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Everything posted by DrakeTheDragon
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This "file is hidden" message seems to be only bogus right now. I get it for about every Skyrim mod I click on but simply clicking again and I get through perfectly fine. It must be related to the overall load that is taxing the site currently, or the site-wide redesign process. I get the occasional "500 Internal Server Error" or even "where do you want to download index.php to?" popups when clicking a forums link or submitting a post as well, but again, simply trying again already fixes this. Nothing serious going on here. Everything's only temporary and fixes already being worked on. I've seen worse before and on other sites, too. At least here at Nexus I can be sure it'll be fixed soon... as always.
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If one tries to log in with a banned account, one should get redirected to a page notifying that the account was banned and providing a link to the unban form: http://oblivion.nexusmods.com/about/unban/ There one can make an appeal to get an account reinstated, and one doesn't need to be logged in for this. In most points I'm just guessing here though, but that's how I understood the process the last time it was explained. Creating a new account or going to discuss it in public through a 3rd person would be the last way to go and the least likely to succeed, as it all breaks the rules again. So in any case you're best to discuss this with a moderator or admin via PM instead of in a forum topic.
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Armor/clothes hiding mod.
DrakeTheDragon replied to Thorham's topic in Oblivion's Classic Discussion
For an item not to show up while equipped you simply have to remove the slot assignments. If an item doesn't occupy any slots, it simply is not rendered. This way you can basically wear an unlimited amount of items at the same time as well. Unlimited Rings mods work the same way, for example. The trouble is, even if the euipped item isn't rendered and the body from underneath is still shown, you can not simply turn this into an item of your choice (by replacing the nude body nif files) without making this the default nude body for each and every single actor in the game. There is only 1 set of these NIFs and all races and NPCs or the player use the same. However, with the help of OBSE one can change the NIF file an item uses for display on-the-fly. I'm using this to exchange the visuals of a regular human-shaped item equipped on Argonians or my dragons with an adapted version for custom anatomy, if such alternative is present. You could make it so you equip the items of your choice and then trigger a registration routine which "stores" this outfit. Then, whenever you equip a different item, it gets swapped out by a copy with the same stats and all but the visuals (NIF) of the registered item for this slot. I'm using copies here instead of altering the item you're wearing directly, as the latter would alter "all" instances of said item in the game, and as soon as their visuals are refreshed (shown for the first time, unequipped, reequipped, etc.) they would show your stored item's visuals as well, not just on you but on everybody wearing an item you equipped. Trouble comes from multi-slot items, covering more than 1 slot at once. How would you go about setting the NIF file for an upper- and lowerbody-slot item so it displays the two single-slot items you registered? Or how could you split the NIF of a multi-slot item you registered so the single-slot items you equipped render each the right "part" of it? But even for this case one can find working solutions. Or you could simply use a hardcoded replacement file and can't change your prefered appearance in mid-game anymore. You could have a file for each slot and self-made combinations thereof for any possible slot-combination. Those will then be used for the visuals of any item you equip instead of its own. The stats and everything else won't be touched, or better yet will be "copied". You can even make statless items with these visuals, auto-equipped while the slot is empty. (I'm doing this for my custom body parts.) This all isn't exactly simple to implement, but it's still far away from rocket science, too. If I had any free time at all for modding these days, I might just give it a try myself, but unfortunately this is not the case, and I currently can't do such request work anymore sadly. But my scripting approach is there for all to see how I'm doing my stuff in my mods. Though I must admit it's rather advanced stuff and pretty convoluted. :ermm: For starters you could look up a mod called Fashion Anvil, if I'm not mistaken. Among other things it takes two items and creates a new one, using the stats from the one and the visuals from the other. Sadly both items are destroyed in the process, so using this to give just about all items you're ever going to equip the same visuals will be a little hard for the required amount of source items to come by. If I remember correctly, it can also simply change slot assignments for any item you work with it. At the very least its scripts can be refered to for the needed functionality and how it's done. -
Reflectivity in nifskope
DrakeTheDragon replied to Deridor's topic in Oblivion's Mod troubleshooting
Also don't forget to "split properties" before you change any of the material or texture blocks. It could be the identical ones are "linked" to each other still, and then changes you do to one of them are done to all. On export from Blender they usually end up "combined" when their properties are the same. Issuing "combine properties" later when you're done may speed up performance, too. -
Oblivion with Skyrims engine
