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Connectamabob

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Everything posted by Connectamabob

  1. I've been trying to create custom heads for some mod-related NPC's Using ECE and CharGen Export: http://www.nexusmods.com/skyrim/mods/61336/? I've created the NPCs, and sucessfully created custom head NIFs using CharGen Export, however I can't find clear info on how to actually apply the head nif to the npc. I posted the question in CharGen Export's thread, but have gotten no replies (I guess that thread isn't viewed often). I read through the whole thread, but only got vauge info that way. I get that you're supposed to swap the CharGen Export nif for an existing niff stored in the data folder, but it's not 100% clear which or where. It looked like they meant to replace the nifs in data/meshes/actors/character/facegendata that are created when you export an NPC's face data from the CK using ctrl+F4, but when I replaced those with the custom nifs (w/ the custom nifs renamed to match the original chargen exported nifs), my NPCs render in-game with the same mismatched default head you get if you don't do a ctrl+F4 export in the first place. There's also hints that you have to edit a few lines in NifScope, but no indications of what lines or edit how. Any help would be greatly appreciated.
  2. I'm having to do a reinstall of Skyrim after an OS reinstall, and I'm recollecting all my favorite mods. I figured I could just go into my profile and use my endorsements as a handy link list, but I can't find a way to view my own endorsements like that in my profile. I can get the most recent ones from the recent activity tab, but not all by a long shot. Is there a way to view my own endorsements? It also seems like it would be useful to have ones endorsements as part of ones public profile. That way you could just link to an endorsement list as a way of reccomending a mod list to a friend, say.
  3. @D8alus: My keyboard is one of those ones that lacks an F-lock key. I have to set F-lock status in the driver. Believe me, this was the very FIRST thing I checked, as I've had issues with that before (last lime I ever buy a Logitech keyboard. Love their other peripherals, but the keyboard F-lock shinannigans are BS). @Jokerine: That... sounds like a possibilty. Seems random as hell, yet totally plausible given other odd stuff in the CK. I'll give it a test.
  4. I'm trying to craft some hirelings for a custom quest, but the only tutorials I can find on hirelings all assume I'll want to be using voice dialog. Obviously this would be prefereable in abstract, but the existing hireling diologs can't be made to fit the quest context (or characters, for that matter), and I don't have the abilty to record custom voices. I need to know how to create text-based hiring diologs, but I have no idea how, and none of the turorials cover a text dialog option. IIRC it should be possible, as I think I've seen it done before by other companion mods. How do I do it, or is there a tutorial I missed that covers it?
  5. I did try that, and it didn't work. I tried again hours later, and it did work, but then when I tried to do another new NPC, it went right back to nothing working again. So it seems I can do the Ctrl + F4 export every once in a while, but rarely, and completely at random as far as I can tell.
  6. I'm trying to create a new NPC for a mod, but the Ctrl + F4 thing isn't working anymore for some reason, so I'm unable to export the NPC's facegen data. I press the keys, and nothing happens: no "do you want to..." pop up, no data export. It's not my keyboard, because both keys work in other programs (I even tried macroing the keys to my game pad, and it didn't work there either). Is this a new bug, or just me? Is there an alternate way to export these data?
  7. There are several mods which expand follower options. I use Extensible Follower Framework, which enables you to change your followers' clothes, residence, essential status, combat style, and a couple other things in game (in addition to allowing you to use more than one follower). There are several mods that do similar, but that's the one I use. Changing your followers body and face as far as I know are not directly possible in game. You'd have to go into the Creation Kit for that. Here's a tutorial . Basically do that, but instead of creating a whole new "actor", just alter the existing actor file for your follower of choice. Customizing the body is a little more in depth. Here's a tutorial for that. Bear in mind that most clothing will not reflect your custom body, as in most cases visible bare arms/chest/legs are actually part of the clothing model and only reference the base body for the textures. Also the game engine only supports clothing morps for the weight slider, so bare skin aside, the clothes themselves won't conform to the custom body shape. So if you want your follower's custom body shape to be apparent while they're wearing clothes, you will have to create a standalone version of the clothes you want him/her to wear. If you're just grabbing a pre-made body mod to use as your follower's unique body, this is easy: just find a clothing mod made for that body, and grab whatever meshes you need from that to create your follower's stand-alone clothes in the CK. It may be worth browsing/searching the companions/followers sections of the Nexus mods. Pretty much every follower in game has been reworked a dozen times over by other modders to suit their own tastes. It's entirely possible one of them may coincide with yours.
