Jump to content

HawkFest

Members
  • Posts

    29
  • Joined

  • Last visited

Posts posted by HawkFest

  1. Hi, and thanks so much for an awesome tool for modders and gamers !

     

    I never had any problem updating NMM up to 0.61.16, however the latest update "updating function" has a bug : it can't find the downloaded update and thus doesn't install it. From then on it won't automatically update anymore, since the last erroneous auto update already downloaded the file (but couldn't find it so as to actually do the update). Here's an image of the error pop-up:

    http://www.nexusmods.com/fallout4/images/29086/?

  2. I think I found what happened. In my case, it was after I've added body and face mods : If I load a cell without any NPC, no problem. But whenever there's an NPC, opening the container cell will throw out this message.

     

    After reading and tapping here and there in NifSkope and other forums, it looks like that Assert error is caused by Vertex colors in some NiTriShapeData node. Original nifs have no vertex colors used in any NiTriShapeData and no vertex color properties are used in Shader flags. It could also be consequent to full path textures (which is an error, one should always truncat efile path up to the textures folder).

     

    Thus, this problem can show itself not only with ENB, but also in many other situations involving new meshes/textures from some mod. Which means that actually, it doesn't have any impact over my mod, and I can ignore that message for my moding purposes (unless I explecitly use those "other mods" assets like nif or texture files creating this issue). Pressure going down...

  3. Comment was directed to the OP.

     

    Mine was directed to the topic (instead of starting a another new thread about the same thing).

    Since this is a new page, here's the issue again :

     

     

    It hasn't been fixed. I get this exact same error only since today 2013-05-13, anytime I try to load an interior cell (by clicking twice on a cell in the Cell View Window in the CK), and I don't have ENB.

     

     

    EDIT: Problem has been fixed, the culprit was the ENB .dll file all along. My personal fix was a manual rename of the file before launching the CK and then renaming it back again when done. There's also a batch file written by rpgjaguar called ENB Disable for Creation kit to do this automatically for those that prefer such a method, more information about that can be found following the link.

     

     

    The pop-up error says:

    Assert

    File:

    C:\_Skyrim\Code\TESV\BSShader\Shaders\BSLightingShaderProperty.cpp

    Line: 806

     

    It's not related to ENB, any help or experience with this would be greatly appreciarted..

  4. It hasn't been fixed. I get this exact error error only since today 2013-05-13, anytime I try to load an interior cell (by clicking twice on a cell in the Cell View Window in the CK), and I don't have ENB.

     

     

    EDIT: Problem has been fixed, the culprit was the ENB .dll file all along. My personal fix was a manual rename of the file before launching the CK and then renaming it back again when done. There's also a batch file written by rpgjaguar called ENB Disable for Creation kit to do this automatically for those that prefer such a method, more information about that can be found following the link.


    The pop-up error says:

    Assert
    File:
    C:\_Skyrim\Code\TESV\BSShader\Shaders\BSLightingShaderProperty.cpp
    Line: 806

  5. (...) when I look at UNP, I see everything that was wrong with how anorexic women were idealized. (...) lot of posts about how unrealistic CBBE is, but you are fighting dragons and casting magic.

    It's a matter of taste and education : CBBE is DEFINITELY what you are describing with its abnormal boobs : idealizing another impossibility is pretty wrong, as too many women go to the surgeon because of that deviant fashion. Why are men so mean with their ladies? Too many of them are getting dumber and dumber, like spending gazillions of dollars at the surgeon just to feel normal... Deviant. But again it's a matter of taste so... I won't promote something that's only possible via plastic surgery.

     

     

    I grew up reading sword and sorcery comics.

    Ah that's why! As I wrote it's a matter of taste, and mostly of education... rotfl. ;)

  6. Well can you please post your crash log and mod list? maybe then we could see what's causing the crashes

    Or deactivate all your mods, try again to see if it works, and activate your mods one by one until you bump onto the culprit. On my side, the game crashes every time I exit the game.

  7. thanks for this. it was making me pretty insane having it constantly crashing all by itself. additionally, later on when there are hundreds of mods, some of us will be running hundreds of mods, hot-dogging our skyrims. and that sort of thing takes a lot of constant attention and tweaking. having to log on to do that was pretty daunting.

     

    thanks again! now if i can only get these textures to stop becoming invisible in certain lights . . . =/

    About your texture problem, sometimes it can be related to the mesh properties by themselves (as they can be set in nifscope).