DrakeTheDragon replied to pinkfloyd760's topic in Oblivion's Classic Discussion
For "ports" it is the same between "all" Bethesda games, and others, unless expressed permission is given by the developers, and even then it's pretty grey still. Everything has to be "recreated from scratch", or with resources from the game the mod is made for, for it to "not" break the rules. From what I've read though I think the-mod-that-must-not-be-named is now even going into a different direction, recreating all assets themselves for the mod to become allowed again. I could be wrong though, as it's been a while since I last heard of it. -
Race: I played through Morrowind as an Argonian, but in Oblivion I chose a Breton, because I wanted to play it as Drake this time and Drake's looking like a young Breton when in human shape. I finished the main quest as a Breton, Drake in human shape. Only later I was able to create Drake's race itself and it's still not even close enough to him. Ever since then I was playing as an Anthro-Dragon. Though for a shape shifter what "race" he is isn't really a fixed value. Gender: Drake's a male, I'm a male, I wanna play as him, so there you have it, male. Class: Custom. I chose his attributes so I could play as him the best as possible without becoming overpowered or unbalancing. He's a skilled sword fighter, preferes to fight unarmed, using martial arts, against "living" foes though, and his potential to use magic is pretty high, he's just not very skilled or trained in it, yet. But it's inside him, and it's strong. Birthsign: I think it was The Lady, lacking any better alternative. It wasn't really important to me back then though. Ever since I'm able to do so I'm only interested in playing an RPG as Drake now. If I'm not able to do so right away, I'll make it so I am, one way or another. For me to ever "replay" a game once I was through the main storylines is very unlikely. But luckily due to mods playing Oblivion can become an "endless" experience, really. But I'm rather modding than playing nowadays anymore anyways. :unsure:
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CS shortcut for OBSE steam version
DrakeTheDragon replied to Mindwhiz's topic in Oblivion's Mod troubleshooting
Hmm, if this is indeed where the "obse_loader.exe" is located AND where your Construction Set is located, have you tried "C:\Program Files (x86)\Steam\steamapps\common\Oblivion\obse_loader.exe -editor" already? I know the quotes are because of the blanks in the file path, so maybe "C:\Program Files (x86)\Steam\steamapps\common\Oblivion\obse_loader.exe" is the right way to group it already and you simply missed the "blank" between this and the -editor parameter? -
ScriptEffectElapsedSeconds never seems to work.
DrakeTheDragon replied to scarycave's topic in Oblivion's Mod troubleshooting
First of all, "Time" will almost "never" be exactly "5.000000" seconds. Using a comparison like "Time >= 5" will yield far better results, as it'll also fire when time passed 5.0 seconds already. Second, I found out the hard way myself that abilities are unreliable about their triggering of the "ScriptEffectXXX" blocks. It could be your ability is triggering the "ScriptEffectUpdate" block only once and never again, or not at all to begin with. Abilities are a little troublesome in this regard. You can, however, also use a "GameMode" block in a spell script and it should still work. I don't know how regularly a "GameMode" block is triggered by a spell, or an ability, but it was far more reliable in my tests. On an object script it's like once per frame, so pretty often, for a spell script it could be a little less, but not necessarily so. If you set "Time" to "5" through console, the next time this block gets executed, whenever this is, if at all even, another fracture of seconds gets added onto "Time" first before the evaluation is taking place. Thus it never was "5" during the check even by then. For the sake of science you could just go ahead and add a 'Message "Time: %.2f" Time' line to the top of your block, right after "set Time to Time + ...", so you will see in what intervals, if at all, this block gets executed, or not. -
Now, "that's" pretty well put. :thumbsup:
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I never log out or clear the cache and I'm still using an old FF5 (any version further and job-vital plugins become broken, so it's a no-go), I do have an up-to-date FF of the latest version in my Win7 virtual machine though, but this is no better either. For quite some time the "Forum Rules And Strikes" forum was the only one remembering which of the topics I've read already. Then some day they all became unread all of a sudden out of nowhere. Now it's like when I stay away from a topic for too long, it simply resets after a certain yet undetermined timespan. "Certain" topics even reset at random times, no matter if I just read them or it was several days ago since I last read them. The "Porting Content From Other Games" topic resets twice or maybe thrice as often as the others do, for example, and there was nothing new in it when I checked. Right now the last 4 or 5 pages of the ban notices remain marked "read", but at about page 6 and beyond it's all unread again. I know from experience there will come a point in time when they all will be marked "unread" again, no matter how recent, as it happened before, twice or thrice. The marker just has no reliability whatsoever anymore, and its failure isn't even following specific rules or regularities. It pretty much feels just like random. Not that it matters anything to me, I'm simply not paying it any attention anymore ever since it stopped working and use my memory to keep track. But the feature sure was there for a reason, a reason which it now no longer is fulfilling.
