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AuroraLily

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  1. I'm having a little problem with blender. I've played about with blender before and not had any problems exporting so i'm not sure what's happened this time, I imported a nif into blender, flipped it and then tried to export it and this is the result: inital nif compared to new nif http://i339.photobucket.com/albums/n447/Ebony_Aurora/blenderprob.png The object looks fine in blender. I installed blender as per the download and instructions on the nexus. Any help would be great.g. EDIT: Problem solved after much googling - had to flip normals in edit mode after mirroring
  2. Thanks for the reply, double checked and the texture size is set to large.
  3. Hi I recently wiped my computer and upgraded from Vista 32bit to Windows 7 64bit. All my drivers are up to date. On Vista I had no problems getting mods to work so when I installed Oblivion after upgrading I installed exactly the same mods and had loads of graphical errors so I did a clean install and installed the mods one by one to find out where the problem is. So far I've found the following problems (I can only tell you the first thing I noticed as I deleted the mod as soon as I saw a problem): Unofficial Oblivion Patch (installed by self installer then tried again as omod): This mod causes problems with the streets in the Imperial City Market District - random triangles use a different cobble texture. Better Cities (installed as omod then tried manually): Love this mod but since upgrading there are loads of invisible triangles and stretched meshes spanning streets and all sorts - again only looked in Imperial City Market District. Roberts Female Body: Didn't try this on Vista but liked it a bit better then exnems so tried it this time. Again lots of invisible triangles and stretched meshes for example the stomach was stretched between the wrists. This was obvious as soon as I installed it in the sewers so don't know if it had the same effect on NPCs. Have gone back to exnems for body mod which so far is working fine. If anyone knows a solution to this problem i'd be very grateful - I loved better cities and I had to install UOP last time to resurect the guy who sells the house in skingrad. Cheers
  4. I'm working on some meshes to make statues of the vanilla oblivion creatures and races. I've got the static meshes of my statues and used 2 different methods to create a collision mesh for them but came up with exactly the same result. Technically it worked - i created a statue of an imp and an imperial that you can't walk through. My problem is that in game if you get too close to the statues oblivion slows to a crawl and in the case of the imperial completely stops responding. The methods I used for creating the collision meshes were: 1. Following the adding collision model tutorial on the construction set wiki. 2. Made a no material/texture copy of the statue, and used blender to turn it into a collision mesh. I tried to optimise the meshes using gmax but it crashed as soon as i tried to export it. I'm going to do a clean install of all the programs I used as I noticed when typing this thread that some of my versions are newer to those suggested for use on vista (which I believe is advised againt) My question is - how do I optimise the collision meshes so they don't cripple my game? Aurora x
  5. I'm currently making a house mod project but don't have the time to learn blender and nifskope but i need a few meshes altering. Is there anyone that would be willing to help me with this side of the modding? Full credit will be given. Thanks x
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