     

    Regarding this login issue, I wholeheartedly agree with the consensus here. MH2CAS (My Humble 2 cents And Suggestion) : as was evoked, the tool should not oblige people to log in so as to use NMM solely for managing their mods or install new ones coming from other sources (any situation where using NMM does not involve downloading some file from the Nexus or browsing their listings). However the current beta functionality requires us to modify 3 settings each time we want to toggle logging in to the Nexus, which is a bit awkward. What could be done is a simple conditional check over a global variable (added with an && to the current parameter control checks and defaulted to "1" or "true"), which could be toggled by the click of a new button (or check box) labled "Stay offline" or "don't log in to the Nexus" in the current logging dialog (as well as in the current option panel). Another way to see the later : if not a pop-up just before downloading any mod from the Nexus (thus allowing for browsing mods even though one isn't logged in - which could serve as an incentive for new registrars), IMHO the login screen should show another button leaving the option to continue on without connecting to the Nexus. Only while browsing/downloading should such a pop-up show up. I think it should be an easy modification to do on the source code, and as a result users would feel less obliged towards the Nexus each time they wish to use mods and/or play their game.

     

    P.S. : I tolerate the obligation to connect with steam every time I play, even though I find this most intrusive (I can' play without Internet which means I can't play games at my winter "shack", which kind of pi**e* me off) : one site following my steps like a sneaky spider every time I play or mod things is enough ;-) Note that the later attribute only pertains to steam, not to NMM's developers : I know it's still "beta time" and they get all my 10 thumbs up for their hard work !

  8. Why must I login to the Nexus Website?

     

    You can't download files bigger than 2MB if you are not logged in.

    What if I want to download mods from somewhere else, will I still be able to use NMM so as to manage these mods but without having to log into the Nexus Web Site ? I understand that currently, NMM is closely tied with the Nexus Web site : the current version won't allow for any « offl-Nexus » management of mods (one must be logged into the Nexus - and thus have an account - for using NMM from what I've read), but that's ok with me in the short term while in beta (for how long?)..

     

    Something else : after installing and specifying mods and install info folders, NMM tries to check for updates, however it can't do it. I get this error message : « Nexus mod manager updater: Could not get version information from the update server ».

  9. [ArchiveInvalidation] sneaky bug may cause all sort of troubles when installing data files and was more or less taken care of by the mod managers using different methods (BSA redirection being the most widely used). (...) Thus, we would be very thankful if you were to share your latest discoveries about the AI bug while installing Skyrim mods: the more we know, the better for everybody.

    I dumped files in a new textures folder (this was my first mod install) for both « No More Blocky Faces » and « Detailed Faces v2 » mods. These two mods replace Vanilla's textures and masks (bump/normal maps). I haven't created nor modified any ArchiveInvalidation text file, and all works fine.

     

    Any idea about what else I should check ? What would you like me to test ? I'm preparing myself for moding while playing a first run of the game, and I'd gladly offer some of my gaming spare time for this and learning a bit more about Skyrim's structure/engine/...

  10. can someone help me. i have tried reinstalling but havent tried making a new character. really not worth starting again for a mod, but its very disappointing not being able to use them.

    I remember fumbling on a page (I don't remember if it was here or some affiliate site from a moder) where it is said that completely removing Oblivion for a total reinstall would involve more than just using the Windows "Add or Remove Programs" guizmo... But I'm not sure. Verify this by looking up/searching for "uninstall Oblivion". If it is the case, you'll still have to address the specific mod problem from which originated your global Oblivion Hula-hoop though... You should discuss the later issue directly within the mod's forum thread.

     

    Sorry, but I'm a newbie with Oblivion, so I can't tell you more... I just felt like answering about what I would "intuitively" do before excavating Oblivion's forums, since you had no reply to your request - yet. Good luck!

  11. What amazes me is that you didn't try a titles-only search in General Mod Talk.

    And what's even more amazing is that I get an answer... Which is not an answer (I've made a search by title btw, but isn't his thread entitled "How To Install Plugins/mods, The official thread"?)! ROTFL!... Raël must be behind all this... Heck we live in a world of amazements my friend! ;-)

     

    Anyways. I found how to do it myself, by playing the guessing/trial and error game (but I doubt that most gamers like to play this game, they'd prefer to play Oblivion instead of loosing their leisure time)... So i'll share into the following what I've found, for those who have the same amazing ignorance as I did ;-P...

     

    Using .omod files - Just download the Oblivion Mod Manager here, install and launch (thanks to Povuholo for the tip); at the bottom of the right panel, click the "Load" button and select the omod file you've downloaded. It will then appear in the right panel list. A more straightforward way is to do as mentioned by Povuholo : after installing OBMM, just double click on the .omod file so that OBMM launches by itself and automatically opens and activates the .omod file. The omod can be disabled later on by clicking the button "Deactivate". Voilà...

