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Everything posted by DrakeTheDragon
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This is the site feedback/questions section
DrakeTheDragon replied to Dark0ne's topic in Site Support
Nothing so far. It only hides the post, if it reaches a certain number. There isn't even a place where you can view a user's reputation, and I'm not sure it is even tracked on a user base. -
HELP Robert's Male just won't work!
DrakeTheDragon replied to HarvesterFox's topic in Oblivion's Mod troubleshooting
If it looks the same as before, i.e. still Vanilla, while wearing a shirt or something, you might want to also install the so-called Stock Clothing and Armor Replacers for Robert's Male next. They replace all Vanilla game's equipment items with versions including the correct body meshes, whereas the original files contain Vanilla bodies. -
HELP Robert's Male just won't work!
DrakeTheDragon replied to HarvesterFox's topic in Oblivion's Mod troubleshooting
Is your Oblivion from Steam? If so, troublesome file dates on the BSA files (Bethesda Softworks Archive) which contain all the original game's contents are now preventing any replacer-type mods from working. The files need redating to something far less recent. The easiest way I know is using OBMM's (Oblivion Mod Manager) Archive Invalidation Utilities and clicking "Reset BSA timestamps" once. Afterwards make sure you have some means of Archive Invalidation applied (preferably the BSA Redirection method) so the game will use loose files over the ones from inside the BSAs. Also worth mentioning is, if you followed Robert's Male manual install instructions to the letter and added some lines to a file called "ArchiveInvalidation.txt", you better get rid of it now. It's an antiquated, out-dated method for Archive Invalidation and never worked reliably to begin with. Now it can only interfere with BSA Redirection and the others and needs to go. Coming to think of it, if not even the plugin's contents, like additional races, are showing up ingame, make sure your game is properly patched to v1.2.0416. Plugins created with a 1.2 version of the CS, which this one is, are just "silently ignored" by a pre-1.2 game version, as if the file wasn't there, no errors, no warnings. -
Oblivion Merge Cloth and Armour
DrakeTheDragon replied to LightMikeSanders's topic in Oblivion's Mod troubleshooting
We still need to know what the error is first. There's a multitude of things which can go wrong when merging NIF files in NifSkope, and they're usually easy to spot, if you know what to look for. I don't know what you did when you copied the cuirass mesh into the cloak NIF, so I can't say where you went wrong. If we'd see the NIF tree or were able to look at the NIF ourselves, we would know and could tell you. But for what it's worth, when copying meshes from one NIF into another, make sure you use "copy branch" on the NiTriShapes/Strips and "paste branch" it into the "NiNode 0 - Scene Root". Don't copy&paste the "Scene Root" NiNode itself or anything! -
LE True Anthropomorphic Race
DrakeTheDragon replied to TheDragonEpmperor's topic in Skyrim's Mod Ideas
I read enough. While I do agree with the unneccessity of aggressiveness and raging against weasel lore creation and people popping in with "but it's not lore-friendly" and other such nonsense interruptions, the above statement was too much. I don't care the least about lore, my biggest modding project is an encyclopedia example of lore break, and I can't be bothered to create some improvised weasel lore to somehow fit it in with the rest of the game world. That's not my responsibility. Users can come up with explanations for why they use my mods or why they fit into their games and how. I'm designing the content, not what anybody else might do with it. I already got enough delays by my current lack of free time. There's no time left to think of something as insignificant and meaningless to me as lore. Bethesda themselves are breaking their own lore with each new game or DLC they release. Why should I care about it then, if not even they do? This statement and others like it remind me where the impulse to no longer share my mods is coming from. If you excuse me now, I'm back at my "lazy" modding projects "lacking of conceptual effort and overall adaptive-creativity", and let you fight your pointless lore - non-lore discussions here. -
Oblivion Merge Cloth and Armour
DrakeTheDragon replied to LightMikeSanders's topic in Oblivion's Mod troubleshooting
If you merge contents from NIF files, it is easy to mess up the little touchy NIF tree structure so the game can't read it correctly anymore. A look at your NIF tree would help in figuring out what's wrong. Usually it's things like duplicate "Scene Root" nodes or one inside another, which will put the game off while it still looks alright in NifSkope. -
Custom Race, Custom Body Meshes???
