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DrakeTheDragon

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Everything posted by DrakeTheDragon

  1. Never heard of "Sands" of Anequina, but if you mean "Deserts of Anequina", then you might have luck going through the links in this topic: http://forums.nexusmods.com/index.php?/topic/710709-anyone-know-where-elsweyr-deserts-of-anequina-is/
  2. Looks like a Vanilla foot texture wrapped over the whole body to me. That's some positive points. For one, the replacement body 'meshes' appear to work totally fine. For two, the texture assignments to the races appear to work fine as well. That's a foot texture and a foot texture it should be. What didn't work now seems to be the replacement of the foot texture with the full-body texture from the mod. Provided the texture files were installed the same way as the mesh files, they should be at their proper places. As the mesh replacements work already either Archive Invalidation was applied correctly already or this is not the Steam version of the game. If it isn't the Steam version of the game, that's good news, as things will be a lot easier. All that's missing then should be proper Archive Invalidation. No other solution but BSA Redirection is really advisable anymore today. BSA Redirection can be applied through the Oblivion Mod Manager (OBMM)'s Archive Invalidation Utilities by selecting it and sticking with default options (BSA Redirection does not have any options), Wrye Bash's Replacer tab and similar steps, or by installing the famous mod "ArchiveInvalidationInvalidated!". I've heard the Nexus Mod Manager (NMM) also provides a means to apply BSA Redirection for Archive Invalidation, but I wasn't able to check it for myself without my game drive up and operational again. They all do the same, placing an empty dummy BSA into your data folder and altering the "sArchiveList" entry inside your "Oblivion.ini" so the dummy gets inserted into the place of the only BSA ever requiring Invalidation for its contents, and as such the need for Archive Invalidation itself gets eliminated once and for all. Afterwards you only need to make sure there are no left-over "Archive Invalidation.txt" files found in your folder(s) anymore, or they will instruct the game to use external file X over internal file X from inside the "empty" dummy BSA, which can cause multiple random issues. These files were created via out-dated solutions to Archive Invalidation applied through the tools earlier or by following an out-dated readme telling you to place file entries into this file by hand for Archive Invalidation to apply.
  3. This shouldn't really be surprising though, should it? After all, for a Premium membership back then you paid how much? A life-time Supporter membership now, if I'm not mistaken, is a one-time fee of 1 pound or something? I think you paid far more than that and so should be getting at least the same benefits a Supporter gets now. At least I think that's how it's done anyways.
  4. These things usually silence the Vanilla casting sound (and gfx actually, but you never hear of these) for spells of type 'Script Effect'. Many mods with advanced scripting use such scripted spells for several different tasks. Take my mods for example. I'm repeatedly spamming your surrounding with an AoE spell with a scripted effect, that checks the actors it hits for their race and their inventories and provides my so-called 'race control tokens' (invisible scripted items used to control custom bodyparts on a per-race basis) where they are missing. You can imagine having a casting sound or light effects occur every time this spell gets spammed is majorly inconvenient. This is the often reported 'repeated drumming noise', as such a drum noise is the spell sound by default, people experience and think it's something wrong with the scripts, while all they need is simply such a silencer. The trouble is the effect of these things is very easily undone, by any later-loading plugin touching the records involved, and all of a sudden the annoying noise is back. That's why load order is paramount for these things. It's also worth mentioning that using more of them at once 'might' as well undo their effects, so a little caution if you aren't already using one by chance never hurts. If I remember correctly, this has now even become an option in the bashed patch setup of Wrye Bash, should you be using one by now, so basically any such 'plugin' isn't really required anymore. However, as these things are very touchy like I said, everybody will find his or her own solution. There's many of them out there, shipping with other mods, included within other mods, stand-alone, and they all work fine in most occasions on their own.
