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LaithArkham

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  1. Ah ha, that worked! That other code must be some old weird leftover version of the item or something. Thanks!
  2. So, after never finding any Daedric Gauntlets, I decided to spawn some with the player.additem command. According to every source I've seen, the Daedric Gauntlets' code is 0000C582. So I input the command: player.additem 0000C582 1 Which should add 1 Daedric Gauntlet to my inventory. Indeed, I get the message stating that just such has happened, and my encumberance goes up by a certain amount. However, the gauntlet does not show up in the inventory. I have tried spawning other items, including other Daedric items -- all other items I've spwned have worked fine so far. I tried disabling all mods and creating a new character, and the same problem occurs there as well. I don't seem to be the only one who has had this problem with this item specifically -- this thread on Gamefaqs shows someone encountering the exact same problem. http://www.gamefaqs.com/boards/924363-the-elder-scrolls-iv-oblivion/49540071 Unfortunately no solution was posted (it does seem to be an obscure problem). Any help anyone might have would be very appreciated. Again, disabling all mods and trying with a new character did nothing, but just in case it'll help: My copy of Oblivion is a non-Steam version (2-disc GOTY box) with the following installed. Shivering Isles expansion DLC: Frostcrag, Orrery OBSE First Person Sitting Bruma Guild Reconstructed Chargen With Numbers Cyrodill Transportation Network Darnified UI Female Imperial Dragon Cuirass Illumination Within (within.esp is activated, without.esp is not) KD Cloth Circlets Loading Screens Themed Replacer (for both vanilla and SI) Low Poly Grass for SI Operation Optimization Reznod's Mannequins Subtle Sunshine The Red Vest (this is a small personal mod I made that adds a retextured copy of the huntsman's vest, shouldn't affect anything) Update My Statue Xelus's Sister of Battle Armor
  3. There's a number of problems with this normal map at the moment, most of which I think I know how to fix (the weapon isn't finished yet anyway). But there are two things that I don't know what to do about, both of them involving the normal detail being shown in reverse. They look like they might be related, but it's hard to tell. Image showing problem here: http://img545.imageshack.us/img545/9360/oblivnormprob.jpg As shown in the picture on the left, there are spots where the normal map suddenly appears to reverse direction, apparently in conjunction with an edge on the geometry. Also visible in both screenshots, and indicated in the second, the little circular divot things are in reverse of what they are supposed to be. They are correctly oriented on the left side, incorrectly oriented on the right. The relevant portion of the normal map is on the right, just for reference's sake. The blade is using "quadruple" symmetry, as in the blade is mirrored both on each flat side of the blade, with the symmetry there being the cutting edge; as well as "left to right" along the center of the flat of the blade. Can someone clue me in as to what I need to do to fix this? I've done this sort of symmetry in other game engines (e.g. Unreal Engine 3) and not had a problem; I also know that Oblivion has items in the game that use this sort of technique (the steel shortsword, for example), and the method seems to work just fine there; why wouldn't it work here?
  4. While I'm sure others around here would know better than me, from what I've gathered the newer versions of the Maya plugin are simply the same plugin, re-compiled from the source code, to be usable with recent versions of Maya (e.g. 2011, 2012). My Maya version is 2008, so unless there have been actual new features added to the plugin's capabilities, a recompiled plugin shouldn't be necessary for me. Good to hear about Blender though. Unless someone wants to jump in and tell me that Milkshape is a better choice, exporting via Blender is probably the route I'll take.
  5. My external DVD drive has been wonky recently. For example, when I tried installing Darksiders from the DVDs, it got about 8-ish GB through and then the computer bluescreened. Then I tried copying an installer file for another game (Amnesia: The Dark Descent, about a 1GB file) and in the middle of copying it bluescreened again. These errors, when they happen, are very similar (only a Stop error code with similar hex values, no drivers mentioned and no named error message), and only happen when copying or installing things off of the DVD drive -- copying large files or making large installations in any other capacity does not cause these bluescreens to happen. No, don't worry -- I'm not asking anyone here to troubleshoot my hardware. So what does this have to do with Oblivion? Well, my install currently is a patched vanilla install. I have the GotY edition, but I wanted to play through the main game unmodified by expansions/dlc first. Now, I want to install KotN and Shivering Isles, but my DVD drive's sudden problems are worrying me -- I don't want to mess up my Oblivion install by having my computer crash in the middle of the installation process. Question is: If I attempt to copy the files off of the DVD one file at a time (presuming of course I can do even this much without it bluescreening on me), can the installer on the second GotY disc be run from the hard drive once all the files have been copied there? Or will that not work? Thanks in advance.
  6. Hey all, So as this tutorial (about the Denethor dragon model) mentions, if one wanted to get skeletal animations into Oblivion via Maya, they'd have to export the animated rig to Max first, then export to nif from there. (Presumably the process is similar if one wished to do other things that the Maya nif exporter can't do, such as make custom collision for new models, instead of re-using existing collision in the game.) This particular tutorial involves 3ds Max, but my question is, could a different package like Blender or Milkshape replace Max in this process? Has anyone tried that successfully?
  7. Arforyon -- it sounds like what's happening is, your models are getting their face normals reversed. Do the following (then re-export your models) and see if it fixes it: -Make sure your "category menu" in the upper left is set to Polygons. -Go into face selection mode, and select all the faces of your object. -Go to Normals -> Reverse. That should fix the problem.
  8. Anyone happen to know which mod has the sword depicted in this screenshot?
  9. Thanks to both of you. Much obliged.
  10. First question: I have been modeling with Autodesk Maya for several years now, and I understand that the NIF exporter for Maya has certain problematic limitations, like not being able to export collision or animations. I've had a glance at this tutorial, and it makes me wonder if I could do a similar process by a) getting all the work done in Maya, b) exporting as FBX (or another format), c) importing into either Blender or Milkshape, and d) exporting from there, essentially substituting Blender/Milkshape (whichever would be a better choice for this) for Max in the exporting process. Would such a method work for Oblivion modding? Second one: What mod is the clothing from in this screenshot? (This screen is for a race mod, so I'm guessing it's a separate thing.) http://blog.fileplanet.com/2010/12/17/exotic-oblivion-races/corean-1/ Thanks in advance.
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