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Everything posted by DrakeTheDragon
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If it's already labeled "OMOD-ready", the archive is best not touched at all. Just open OBMM, click "create OMOD" and inside the dialog click "add archive", or what it's labeled, and after a short while of analyzing the file OBMM will automatically come up with a message informing you that it found OMOD-conversion-data inside the file and ask if you want to use this or not. If you tell it to use it, all information you could possibly enter into the empty fields will automatically be filled out for you and any and all files and folders will be added to the right places. Next you just have to click "Save" and you'll be presented a complete and working, scripted and what-not, OMOD in your list of OMODs, waiting for you to "activate" it, i.e. unpack and install its contents, go through the installation script dialog making your choices, and so on and so on. If you unpacked the archive already, simply choose "add Folder" instead of "archive" in the OMOD creation dialog. The mere presence of the "omod conversion data" folder on root level of the archive/folder will be all that's needed for OBMM to find it and use its contents to automatically fill in all blanks for you. Don't mess with the contents or the folder structure, if it's already labeled "OMOD-ready". You're just going to mess it up otherwise and destroy the OMOD-ready'ness.
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Blog piece: Ads, Supporters, Endorsements and Bandwidth Throttling
DrakeTheDragon replied to Dark0ne's topic in Site Updates
@SylenThunder: There was a rating system similar to that in place once, long before Skyrim. After receiving a miriad of abuse it was finally killed off by a public majority decision, as was the non-endorsement, thumbs-down, you-name-it. Unless the majority of site users reconsider drastically I don't see these coming back anytime soon... and from my own personal opinion I can only keep saying "good riddance". -
My sentiments exactly... but don't do that! I did, reading Skyrim mod comments though not playing Skyrim anymore, and it didn't do me any good! If it wasn't for the massive lack of free time already, I still won't "want" to share whatever I create for Skyrim in future this time around for this very reason. I read far too much of it. Just don't! As for the case at hand, I can't believe my eyes and ears. "My YouTube review, I wasn't even asked for or asked for permission to do, is far more important than your mod"... really?! In what world will "this" ever be going to fly? You'd see me jumping from a rooftop in no time, if it was the one I live in! :wallbash: This "the reviewers are doing you a favor by doing reviews of your mods without being asked"-mentality needs to go. It is a horrible misperception, period. A review done without asking "might" be welcomed by the author, but it must not be "expected" as such! If the author thinks you aren't doing a favor, then you aren't. If there weren't enough reasons for me not modding Skyrim already, this would be just another one. Self-entitlement on the receiving end will be the death of modding, or public sharing, one day. It will be the end of mine, sooner or later, anyways, and I'm not even affected myself. edit: Oh, and the "being a prick for pulling the mod" comments just add to it. Know what? I can be a prick (in your eyes anyways) as much as I want. It won't do me any harm. Can you say the same about no longer finding mods for download?
