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DrakeTheDragon

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Everything posted by DrakeTheDragon

  1. It seems like only 1 BSA from "sArchiveList" actually requires Invalidation, and BSA Redirection places an empty dummy BSA into the data folder and inserts it at the proper place in "sArchiveList" in your "oblivion.ini". As there's no files inside the only BSA requiring Invalidation anymore now, you eliminated the need for Archive Invalidation itself entirely. This works for as long as the dummy BSA remains at the proper place in "sArchiveList". Only if for some cause the "oblivion.ini" gets overwritten by one not containing this change, this step has to be repeated. But once BSA Redirection is applied, there's one paramount step to be done. That's getting rid of any left-over "Archive Invalidation.txt" file(s) in your folders, whether created by yourself or by a mod install tool using one of the out-dated solutions to Archive Invalidation. Any remainder of such file will tell the game to use external file X over internal file X, which, as the BSA is now empty, doesn't exist in there to begin with, and this will cause multiple random issues. Additionally, mind the button on the screenshot labeled "Reset BSA timestamps". This will come in handy when you're using Oblivion from Steam and are trying to get any replacer-type mods to work. Steam's BSAs having far more recent file dates than any replacer-type mod will prevent such types of mods from working, no matter your Archive Invalidation or not, file dates always superrule. Clicking this button will fix the file dates for you and Archive Invalidation can then be successfully applied. Steam Oblivion, unlike the disc versions, also requires Archive Invalidation for meshes and other files, whereas the disc versions only required it for textures.
  2. But if it's really as reported and mods which were initially kept hidden until they were done with description, files and screenshots, only then unhidden and the timestamp they were released turns out not being the point they were unhidden but the point far more back in the past when they were created and kept hidden, I agree this can be considered an issue and a weakness of the current implementation. If you follow the rules, keep your mod hidden until you're done with everything, then unhide it several days or even weeks later because only by then it has a file finally, this way it will never make it into the "New Files", or have a correct release date to begin with. The mod's "release" is when you unhide it, open it up to the public for the first time, not when you started creating its web presence and representation way, way back. And it's not about being "recently updated" either. The mod will not appear in the first lists people see when coming to the site ever, when its release is dated far back in the past although it was just unhidden recently. Not that I care about my mods being in any lists or anything. But the OP does and that's the point.
  3. Robert's Male and HGEC are very well compatible with each other. Robert's Male contains an ESP which makes it so, HGEC contains no ESP at all. None replaces any files of the other. Thus file and plugin conflicts are impossible. If Robert's Male wouldn't care for Exnem/HGEC missing an ESP to fix Vanilla setting weirdness from Oblivion.ESM, the male Khajiit texture wouldn't specifically be redirected to "Khajiit/male/RTfootmale.dds", because "Khajiit/male/footmale.dds" is used by Vanilla/Exnem/HGEC for female Khajiits as well. There can be similar issues caused by further cosmetic mods introducing racial changes into the load order, if the bashed patch from Wrye Bash isn't properly configured. Without the bashed patch there can be only 1 plugin controlling a race ever. All plugins earlier in load order will be overridden in the entirety of their settings for the specific races the modify. There is no distinction between male and female settings of one and the same race possible by Oblivion's native plugin merging at runtime. On systems like Vista or Win 7/8 the UAC can prevent mod files from getting installed properly by redirecting them into some compatibility folders outside of the overly-protected "program files" or similar system folders, if the game was installed at the default location. Steam Oblivion is known to prevent Archive Invalidation from working, as its BSA files are dated far too recently and file dates superrule even Archive Invalidation measures. Without Archive Invalidation applied properly no texture replacements will work, even with the disc version. The only solution to Archive Invalidation I can sanely recommend today is BSA Redirection. It eliminates the need for Archive Invalidation entirely once and for all and doesn't need to be repeated, as long as the "oblivion.ini" keeps the changes to "sArchiveList" it applies. It is paramount to get rid of left-over "Archive Invalidation.txt" files when using BSA Redirection, as otherwise those will tell the game to use external file A over internal file A, while the only BSA requiring invalidation anymore is now an "empty" one thanks to BSA Redirection, and this is known to cause multiple random issues. And as for DR6, yes, the current release contains Robert's Male nude body meshes in error. This can always be fixed by reinstalling the body replacers after DR6, though, or in case no body replacer is intended, removing of the files "upperbody.nif", "lowerbody.nif", "hand.nif" and "foot.nif" (the male bodypart NIFs) from inside "meshes/characters/_male". The special "Robert's Female Feet re-UV-ed to fit HGEC textures" mod in question here also can't conflict with Robert's Male, unless it somehow messes with the "male" texture subfolders beyond what both Robert's Female and HGEC would do. If it does include an ESP for a change, without a properly configured bashed patch it'll be a jeopardy getting both to work. An ESP including racial changes will always change the whole race, both genders, and undo everything a previous ESP did. Only the bashed patch can merge seperate settings for each gender from both plugins.