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Flickering graphics
DrakeTheDragon replied to JoltsPikachu's topic in Oblivion's Mod troubleshooting
There seems to be something wrong with the ceiling bars. I can see bright and dark versions of each overlapping. If that's not it, a video or animated GIF really would be the best option to show it exactly. We will need your load order, too, as most flickering is caused by two identical meshes from different mods fighting for coexistance at the same place. This is very noticeable, for example, when using an Open Cities mod "and" a city LOD replacer/enabler. You will see the mesh from the functional city fighting with the LOD mesh in form of flickering bright and dark triangles or stripes. I'm rather clueless as to what could be causing this to the ceiling bars or the interior of certain houses though. So we need to know the mods you're using to spot which ones could be conflicting here. -
Roberts Male Body Replacer V4/Beta5 Problem
DrakeTheDragon replied to DakDragon's topic in Oblivion's Mod troubleshooting
Try clicking "Reset BSA timestamps" in OBMM's Archive Invalidation Utilities and try again. It is a known issue with Oblivion from Steam that the BSA archives have far more recent file dates than most replacer mods' files, and as such will always get priority, even with Archive Invalidation through BSA Redirection properly applied. -
Texture .bsa To Other Formats?
DrakeTheDragon replied to VIOLATIONSNG's topic in Fallout New Vegas's Discussion
The BSA (Bethesda Softworks Archive) is like a ZIP file. It contains a bunch of other files, textures likely in your case. You need to unpack the individual files first before you can convert them to anything. There are unpacker tools for this around the modding scene aplenty. I don't know in which format they are for NV, but I guess they're still in DDS as usual. Most graphics applications can read and save this, or can be made so with DDS plugins, as it is a well-known format ("DD" is for "Direct Draw", as far as I know, which is part of Microsoft's DirectX framework). Keep in mind though that "using" textures from the game's original BSAs in any other games is expressly forbidden by Bethesda. They won't send their lawyers after you, if you only do it for yourself, but it's still a violation of their terms. -
Well, if I search for "weapons armor" in the description, not one of the descriptions contains the literal string "weapons armor", so it's definitely not a "literal" search. But! I don't get the same results with "armor weapons", so the "order" of your search keywords must be fitting as well, it seems. Searching for "sword dragons" in the description will only yield results with descriptions first containing "sword" somewhere and then followed by "dragons" somewhere later. If "dragons" comes first and there is no other "dragons" after "sword", it will not match. It seems like the blank inbetween the two keywords is treated as a ".*" from regular expressions or a "%" from SQL's "LIKE" statements. It still requires the two keywords to occur in the description in the exact same order as queried.
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Removing unwanted default replacement?