DrakeTheDragon replied to AyamePasse's topic in Oblivion's Classic Discussion
There's no need to be sorry for being new to modding or to apologize. At one point we all were new to modding. No, I'm sorry, if I got you wrong on this. It was just your first line, "the user can do just that by taking their desired meshes and overwriting the race meshes with them", made me think you still assumed there'd be some body meshes on a "per-race" basis to be found somewhere in the folders one can replace, which is not the case. Thus I repeated it. If we're just at force-equipping the body items when the slot is empty now, you can check if the slot is empty via GetEquipmentSlotMask and comparing the returned value with "0". Do this for each slot and use EquipItemSilent to equip the body part item. Create such items with "playable" not checked and you won't be able to see them in your inventory or use them yourself. Use AddItemNS to silently add them to your inventory once. As for opening the CS with OBSE, I actually told you how it's done. Simply create a shortcut to "obse_loader.exe" on your desktop or somewhere and then add "-editor" to the end of the command line, so it reads something like "...\Oblivion\obse_loader.exe -editor". If you doubleclick this shortcut then, it will start the CS with OBSE and all OBSE functionality will be recognized within your scripts. -
If it didn't change its workings from OBSE, FOSE and the other Script Extenders so far, all it does is still only start the game, hook into the DLL code loaded into memory, expand it with the new script functions and everything, then close. So while playing the game the Script Extender isn't even running anymore. That's why people keep saying it can't cause FPS slowdowns, it's no longer present once you're in the game. I'd rather say some of your SKSE-requiring mods are causing the FPS loss. Those won't run without SKSE, so that's why they don't affect your FPS when you start the game without SKSE, they can't, they aren't running. Likely somebody more knowledgeable about the inner workings of SKSE will drop in next, but if it's still working the same way as all others did, I'd check the mods which require SKSE about being the culprit for your slowdowns.
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Custom Race, Custom Body Meshes???
DrakeTheDragon replied to AyamePasse's topic in Oblivion's Classic Discussion
Well, "EquipItemNS" is an OBSE (Oblivion Script Extender) script function. You're probably not starting the CS via "obse_loader.exe -editor", or are you? Thus there is no OBSE support now and those functions aren't recognized. As for custom body meshes on custom races, you need to understand besides a few exceptions (head mesh, face meshes, ears and tails) "every" single race uses one and the same set of "body" meshes, that is upperbody, lowerbody, hands and feet. You cannot simply do something like "overwriting the race meshes" for one specific race, as there are none specific to a single race to begin with. Overwrite a body mesh and you change "all" races at once. The only way around this limitation is to use the already mentioned "wearable body" approach, abusing the fact that your body actually is inside the clothes you're wearing and always changes with them, and using scripts to auto-equip those custom-shaped body parts or keep them equipped. This does limit your race to only adapted clothing and armor items or your custom-shaped body will simply turn back into a human again when you equip the wrong items. It is relatively simple to design a script which will auto-equip a custom body part when its slot is empty. But what to do when the slot is not empty but the item equipped doesn't fit (i.e. removes) your custom body? My scripting approach tried to deal with this in the most universal way I could come up with, but sadly it's rather complex, very convoluted, and full of drawbacks and incompatibilities, and without any free time I can't continue refining it. There are other approaches doing the same, but all have some drawbacks or limitations of their own. This engine limitation is difficult to get around and the more universal you want your solution to be the more work it will require. -
Slof's Tabby Khajiit not working
DrakeTheDragon replied to quake709's topic in Oblivion's Mod troubleshooting
The Vanilla race settings in the Oblivion.ESM dictate male and female Khajiiti to use the same textures for feet, "textures/characters/Khajiit/male/footmale.dds", which in case of a body replacer now means the full body, more or less. There are famous body replacers like the ones of the Exnem's family, all of HGEC for example, which do not come with an ESP to fix this Vanilla oversight, and as such female Khajiiti use "textures/characters/Khajiit/male/footmale.dds" for their body textures. Robert now tried to circumvent this troublesome situation with his settings for male Khajiiti by using "textures/characters/Khajiit/male/RTfootmale.dds" instead, so whatever female body replacer you use can mess around with the other files in whichever way it likes without conflicting with the males. As you can see, here it gets tricky in regards