M* old, jaded and cantancerous. ;) Euri
  14. I hate the fricking height map. Any major changes to land heights almost guarantees I will crash the CS or the game...UNTIL I was editing a cell and discovered a little check box called "Hand Changed". Now I have no problems when editing landmass heights or textures.
  15. I've done that. Many helms were tossed upon the slag heap before I figured out how to make them work in NifSkope. I'm getting better at Blender, but I prefer to model in Lightwave as I've used that program for decades (yes, decades. I'm that old). Just make sure you add the textures and material in Blender, make the meshes double sided, then import into NifSkope and be sure to have all the nodes added. Use a separate NifSkope window with a vanilla helm if you need to and add the perrtinent nodes and their respective data to your new helm. I discovered that a BSX flag makes no diff to a helm that is worn. It HAS to be there for a _gnd world model (the one you see on the shelf or laying on the ground) but doesn't interfere with the one you wear. Blender Specularity is a no-go so remove it or ignore it after Blender adds it. The Stencil property is the Double Sided mesh node and can be removed in NifSkope as the Blender data somehow makes the meshes double sided but NifSkope imports the data but ignores the Stencil. Weird. And yes, you need a Texture and Material property node before the model will actually be visible. You can find my mistakes AND success in my mod "Skingrad Armory- The Secret Forge". I used that mod to learn all this stuff. New version coming, as I've made serious headway into modelling for Oblivion. Hope some of this helps. Euri
  16. One option I used a year ago was to summon a dremora lord, then make a "fullactorcopy" of it, dismiss the summon and hack away. you WILL have to heal him every now and then but my skills went up, blade, block, etc. and he is always there waiting to be hacked by you! ;D
  17. Heya Hurdel, I've had problems like this a few times myself. One possibility about pink skin: missing or wrong path pointers to textures. I personally dont trust installers very much. Far too often the mod author forgets a file in the archive and the installer either doesn't know it is missing or skips it because the path is wrong, making the game engine think it's missing. As for Oblivion black screening on start, uncheck all mods, then MOVE them to a safe folder and try the game again. If it still won't start, reinstall, you probably have a corrupt master.esm. To uninstall Oblivion after the 1.2...patch I've had to use regedit to remove all Oblivion game references. JUST game references, you can leave path locations to data files, you saves, etc. then reinstall the vanilla game and try it. Also, you might simply have save bloat or corruption since that race mod doesn't seem to be working right. Make sure you contact the mod author as well as he/she might have some ideas as to why there is a problem.
  18. BTW, I still use WinXP as my OS so if you use a different OS the ununstall.reinstall procedure might be different.
  19. Got it! There is a Inertia setting in the bhkRigidBody node that needs to be set. M11, M22 and M33 are all set to zero, making the world (_gnd) model have NO inertia to play with. Setting those three values to 7.8, 5.4 and 3.5 (or anything close to those values) will allow the model to swing in the air and drop at a certain rate. Problem solved. Euri
  20. Got me a black helmet, has gold trim. Doesn't shine with any specularity. I gots me a normal map, no transperancy. Still no shine. The poor thing looks great in Blender but once it gets into the game it's flat black. Also have another helmet, finally managed to get it to display the texture instead of flat black. It too does not shine. I set the spec in Blender up, nothing. In NifSkope I see a NiSpecProp node but there's no way to adjust it or add a value (if I knew what value it required I still don't think that node from Blender is adjustable). Any ideas? Are you guys sure the more solid a normal the shinier it is? Euri p.s. Jusy played with the transperancy on the normal map. I got some shine. It would seem that the MORE transperant the color on the normal, the more the material underneath the texture image can "shine" through, if it is black. I was trying to get black to shine and it wouldn't. Seems that black is the opposite of a normal, so you want more transperancy. Answered my own question.
  21. ok hopefully no one read my last scream for help. I have Blender 2.49b, Python 2.6.6, NIFscript tools thingie and PyFFI 2.1.1? and it all works! YES! Finally! WOOHOO! Ok so much for the jump for joy. now to work. Please suggest (until I find it myself again) a link to the creating a bounding box for a helmet to use as a gnd.nif model. Thanks. Can't believe it took me this long, although I did have models on TurboSquid that needed updating and I've been a bit busy. Let the modding BEGIN!
  22. Well do me a favor then, please. Could you add a collision box to the poor helmet? I gave up last night on remodelling since I seem to need an older version of Blender, so instead I reverted to the not-so-vanilla models (legion dragon and legionhorseback) and just messed with GMP and learned some new things (I just downloaded it recently as well). Then I went back to NifSkope and learned how to edit the UV maps! Awesome tool. Now I have no problem recoloring, redesigning vanilla models for my mods. BTW, thanks for the help, didn't realise I was chatting with the guy who made the Knights of the Nine Revelation mod. Downloaded it weeks ago but I've been so busy learning NifSkope I haven't installed it yet. Maybe this weekend... Euri
  23. Ok try this Mediafire link. Should have the .nif and both .dds files (incase ya need them) http://www.mediafire.com/?7tbmaika06nyk I'm using Lightwave for modeling (been a LW guy since my old Amiga days back in the 90s) but I have Blender 2.63 which I am just learning to use. BTW, that's me wearing the helmet in the avatar pic.
  24. Thanks. I didn't know the flag icon was a button but it has the 0 and 1 bits turned on. Also, the OL_Pick bit was just a test I tried, forgot to change it back before taking pic. So, it still isn't letting me move the item around, even though it seems everything might be set right. I've been a computer gamer/modeller/debugger for over 20 years and this has me stumped! lol Waiter! MORE COFFEE! I'll look into Mediafire for uploading the file.
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