DrakeTheDragon replied to tattooofhername's topic in Oblivion's Mod troubleshooting
I think Nephenee is refering to BAIN here, as if you install files through BAIN, you can remove them later and the previous ones replaced during the install will be restored automatically. Whereas if you replaced those mods' files manually, you'll now have to reinstall those mods. Not knowing which mods those were to begin with might make this a little difficult perhaps. -
New Oblivion Modder Probs
DrakeTheDragon replied to starryciel's topic in Oblivion's Mod troubleshooting
Well, which of the mod managers to use, if any, or not depends on a lot of things, mainly your own personal taste or intentions also. But I can give you some pointers to things you should definitely keep in mind when attempting to use Oblivion mods with this particular setup of your's. The GotY edition should come with the necessary patch for an up-to-date game version included already, and coming from Steam it's likely already properly patched as well. So this shouldn't be causing any issues along the route. Your game version should be 1.2.0416, the latest, already, as shown at the bottom of your title screen, and as such all "plugins" or "masterfiles" out there should work for you. The "loose files" though could be an issue with a Steam install of Oblivion. The BSA files coming from Steam are dated far too recently for any "replacer"-type mods to have a chance to work. In Oblivion all Vanilla resource files, like models (NIF) and textures (DDS), are stored away in those big BSA files (Bethesda Softworks Archive, or what it stands for) and with the disc version for replacement "textures" to work you have to call the game there are some and you want them to be used in place of the ones inside the BSAs. - An old traditional, never reliably working, approach to it was to add the filenames and pathes into an "ArchiveInvalidation.txt" file somewhere in your folders, which the game reads to figure these out. Later this file was written automatically by mod manager tools and their utilities for Archive Invalidation. But the key fact this never worked reliably to begin with always remained. - Different solutions came up, like BSA Alteration, directly replacing the files in question inside your BSA files and potentially risking the loss of the originals and requiring a complete reinstall to restore your game later. - The current up-to-date and advised approach is called BSA Redirection, which places an empty dummy BSA into your data folder and registers it in your Oblivion.ini at the place of the only BSA ever requiring invalidation to being with, thus eliminating the need for Archive Invalidation entirely once and for all. Nowadays this done via OBMM's Utilities for Archive Invalidation by choosing BSA Redirection and leaving everything else at default, via Wrye Bash with a similar means dialog, or by installing the famous mod "ArchiveInvalidationInvalidated!", and they all do the same and are "run once and forget" solutions due to the nature of the change they apply. - However, if you ever used any "ArchiveInvalidation.txt"-file-based approach before, you must now get rid of any such left-over files, or they will keep telling the game to use an external file over an internal file which doesn't even exist in the now-empty dummy BSA to begin with, and this is known to cause multiple random issues. Coming back to the Steam Oblivion issues, said Archive Invalidation seems now to be required for just about "every" file, not only textures anymore. And the far too new file dates of the BSA files make any attempt at Archive Invalidation totally useless to begin with. So you must first fix these, either by clicking "Reset BSA timestamps" once in OBMM's Archive Invalidation Utilities, before applying BSA Redirection, or via use of a 3rd party file redate tool as discussed in many Steam Oblivion modding-related forums as well. Another important point is the location where you installed your game to, if you're on an OS with UAC (User Account Control) like Vista or Win7, as this is far too over-protective of the system folders, like "program files" and makes most 3rd party files installed into there go somewhere else entirely but will lie to you they would still be where you put them. Of course the game can't find them, if they're not in their respective folders but somewhere else locked away in compatibility folders by the OS. You just won't see it until it breaks something. That's why it's advised not to install the game to its default location, somewhere inside program files, but rather to somewhere outside of this overly-protective security software's grasp. This is also the case with Steam Oblivion, as steamapps also resides inside program files and you will encounter just the same issues along the way of using mods due to this. There's a complete reinstall guide around somewhere telling step-by-step how to move the game to a safe place cleanly and sanely without loosing any savegames, mods or settings in the process, for the disc version as well as for the Steam version. Ah, yes, that should do: http://wiki.tesnexus.com/index.php/Oblivion_reinstall_procedure That should get you started and help avoiding the most prominent pitfalls with your chosen setup. -
I like the possibility to now be able to see any new comments on my files, my images or the mods I'm tracking all at once and in one place. Before the changes I was always going to my profile section, then the my comments section to see new posts to my files, then to my images and sorted them by last comment, not always leading to a useful result and always ending up with me checking my latest image myself just to see "no, nothing new here", and then going to each of the mods I'm tracking and checking their comments areas all by one to see if there's any new question popped up I could be of help with an answer or something. ...all in all it was quite a tedious job before. Whereas now it is only looking at the one single tab in the new feeds feature. Just great! I don't really care "where" you put it or how you design it in future. But please keep the feature itself, as it makes my job as mod author in supporting my and other people's mods soo much easier. Thank you!