to other plugins changing these racial settings. From what I know I think the EVE Khajiit Fix for example contains a fix for the Vanilla mistake as well, but a different one, potentially messing up Robert's Male Khajiiti in the process. Other racial or cosmetic mods can likewise cause trouble with this. If I got you right, Slof's Tabby Khajiit contains "textures/characters/Khajiit/female/footfemale.dds" for females and "textures/characters/Khajiit/male/RTfootmale.dds" for males? Or is it "textures/characters/Khajiit/male/footmale.dds" for females, as Exnem/HGEC expect? Whatever it is, you need to figure out which settings are in place at the end of your load order, so you know which files which gender will search for. And I can say for pretty sure you cannot simply remove one of the files coming from Slof's Tabby Khajiit without first making sure your racial settings aren't pointing towards it specifically. If I got you right, all you should need to do to get your male Khajiiti working would be to rename the "footmale.dds" to "RTfootmale.dds", replacing Robert's texture in the process. That is, if Slof's Tabby Khajiit only contained "textures/characters/Khajiit/male/footmale.dds" and "textures/characters/Khajiit/female/footfemale.dds" for textures (btw. the filenames associated by Team Fantasy Figures racial plugins, likely a left-over from times when Slof only modded for Robert's Male and TFF exclusively). -
It looks to me like this new weapon is missing the Tangent Space NiStringExtraData. Did you try recalculating it via "Spells > Batch > Update Tangent Spaces" or something along that line already?
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Better try asking this in the Mod Detectives thread. The people frequenting this thread are trained to find mods by your description.
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Slof's Dremora Textures
DrakeTheDragon replied to BeingShotAt's topic in Oblivion's Mod troubleshooting
As you're replacing Stock textures, what type of Archive Invalidation are you using? Is your Oblivion a Steam version or a retail disc? Are you using Vista or Windows 7 and having the game installed at the default location, somewhere inside program files? These are all things which could prevent replacement files from being used. Talking of which, is Robert's Male Body working fine, or doesn't even this work to begin with? Oh, and, don't bump. It's against the rules and will only get your thread locked. -
Aren't the main page counts like a summary over all individual files' counts, whether still present, already deleted or replaced by different versions? I remember the individual download counts of my files always resetting to 0 when I uploaded a new version and replaced an old one, but the main page counts just kept adding up. This and as far as I know everything's just statistical estimations.
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Crashing for No Reason
DrakeTheDragon replied to MyChemGams's topic in Oblivion's Mod troubleshooting
This is a load order error warning: GTAesgaard_2.esp needs to load before this "Delayer" patch, not at the end of your load order. I guess BOSS didn't recognize it and placed it dead last after your bashed patch, as that's where it is now. This plugin is now missing its master, which is a surefire way to cause CTDs, sometimes the game won't even get past the Bethesda logo. -
DMRA Body Texture problems
DrakeTheDragon replied to erc1971's topic in Oblivion's Mod troubleshooting
Argonian High Resolution Body Retexture by amnes How about this? -
Made a mod, not activating
DrakeTheDragon replied to Cole1497's topic in Oblivion's Mod troubleshooting
Check your game version. Plugins created in a 1.2 CS (nowadays almost all) will just be "silently" ignored by a pre-1.2 game version. The current up-to-date version for Oblivion is 1.2.0416, whether you're using the Shivering Isles expansion or not. You can read up your game version at the bottom of the main menu title screen. If you're able to activate the plugin in the launcher, I'm rather reluctant to suspect file access issues (UAC on Vista/Win7 and game/Steam installed inside program files) this time, or the launcher wouldn't be able to read it either. -
As long as you copy and paste the Armature nodes as well first, there's no reason why this shouldn't work. If you try to copy the chest NiTriStrips/Shape into the lowerbody NIF, it will be missing the bone nodes it was rigged to and error out. Copy the required bone nodes first and everything will work. A different solution would be to use a complete armature skeleton of bone nodes as a start and then copy each of the body NiTriShapes/Strips into this file. But you still need to compile one first or find a file where's already one inside. A very primitive, yet functioning, approach would be to just copy&paste the NiTriShapes/Strips again and again, and every time it pops up with another bone node missing just copy this one over as well until there's no error anymore. But keep in mind it will need all bone nodes there are in the NIFs anyways, so just copying them all into one file first is likely the most simple way to go.
