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Posts posted by DrakeTheDragon
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Hey is there a final fantasy 13 lighting costume cause i havent seen one made and just wondering if has been made.
1 post before your's is as close as it gets from what I could find so far.
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Ahh - a modding expert - Drake has forgotten more about meshes and textures than I'll probably ever know
1 single minute delay... are you like supernaturally watching this thread or something?! :blink:
And compared to the other regulars around here I'm just a beginner still.
But I was really wondering why this site was never mentioned or linked to anywhere. It was almost the only source for me to go looking at.
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Hmm, I wonder why is there no mentioning of the No.1 source of information and the real listing of requirements and download links for the Blender NIF Import/Export scripts in any of those links or descriptions therein? Not even the package downloadable from the Nexus has it.
http://niftools.sourceforge.net/wiki/Blender
NIFTools is the home of all of it, so this should be the first place to check for help... or am I wrong? :unsure:
I for one always only go there for the latest version of NifSkope and any update of the NifScripts or any of their requirements. I haven't yet run into any issues with just installing the latest of whatever is linked there in exactly the order described there and following the instructions given there... especially when it comes to configuring the scripts for the first time and all those little secret special cases in import/export business. I don't have any QT stuff installed, nor any windows stuff (I'm on a Mac, hey!), and still everything is working flawlessly without any hassle so far in getting it to work. This QSkope might be coming with the installation of one or more of the requirements, but it was never of any use to me so I just removed it again afterwards. NifSkope however is one of the most important tools for getting your custom meshes working in the game. Without its great spells for post-export fixes you woould have to have your scripts 100% accurately configured for each respective task your attempting and may never make even 1 single mistake in Blender which will render the exported NIF useless for the game right-away without the post-export fixes I mentioned. You might be able to create a working file right out of Blender, but the chances to mess anything up in the process, even while working your mesh alone, are far too high to count on it, ever.
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Also, if place buttons to increase/decrease ship's high into ship's room, player will not jump down when setpos. =p
Good point! I don't know about anybody else on deck by this time though, but this could as well be a non-issue here. But I'm not sure if you can even use GetPos and SetPos on objects in a different cell than the player's.
The 1st 2 digits of this "FormID" is always the mod index, the hexadecimal representation of the plugin's position in your load order. The CS always states 01 here for assets from Oblivion.esm and 02 for stuff from the plugin, but those numbers won't work ingame.
You can read this number up in Wrye Bash or OBMM though. Then it should work.
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Post count or participating it is most likely. Look at other forums, they all have a similar ranking system, be it stars, ribbons, changing color form silver to gold to start at 1 again, whatever. They have no functional meaning though. The amount of these things you have doesn't give any special permissions or something along those lines. It's just like the Activity Point ranking system, a nice statistical feature, as are the titles.
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I don't know how those scripts in the Sailing Ships mod are working in detail, but I know in Oblivion the ships consist of multiple seperated parts (maybe this was changed for the pilotable ships though, I don't know), so just moving 1 of them up will only make the ship come apart. It needs to be done the same way the movement scripts are doing it, and there I'm lacking insight into the scripts to know anything about it.
Taking up your example though, those ships do have a "persistent reference" EditorID in the CS. This would then be used as spelltarget and all would work. But as I said, doing so with only 1 of multiple parts will not do the trick obviously. And don't forget, when you call this SetPos on anything with collision, things on top of it will "fall through" when it disappears and reappears at its new position. The ship will move, but you and anyone with you will drop to the ground. That's what makes this whole moving objects business so tricky and why there are only few mod projects doing this at all.
(Damn, I can sense it... I'm getting interested again already... now I "must" know how the steering in this mod is working... thanks, just what I needed, yet more off-topic things to look into instead of continuing my projects. :sweat: )
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Hmm, I can't say I've heard of any mod like this ever being released. Piloteable "and" being able to walk around on it while it's moving... pretty difficult to achieve. If Side's mod can do this, then this is so far your only source for getting into the right direction.
Considering there's no vertical movement in the Sailing Ships, have you tried just lifting them out of the water in the CS already?
Did they drop down again in an instant after activation of the steering, then there's something in the scripts telling the exact height they're to move at, and this one can be found and altered.
If they aren't, then this will at least make them move in a different height than ground level pretty easily.
Maybe with some really simple scripting one could then add vertical movement to them without even touching the steering scripts. If they only change horizontal position, then another script changing vertical position should not be able to interfere. But I know preventing you or others to fall through during such a move is pretty hard to achieve reliably, so maybe the vertical movement script will also require the same complex methods to cover this.
Maybe QQuix will stumble across this thread. He was investigating methods to make things flying earlier. Don't know if it's covering any steering though.