  8. Thanks, but google's only bringing me back here to the type 6M page and the "hidden by author" page for the original type 6.
  9. Came back to reinstall my favorite mods after a long time away from the game, and found Its page on the nexus is set to "hidden": http://newvegas.nexusmods.com/mods/44102//? It was the only mod that fixed the horribly janky shoulders on female models, so for me it's a must-have. The (bizarrely IMO) popular type 3 only makes the bodies porn-ready, but doesn't fix the proportions, and I really just want the women in game to stop looking like wierd aliens with giant gaps between their humerus and shoulder sockets, regardless of what they're wearing. I can find the type 6M, but don't care for the barbied-up proportions. I'm just looking for the original type 6 and its clothing pack. Does anyone know what happened, if it's ever coming back, or an alternate download site?
  10. Okay, I found a workaround. By exporting to PNG format first, then opening the PNG and re-exporting to DDS I can get a usable DDS. Would still love to know why I can't just export straight to DDS, but at least I can get the job done now.
  11. I'm trying to combine a couple tattoos from the PSD file in this mod: http://skyrim.nexusmods.com/mods/30027//? onto this skin: http://skyrim.nexusmods.com/mods/32986/? I'm using GIMP 2.8.4 with the DDS plugin. Mostly the process goes smoothly, but I'm having a few difficulties. My main problem is that the image is getting altered somehow during DDS export so it's no longer square. Something in the export process is widening the image by attaching a band of blank pixels to the left edge, which of course screws up the texture alignment when placed on the body mesh in-game. Everything seems fine up to that point: layers have all been resized to match and properly aligned, with the overall image ppi and pixel count sizes being properly square. Any ideas how to fix this, or what I may be doing wrong? Thanks!
  12. I've seen a few follower mods which include custom body meshes, so that regardless of what the default installed body mesh is, the follower still uses its own mesh. Examples: http://skyrim.nexusmods.com/mods/26437/ http://skyrim.nexusmods.com/mods/28922 http://skyrim.nexusmods.com/mods/16260/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D16260 http://skyrim.nexusmods.com/mods/17302 I'm looking for info on how to create such a follower mod. I've been reading tutorials on follower NPC creation, but they all assume you're just using the main default body.
  13. Thanks for the help. Senterpat was right: I didn't get a "D*" showing up next to anything, but when I saved and restarted the GECK, the duped cell file was there with all the deleted stuff gone. Kind of a pain that it doesn't show up without the restart, but at least I know it's happening and can move forward. Cool. Thanks for the other tips too. I haven't dealt with ESMs yet, and a lot of that is still Greek to me because I haven't learned all the bits and bobs, but it's good to know for when the time comes. I'll check out FNVedit also.
  14. Hey all: nexus noob here (been downloading and using mods for the past six months or so, but this my first time on the forum). I apologize if this is in the wrong place, or if it's been asked and answered before (I tried searching but didn't find anything). I'm trying to learn the GECK, so I can try my own hand at modding. I've started out with the tutorials here, and have immediately run into a snag. When I get to this step, the GECK won't delete the highlighted files. I right-click and select "delete" (or highlight an press the "delete" key, I've tried both ways), it pops up the "do you really want to do this?" dialog box, I click "yes", and nothing happens: the files are all still there. Just as a test I tried deleting the duped cell as a whole, and got the same result. The GECK just won't let me delete anything. I am using the NV GECK and not the FO3 GECK, and running it in admin mode. At first I thought it might be because I have the Steam version of FONV, and I've read that having the game root folder located in the Program Files directory (as is default with Steam) can cause issues with the GECK. So I moved FONV's root folder outside the Program Files directories, and created a symbolic link back to its original location. That didn't help though: the symlink works fine, but the GECK still won't let me delete anything. Anyone experienced this before? Is there a way to fix it, or am I doing something wrong? General specs (if it helps): Vista home premium 64bit SP2 Intel Pentium E2180 AMD Radeon HD 6800 8Gb duel-channel DDR2
  15. Hmm, that sounds like I could even unpack to a dummy data folder, then redo the unpacked files as an OMOD. That would make testing and uninstalling if need be even easier. I've already done that a couple times with mods that came packaged as EXE installers, with happy results. Yes, I can redownload a new copy. The way Steam works is once you buy a game, it's in your online account forever to download as many times as you need. I already tried that once though, if you'll see my original post. I am starting to suspect it's maybe a graphics card compatibility issue of some kind. I've never had a problem with this card before, but Oblivion predates that card generation by enough that the launcher can't recognize it, so I'm guessing it may be possible there's something in this particular GPU model's architecture that conflicts with Oblivion's. That's just a guess though. The grass is the only real issue though. I take a bit of a frame rate hit from high density scenes like forests, and the game stutters a little when blocks of LOD stuff get switched out for full meshes, but think that's just my hardware being underpowered. Don't know how Oblivion divides up its workload though, so I'm not even sure if the critical choke point with that stuff is in the GPU or the CPU. Thanks! *edit* Actually I have noticed a few other minor oddities. Like the marketplace district in the Imperial City having all it's HUD/map labels in German, while the rest of the game is in English. Doesn't effect the shop sign textures or the dialog subtitles, just the map and HUD place labels. Happens with both vanilla and Darnified modded UI's.