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It's not a matter of having one's words taken 180 degrees out of context. It's not the mod author giving out those negative reps. It's neg-rep trolling. People who dislike the mod go paint every supporter's comments in red to express their dislike and plus-rep those who think the same. It's a circumventium of the rules and a very effective one, as it's anonymous to the outside world. In my opinion it should be as much a bannable offence as putting your dislike into words is. Or just shut off reputation entirely. Don't like a mod? Move on in silence. Don't comment, don't rep-troll, as your opinion doesn't matter and nobody wants to hear it. The thumbs down for mod uploads was removed for a reason.
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Unfortunately the slots an item occupies are gender-independent. You cannot make an item the male version of which just occupies the chest while the female version is full-body coverage. Slot assignments put aside, you can of course make each gender use whichever NIF file you like, and they don't have to be even remotely related to each other. Wearing an item putting things on other body parts without actually occupying their slots will cause clipping though.
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casting spells on an activator
DrakeTheDragon replied to cfh85's topic in Oblivion's Classic Discussion
I figured as much for the "GetID" part, a typo, but I had to make sure you are using the correct one in your scripts. Nice idea, "reprogramming" the turrets to friendly fire. Definitely a funny situation to see Ayleid remnants getting fried by their own traps! Reminds me of FO3 and hacking defence systems. Just glad it's working now. Only one thing: Better use "continue" in place of "break". The way it is now the "break" statement will stop the whole scanning as soon as it comes across a replacement stone, no matter how many other stones there still are left to be replaced! -
casting spells on an activator
DrakeTheDragon replied to cfh85's topic in Oblivion's Classic Discussion
TempRef.CompareModelPath "CFHARTrapEvilStonePCDefence" will search for "CFHARTrapEvilStonePCDefence" to occur inside the model path of TempRef. So for example an object with a model path of "/meshes/architecture/ayleid/something/CFHARTrapEvilStonePCDefence.nif" will pass this check as true, whereas an actual Welkynd Stone Trap, with model path "/something/something/ARTrapEvilStone01.nif", will not pass this test. It does not compare the model path of the object TempRef to the model path of the object CFHARTrapEvilStonePCDefence. The filename has to contain this string literally for the test to return true. I couldn't find a function GetID, but using "If TempRef.GetIsID CFHARTrapEvilStonePCDefence" should do the trick. However, the function documentation fails to show how it's used on a specific reference. There is no "reference.GetIsID baseobject" but only "GetIsID baseobject". I 'think' it is the same as all other functions and "reference.GetIsID baseobject" is the way to go, but I can't guarantee it. And inside of a While Loop to skip to the next step it should be "continue". "break" will terminate the whole loop and jump immediately to after the "Loop" line, and "return" will terminate the function execution entirely once it hits one of your placeholders. -
casting spells on an activator
DrakeTheDragon replied to cfh85's topic in Oblivion's Classic Discussion
Now that the spell is no longer cast on the activator, as you realized activators can't run spell effects, the default reference in this spell script is the player or whatever it's running on now. You need to tell CompareModelPath the model path of "what" to compare with this string. Try either TempRef.CompareModelPath "CFHARTrapEvilStonePCDefence" or if that doesn't work, CompareModelPath "CFHARTrapEvilStonePCDefence" TempRef One of them should work. Though, what exactly should this comparison check for now? As it is right now it will only replace Activators using your replacement's NIF model (I take it "CFHARTrapEvilStonePCDefence" is found inside your replacement's NIF filename). This is surely not intended. I would compare the model path with the filename of the actual Dark Welkynd Stones ("ARTrapEvilStone01"), so those will be what gets replaced. -
Armor/clothes hiding mod.
DrakeTheDragon replied to Thorham's topic in Oblivion's Classic Discussion
Ok, now it figures. So my confusion came from you equating "closing the game and reload" with "immediate". Makes sense. Basically you said the same as I did just in a different context. Once the file was changed, either the information which file to use or the actual file itself outside of the game, one has to make the game "reload" the file, one way or another.