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Uh, sorry, I wanted to include a link to his profile page, even searched it up and all, but then obviously forgot to post it:
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Yes, nobody did say it would fail. I just don't take anything I see before the release of a game for real.
Just take the E3 demo for Oblivion years back. 99% of what was shown in there did not make it into the game. That much for stating "it's in the game" based on an E3 demo.
Don't get me wrong, Skyrim will most likely be the best game I ever played, as was Oblivion, but my expectations aren't very high at this point. Maybe they will surprise me, maybe there'll be far more in than I ever dreamed of, I certainly do hope so, but how likely is that?
I think I'm also not expecting much right now, so when it's out and I finally get to see what's really in I'll go jumping off my seat in excitement even more... or if there's really not as much as I was hoping for, my expectations at least weren't disappointed... whichever way you prefer.
Oh, and I'm "too much" an Elder Scrolls fan to be excited about the next upcoming release beyond any reason just to join the hype. I'm not going to play an Elder Scrolls game because it's all new and cool and in and whatnot. I value them for what they are worth, what you really get from them. And I will still be playing them when most of the high-praisers now have long since left the scene because they were done with it and it suddenly wasn't all that new and shiny and famous anymore. Isn't that what makes a "real" fan rather than just jumping on the bandwagon while it's hot?
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I could be wrong, but this sounds pretty related to the universe Sahardoom was creating in his CORE series of mods. I still wait for CORE0 to come out and then CORE2, after playing through CORE1 and loving it. But I'm not sure Sahardoom's still around even.
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The event of Skyrim coming out or not will not affect my modding business the slightest.
As I've stated at other places several times already, it will take 3 or 4 "years" for Skyrim to reach a state at which the things I'm currently doing in Oblivion will be possible to get modded into there. So what should I do in the mean time? Sitting around in my room and staring out of the window? No, I'm going on modding Oblivion, as everything I need is possible in Oblivion "now" and I know exactly how to do those things.
As for Skyrim, I wish I hadn't ever taken a look into any of the thousands of threads discussing possible or supposed features of it without any facts or proofs. It seems those guys just start these topics to start a fight, with whoever comes around and has a different opinion than them. It is the most ridiculous and senseless business going on in the Elder Srolls community forums I've ever seen since I'm registered member here, and I'm fed up with it. I have no intentions in getting Skyrim or even considering modding for it anymore now, just due to the neverending nonsense I got to read up to now... and it's still going on and on... and on. So I decided to wait for the real thing to come out and only then decide again.
And my expectations for Skyrim are really low now. Unless I'm proven the opposite, which will only be possible after 11-11-11, so don't even try, I'm expecting it to become a product I won't want to play. But this is only "my" thing and doesn't matter for anybody else. Everybody has to see for himself.
As for the community being dead in 5 months or even only half of it leaving the scene by this time... well, I've never read a statement more untrue than this. History has proven this was never the case with previous games and never will be with future ones. From my current standing I rather expect a flood of new or returning users a short time after the initial hype for the new sensational release subsided and reality kicked in instead of a fatal decline in modders and mod users for Oblivion now. Maybe months, maybe years, but unless I'm proven the opposite these are my expectations.
What was the purpose of this thread again?
edit: Uhm, I apologize, if this sounds offensive to anyone. I'm in a bad mood lately and it starts affecting my posts now. Plus I need sleep badly right now. Sorry for the ranting.
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I for one settled on never using the export option "smoothen inter-object seams", as it turned out it does exactly the opposite, it creates them!
Maybe this is the source of your issue here as well, if you didn't touch anything else (regarding the border areas) but just imported and exported.
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The Oblivion.ESM is "the" Masterfile. Every plugin ever created (which is not a Total Conversion) requires it to work, as all plugins do is overriding/adding/deleting things defined in this very ESM. Deactivate it and your game will not come past the intro video and crash to desktop, as this is the prime example for a "missing masterfile" error CTD.
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I know it's a shameless self-advertisement, but have you ever seen the tails from Slof's Better Beasts, using the "round" tails from TFF's Argonians?
http://tesnexus.com/downloads/images/15469-2-1203554855.jpg
I made these fitting for just about every body mod in my AB project.
They might not be as thick as those, but how would that look on an anthropomorphic race walking upright anyways?
I tried this for my dragons and in my opinion my tail looks too much like those tools you use for plumbing just plugged over the butt (don't know the english expression, sry)!
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Okay weird problem... I put the exact same mods on our laptop (and yes! we bought 2 copies of the game.. nerds that we are.. LOL). And I was careful to put them on in the same order. (I put Ren's Hairs Only on 1st both times). The males look fine but the females have NO HAIR. They are bald. Why would the males have hair and the females not? We can make male characters, but no females unless they have the bald alien look. haha Help! :ohmy:
Do I need to start a separate thread?
