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Posts posted by DrakeTheDragon
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That's weird. I regularly go play-testing into Weyond Cave (Argonian hideout full of them). Where best to play-test Argonian mods as where there are a bunch of them wearing almost nothing at all all the time? Nothing beats this place for checking out new skin textures' seamlessness! But whenever I went down into there without cheating I had a hard time to survive. Those guys under water are like white sharks. You stand little to no chance against them in their element. It's weird it's different for you. I definitely haven't encountered fighting Argonians in a state as you described in my game, yet.
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More specifically the claws were made part of the tails, so you won't have to change every existing clothing and armor item for the hand slot otherwise. They're like "mounted" in the tail slot. The game engine doesn't render all slots when in 1st person. I think it's only hand and upperbody even, but I'm not sure. The tail slot, however, is never rendered in 1st person, thus aren't the claws.
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It "is" pretty simple, but "body parts" are somewhat special actually. If something's material is named "skin" (case doesn't matter) and the name of the NiTriStrips/Shapes contains one of 6 keywords (again case doesn't matter) specifying the body part the texture setting of which it should use, then this particular mesh "is" a body part and will be using the race's skin texture no matter what you do in NifSkope. Additionally, messing around with the textures assigned in NifSkope for these special meshes will only cause a lot of visual anomalies, from glassy translucent meshes to invisibility just as you encountered. Assigning a texture file that's missing or the normalmap of which is missing will also cause a missing XXX error sympton ingame, although the actual texture file you assigned will never be used by the game ever.
Anyways, if you want to make it use any texture you set in NifSkope you need to alter its material to something else than "skin". If you just change the name of the NiTriShape/Strips, you might also get issues as the game's trying to figure out which texture slot of the race to use as it's no longer given a specific one. The safest way is to change the material to something else than "skin". This however will make the tail no longer be a body part, so it will not adapt to skin tint and color as set in CharGen or the race's individual textures anymore. But from what I've read this is what you intend anyways.
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My understanding is that the MaleReplacerV4.esp in the beta package is actually v5 but the name of the .esp was not changed.
Neither was the content. But how could it anyways? All it contains is racial settings for the default races, telling each of them where to find its skin textures and the tails for the beasts. None of those locations or filenames have changed, so the settings shouldn't have either.
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Just for future reference, the V5 beta package does only include the "MaleBodyReplacerV4.esp". Using this one instead of the V4 fixing the issue now means the "Beautiful PeopleV22 - MaleReplacerV4.esp" or using both plugins at once was the cause here.
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How about Goranga's Dating System? Doesn't look like "all sex" to me. I'd say it's pretty serious.
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Hmm, what mood was I in when I wrote this? Such hard words aren't my usual repertoire. I'm sorry.
I was apparently overreacting when I read this title. It sounds so offensive and downright rude, and then the proposal of creating an official list with "Hey guys, don't use these mods! They're broken!"... guess I just had to read this too often already when it was only the complainer doing things wrong on his side. Lately I got very protective against attacks on others.
But even if a list of "epicly broken" (again not a nice wording, but I calmed down now) mods were to be sustained here, whoever does the fixes would still need the original author's permission to release what he fixed. Given the situation at hand those were unresponsive before, or the need for someone else to fix their mods won't have come up to begin with. So we're back at where we started and nobody's profiting from it.
Coming to your actual issues now, all 3 of those mods are still very actively worked on, so I don't see the relation to broken mods someone else has to repair here. (Those are definitely not "broken".)
Nevertheless you need to be a little more specific as to what your actual issues with those mods are, what is/isn't working, and what you're requesting help with in general, or we can't be of much help to you.
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Well, I don't know about you others, but I think it's pretty rude to treat mods shared with the community for no gain in such a discouraging way, publically proclaiming them to be broken in a huge list.
It will only take 1 single user getting it to work to prove you wrong and ridicule the list, and it will be my pleasure to do so for every single mod you list, should you really pull this off. ...just telling... :dry:
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Also make sure you're NOT using both plugins coming with Robert's at the same time. There's the normal one "MaleBodyReplacerV4.esp" and then there's a compatibility plugin for Beautiful People "Beautiful PeopleV22 - MaleReplacerV4.esp". The latter you should ONLY use when you do indeed have Beautiful People installed and running. Using the wrong one or BOTH is known to cause exactly what you're describing here. That's why I'm telling. And installing through OBMM "both" will be activated by default, if I recall correctly.
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Or give us a link to what you tried to download, if it's not against the rules to link here, so we have an example to check out.
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Some people never grow up.
In the 30 years I've lived in it I learned one very important lesson about this world: The only thing really omni-present is the stupidity of men.