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This is the site feedback/questions section
DrakeTheDragon replied to Dark0ne's topic in Site Support
From the recent comments we seem to be having an "authors <-> users" situation in this regard now. Mostly "authors" seem to like or even endorse the new features, like I do, because they're a great improvement and help a lot in everyday tasks of us mod authors, checking for new comments in all places at once, while we had to go to a couple dozen places one after the other previously. Whereas mod users mostly are interested in finding the new mods or what the other users think about mods (top-5 mods, most endorsed, etc.) and don't care for the many features so vital to us modders, and as such don't like the new layout and even complain about it. As the Nexus is catering both audiences, what we need now is some kind of compromise, between the author features and the user features, or maybe an option to choose whether you want the author-oriented features or rather the user-oriented ones? :ermm: -
Scripting help needed please
DrakeTheDragon replied to bisquits's topic in Oblivion's Oblivion Construction Set and Modders
Hmm, I for one would never use these numbers instead of an actual spell ID. The first two digits "02" are depending on the plugin or masterfile's position in load order and will no longer be valid when this changes. The value they have while in the CS is often totally wrong and bogus to begin with, as it is then determined by the list of plugins/masterfiles you gave the CS to load at once, which of course is totally different to your actual load order, or anybody else's for that matter. "player.cast MyFancyRangeSelfSpell player" should actually work fine, according to the WiKi, even without adding it to the player's spell list previously. Keep in mind though, when OnEquip triggers you will likely be in the inventory or something, and I doubt the spell casting will work during this time. I would try something along that line: scn EquippedRingScript short isEquipped begin OnEquip player set isEquipped to 1 end begin GameMode if isEquipped == 1 set isEquipped to 0 player.cast MyFancyRangeSelfSpell player endif end and see if that works out. If it doesn't, you could work around it with an invisible activator as your caster, "persistent reference" id ("MyCaster"), which warps to the player ("MyCaster.moveto player"), positions at his place ("set playerposX to player.getPos X; MyCaster.setPos X playerposX" etc.) and casts a ranged spell onto him ("MyCaster.cast MyFancyRangedSpell player"). -
Well, I for one welcome the new features. It was always a complex and tedious task to check if there were any new comments to one of my images or, The Nine save us, for one of the mods I was tracking even. Now I can have it all in one place, and that's a good thing. At least from an author's point of view, that's what I usually do, before going further on to the forums, checking my mods, images and tracked mods I promised to maintain support for in their comments for any new comments. Now I can finally do that from a centralized place and for all at once. I'm definitely thankful for that. What I don't really care for though is where exactly this place is located. Whether it's on the front page or some subpage, on the right main section or the left sidebar, I couldn't really care less. If users could 'configure' this also with the same granularity as they now can configure what they want to see in the feeds and what not, that would be a fantastic solution and everybody would be pleased. But I for one don't really care. I'm glad to have the new feature. It doesn't really matter to me where it is located.
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New Page Layout Looks Terrible - Hard to Read
DrakeTheDragon replied to CalenEllefson's topic in Site Support
You could, however, first try and select a different tab to be open by default in your site preferences. While it's location is definitely debateable, I for one welcome the new possibility to know when there was a new comment for an image of mine, or for a mod I'm tracking, as I'm usually tracking those for a reason and/or need to maintain support in their comments sections, without first having to go to each media's management section and browse for new comments the old-fashioned, convoluted way. But any single one of those new features can be removed individually in your site preferences. -
Don't know if it helps, but apparently the BB Code created an "embed" HTML tag with an invalid source value: <embed width="640" height="385" bgcolor="#000000" allowfullscreen="true" allowscriptaccess="always" id="movie_player" src="http://www.youtube.com/v/ug97qUIORzo&feature=youtu.be&webm=1&hl=en_US&feature=player_embedded&version=3" type="application/x-shockwave-flash"> The source " leads to a "404 Not Found" error page on YouTube.By playing around with removing bogus parameters different to the YouTube embed codes I found out either "&feature=youtu.be" needs to be removed from the URL, or the first "&" has to be replaced by a "?", and everything'll be working again.