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Blog piece: Ads, Supporters, Endorsements and Bandwidth Throttling
DrakeTheDragon replied to Dark0ne's topic in Site Updates
Interesting design. I must say though, reading the last couple pages of comments *facepalm*, you should've just stated it turned out the site cannot uphold the 1MB limit for everybody and it had to be lowered down to 750KB to cope with the server struggles. "Then" everybody would be praising the "raises" for doing good things, and nobody could feel "penalized". Just saying. Nevertheless, I detest the endorsement idea. I think that's well-known. I pay them no mind. I prefer to comment and give my honest feedback. And if it's praises, it's praises put into words, it means something. I wish I could turn off the endorsement feature throughout the entire site I'm seeing, but as it's used internally even, behind the scenes, for also-meaningless-to-me statistical measures and such, I know this will never happen. So I likely won't be benefitting from any endorsement speed-up anytime soon. But on the other hand I'm currently unable to play any game anyways and as such also will not be downloading much, if at all, and I'm still completely skipping Skyrim on all counts, so there's not much I even "could" endorse, if I wanted to anyways. And a loss in download speed due to this won't bother me, as there's no sense in downloading anything right now either, anyways. I welcome the new ideas from a neutral point of view, as I don't care about it personally, but I can see the benefits for others and the site, and that's a good thing. Keep going as you always did! I'll be here, supporting the site my own way (which is not much). -
Just Cause 2 Mjido Ninja Outfit in Oblivion
DrakeTheDragon replied to Shinobi1991's topic in Oblivion's Mod Ideas
Those are not exactly "white", but that's just a job for a retexturer, and I think they could be of interest to you, if only as sources for a quick personal mash-up in NifSkope: A pretty straight-forward simple Ninja outfit by Natterforme, A high-detail very sophisticated Ninja armor by AlexScorpion, with some bare parts, though nothing naughty. A quick mash-up of the parts those provide and some simple recoloring to white might already yield quite satisfying results coming close to your image. -
So it sounds this actually is an Ad it's coming from. I was a little hesitant going into this direction, as I thought Premium members might not even have ads display at all anymore. But if this domain is where the malware was coming from, then it's the ads. In this case though you will have to post some screenshots so the staff can investigate which ad is causing it and get rid of it. Mentioning the page it happened on won't help, as they all display ads and ad rotation is pretty much random. However, the info coming from google does display because there "was" an ad serving malware once before. It doesn't exactly mean the ad is displaying right now. But if an actual malware blocker comes up with a warning, "then" the malicious ad should be displaying this very moment. And for the records, I'm not getting any such warnings myself so far. But that can as well be because I'm browsing on a Mac. edit: Or because I'm in Germany. I'm not getting "your" Ads at all, after all.
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OOO & MMM w/ Multiple other mods
DrakeTheDragon replied to boboyt's topic in Oblivion's Mod troubleshooting
Missing mesh signs cannot be explained by conflicts or load order. You must be missing actual files for these to show up. Make sure you didn't just download and install an "upgrade" package of MMM and are now missing its main resources. That's a common mistake with the big ones. There are so many download options, it's easy to mix it up or miss something. Also I'm not sure if this looks like the load order BOSS would've created, especially as not all of it can be seen. While the missing meshes cannot be exlained by improper load order, the crashes very well can. -
See posts for which you were given Kudos
DrakeTheDragon replied to TheUninvitedGuest's topic in Site Support
Never apologize to me, unless you attacked me intentionally or something. The key is simply Kudos isn't a reputation system. There "was" a reputation system in place in the past, just like you know it with thumbs-up and thumbs-down buttons to rep-up or -down a single post, but it had to be removed due to being more abused than being of worth for most. Down-repping comments was used for trolling and any thumbs-up became meaningless against a wall of red thumbs-down given without reason or justified cause. Readers were clueless why there was a red thumb or a green thumb or got confused over it as much as erroneously assuming there's an issue with the mod or the author. It lost any use it ever had in the past and as such it was demanded to be removed by a majority decision. Oh, erm, but I'm giving history lessons now. Sorry. -
Show more than last 5 posts in Profile?