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Adding to it the SAF scripts were my first attempt at this, they're pretty much the most complex and complicated. The scripts used by my Anthro-Dragons may be the advanced version and a preview of where I'm going with my approach, however they're also not as basic and straightforward as the SAF scripts. Plus the dragon scripts aren't yet working correctly in all parts, most notably the upperbody control part seems to deny cooperating with me currently. In those new scripts I'm using any new feature OBSE's giving me to improve their working and get rid of limitations the old SAF scripts still have. The latest upgrade of the SAF scripts to v0.6b though added many of these without changing the basic system of the scripts yet also.
The main difference between the two'd be the SAF scripts were intended to be universally applicable, the dragon scripts "are". In the dragon scripts I redesigned my approach to work from a big config array, containing information and settings about which slot is controlled in which way and for which race. Things like the tags I added to the end of filenames for adapted NIF files and thus wearable items are configured inside there, too, so basically the whole approach is configurable for just about any race with just about any combination of custom shaped body parts, enforced replacement with which kind of fitting items or allowance for non-adapted items to be worn, including exception for combined-slot items (DB Armor, Arena Raiments, etc. will be allowed to stay equipped while single-slot items won't for example), plus what items will be worn as "body parts" when nothing is worn in a certain slot, all's configurable through this big array basically (externalization into ini file later was also planned). I wish it'd just work the way I intended it already. With its current flaws I can only advise caution when attempting to use it now already. I need to iron those out first but don't get enough time to.
Let me add a friendly warning about bad experiences I made with "scripted abilities" to this purpose though. I didn't switch to use tokens for the actual control part without a cause. The ScriptEffectUpdate block in scripted abilities is not reliable to trigger regularly or can even cease to trigger at all. If you zone, I've read, the scripts will restart from the ground up, loosing all their variables' contents in the process, which fits together with my own experiences of those scripts always ceasing to work at some time for no apparent (at this time to me) cause at all. Nowadays I'm using scripted abilities only as the means to provide said tokens to the affected races or actors anymore. The "searching" step mentioned here is done in a quest script by me as it's more reliable and less prone to cease working at some point.
Both, the SAF scripts and the dragon scripts, are far from done right now. I will redo the whole approach to be totally modular and configurable, like I tried in the "textual" overhaul of the scripts I did in my WIP threads a while ago but didn't succeed so far as something wasn't workign right when others tried to implement it for me while I was unable to do any scripting without the CS or the game at this time. I'm intending to give it another go myself soon, but so far sadly didn't have enough time to start with it.
My scripts should only be used as ideas for how it can be done or only parts of them should be used so far. The whole thing is pretty complex and rather proof-of-concept'ish so far. I hope this will change soon but can't tell when it might be.
The base of my approaches is I'm using Compare(Fe)MaleBipedModel to check if it's adapted items (are my tags in the filename and which ones?) and Mod(fe)MaleBipedModel to switch to an adapted NIF file, if present (IsBipedPathValid helps massively here). This was prone to malfunctions and conflicts when directly altering the items worn (it's affecting the base items, so all instances of them at once). To get the changes to show I unequipped and reequipped the items forcefully. While it might be very unlikely for 2 NPCs (a right one and a wrong one) equipping the same item at the same time and ending up both with the adapted one (after all things in Oblivion are not working in parallel, there is no "at the same time" possible) I still considered it a bad idea to alter the base items directly for this. So I went the CloneForm route and created copies of every base item about to be adapted and then adapted those instead. Now I only had to take care I won't create copies of the same base item over and over (until there are no new base item entries possible anymore, highly unlikely to ever happen but still not impossible), which was achieved by using Pluggy arrays first, now it's OBSE's own arrays rather, and storing every base item I adapted as well as every new adapted item (in a way I have a mapping back and forth, I for one chose seperate arrays with matching indices) and re-using any existing adapted item rather than creating it anew. This of course has some drawbacks, most of them I got solutions for already, some not yet. Finally there's no issue anymore with EquipItem not triggering OnEquip blocks but UnequipItem very well triggering OnUnequip blocks, which rendered any toggle-type approaches in such scripts pretty useless before. For item health and enchantment charge I can also manage an exchange from the item about to be unequipped to the item about to be equipped and vice versa now. The most bothersome drawback though is that any scripts checking for the hardcoded item-id of course aren't able to know the item equipped should be treated as the one they're checking for although it isn't the same. Here the "script on every item"-approach definitely has an advantage for now!