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Help with "Open" Better Cities
DrakeTheDragon replied to weltall's topic in Oblivion's Classic Discussion
This looks like two buildings fighting over the exact same place in the world. Have you tried turning of "RAEVWD Cities" already to see if it fixes the issue? I could imagine the LOD buildings and the real buildings are now fighting over co-existance. The parts from Better Cities don't seem to have this clipping issue, only the buildings which were always at this place, thus I suspect LOD to be what they're clipping with. edit: Wasn't there meant to be a BOSS warning about this, too, at some point? I remember I got yelled at over this back when I installed OBC. edit2: Keep in mind that disabling the ESP does not necessarily make the LOD go away now. It could as well be stored in a savegame already or something and will need further tricks to get rid of. -
armor meshes don't change
DrakeTheDragon replied to Glace1221's topic in Oblivion's Mod troubleshooting
For BSA Redirection leave all options and choices in the dialog alone. Nothing has to be changed here, as BSA Redirection has no options. All it does is placing an empty dummy BSA into your data folder and registering this one at the exact place in the "sArchiveList" entry in the "Oblivion.ini" where the one and only BSA ever requiring Invalidation was previously located. As such the only BSA still requiring Invalidation for external contents to be used over internal ones now is an "empty" one, and thus "nothing" requires Invalidation anymore. This is indeed exactly the same as "Archive Invalidation Invalidated!" does, just that with OBMM or Wrye Bash you don't have to fiddle with the INI yourself. What could've happened now by what you described, is by checking all those options OBMM could've created an "ArchiveInvalidation.txt" file somewhere inside your folders, listing any and all files from inside your folders which has a counterpart in a BSA to be used over the one from inside the BSA... but by installing BSA Redirection you made it so the game gets told to use external file X over internal file X 'in an "empty" BSA'... and this can only lead to issues. Once you installed BSA Redirection, you must make sure there are no left-over "ArchiveInvalidation.txt" files left anywhere in your game's folders. And while we're at it... you aren't by chance using a body replacer like Robert's Male Body now but no so-called Stock Clothing And Armor Replacers for it? The disappearing bodyparts is a common issue when wearing a still-Vanilla clothing or armor item on a Robert's Male body. But first make sure OBMM hasn't created any such "ArchiveInvalidation.txt" files by your fiddling with its options. Those "must" be deleted now. -
Interesting idea, and I don't care the least about 'lore' and am a fan of 'weasel lore' (explanations you come up with to put your own lore into the game's), but from a technical point of view there's some huge road blocks ahead with the intended functioning of the 'skins' as you described it. I'm not saying it can't be done, but it'll be far from easy and a lot of work. You know, in Oblivion the body comes with the clothes. It is literally "included" in every clothing item. It doesn't matter if you wear an amulet equipping a skeletal appearance on you, as soon as you equip an item, say a shirt with short sleeves, you will also equip a part of a humanoid body, in this case the arms. There were some different approaches to go about this, like removing the body parts from inside every clothing and/or armor item, but when it comes to mod-added items, you sure can see where the real trouble lies... they're 'unlimited' numbers of files to change. Another approach along the same line came up with a NifScript (NifSE?) function to automatically remove every mesh with material name "skin" (case doesn't matter) from the item's NIF you just equipped... but I don't know how far this part of NifScripts' development has come since then. In the game there is only '1' set of body meshes, and they're shared by 'all' races. The only thing that can be changed is the overall 'size' of a race, but this won't make it any more muscular or things like this. And a totally different shape for only a specific race can only be achieved by scripted trickery and always runs into the limitation of the body meshes contained in every item. I know what I'm talking of, as my dragon race has the exact same limitations. I have to adapt each and every single item, Vanilla game or mod-added, at one point or another, or my dragons can't equip it, without loosing their unique body shapes. I'm using an approach to replace ony the visuals of an item with generic placeholders (cloth wraps only for now), but if you equip a big, bulky, expertly crafted and beautifully ornamented steel armor with a unique design you're literally in love with, only to end up with plain simple brown cloth wraps all over... you start doubting the use of the mod. If my free time wasn't so limited lately, I would've created at least complete Stock Replacements for all Vanilla clothes and armors by now... but without free time I didn't even succeed with getting this job done so far. Now you want to have a set of... how many? A dozen or more?... different body shapes under all clothes and armors equippable by the race. This multiplies even the amount of adapted files I have to create for my dragons by a literal dozen or more... and what's "infinity multiplied by a dozen" other than a really insane amount of work? Again, not saying it can't be done. But definitively certain restrictions or limitations have to be introduced for this to become feasible. The game's limitations are just hard to overcome, yet still far from impossible.