Thanks!
suzy
I don't think so. It's still the topic of this thread.
Can't go into much detail right now, but when I'm done with my work later I'll have time to answer more thoroughly, if you haven't got help from another side already by then.
Are you recompiling the bashed patch with the same settings on each machine? Are the files all at the right location in your folders? The Wolven Anthros requires the resources but not the plugin from Ren's. Is it perhaps something with UAC relocating the files to the compatibility folder and just "pretending" they were still where they should be? Happens pretty often when on Vista/Win7 and having the game installed somewhere inside program files.
Just the basic pointers to check for coming into mind now. Will go more into detail later when I got more time.
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As the bodyparts are included within the armor or clothing items there's basically no difference between modeling an armor item and modeling a bodypart. The modeling app doesn't really care, it's both just vertices and polygones.
What makes such a mesh an actual bodypart though is a combination of material name "skin" (case doesn't matter) and a keyword in the name of the respective NiTriShape/Strips node telling which race texture slot to use. "upperbody"/"arms", "lowerbody", "hand", "foot" and "tail" (again case doesn't matter) are the ones I figured out so far. Their meaning should be self-explanatory, considering there are exactly 5 texture slots for a race in the CS. The ":" has a special meaning as it serves as a remark character somehow, enabling you to write anything you want after such a keyword and the game engine will still recognize it, like for example "Foot:Upperbody" will still use the foot texture but tell the person looking at the file that this mesh is meant to be the upperbody (irrelevant information the game engine does ignore).
There's one restriction though, although the game engine will ignore every setting you do in the material and the texture you assign, you still need to assign an "existing" file or will get the common "missing normalmap" error indicator (pitch black or invisible) ingame. Additionally it must also be using a filename which makes for a proper skin texture. I don't really know the rules myself, but renaming "footmale.dds" into "footmaledragon.dds" made my bodymesh 50% translucent.
Not using material name "skin" but a keyword in the NiTriShapes/Strips' name does nothing. It will be like a regular clothing item.
Using "skin" without a proper keyword in the name of the NiTriShapes/Strips will cause massive texture issues, as the game engine cannot decide which race texture to use for the mesh.
So to summarize, to edit body meshes you will need a modeling app, like Blender for example. NifSkope can't do much in "altering" meshes. The alteration itself is done just as usual, the same as with any other mesh, clothing, armor, whatever.
After export into NIF one has to make sure the conditions above apply or the mesh will not behave like a bodypart ingame. Blender for one tends to mess with the names of the NiTriShapes/Strips and/or materials and a little change like "skin" -> "skin.00" or "foot" -> "foot.001" (happens pretty often due to Blender not accepting the same name for more than 1 object, whereas NifSkope and the game does) will render it non-functional.
I hope this helps.
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so where would i go to find the NiTexturing property? and the spell you referenced? nifskope is still somewhat confusing unless i'm simply removing meshes :)
On the left side there's somewhat like a tree of the different nodes there are in the NIF. For equipment it usually starts with "Scene Root", then you can open this ("+"-sign) and it will show the NiTriShapes/Strips the item consists of and the NiNodes of the Armature ("Bip01", "Bip01 Pelvis", etc.). The NiTriShapes/Strips you can open again and you get to see all their properties, among these the NiTexturing property I mentioned (inside this then is a property for the source path to the texture, but that's just for reference now). If you highlight this, in the window below you will see its settings. Scroll down to find the Apply Mode and change it from HIGHLIGHT to MODULATE and the plastic-like shine will be gone.
The spells can be obtained from the menu bar on top. I think there's even a top-level menu entry named "Spells". Inside this there's "Optimize" and inside this then there's the spell "Combine Properties" I mentioned.
I hope this helps.
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Just glad it worked out. Enjoy your game! :thumbsup:
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As for the random noise, you might need a Script Effect Silencer. There's an option for this in the bashed patch as well now, I think.
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Hate to resurrect an old thread, but I tried Corroneras' maximum comp. skeletons and this did not fix the problem. Any other ideas?
You must make sure your skeletonbeast.nif is also used as your skeleton.nif. There must be tail bones in the skeleton or those polygones will not have anything to stick to and fly off into infinity. Corronera's does this, as far as I know, but there are still causes for it not working out.
Also make sure the NPC in question is actually using the right skeleton to begin with, as skeletons are assigned on a per-actor basis, and mods like MAO or similar will make them use different files than the defaults, not rarely ones "without" tails then, of course. The innovative VORB project is also coming into mind here as a possible cause for this, as well as any OS- or installation-based causes for the files not being replaced and/or used.
Coming to think of it, wasn't there a function for the bashed patch to make sure this is the case for all NPCs?