I even implemented a nice solution for items not yet having an adapted counterpart present in the folders to still be allowed to stay equipped without damaging the unique visual appearance either. I called it the Replacer Template approach, basically using a temporary placeholder visual instead for the time being while all stats, properties, scripts etc. of the item persist. The visual to be used is selected from certain Templates according to certain rules, like based on item value, class, armor type, name even, etc.
I think the only parts of my work really useful for now are the basic ideas, not the actual implementations. The latter are still rather complex while they shouldn't be, not modular enough for my taste and in many cases also pretty hardcoded so far. All of these are big showtoppers in my own opinion at the moment and I definitely have to rework them before they can be used as universally as I have in mind.
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In addition to this, make sure you remove any and all ArchiveInvalidation.txt files from any of your folders (yes, there can be more than one spread over different folders). Those were part of the old manual way which never reliably worked to begin with, and now with the only BSA requiring invalidation replaced by a dummy one (so there is nothing requiring invalidation anymore), those files will try to invalidate files in the dummy one which aren't in there to begin with. This is prone to cause several random issues.
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You must be missing something - SAF and HGEC work really well together - look at my image of Walks-on-Tiptoes posted in the images section of the Argonian Beautification page
Ah, don't forget you had to do some NifSkopery yourself before this was working, because a certain lazy busy dragon doesn't get around to finish up the HGEC meshes for official support in SAF!
I'll see if I can't get this done next occasion I get a couple minutes of free time. After all, AB Exnem/HGEC is up at v3.0 already as well, if I'm not mistaken, so this is far overdue actually and not really much to do either.
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I for one knew about it for a while already and am desperately watching the progress of this amazing project.
If you hadn't had my attention already since an eternity, you'd definitely have it after the guest appearance around 1:50 now. I'm feeling honored. :sweat:
As for your post, did you perhaps try to use HTML inside BB code? Or maybe the YouTube embedding messed it up? Looks like one of the two at least.
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Well, it is a shameless self-advertisement, but my mod Argonian Beautification takes the spiked tails and the claws from Better Beasts and merges them with other features, among high-resolution better quality textures with more details, and most important of all, I converted every feature to several bodies/body mods. HGEC is definitely supported. Give it a try, perhaps you might like it. It is only for Argonians though, hence the name. Khajiit features from Better Beasts are not part of it. Oh, and, it might list Better Beasts as a requirement, but due to this mod only supporting Robert's Male and Female bodies anymore I couldn't uphold this requirement any longer. People using those 2 bodies should by all means stick to BB for fulfilling the requirements (as there's more in BB than in AB), anybody else though can use the "Requirements" package from the Misc section of the Files tab.
I hope it helps.
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There're either 2 NPCs causing a space-time anomaly (taking the same place in space at the same time, sry for the pun) or the self-shadow feature is going haywire.
From the image it looks like the first though, especially 'cause I think I can make out a Redguard and an Imperial(?) overlapping from the clipping and the different textures at the arms.
It is for sure nothing with the textures. Body mods can't be the culprit here. I was thinking of simple clipping first, due to the NPC wearing an item which is the whole body (also with broken skin properties or it wasn't Imperial) while every body part is still also rendered seperately, thus clipping, but I don't know of any mod doing such a thing.
Perhaps you're using one of the big overhauls, changing something of this NPC or others, and didn't wait for the cells to reset and now have 2 instances of every affected NPC in your game. Oblivion's quite tricky with these things. A cell reset (going somewhere else and "waiting" for 3 days or more) should help though, if that's the case.
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In danger of derailing the thread yet further, but the next thing to fix then would by the EGT files. Those files contain the coloration information (in form of several different textures to blend into) for skin tint, lipstick, eye shadows, beard and the like. Can you imagine not even those match up at the neck border?! Plus something which could as well be an issue of the respective body mod only, but I noticed the neckline in the body texture layout of Robert's is round, a curve, while the head texture layout clearly ends with a straight line. How's that gonna match up ever?
I'm surprised you can use keyworded material name "skin" for heads also, but if it really doesn't break anything, as it does for everything else not one of the 5 body parts, then it's a really great find. The keyword in the name for the head meshes then will make it an actual 6th body part. Now I'm curious how many else there are which will work with material "skin" without causing issues due to the engine not knowing which skin texture setting of the race to use.
From what I found out the actual settings for material "skin" will be lost as soon as the game engine takes over. It's a controlled material and every setting in the NIF gets overridden ingame, so that'll be a perfect match for all body parts able to use it.
For the idea of seperating the neck from the head mesh, doesn't it cause trouble that the whole head mesh was morph controlled and only the neck part now isn't anymore? How does it work out in morphed situations so far? No gaps or clipping?