  5. 'Messing up' is something entirely different. You of all regulars usually have some remarkable problem diagnosing skills, Striker. I was a little surprised actually you apparently got lost in the wrong direction here. So I thought I'd quickly rush in and turn the wheel around. Can't resist to help, you know me. But maybe it was only so obviously the wrong direction for me, who knew RBP's internals so well from back then when I had to keep my own Argonian mods compatible to it by all means and needed to know 'everything' about it? Whatever, your instructions weren't even remotely in vain either. They might not have solved the issue with missing textures discussed here directly, but they will inevitably be in need as soon as another beautification mod comes into the play here, especially because RBP is known for quite some incompatibilities, if there's no properly configured bashed patch compiled and everything else you explained in detail is done the right way. Oh, well, maybe I just needed to post something for a change I could actually be of help with. My last postings in those numerous discussion threads about the future of modding and authorship, or what I prefer calling them "author bashing parties", for one definitely were of no use to anybody, not even me. Go figure. I think I'll just stick to the help requests doing something useful and let all the rest just go to hell without watching anymore. It's the more healthy option to me anyways. /quit off-topic mourning
  6. This OMOD installer package for RBP contains only the "scripts" needed to install the files hand-guided through the choices and configuration process. The actual files it will install are not included in those downloads. That's why the description instructs to download the actual mod first. RBP always consisted of "2" packages, one for the plugins and language-dependent stuff, labeled English Version (3.4MB), and one for the actual resource files like meshes, textures and such, labeled Installation Files (roughly 300MB). Even the non-Nexus mod page you linked instructs to download and install the latter as well further down the description. So, if you missed installing this package as well, and that's what it looks like, you are now missing the resource files, and the image you posted is one of the results. For future reference: If it's "custom" races coming from a mod you installed which are missing their texures, it's highly unlikely to be caused by a mod-conflict or configuration issue in the bashed patch or anything along that line. No other plugin even "knows" of the existence of the custom races and as such can impossibly mess them up. If you're getting the missing texture error indicator ingame with such one-of-a-kind unique races, the texture files must be missing physically or misplaced. Sorry for my interrupting here, but I was quite used to RBP back when I was still playing, and you two seemed to be looking into the wrong direction, so I chimed in. If I'm mistaken and you actually did install the 300MB package as well, then just ignore all I typed here. Nevertheless, the "'physically' missing files" part remains true, and there must be some other cause for why they aren't where the game looks for them now.
  7. None of the options really apply to me anymore. For many years I used to be Author type #1, going out of my way to please my users' every wishes, all up for compatibility and support, patches and add-ons, "after" I was already done creating what I'll use myself long ago, no questions remained unanswered, no help request ignored until finally solved, guiding my users hand-holding, step-by-step, through installation and setup of my mods' "requirements" (funnily they almost never had trouble getting my mods themselves working, go figure), and I was always all-ears for suggestions to improvements and requests for additional content or features. After all, these were the only reasons for me to maintain a comments section and regularly visit it. Then my free time vanished and I was unable to push out releases as quickly as I wished to anymore. It feels like 'disappointing' my users and those eagerly waiting for updates, or even for news from my side. In the mean time I read too many expressed and utmost disrespect towards mod authors in general in comments and discussions everywhere I looked, and I'm now considering #8 a viable option, don't feel like sharing anymore. It'd feel like 'supporting' the disrespect and rude behavior everywhere, if I still did. I never 'needed' to and it just isn't worth it anymore. ...Alright, I'll choose #8, for Skyrim anyways. As for Consumer... hmm, I think I stopped being a consumer when I started modding full-scale. I stopped 'playing' at least around this time. For Skyrim I haven't used a single mod anyways so far, as I didn't play the game either, yet, apart from a few months on my brother's 360. Still no option applies. I always browsed for mods by personal interest. What fitted into what I was looking for got downloaded and thoroughly tested. Feedback was provided where needed or asked for. Then I decided which was to stay and which had to go. Projects of special interest to me are on my tracker. Feedback, suggestions, and help by knowledge or action provided wherever possible. I pay absolutely no mind to rankings, ratings, endorsements, download counts, or whatever else meaningless-to-me statistical measure you might come up with. I'm totally able to figure out requirements, installation, setup, actual contents and possible conflicts due to that myself quite fine, and as such I also pay not much mind to presentation, description, and instructions when missing. I 'use' mods. I don't 'judge' them. edit: Won't let me vote, if I can't choose an answer to the 2nd question. I'm invalid.