  4. Are there any preferences related to this which could have gone missing? It looks the same as when users couldn't see any "mods" in search results or category browsing, only numbers. They had to re-apply a checkbox in their preferences and it was working again. I wonder if these issues could be related somehow. Random people's preferences seem to tend getting lost on a regular basis lately.
  5. From what I remember it was Saiden's decision to pull it from here. It's been quite a while though and I could be mistaken. My memory's not the best.
  6. I know what you mean. My never-do-wrong, protect all living, Drake also disliked the fact he had to kill like each and every single quest target or random encounter in this strange new world ever since he arrived. For his kind it is actually forbidden to kill, unless it can't be prevented by all means. Didn't make roleplaying him any easier. But this little mod always was a very good start: http://oblivion.nexusmods.com/mods/22392
  7. If it's really a matter of the business of porting being marginally less work than creating assets from scratch, I could imagine it strongly depends on the file type those games store their assets in and how easily it can be accessed/converted at all to begin with also. Just remember the difficulty some beginning modders still have with figuring out you need to extract the GameBryo assets from their BSA files first to be able to edit them! Now imagine a game they don't even know what those files are stored in or how to extract them, if at all possible! Can You tell how to open and edit a mesh or texture file from, say, CoD or Battlefield? If you can't, that's probably the answer to your question.
  8. While I doubt you accidentally installed Stock Replacers for "two" different body mods when you didn't even plan to use "any" body mods, Slof's Oblivion Robe Trader caters both, Robert's Male and Robert's Female alike and replaces just about all Vanilla robes with more vibrant textures and simple shape or design changes. So if you are indeed not using any body mods nor intending to do so, just go into the "clothes/robemcblack" folder, and if there are subfolders like "m" and "f" with respective NIF files inside, then rename one or more of them and see if it fixes your issues. If it does, they either come from erroneously installed Stock Replacers or as mentioned from Slof's Robe Trader, or something similar, and definitely require one or more body mods to be installed. Then you should figure out where they're coming from, if you can't remember installing any such mods, and either get rid of them or install their requirements.
  9. For a far easier, and quicker to undo, start you could just go into the folder for the Black Robes, "meshes/clothes/???/robemcblack/m/" (or something along that line, can't remember anymore and can't access the drive Oblivion is installed on to check for sure), as you said those were definitely affected, and rename the NIF file you find in there to something else, so the game won't find it and fall back to the Vanilla mesh from inside the BSA. If the Black Robes then show up again, the installed NIF files most likely require a body mod and you can decide to either install the body mod they're meant for or uninstall their NIF files, as they're certainly unwanted, if you didn't mean to use a body replacer.
  10. That's all? Not much information there. All you can see from this screenshot is you have a Vertex Group called "Wings" and can now assign a weight of "0.5" to every vertex you highlight and click "assign" on. Which weights any of your vertices already have, if any at all, can't be seen there. This menu block is for assigning, or removing, not for displaying current values. What happens if you select some bones in "Pose Mode" and move them around? Do certain vertices stay at their place although they should move? Then they're not weighted to the bones you just moved, and maybe not to any at all. Each single vertex can have its own unique weight to any of your Vertex Groups. As you can have multiple vertices selected/highlighted at once this menu block can impossibly be used to show their current weights.
  11. Sounds like this: http://forums.nexusmods.com/index.php?/topic/830884-whats-happened/ I suggest checking your preferences.
  12. There is no ESP from Ren's in your plugin list, that's why there is no trail of Ren's races in your ingame selection. Maybe Ren's Beauty Pack is one of those dated mods which simply cannot be installed via NMM? Many Oblivion Mods are packaged in an uncommon way, and even most common structures cannot be read by the NMM, yet. If Ren's Beauty Pack contains unusual sub-folders, optional installation features or anything like that, there goes your chance to install it properly via NMM. Since lately the three main mod managers, Oblivion Mod Manager, Wrye Bash's BAIN and Nexus Mod Manager beta "expect" three different "mutually exclusive" folder structures. Mods packaged for the one cannot be read by the others and vice versa. The only way that's always guaranteed to work seems to be installing manually. I'll have to upload 3 package versions for all my mod packages due to this at one point rather sooner than later. I just don't have time to do any modding lately. Thus I was forced to remove the "download with manager" buttons from all but the absolutely basic mods I uploaded for the time being myself already. Consider most of the Oblivion mods no longer managed by their creators these days and as such those buttons wrongly suggesting they could be installed via NMM simply could not be removed from them, yet. At least that's what I do.