     

    Preventing conflicts from a newly installed mod before trying it in a game - More about OBMM. It could happen that a newly installed mod will make your game crash or make other mods behave differently than usual. As a simple example, it is the case when a mod uses the same map location as another mod, like when one mod tries to put a house where another mod assumes a camp, a forest, another house (...). The OBMM (Oblivion Mod Manager) application helps you to assert and respond to such a situation before actually trying the newly installed mod in a game. The left panel of OBMM shows esms and esps so that you can manage all the different installed modules, like reorganizing their loading sequence, activating/disabling those that are conflicting, etc... Btw, you can tell OBMM to show you all those modules that are conflicting, a great and easy way to verify what modules are "problematic", like causing game crashes or making other modules that were working well behave differently than normal : click the button "utilities" on the right side of OBMM's window, then select "New Conflict Detector" from the popup menu. The "Conflict Detector" dialog appears and gives you three choices you can select, the first one labelled "read EDIDS" is sufficient; then click "Test Active Mod" from that dialog. You can also put a check mark near "include main esm in result", but be patient as it will take more time to generate the report. When the report displays its list of Oblivion's activated modules (only those having a check mark in the main OBMM left panel), you'll see all those conflicting modules in red. You can then know with what other modules one mod is conflicting by clicking on it, or on the "+" sign until you get to a kind of code (usually what they call a "FormID") : clicking on that code will display the name(s) of the conflicting module(s) on the right panel of the report. All you need to do then after is to disable one or the other conflicting module within the main Oblivion Mod Manager window's left panel (activating or deactivating the check mark), and then "test active mod" again to verify that everything is ok.

     

    A list of more thorough tutorials about OBMM is available here

     

    For those wondering about .7z files... 7z is yet another file compression format, as ZIP and RAR can be : one file containing many files, like a box. As for .zip and .rar files, all you need is a tool for decompressing such a file (for opening the box), which will not only extract the many files included in that one 7z or zip or rar file, but will also automatically reproduce the correct file structure on your hard drive during the extraction process (folders/directories - but you should verify before hand, as it may be possible that you must extract the files manually - read on...).

     

    If you don't have any application on your computer which recognizes the 7z file format (WinRAR and Winzip do recognize that format), you can download and install the tool for extracting 7z files here.

     

    Usually, for Oblivion you should target the extraction to take place under the folder C:\Program Files\Bethesda Softworks\Oblivion\Data (here the drive C is considered, but it will be the drive under which you've installed Oblivion), unless specified otherwise by the author, or unless you notice that the folder structure within the compressed file does not assume the (...)Oblivion\Data folder as the root point for extraction (you should always verify before hand, and a simple way to positively do so is to note that the .esp and/or .esm files don't have any folder reference within the compressed 7z/zip/rar file). If this happens, you'll need to do the extraction manually via your 7z/zip/rar tool. For more detailed explanations about manual extraction techniques in regards to the distinct folders involved, follow the previous posts from the current thread.

     

    Important note about automatic extraction, when using the big Extract toolbar button from your decompression tool (found in 7z, Winrar, Winzip, etc.) - Make sure that within the dialog that pops-up after pushing that button (usually labelled "Extract"), an option permits you to use or keep the folder structure from the compressed file. It is then possible that during the extraction process, you'll get a warning message when a folder specified from the 7z/rar/zip file already exists on your hard drive, for example the music folder or the meshes folder, even if the files that are being extracted don't already exist within that folder on your hard drive. It is the case with the tool WinRAR, but not with WinZip (the later only tells you when a file you are trying to extract already exists on your drive and would thus get overwritten). In the case of WinRAR, just confirm the message about overwriting the folder - which is usually a false warning. If you use WinZip, no warning will pop-up unless the files already exist, so be advised and thoroughly follow the author's install procedure in this regards : if no mention is made about any file replacement, but files would actually get replaced if you confirm the warning message during extraction, then there must be a conflict with another module, so in that case, be prudent: cancel the process and do a manual extraction as mentioned in the previous paragraph...

  12. Though it amazes me that this is still a very popular question, I know a lot of people are having their first elder scrolls experience with Oblivion.

    What amazes me is that it amazes you that many other people have discovered Oblivion after yourself, recently; it is that you seem to assume, via your "amazement" in regards to the contrary, that people have the same gaming and moding experience as do with Oblivion. What, are we stupid if we are newbies with Oblivion, should we feel guilt if we don't know how it works and thus looking for answers? Well I don't, all I feel is the need to LEARN about it from somewhere as in this forum... So too bad if that "amazes you", that's your problem man, not ours.

     

    Now with my question, and having a clear answer -which I did not find on this site, and if it is present it's not accessible in an easy manner-, having a clear answer as I said would permit me to stop your amazement : what is an omod file, and how can I install one? I've found many mods with the alternate omod, and every time I fumbled upon these, the only info I get is « the omod is recommended and takes less place and blablabla », and that's about it : no info and clear step-by-step about how to handle these files accompanying most omod versions, not even a link! Heck, for me a zip or 7z file is much more straightforward than an omod file and I don't even need any install instruction in regards to them, since they are used in many other context than gaming (if not all computing contexts) and they exist since many many years... But the only clear install descriptions I can find all relate to handling zip files, not omod files! THAT'S what amazes me...

     

    Thanks in advance... Or continue to be amazed! lol jk. ;-P

×
×
  • Create New...