  8. It happened to me when I tried writing an entire post in the forums after switching the editor into BBCode mode. I was expecting messed up HTML code after copy&paste from other posts, editing an existing post, or switching between sites and forums, as this is a commonly known issue as of late, but this time it came out messed up right from the start, without even touching anything to do with 'edit'.
  9. Oops, should have posted here rather than over in your "packing this request into a quest sorta" topic. My bad... Oh, well, doesn't matter. Now you know there's a reply over there.
  10. I don't know, but did you have a look at this resource already? http://oblivion.nexusmods.com/mods/18566 Despite its name it covers just about everything you'll ever need to know, if you're going about reshaping existing head meshes without making the results 'explode' when animated, i.e. without breaking the relation to the existing EGM (shape morphs) and TRI (facial animation morphs) files. It also comes with all tools you will need for the task already in the download, apart from this "010Editor" thing which will cost something, if you'll need to use it for longer than the trial period, but most of the tasks can also be done without, using Scanti's invaluable tools only. This resource and ThrottleKitty's guide was all I needed to create my dragon head mesh by reshaping the Vanilla Argonian head mesh, without breaking the relation to the EGM and TRI files, which I must admit was quite a chore still nevertheless. What you're describing though sounds to require remarkably less modifications done to the mesh and its internal parts than my little adventure did back then, and especially little-to-no post-export work by editors or tools. So I'm quite convinced it can be done, following the instructions and advices in TK's guide to the letter. Though I must admit, it took me two whole months to get that thing working, and this was when I was still able to mod full-time even. I'm not exactly looking forward to ever do it again so soon until the NifTools team finally integrated EGM "and" TRI im- and export into Blender in a way that can be utilized for creating custom head meshes or modifying existing ones... luckily though my total lack of free time these days won't allow for it either anyways. edit: Oh, screw it. Now I posted the whole thing at once through the BB code editing mode, and it came out even worsely deconstructed than if I had edited it afterwards. Guess I'll just stop posting altogether until this situation gets fixed.
  11. If I got it right though, this folder just got removed along with uninstalling the manager. But the mods installed from this folder of course remained in the game with all their files. The trouble discussed here now is recreating this folder so the mods can be controlled and managed again from inside the manager.
  12. The mod manager has a folder of its own where it stores the mods you downloaded, the sources if you like, and maybe some additional information like which mods are installed into your game and such. When you install a mod through the manager, the files from the source folders get transfered over into your game. If you uninstall a mod, the manager knows exactly which files to remove from your game, due to the sources in its own folder. If you remove the mod manager and the sources, the installed files will of course still be in your game, but any information about which mods are installed and which files belong to them is lost. The mod manager won't know the mods installed into the game once you reinstalled it with a now-empty source folder, nor can those mods be automatically uninstalled again, as this information, too, is lost. If your source folder really was removed along with the manager, your only chance to get information about the mods you installed back is to somehow reproduce the list of mods you did have and re-download + re-install them into your game again. Then you can uninstall them, and with some luck their files then will be gone from your game. If not, then the manager restored the previous state of your game's folders after uninstalling the mods' files, oblivious of the fact that the files to be restored and the files removed by uninstalling the mods are exactly the same. In this case there's only 'manual' uninstall left as the only option. I'd highly advise against any steps which might cause the 'source' files stored within the manager's folders to get lost. Sadly I don't know of any means to fix things 'after the fact' though.
  13. Last time I checked the "Forum Rules and ..." sub-forum always came up empty. Apart from that I haven't encountered any other errors so far though. edit: All working again now.