  13. I discourage use of ScriptEffectUpdate, as you never know when it will update or if at all. GameMode is much more reliable for this purpose. But have you tried using "player" instead of "PlayerRef" already? I've never seen "PlayerRef.PlayIdle" called that way, as far as I remember.
  14. Cookies can have an expiration date set to "when the browser closes". As long as you remain on the site and keep your browser open, the cookies will be fine. But as soon as you close your browser or power down your pc, they'll be gone, and as such will be your settings. As that would be bad design by definition I doubt that's the case here, but I know some browsers or security settings do that anyways, delete cookies on close, no matter what the expiration date is. From my point of view, coming from a web and server developer's domain, you can store identification data in cookies or temporary states maybe, but you should never store something as important as settings in something as unreliable as the RAM of your pc when you power it down. Cookies are not to store persistent data, period, as cookies themselves are not guaranteed to be persistent.
  15. Well, this is not your load order. It is the list given to you by the original launcher, which is sorted alphabetically and not by load order. Oblivion.esm must not be anywhere else but at the top is a sure-fire indicator for that. I suggest using BOSS to sort your load order and acquiring the actual list from Wrye Bash rather than from the launcher. As for the mod CTDing during the logo video (is that what's happening? "refuses to go to the main menu"), this is a common sign of a mod missing one or more of its masters. This can be because the parent plugins other plugins depend on are loading after their children (wrong load order) or the parent plugins are missing entirely. Check the requirements for this David Tennant mod and also check in Wrye Bash what plugins/masterfiles it expects and in which order.
  16. Don't know if it helps, but for me pressing the "UP" key always did the trick. Actually it depends on the menu that's open, but the direction keys of the keyboard can be used to press the buttons presented to you.
  17. That's not quite the issue here. Yes, those slots not covered by the body mods' textures are often left on Vanilla Imperial textures intentionally, but as long as it's a mesh from the body mods it will never use anything else but the "foot" texture. The NiTriShapes/Strips inside the body meshes and adapted clothing/armor items are all named "foot" for a reason, whereas in Vanilla body meshes and clothing/armor items they're named "upperbody"/"arms", "lowerbody", "hand" and "foot" respectively. And that's the real issue. You must not use any Vanilla body meshes from inside clothing/armor items anymore, or they will be using Imperial textures (or the wrong Vanilla textures, not fitting the body mods', High-Res, or whatever else textures at all). That's why Stock Clothing and Armor Replacers are in fact all else but "optional". So, messing around with the texture pathes above will only work around the issue, as you'll still be using Vanilla body meshes and Vanilla body textures inside clothing/armor items and they will never fit or use your high-res texture replacements. If the meshes are all installed and working correctly, there will be no reference to the texture slots set to "Imperial" textures left anymore and they could basically be set to whatever you want without having any effect. And let's not forget that without a "bashed patch" only 1 ESP can ever control the textures for an "entire" race. Male "and" female textures will be overridden by the last ESP loading, no matter if it's only a male/female body replacer or not. Without Wrye Bash male and female genders cannot be controlled by plugins seperately.
  18. Make that a "must". If you want plugins created with a 1.2 CS (nowadays almost all) to work in your game, it must be patched up to this version. Any pre-1.2 game version will just "silently ignore" those plugins otherwise, there will be no error and no warning, as if they just weren't checked.
  19. Getting the head and body textures to line up smoothly is like trying to align a straight line to a curve. That is exactly what the texture layout borders are at the neck, the head one is straight, the body one a curve. I did my best to get them line up as smoothly as I could achieve, but it's still far from perfect. What do you mean it doesn't match IABT? It was created from IABT, made fitting the respective body mods' different layouts as best as I could manage. This, for reference, is exactly IABT and IAFT, and even those don't align perfectly: http://oblivion.nexusmods.com/mods/images/15469-1-1227545650.jpg I even made their respective borders align yet more smoothly. Did you know Vanilla upperbody and lowerbody textures were never meant to align to begin with? And this is what it should look like with AB Robert's: http://oblivion.nexusmods.com/mods/images/15469-1-1230425302.jpg The neck seams are far from not noticeable, though I did my best to make them so. However, back then I wasn't as skilled as I am today and couldn't really do much, yet. Maybe I could make it better with a second try, but there's no free time left for second tries, or anything at all that is, lately. Does it look different to you than in those pictures? Then it could be something else entirely and we'd have to investigate it further. You got IAFT working right, so I guess it's not an Archive Invalidation issue this time round though, else your faces won't have changed at all.