  16. I'm totally new to Oblivion, but what it looks like to me so far is that the "feather" scores represent total encumbrance, not just inventory encumbrance. When you equip an item from your inventory, your character is still subject to it's weight because you haven't actually removed it from your character's person, you've just shifted it from your inventory "backpack" to your hand, or your feet, or whatever. You're still actually schlepping it around on your body either way and are thus still subject to the same total weight. The effects of a items' weight might change depending on if it's equipped (wearing heavier shoes will make sneaking harder than wearing lighter shoes, for example), but as long as it's on your person in any way, it's still weighing you down. The only way to remove an item's weight from your "feather" score is by dropping it instead of carrying it with you... just like in real life. This is one of the reasons why it's good to have a house or hideout somewhere: so you have a safe place to stash all your excess junk/loot to keep your inventory light. That's how it looks to me anyway. I'm still brand new to this game.
  17. Hokay, the mesh replacers didn't work. I looked at BSA Commander, but there's a lot of info missing. Every tutorial I found was geared towards mod creators. I only found one mention of extracting BSA's as an archive invalidation method here: http://cs.elderscrolls.com/index.php/Oblivion_Mods_FAQ#Archive_Invalidation , which only mentions it to make a point of how they're not going to talk about it. They also mention it has major downsides for players, but what those downsides are fall under the "not gonna talk about it" thing. Am I supposed to unpack and then repack the file, or am I supposed to save the unpacked files somewhere so Oblivion will use them instead of the BSA-compressed files? If the latter, what would the file path be? What are the "downsides"? Will I risk breaking my game by doing this, or is it something I can fix/work around? Thanks again.
  18. Thanks. Yes, I'm counting third party texture replacer packs as mods (seems odd to me that anyone wouldn't). When I say I had the problem with vanilla Oblivion, I mean the 100% unaltered, out-of-box version of the game. I'll give BSA Commander (and/or a mesh replacer) a try. Thanks!
  19. Hi all. I'm new. I just got the Deluxe version of Oblivion off Steam (from the sale when Skyrim came out), the one with Shivering Isles and all the other official expansions bundled in. I've noticed a weird problem: all the grass models in the game are invisible. I can see a kind of translucent silhouette of the grass when there's water behind it (like a low angle from a lake shore hillside), but otherwise it's like they aren't there at all. No grasses visible, anywhere. It's not a mod issue, as I've had the problem from day one even with vanilla. I've since installed the Q3 Redimized texture replacement pack, the Better Landscapes compilation pack, and the Unofficial Oblivion Patch. All made large noticeable differences in a lot of ways, but none fixed the grass. I redownloaded, reinstalled, and defragged the game, but no joy. Checked the INI file to make sure grass was turned on, and it was. It doesn't break the game, but it is a little annoying. I searched Google and Youtube and the forums here, but could only find one reference to someone else having the same problem, and no solutions. Any help troubleshooting would be welcome, as I'm a total Oblivion noob. Specs: Oblivion version 1.2.0416 ("Game of the Year Edition Deluxe" on Steam) OS- Vista Home Premium 64-bit Processor- Pentium E2180 @ 2.00GHz GPU- GeForce 7950 GT, 512MB RAM- 8GB duel-channel DDR2 Thanks!
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