  14. Careful with this. You never know "which" Nagas were meant. Derok was talking of Nagas from Elder Scrolls lore. ES lore and outside world definitions very often don't match. There is a race called "dragons" in ES lore, which in common fantasy definitions only matches "Wyvern" and even contradicts dragons in many people's expectations. There could as well be a race called "Nagas" in ES lore, which does have arms and legs, whereas the outside world definition of "Nagas" is a snake body with only arms. Derok mentioning ES lore before going into describing the Nagas should at least have made you thinking of the possibility he might have read up their ES definition before typing it. If Derok did read up the ES lore definition of "Nagas" and they do have arms and legs on Nirn, then it'd be "you" in the wrong here, trying to correct him. To me it matters not. I'm crossing a world-boundary when going to Nirn and every relation to outside world definitions is lost in the process. Just because something is "named" the same, I'm not at all expecting it to "be" the same. To me these things simply are their Nirn'ian versions. It's Nirn'ian Dragons Akatosh and Skyrim refer to, and it's most likely also Nirn'ian Nagas Derok described. They're entirely different and no connection to their outside-of-Nirn namesakes can be drawn, nor should it be. I'm faring very well with this way of thinking btw. Let's me enjoy things as what they are, without constantly analyzing definition conflicts and unfulfilled expectations. (Remember Battlestar Galactica, the new series? It is actually a great story of its own, as long as you don't try to draw connections to the old Galactica from 19-something and see the conflicts. I didn't and I enjoyed them both to the max.!)
  15. This won't fly with all ad providers though. I said I'm working in the ad providing business already. Our big business partner we're creating the platforms, servers and tools for a while ago also had a "public" system running where you could register your site, place our ads there, and gain a monthly revenue according to how many impressions, clicks and sales we tracked for the individual booked ads inserted into this site's code structure. However, the point is, as this system was entirely public, open to everybody who had a website, and it was real money we're talking of here, you can bet the big business company behind us had a whole department of investigators doing nothing else but visiting newly registered sites, as well as regularly re-visiting long-time customers' sites, and checking if our ads are placed in proper locations, not hidden or obstructed, and that the clicks weren't coming from any click-generator-bots or something. What I'm after is, if they found their ads placed down on the bottom of the site, "out of sight, out of the way" as you call it, they so would've excluded the site from partnership in no time. This you can count on. I doubt other ad providers are that different in this regard. Place the ad "out of sight" and they will not pay for it.
  16. The trouble originates from the fact that skeletons aren't defined by the race but for each actor individually. You must take care your NPCs are set up so they use a skeleton with a tail, or they can't be members of the Beast Races. I don't exactly know what Coronerra's does to "skeletonbeast.nif", but it definitely shouldn't just remove the tail from it. Wasn't it actually rather adding a tail also to "skeleton.nif"? I think I remember it was being used to even "fix" the issue your encountering. So this happening to you "because" of using Coronerra's makes even less sense then. It is a known issue getting NPCs with non-rigged tails stretching into infinity, but only caused by Beast Race members having "skeleton.nif" assigned for their armature, not the other way round. Somewhere deep inside the ESP code there must be something defining which skeleton the player will use when of a certain race, as it isn't just an ordinary actor and can be of any race there is, but it's not part of the race records and so far I know nobody who has figured it out, why beast race players have tails and human players not, or how you can make your own custom beast race keep the tail, if there's no setting telling this. And still, beast race actors all have their skeletons properly assigned to use the tailed ones. An ESP can't leave an alteration "stick" with the game once it's deactivated. Unless the data was imported into the bashed patch. In such case it needs recompiling for the setting to get lost as well. But then again, the bashed patch has to be recompiled every time you add, remove or alter a plugin in your load order already anyways.
  17. The more I read of this "good or crap" filtering nonsense, top mods, high-ranking, endorsements and other such meaningless junk statistics, the less I feel like sharing anymore. Just keep it coming.