  20. It's working pretty fine and stable with an old Firefox 5 on my end, too... though the constant nag screen, to finally upgrade for Christ's sake, is slowly getting on my nerves after the upteenth new version release. I'm starting to wonder, is it something with latest-state browsers that is causing all these issues?
  21. What's your game version? You can read it up at the bottom of the main menu title screen. If it is below 1.2.0416, chances are good it's too low for plugins created with a later CS (v1.2 and above) to be accepted. A pre-1.2 game will just "silently ignore" plugins created in a 1.2 CS. There will be no errors and no warnings, the file just won't have an effect.
  22. Sounds familiar: http://forums.nexusmods.com/index.php?/topic/830884-whats-happened/ I suggest checking your preferences as discussed over there.
  23. That's what. A pre-1.2 game will "silently ignore" plugins created with a 1.2 CS. There will be no error and no warning. It'll just be as if the file wasn't there. I suggest patching your game to 1.2.0416, the latest version. You won't be able to use OBSE and OBSE-dependant mods with this low version of the game either.
  24. While mod compilations in general are frowned upon, I can't see the harm of a "list" of mods someone is using, somehow like the "collections" feature at Steam Workshop perhaps. A list of individual mods is far from a compilation, and a list of individual download links can't be frowned upon by authors the pages of whom are frequented that way. Of course, both sides must be aware that if a set of mods works fine for one individual, there's no guarantee it will still work fine for someone else. The first someone might be doing everything the right way, using sophisticated mod managers, cleaning plugins, maintaining a bashed patch and everything which nowadays needs to be done to get more than 1 mod working together with another one without issues, and of course the second someone needs to be aware of what needs to be done to achieve the same result as well, and has to do exactly the same. This also limits users of such mod collections to exactly the mods inside the collection, or they waive any rights to a successful coexistance already by installing even a single mod more or less than what's in the list. Provided all information necessary to get things working as they are for the publisher of the list is also made available for the other users of the list, this could actually turn out better than a total catastrophe. It's still far from a guaranteed success though, best not to forget this. But something along the lines of "following mods made a great experience to me and they were working fine together without conflicts after I did this, this and this!" could in theory actually turn out quite useful. This is definitely the wrong place for a suggestion such as this, an addition to the site's functionality in general, but I for one support the idea. :thumbsup:
  25. The biggest trouble is the body meshes and the skin textures. Skin textures are defined "per race". Every NPC of race "Breton" for example will use one and the same skin textures. Installing a body mod for, say, HGEC this will make the whole female population of the race "Breton" use HGEC textures. Body meshes are included in the clothing/armor items, or when nude retrieved from the one and only source "meshes/characters/_male". According to this "all" actors use the same body meshes, no exception. If you get an NPC to wear an item for, say, Robert's Female now, the NPC will have a Robert's Female body mesh inside the item, but nude bodyparts will still be HGEC. The skin textures the actor uses will still be HGEC as well, as you cannot change them on a per-actor basis. This will render you with Robert's Female meshes trying to use HGEC textures, and due to the massive difference in layout this will never work. Your trouble at hand is you have a selection of fine items made for several different bodies and want to be able to use them all. You can certainly come up with some batch scripts, each installing the skin textures, body meshes and stock clothing and armor replacers for a selected body/body mod, but it will still not affect all mod-added items, and it will still follow the restrictions I mentioned above. All races will have the same body and no actors can wear the non-exchanged items without causing texture issues. You will always end up with a group of items that can't be worn, as there can only be 1 body in use ever. There are scripted ways to make different races use different body meshes and also switch clothing/armor items to only use ones for the right body, but it cannot be done for single actors. Also all such approaches come with their drawbacks, and it's basically still very much a work in progress to get this done properly. I can, for example, by use of massive scripting, make my anthro-dragon race use its very own set of body meshes and only allow fitting (=adapted by me) items to be worn, which I do, proof that it "can" be done, but this in itself is a restriction already, as you cannot wear just any item you want on one of my dragons as a consequence. Right now you can wear almost "no" items at all on my dragons, as I didn't have time to adapt them, yet. "This" I call a major drawback of my approach.
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