DrakeTheDragon replied to Mookeylama's topic in Site Support
That's only the "Posts" tab. Try the "Find my content" button on the left below your profile picture. There you can filter between topics you've taken part in, topics you started yourself and individual posts even. It isn't an unlimited range, as far as I know, but I don't know the limit where it ends, yet. -
See posts for which you were given Kudos
DrakeTheDragon replied to TheUninvitedGuest's topic in Site Support
The Kudos system will be of no use to you for what you're after here. A post doesn't have a link you can give Kudos with, only the poster's avatar on the left has. Kudos are given to the user, not to posts, nor is any information transfered or stored which Kudos link or button one pressed, and there are quite some far away from any posts and such as well. Additionally Kudos can only be given once or taken away. You cannot give an author the posts of which you find helpful a Kudos for every post. Try it and the system will tell you right at the 2nd attempt already that you did give your Kudos to this member already and cannot do so again. You're given the option to take your Kudos away from the user, but that's surely not what you intended when you wanted to give him/her more. -
Making an age-related magic ability
DrakeTheDragon replied to Legotrash's topic in Oblivion's Classic Discussion
Most of how Vampirism works sadly is hard-coded deep within the binary code of the game and can neither be changed nor reproduced. Just because "it's something Vampirism does", it doesn't mean it can be done in a mod or for anything else but vampires. -
Last time I checked this topic was for the real dragons, the Nirn'ian Dovah, to become a playable race. There are other topics covering the anthro aspect of dragon races here as well. I gave permission for my Anthro-Dragon race, meshes and textures (as far as it's mine alone, not based on other authors' work) to be ported to Skyrim, but so far I haven't even found a WIP thread or something. As for myself, I won't be modding this game Skyrim for at least some years to come, if ever, for several reasons. One of which is a total lack of free time, which means little-to-no modding at all for the time being. I was intending to create my race or similar things in Skyrim as well some time back... but up to now I gave up the idea of even trying.
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are argonians reptiles or amphibians?
DrakeTheDragon replied to RaktoastTheSandwichTopper's topic in Skyrim's Skyrim LE
According to lore they're neither. But lore changes with each game... and I stopped caring after the second total redesign in the series ages ago. I prefer my Argonians reptilian in anatomy and mod away their mammary glands as you call it (in my eyes they're laziness of the developers rather, one body for all races and all equipments, but doesn't matter) whereever I can. But that's just me, and when I designed an Argonian mod I always aimed at catering to all tastes anyways. But I'm not modding this game, nor am I intending to, or even playing it anymore, and as such this is a moot point. -
Need help getting a Script to work
DrakeTheDragon replied to chitokusan's topic in Oblivion's Mod troubleshooting
The EditorIDs are the internal names you give the records yourself. Those can be changed at all time, and for everything as far as I know, and it will only ask if you want to rename the one or create a new one each time. What's created internally and you can't change is the FormID, the hexadecimal number your EditorIDs get translated into, for example in a compiled script. I think, if you rename an EditorID, the FormID will even remain totally untouched. I'm not sure about factions, and I've got no way to access my game drive right now to check it myself. But I'm pretty sure you can change their EditorIDs as well at any time. For what it's worth, the entry fields you can change the content are the EditorIDs, the ones which are read-only the FormIDs. This alone tells something already I guess. -
Need help getting a Script to work
DrakeTheDragon replied to chitokusan's topic in Oblivion's Mod troubleshooting
Well, for one, don't use numbers at the beginning of an identifier. The compiler might mistake it with the start of an actual hexadecimal FormID and then will not find it. Naming a Faction "0teamred0" is a sure-fire way to get into trouble. Then, for an activatable object still to activate when using an OnActivate block you need to explicitly call "activate" at the end of the block. You might want to make that block an "OnActivate player", so it only fires when it's the player activating it, and as such you can call "activate player" at the end, to explicitly tell it's the player activating the teleport door (might be necessary for the teleport to know "who" to teleport). -
For one, that's the Steam Workshop EULA, which means squat outside of the Workshop, though Bethesda's one is quite similar, of course. edit: Of course, you're right, it's the CK EULA, not just the Workshop's. I assumed from the url containing "steam". My bad for assuming. -snip- Don't know what mood I was in I even responded to you on this. I usually don't pay attention to assumptions coming from others. They mean squat. Let them believe what they believe, I know what I know. It is a moot point discussing it.
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A working link is created by using the BB tag "url". [url="http://url.you.want/to/go.to"]display text or other content[/url] I don't recall anymore, but I think you either have to use the quotes (") when in a mod description, or you have to "not" use quotes in a mod description. Best try it out yourself.
