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Bess

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Everything posted by Bess

  1. It's really nice of you to come back and actually say how you solved it. Sooner or later, somebody with the same question is going be helped by your post :thumbsup:
  2. DeltaType90 said: "I was however thinking of making a public template, basically setting up everything with the .NIFs and folder paths ready to go, but with "blank" sets of images and ppl could then just add their own images to the blank textures" If you felt you could release the template as a modder's resource, that would be brilliant! I'm definitely going to be keeping an eye out -- and I wish you much success with it.
  3. I'm happy to hear it was that easy for you to solve your problem, and we don't have to move on to wondering about corrupt NIFs and comparing our md5sums... Switching NifSkope up is a good idea anyway, but... ...I don't know what your old version was, but I'll just mention that these same files open just fine for me in NifSkope 1.0.22, too. For whatever that information is worth! :tongue: You said you're working on moving paintings for a private mod, but I'd certainly love to know how it turns out. If you get results that please you, I hope you might consider sharing..? Anyway, good luck!
  4. As Drake said, the file IDs themselves don't change over time, so I like to make it as neat & easy as possible for myself: instead of typing in a whole new reconstructed URL, I copy just the ID number from the reference, then open any random file on the appropriate main page and replace the ID in the URL with my pasted-in one, and Enter. Fast and accurate -- works for me.
  5. Sorry this won't be of any practical help to you, but for what it's worth, NifSkope is opening those painting meshes with no problem for me. That's all 32 middlepainting meshes (in those five categories you named) from the extracted .bsa, using NifSkope 1.1.3. These are the vanilla meshes you're talking about, right? Are you able to open other vanilla meshes in your NifSkope all right? Or is it just these middlepaintings?
  6. There actually is a Blender forum here on the Nexus, in the Software Programs section; you might try asking there there, too. If you're wanting to make models specifically for Oblivion (which is eight years old, after all), then you're going to have to use the 2.49b version of Blender at some point, so you do need to learn it. But if you're trying to get some skills to use for "the next big rpg", you should be looking at newer versions. Even for Oblivion, some people advise doing most your work in a newer version and just using 2.49b to get the model into Oblivion. For learning, a place you might start is over at TES Alliance, where you can get instruction and help. Look through what is available in The Enclave. You'll find tutorials and lots of people to answer your questions about 3D modelling. You might even want to consider taking one or more of the classes TESA offers.
  7. There's also this thread: Mod Acronyms - WTF? It covers other games besides Skyrim. If you want just Skyrim, look through this: glossary for Skyrim abbreviations These should get you started!
  8. Somehow you missed seeing this pinned post called Account Closure Requests at the very top of this forum. What it says is this: "All account closure request go here: http://forums.nexusm...osure-requests/ " That's your quickest way to getting your request taken care of before you make that new account...
  9. Your unstinting help and generosity have been noted and appreciated by so many more than have ever had the favour of your personal attention. You deserve all success, and I'm sure you'll have it. My very best wishes to you!
  10. Is it Mals Megaton Playerhouse Redux by Malaclypse, by any chance? In the screenshots, I see Liberty Prime, a balcony,... and a great big ol' red and black motorcycle. This the one?
  11. The screenshot in the original post -- just for general information -- is one of the user-submitted ones for Qarls Texture Pack III Full v1_3_OMOD.
  12. Welcome to Nexus! I hope you find the help you're looking for -- I'm looking forward to seeing your custom content. And if you haven't already, you might want to check out TES Alliance as well. There's a whole Skyrim modding school there, in The Enclave -- classes, tutorials, lots of people to answer your questions.
  13. After you choose the "Allow me to see adult content" option, are you scrolling all the way down to the bottom of the page and hitting the big green "submit" button? Its closeness to the donation and PayPal area can make it look as though it's something to do with just payments -- but the Submit button is for the entire page, and you need to choose it in order to save your Adult Content setting.
  14. For starters, you could look at this fairly recent thread, if you haven't already found it. And I very much recommend following Striker's link to DarkRider's explanation at TES Alliance.
  15. Well, hi there, EpicWindz! You're almost due to celebrate your second anniversary, actually. It's always good news when someone wants to learn to make mods -- you should be able to find and get lots of help here.
  16. Bess

    Greetings Nexus

    From what you say, you sound as if you'd be an asset to anyone's mod. Welcome, Vosto!
  17. I recognise you -- welcome back!
  18. Bess

    hello all

    Welcome to Nexus, shykess! Was that sigh perhaps because of nostalgia for Oblivion? If you haven't looked at Oblivion since "a long time ago", you might find many, many mods here to entice you right back. So much for your real life then! :laugh:
  19. See? You don't even have to ask, and ye shall receive bananas anyway... Welcome, kittysyay! Hope you've been enjoying the place in the months you've already been here :laugh: (So... apparently you like kitties? Or are one yourself??)
  20. Welcome, unknownwatcher! You'll never run out of things to do and to try here -- and that's just for Skyrim. I hope you'll start working your way backwards in The Elder Scrolls -- Oblivion, Morrowind, etc. If you've never played them on PC and modded, you're jumping into a bottomless pool :laugh:
  21. Bess

    Heya all!

    Your profile says you joined almost two years ago..?? Well anyway, I'm glad you finally said Hello, and here's a retroactive Welcome! from me :D
  22. Nice, Striker! ..."player.scaonactor"... [scribbling it into my big fat notebook of Things I Used to Know But No Longer Recall] -- I knew there was something else niggling at me; thanks for this :thumbsup:
  23. Well, there are some more suggestions in this really, really old thread here at Nexus (there's even one from Dark0ne) that you might look into, if you haven't found it already yourself. Since it's interfering with a quest, you might try the "movetoqt" command that Switch suggested -- the OP reported that it worked for him.
  24. So the mod I suggested to you in your earlier, similar post on 13 April in another forum didn't do what you wanted? It says it lets you fast travel when enemies are nearby. But if you've tried it and found that it doesn't suit you, maybe you should say what it was about it that didn't meet your expectations. That way anyone who might feel inclined to take up your request would know already what not to do for you. Personally, I wouldn't quit the game over not being able to fast travel "when enemies are nearby". It's an annoyance all right when the game wants to throw this at you, but here's a couple more suggestions if you don't mind using the console in need: type swdp (Say Who Detects Player) to find out what this "enemy" actually is, then go kill it; or type tcl (Toggle Collison) to turn off collision on yourself, fly up until you're out of range of the enemy's detection of you, fast travel from there, then restore your collision when you've arrived. Anyway, good luck!
  25. Besides all the above -- if you want water just for looks and atmosphere (no swimming or other water sports), but also want to see it rippling and moving realistically, there's Real Water Mesh by Da Mage and throttlekitty. The mod description includes a script by WillieSea to give it water sounds when you walk in it. Or if you just want to hear the water when you're near by, you can easily set an ambient water sound over it, which is what I usually do. By the way, ducks are completely taken in by it and swim very nicely on the surface! :D
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