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Don't know about the empty one, but I know if there's a left-over one from previous approaches, it will be like telling the game to invalidate a file which is not there (the dummy BSA is empty after all) and this will cause multiple random issues.
There are special cases I've read of when one needs to use BSA Alteration, but I myself didn't come across any need for this, yet.
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Slof does also have an entry for the V5 beta on her site with links to her hosts.
If you search the Nexus files for "malebodyreplacerv4" or "malebodyreplacer", it will lead you to Robert's last official version, V4.
I don't know if I may post links here, due to the nature of body replacers to always show pics of nude bodies, although it is not the only option when using them.
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I'm sorry, BBen, and I can't explain where this is coming from knowing for how long you are around in the community, but the second paragraph is not 100% true.
OBSE is not a program. It will not run in the background or anything while the game runs. It's just the obse_loader.exe which injects the code-expansions into the game and then starts the game and "terminates" itself.
That's why OBSE itself cannot crash your game but only the mods requiring it the scripts of which weren't working without OBSE before.
Then using a mod requiring OBSE without starting the game with OBSE will "not" make it crash, especially not at startup, as this can only happen when a masterfile is missing (in general).
The only thing happening when a script tries to execute an OBSE command but the game doesn't know these is the script will terminate. This will not cause crashes, just the scripts of the respective mods will not work to their full extent. This, however, "could" cause crashes then, but it's not the general case.
For instance, the general action taken by the scripting engine when a function is called the game doesn't know is treating its return value as "0". That's why the common checks for OBSE's presence in mods requiring OBSE are working at all. They call a function only working "with" OBSE and usually not returning "0" and when it returns "0" it's not known and OBSE must be missing.<-- doesn't make sense with the last statement somehow... need to read it up again first.
It could be I'm wrong with all of this, but this is how I myself experienced it in my scripting and read it up in the documentations and tutorials. So I'm a little confused where your info is coming from here. I'm sorry. :unsure:
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There is, per say, no such mod, as this is a hardcoded limitation of the game engine. There are, however, several work-arounds to this.
There are mods dynamically removing the slot assignment so the items don't occupy the slot anymore and armor can be equipped over it, but this makes the items no longer show up, as they need a slot assignment to render.
There are also mods where you can change the slot assigments of individual items ingame, so you can make it they can be worn at the same time, but this will of course cause horrible clipping, because Oblivion wasn't designed to wear armor over clothing. It is by far the most comfortable and universal solution though. I'll see if I can't find the mods somewhere and post links here, if I find them.

Problem loading meshes and textures in Nifskope
in Mod troubleshooting
Posted · Edited by DrakeTheDragon
What did you do in Blender to get your texture to show up inside there? The texture you selected in the UV window, the one that's displayed in the 3D View then, is "not" the one the scripts will write into the texture properties of the exported NIF.
The tutorial goes in detail through assigning the right textures "post" export in NifSkope, so I guess it was never intended to have the right ones exported right away.
Nevertheless, when in "Object Mode" there is a group of 6 little icons in the menu bar above the "Buttons Window" panel: "Logic", "Script", "Shading", "Object", "Editing" and "Scene".
Select your mesh, go to the 3rd, "Shading", and you will be presented with 5 more to the right of it: "Lamp buttons", "Material buttons", "Texture buttons", "Radiosity buttons" and "World buttons".
The 2nd defines the material in all detail, but not every material Blender knows can be exported by the NifScripts. I had them error-out on me after playing around with these settings too much. "Can't export this material type" or something it said.
The 3rd one, "Texture buttons", is what interests us here. On the far right of the "Buttons Window" panel there's now a block titled "Images" and there you find the exact path and filename of the texture the "NiTextureSource" property will be pointing to after export.
From your screenshot I can't see what the texture path for your textures is currently, so I don't know if there isn't something else wrong with it as well.
But what I can see is a bogus "Scene Root.00" inside "Scene Root". Meaning this NIF file is unusable for the game. This usually happens when you mix different armatures, ending up with more than one, or you miss renaming the last remaining, provided you deleted the others, armature to "Scene Root" by all means, but it can also happen when an object keeps its "Armature" "Modifier" although the armature it was parented to was deleted before, ending up having 2 armatures to follow along, one of them missing.
This is usually easily fixed by right-clicking the bogus "Scene Root.00" and selecting "Block > Crop Branch" from the context menu, making it so everything "above" the selected branch will vanish and the selected branch will be the new root node. Then you only have to rename it to "Scene Root" and the game should be able to use the file again. Take care though that there are situations in which your geometry's parts are "split" over those "Scene Root"s. If you then simply use the "Crop Branch" trick, you will loose half of your meshes! In such case a proper export rather than complex post-export fixing is advisable.