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The OP's avatar doesn't show the Premium bar, yet, so the database itself doesn't know, yet. Logging out and in again won't help in this case. It's likely related to the Paypal issue reported here: http://forums.nexusmods.com/index.php?/topic/898973-issues-with-premium-payments-today/ Simply put, the Nexus servers don't know you paid already, because Paypal didn't tell them, yet.
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Characters Glowmap
DrakeTheDragon replied to ShadowboltWings's topic in Oblivion's Classic Discussion
The settings for material "skin" are controlled and overridden by the game engine at all time. For glowmaps to work on meshes the "emissive" property of the material needs to be set to some non-black color (it must emit some light to shine through such a map). The game engine will undo this and the mesh won't emit any light anymore. Thus glowmaps on body parts won't work ever, due to the material being controlled by the game engine. Using a different material than "skin" will allow for this, but the body part won't be a body part anymore, won't switch texture depending on race and won't provide means for skin "tone". Head and eye meshes are set up on a per-race basis. Every race can have its own head and eye meshes any time. A 3rd eye for the head of a custom race is very well possible. And I fail to see why it won't be able to use the same texture as the others. The difficult part is creating a still-morphable head mesh with a 3rd eye socket. If it's meant to be able to blink even, the TRI files for the head need to be recreated. (It's not the eyes that blink, the lid is part of the head mesh.) It's far from impossible, but it's about the most tedious task in Oblivion modding still. One cannot import or export TRI files directly, and as they only contain offset information for individual vertex "indices" from the head mesh, it's incredibly easy to break the relation between the NIF and the TRI. The NIF Scripts resort the vertices on either import from or export to NIF already, so at this point the relation will already be broken and the files useless. The only modder I know of who managed to do this full-scale so far is ThrottleKitty with the Head06 resource. There's some guides and tutorials from the same author about how it is done as well out there. But it involves a lot of import from and export to OBJ, to preserve vertex order, and hex-editing trickery, as well as Scanti's handy tools used to the extreme, for this to ever work out right. My dragon head mesh was created from the Argonian head mesh by mere vertex shifting, so I could keep the EGM and TRI files and won't have to create everything from scratch. Yet, even this "cheap" solution cost me months of work until everything was working fine together in the end. The relation is so easy to break, one uncautious click and you're done for, if you don't notice it soon enough. And if you change the shape of the head mesh, you're bound to also change the shape of the corresponding other face parts, like eyes, ears, upper and lower teeth, inner mouth and tongue, all done the same way with the same precautions not to break the NIF<->EGM&TRI relation in the process. It's getting quite tedious quickly. And I for one am not intending to do it again so soon... luckily I currently can't anymore anyways. -
Facebook Connect for User Signup on your websites
DrakeTheDragon replied to pierrebalian's topic in Site Support
Face-what? -
Why not asking the author first about it? That's about the main cause I maintain my comments sections in my mods, after all. It was asked by someone else already, right before you, so the answer you're searching for, step-by-step, is still the very first comment you'll see, the last one made: To further evaluate, the "or one including my new bones" term as of today only fits "Growlf's Universal Skeleton" resource, linked at the top of my description page. The afore-mentioned "Maximum Compatibility Skeleton" does not contain my bones. Though the Universal Skeleton includes all the Maximum Compatibility Skeleton bones anyways. In Oblivion there can be only 1 skeleton file used by the player, "meshes/characters/_male/skeleton.nif", or "skeletonbeast.nif", if it's a tailed race, for in 3rd person view, the only difference usually being the former missing the tail bones, and "meshes/characters/_1stperson/skeleton.nif" for in 1st person view. If a mod wants to make its meshes use more bones than there are, these files need to be replaced by ones including the new bones. However, as there is only 1 file for this, this is very easily messed up by installing another mod with its own skeleton replacements, literally undoing the others. That's why my skeletons contain some many bones for other custom winged races on their own already anyways and why I link the Universal Skeleton at the top of my description as an alternative for those who want my race but also need the other bones for like wiggling breasts, high heels, Growlf's body resizing, or similar such animation-controlled enhancements. Take care that custom bones will be required in both, the 3rd person as well as the 1st person skeleton. My race renders some custom bodyparts also in 1st person, namely the armblades and finger claws, so a proper skeleton file for 1st person is also required. Future releases of my mod will not "replace" any files anymore, as through OBSE I will be able to break the limit of 1 skeleton for all and switch skeletons during runtime, but this feature isn't yet completely implemented in OBSE and when I finally will be able to continue my own modding is pretty much unknown to me, might take years though.
