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About Awevalan

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TES 4 Oblivion, The Witcher 3
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I know to Google issues and read readmes before posting and believe me I have done all that and have now come up with not one but two entirely different issues with the same cause shortly after a full system reset. The first round I restored my computer and ran through all the updates then began work on installing Oblivion up to 1.2.0416 and then installed OBSE...which worked fine...then introduced CSE and suddenly I get the error for d3dx9_*.dll error...(*=45 I think)...I tried reinstalling DirectX 9.0C too many times to count and tried system restores and all that jazz... Round two was much the same in the beginning but then I also found that OBSE and CSE had been updated...so I went through the same installation processes PER THE READMES...and initially OBSE did just fine...then comes CSE and now I'm getting MSVCP110.dll errors...Visual C++ 2012 I know...tried reinstall 3 or 4 times (DirectX 9.0c literally took three tries before it finally installed properly...) So the system is a bit...okay more than a bit outdated...Vista SP2 with 4GB of RAM...(which reminds me I need to use the patch on the exe's....) with a dual core Intel Pentium (I know it's blazingly fast...) Ideas?...cause I'm fresh out and I have been Googling like crazy...
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Our resourcefulness is our bread and butter...granted I haven't released a mod yet that has had nearly as much exposure as I might have hoped but one doesn't post a mod simply for the fame...they post it to share their passion. At present I have figured out TES4Gecko (with which I very nearly broke my .esm...but then with which I also fixed my foobar...). The islands are all at least just above sea-level and now I will be moving into using the Heightmap Editor to rough out and then smooth the landmasses before moving into smaller detail post-object gen. My plan is to introduce noise into the actual planet (yes planet...the reason the map looks like it does is because the main region is shaped almost exactly like those long ovoid-ish maps of our very own Earth) so that the underwater realm is not as boring as I have seen it come out.
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Also is there a way to perhaps superimpose my map image so that I can create the world from it or would I literally have to eyeball it as stated above? This is the map I created from my hand-drawn example. I was hoping to make the heightmap using this or at the very least overlay the squares so that I can actually just draw over it using the Heightmap Editor. If someone knows how to make one method or the other work that would be great!
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Ingame there is a precedent for this that sends the player back to the palace in Shivering Isles. Though it is in place as a power (I can't remember if it's a lesser power off-hand) it should be fairly simple to alter the spell script so that the player is either teleported to a random location or is given a list of locations to spawn at.
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I have performed the 4GB patch which has been working wonders for me. http://www.ntcore.com/4gb_patch.php The next question relates to Heightmap Editing. Whenever I have attempted to work on a world space I have usually just used land textures that the Region Editor's objects tab generated to outline the islands so I know what to raise and lower initially with the Landscape Editor. After getting an island either outlined or completely just above sea-level I then would go into the Heightmap Editor and use the "Cake Method" to build up the elevations before softening it all out. I have read that a way around these extra steps is to overlay 1024x1024 pixel pictures into the Editor but I can't get it to work. When I go to the CS Wiki it states that the overlay function is no longer supported...so...is there a way around this? Or do I have to basically eyeball the drawn out image and try and make it look the same in the Region Editor?
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Okay now given that the worldspace would be 25 quads would there be any limitation in the CS (with or without CSE as well) that I would need to worry about? I already have the worldspace itself in an un-mastered .esm so that I don't suffer the RAM usage from loading up Oblivion.esm for no reason. Any recommendations on this front? I am also subdividing the land into a manageable grid so that, once land is actually sketched out, I can plan the content better and go from there. Not every single cell will have content obviously as even Cyrodiil in all her glory didn't but I do want to have a more sizable influence from the sea as well.
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From everything I have read about the subject Cyrodiil is made up of a total of ~12 quads (each quad being 32 cells by 32 cells) The worldspace (called Tamriel in the CS) is 14,528 cells (17,024 square if you take into account the giant black space that completes it). So, if the above is right, then a world with dimensions 156 cells x 140 cells would be comprised of ~14 quads, correct? The world in question is not going to fill the entire space but may actually fill an oval shape to simulate an actual planetary layout within the given coordinates.
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New file adding "wizard", tagging and more prominent content blocking
Awevalan replied to Dark0ne's topic in Site Updates
A bit cheeky are we Robin? LOL...well done and thanks for the update. Things are looking well for the Nexus -
Scheduled downtime all day tomorrow, 29th May 2013
Awevalan replied to Dark0ne's topic in Site Updates
Oh boy...well good luck to Robin and the rest of the staff! Hope everything goes well! I guess that means I need to finish my resource combing tonight just so that I can check it off the list...maybe then I will start hunting down all the remnants of the TES Nexus split... -
New Premium servers and more payment methods including paying by SMS/t
Awevalan replied to Dark0ne's topic in Site Updates
I look forward to seeing this in action mostly because of the added flexibility. It will be interesting to see how it progresses and how it is received by the general population though it is generally easy to explain why Premium Membership is, and has always been, so beneficial to the sites and we the users. -
Browsed some of AlienSlof's works in her hive and found a few promising ones that I downloaded...the fun part will be getting permission to use them in my projects. Fixed the link on the OP...any other suggestions even if the coat is part of a larger mod?
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So I am hoping that someone can make a coat that looks like the one in this costume: http://www.costumecraze.com/VMPR89.html I was think with and without detailing and with a few color options including black. The entire outfit would be a bonus. Edit: This coat (http://www.costumecraze.com/VMPR71.html) would be cool too.
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I was wondering if anyone had attacked the Crusader Cuirass' surcoat and armor to wipe out the detailing (the emblem and trim on the surcoat and the metal detail work on the pauldrons and elbow caps). If anyone has done this or has an idea of where I can look I would greatly appreciate it! The reason being is I want to create differentiated Heavy and Light Surcoated armor but all I have is the armor from Xifr's Surcoats mod. Any help would be awesome! Attached is a file with a hacky Paint.Net clone stamp job I did as an example of what I am looking for. I am trying to remove the emblem and all the trimming along the cloth. On the metal pieces I circled the gold or bronzework. The idea is that I want a white fabric surcoat with unadorned metalwork. If possible I would love to have the white fabric replaced with a shaded color (ie blue for retexture purposes). If anyone has the skill and time to also perhaps put in leather and padded versions (see Xifr's Plain Surcoats or ask me and I will explain) that would be amazing!
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Metallica ninja death stars
Awevalan replied to Metallikitty's topic in Fallout New Vegas's Mod Ideas
That is one gnarly looking shuriken...I would hate to have that hit me at full force... -
If necromancy is legal in Cyrodiil...
Awevalan replied to MidbossVyers's topic in Oblivion's Spoilers
Yes...the strikingly persistent buggers are often hilarious...especially in those "whole town vs one guy/gal" situations...