  18. Options in housing designs are usually implemented through different design sets placed into the game world then checked "initially disabled" so they won't show. Ingame then the design exchange scripts disable the current set and enable the new one according to your selection (which book you read, which set you purchased, whatever you come up with, the exchange scripts can be bound to just about every item you can 'activate', dialog option, or anything else that can run a script). By use of "enable parents" you can bind the whole set for one design to just a single piece of it, and when you disable that piece, the whole set will vanish. Likewise if you enable the "enable parent" of the other set, the whole set will appear. Saves you a miriad of enable/disable lines, one for each item in a set, otherwise. Only rarely have I seen scripts which actually "spawn" statics, when the number of items is always fixed. This is a route best avoided, for multiple different reasons.
  19. Well, this section is for feedback and questions regarding the forums and/or the sites in general: Feedback, Suggestions and Questions Or you could report your issue in the bug tracker directly: Tracker > Nexus Websites
  20. With regards to the whole "financial incentive" talking... I said it several years ago and I'll still say it today: Bring money into the equation and I will be gone. And so will my mods. I'm not here for money, that's what my job is for. I'm not even here for downloads or exposure. I came here, because people from here asked me to. And I still am here, because I'm feeling fine here. Which is something I absolutely can't say about the Steam Workshop so far. As soon as modding becomes all about money, it will be the end of me sharing my creations. I'm using the Nexus for what it is. I'm sharing my mods, talking about them with people interested, helping others in the forums with my knowledge whereever I can, getting into contact with other modders with similar interests, sharing resources and doing some work on request, and I'm using the Mod Talk threads and Latest Mods lists to stay informed about potentially-interesting-to-me mod projects and the like. And from my point of view the Nexus owes me "nothing". This is a community, mutual benefit is all that matters. And this is a mod "author" speaking. It's been 10 years now since I last was a mod "user" also. Though this is just my own personal view on the matter, of course, and as such absolutely meaningless.
  21. As far as I know, "merged" is when the entire mod is merged into the bashed patch, "imported" is when only the "tagged" features got imported. I could be mistaken though. It's been a while.
  22. This must be a technical issue with the Skyrim site. If you can post here, your account should already be activated. There is only 1 account for all Nexus sites and the forums, and we are not allowed to have more than 1. I suggest asking this in the Feedback, suggestions and questions section rather, because it might take some time for someone of the staff to read your post here otherwise. Or you could PM a member of the staff, an Admin preferably, directly and ask for help. The Skyrim Nexus site shouldn't be telling you your account isn't activated. I could imagine trouble with your passwort, or your membership getting communicated to all sites and servers, as the sites and the forums are quite different, technically, and what works here doesn't automatically work over there, or in the Nexus Mod Manager especially, but that's something only the staff can handle for you. edit: One of those technical differences is different requirements to the password you are allowed you type in, like length, allowed characters, etc.
  23. Yes, OBMM can handle .7z just fine. In fact .omod is an expansion on .7z, more or less. It uses the same packaging formulae, if I remember correctly, and as such can also achieve the highest compression ratio there is. Whether you unpack the archive or not only makes a difference in which type of source you point the OMOD creation dialog to. If it's still an archive, choose "Add archive" and point it to the archive. If you extracted it into a folder already, choose "Add folder" and point it to the folder the extraction created, the "root" folder of the archive. Don't go inside the folder, point it to any subfolder or anything. The folder you have to point it to is the folder containing the "omod conversion data" folder and the "meshes", "textures" or whatever folders. Then it will find everything it needs on its own, if the folder structure is "OMOD-ready".
  24. I'm all for streamlining the mod publication dialog, if only to avoid the common pitfalls and once-and-for-all silence the brainless "no pic, no click"-crowd. Though keep in mind there are those of us who know what they're doing better than any wizard ever will. So always preserve the option to do each step in the order we want. Oh, and about 90% of mod authors will shred you to pieces for the "IMHO no pictures" remarks... just telling. :whistling:
  25. There's a member group "News Writer", you can see who's in there by going to the "Members" list, clicking "Use Advanced Filters" and selecting "News Writers" in the filter pulldown on the bottom. Though I don't know what they do and how news articles to be posted are determined. I agree with Oubliette. It's best to contact Dark0ne directly on this matter... whatever it is.
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