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The emphasis here is on "clothing", as in "not" armor. Any kind of armor, which gives you some protection, at the same time lowers your magic effectiveness some amount. Clothing, which doesn't serve any protection at all, does not. It doesn't really matter whether the item is from Vanilla Oblivion or from a mod, last time I checked. So, of course it's happening with both, heavy and light armor, as it's all still "armor". They were asking if you tried it with "clothing" instead already for this very cause.
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Wasn't the free-text permissions field in existance already even back then? If so, there still could be mods the authors of which gave free reign for adoption long ago already, even without such a feature implemented into the site functionality. I know "I" would do so through the free-text field, if there was no other option... but I'm already giving free reign anyways, so... The free-text permissions authors can type in already gave, give and will give all options we could ever need. Any fixed options introduced into the site will only "streamline" this. It cannot 'add' to something which already had no bounds. However, this cannot be applied after-the-fact. If there was no mentioning of "free to adoption after my leave" in the permissions before now, that implicitly means "no" automatically chosen for whatever options might now be implemented after the author is gone. And even if there was no free-text permissions available far, far back in the past, there still was the author's readme for this. Nexus permission options, used or unused, can never override an author's expressed wishes inside the readme. If I gave free reign through permissions in my readme but forgot to check the option in the mod settings here, what moderator is going to argue the case, if the adopter showed my written consent taken from the readme? Seriously?
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I fail to see how Robert's Female, only containing female body meshes and textures for all Vanilla races, could possibly ever conflict, undo or even affect Deadly Reflex's animations in any way. There is the off chance you're on an OS which will give you the choice between "merge" or "replace" folders when you install mods containing the same. If you then say "replace", it will empty the entire folder and only copy the new files into it. This is of course not what you want. You would remove all animation replacements by installing body replacements, or vice versa, as they both go into "meshes/characters/_male". In Oblivion modding you always want to "merge" folder contents. Only individual files may overwrite each other. But this is the only way how Robert's Female's body meshes and Deadly Reflex's animations could possibly ever conflict with each other, an installation mistake. DR6 also only contains "male" nude body meshes, thus female races aren't even touched. If you installed a special male body replacer beforehand, then DR6, now your male body replacer's files got overridden by the nude body meshes included in DR6 by mistake. But your "female" body's files still remain unaltered.
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All these "sexy" mods are getting annoying
DrakeTheDragon replied to grasscid's topic in Skyrim's Skyrim LE
While I'm not interested in nude or sexy or whatever such mods myself, I'm simply paying them no mind, I'm not the least bothered by them or their taking all the top places in ranking lists or some such either. What's in these lists is a majority decision and of no meaning to me, nor does it bother me the slightest what's not in those lists. What does bother me though are topics like this, people thinking their point of view is more important than others', intending to somehow "dictate" what 'belongs' into Skyrim and what doesn't, while the mere 'existance' of a mod alone doesn't make it inevitable to download and use already. This kind of mentality is why you won't see any of my mods in Skyrim for the foreseeable future. The community today just isn't the same anymore, and it doesn't feel right to share and thereby 'support' this thinking anymore. Does it matter to anybody or does anybody even care? No, of course not, and why should they? But so do those lists and the existance of any random kind of mods in the downloads around here. If you don't see any in-your-opinion 'quality' and interesting mods lately, then it's topics like this scaring away veteran or potential high quality mod authors. Deal dis-respect and earn dis-interest.