And most important of all, is the seam that much less noticeable where it is then than at the neck line? Technically speaking, by doing the cut at some place else you should only have "moved" the issue to some place else as well. But of course there are places where it'll be far less noticeable than at the neck line, that's why I'm interested in it.
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I for one always test mine in NifSkope. Granted it's not ideal, due to the nature of movements always going sideways unless used in the game, but it shows me what it's about, if it's not mine, and if it even works at all, if it is mine.
Just open a regular skeleton.nif or skeletonbeast.nif, or whatever skeleton the animation was created for, and use the "spells" to "attach .kf". Then you'll be able to preview the animation in NifSkope. Just don't save it after this, else you will store the animation inside the NIF!
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For most objects textures are assigned in the NIF. You can almost only assign models and icons in the CS. But it again depends on what exactly you're going to create, as the rules differ from object type to object type.
That's why most weapon and armor recolors always have a bunch of the same NIFs with just different names, representing their color mostly, as the texture assigned is the only real difference between them.
There are some meshes which are different, the textures of which are indeed controlled from the game engine no matter what's written down in the NIF. Body parts would be a prime example here, also those inside clothing and armor. However, for this to work those meshes must follow certain rules again for the engine to recognize these as such, including special keyword'ed naming for the engine to know which body part they are, predefined materials overridden by the engine ingame, so it knows it is meant to be a body part, and the proper texture settings, though I admit I don't know what that's for, them not being used anymore ever anyways, the engine being in control of the actual textures now.
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Since it's my mod in question here I want to make sure I got you right. Your PC crashed while extracting Scripted Argonian Feet's ESP into your data folder? Or did it crash while trying to use it ingame?
I know my scripts crash "the game" when one's trying to use them with a lower game version than the latest, v1.2.0416, but crashing the PC is a new one to me. As for malware in my archives, if that was the case, I think many others would have complained already as well, and as far as I'm informed the Nexus keeps its files pretty clean of any viruses or other such stuff. If it was indeed crashing during extraction, I suggest downloading it again. Perhaps the download got somehow corrupted and the unpacker crashed due to the invalid file structure, and took your PC with it. It wouldn't be the first time things like this happened.
edit: And thanks for the images. They do great for anatomy reference.
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Why not removing the changes to the Argonian race entirely? I doubt it was intended to be part of the mod.
This can be either done through the CS, in the context menu in "Data" while browsing for the ESPs/ESMs to load, just find the race entry and hit DEL so it gets ignored on next load and when you save it'll be gone, or use TES4Edit, as I've heard it can be used for cleaning mods in a similar fashion, but should be easier to understand what is what than the raw records in the CS.
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While it is definitely higher resolution and better quality, more details, being created from the Improved Argonian Body Textures, just refitted to all other bodies/body mods, my Argonian Beautification is definitely not providing nipples or genitalia. The original IABT textures didn't have this and I didn't add it later. I personally dislike the idea of mammalian traits on those reptiles, but that's irrelevant here. It's likely the cause for why I didn't do it though. I'm always trying to serve all flavours, providing reptilian and mammalian anatomy, underwear or nude options, in my projects, but in the search for these traits on Argonians I doubt my mod's the solution. However, be invited to take a look for yourself. Maybe it'll serve a purpose to you. It's definitely not all bland anymore and perhaps there are even some reddish colorations or something around the genitalia areas... can't remember anymore which ones had this and which not though. :sweat:
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Wasn't that something with the Griffon Fortress from Mister Siika? I remember back then when I was watching this project that it was brought up every now and then as some sort of dirty edit or something.

some mods just aren't worth it
in Mod troubleshooting
Posted · Edited by DrakeTheDragon
As I already said in my apologize on top of the last page I must have been in a very bad mood back then, as this choice of words is way too harsh for me. Something must have really pissed me off this day and then came this title and the thread got all the fire... or something.
Of course there are mods which actually are buggy or even broken. With those I of course can't prove such a list wrong. But a public list where everybody posts which mod he "thinks" is broken? You'll have a witch hunt going on in seconds.
Maybe if you pull this off with the individual modders' consent, this way maybe even with express permission given for whoever comes around and fixes it to release the fix, then this could be a really valuable resource, but as I also pointed out above, without the authors' consent even if you fixed it, you were not allowed to release your fix.
And don't tell me the list won't be literally flooded with false accusations in an instant. I've seen it happen around here far too often already. There are still people who publically complain about UV being broken because they die an instant after starting the game! Just as an example. And exactly this you will get in such a list. Public accusations, rightfully or not. This is what I called disrespectful and unneeded, hurt feelings or not.
But I think we are derailing the thread now as the topic has changed a few days ago.