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Everything posted by DrakeTheDragon
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You can't *edit: like Rabbit said*. We can hide it, if you tell us to, or lock it, or just leave it be. We could've as well moved it to the proper place, had we been told, but now it'd be a duplicate there. All up to you. For future reference: Staff can move topics, if they're in the wrong section, or lock or hide topics on request, if it makes sense. You just need to "report" your opening post and let us know what to do. But most times topics are just left trickling down into obscurity. Not rarely they serve a purpose when others find and read them.
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OBSE isn't working with steam
DrakeTheDragon replied to shadowslasher410's topic in Oblivion's Mod troubleshooting
It's a very slim chance, but this warning pop up doesn't come from the game, so it's likely coming from a mod you have. Then there's also the possibility said mod's detection method is... old and that's why you get the warning, and possibly OBSE itself is working fine all the time. Do you have other means to check if OBSE was running? A mod that needs it and the features of which wouldn't work without it but do? What does the ingame console say when you enter "GetOBSEVersion" or similar OBSE script commands? Is there an "obse.log" or "obse_loader.log" in your game folder perhaps? These kinda things. Just to rule out you're not searching at the wrong place. -
This is the site feedback/questions section
DrakeTheDragon replied to Dark0ne's topic in Site Support
Depends on what you post. Sometimes a month is no time and the topic is still valid, so you might have some valuable new information or discussion point. However, if the topic itself already is long since dead and buried, the OP and/or other participants unlikely to even be still around, and all you post is just something like "me, too, I have the same problem", when additionally that's also very unlikely as the original problem was long since fixed, well... I think you get the drift. -
The best information, help, tips and tricks you will find on the individual sub-forum for the game you're interested in modding. We're currently at 859 supported games, so nobody here can give you an answer that applies to them all. And this is the "site" feedback, suggestions and questions section for feedback, questions and help with overall use of the website itself. The folks in the know with modding the games you're interested in are unlikely to come and read here. Either go to the game's Nexusmods file site and from there to the discussion forums through the game-specific link provided, or go and find the sub-forums for the games in question from here: https://forums.nexusmods.com/index.php?/forum/316-nexus-site-forums/
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This is the site feedback/questions section
DrakeTheDragon replied to Dark0ne's topic in Site Support
Searching for "full dialogue interface" on the Fallout 4 file site to me yields the mod immediately at place #1. Check your Content Blocking settings for some of its tags you potentially block, if you get different results in searches than the rest of the membership. ("translation" is likely the most blocked tag around, and this mod page has it set.) -
Can you use Wrye Bash and OBMM together?
DrakeTheDragon replied to missionmoench2's topic in Oblivion's Mod troubleshooting
And no, a bashed patch should not be able to fix your missing mesh error at all. You should check the installation of your mods. Perhaps one wasn't structured in a way OBMM could use right away. Or you missed installing a requirement or two for another one. The yellow exclamation mark means the NIF file isn't where the game record expects it to be. It's physically missing a file. -
If you did not need to login on your Win10 machine, then it's more likely the login cookie was still valid and that's why you didn't have to login. If the cookie wasn't cleared by changing your password, then you can still be logged in on the other machine even without entering your new password. I also don't think it's technically possible to have 2 accounts with the same username and only different passwords. But if still in doubt, you could contact one of the community managers or an admin to find out.
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Multiple Eyeballs?
DrakeTheDragon replied to Tragthemercenary's topic in Oblivion's Classic Discussion
If I recall correctly, Beautiful People changes the eye "meshes", making all other eye "textures" not from itself incompatible on the go. You cannot mix different cosmetics mods when one of them changes things so severely as BP. -
4chanVGTESG banned. Reason: Attacking Nexus staff, NSFW image spam, gore Reference post Moderation history This member received 0 informal warnings and 0 formal warnings before they were banned
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Looking for Tundra Defense for Oblivion
DrakeTheDragon replied to bseeder's topic in Oblivion's Classic Discussion
I don't know of any such mods off the top of my head, only that I've seen the theme a couple times before, but if it helps, here are the fixed links from the page you linked, it's really easy as the mod ids are all still the same: https://www.nexusmods.com/oblivion/mods/9858 https://www.nexusmods.com/oblivion/mods/13652 https://www.nexusmods.com/oblivion/mods/12591 https://www.nexusmods.com/oblivion/mods/19086 https://www.nexusmods.com/oblivion/mods/28190 https://www.nexusmods.com/oblivion/mods/6855 https://www.nexusmods.com/oblivion/mods/17448 https://www.nexusmods.com/oblivion/mods/6977 https://www.nexusmods.com/oblivion/mods/35172 Hope it helps. -
Searching mods forum threads isn't working
DrakeTheDragon replied to Mookeylama's topic in Site Support
No, it won't. That particular parameter's gone missing due to the defective form action url. It can be given by URL parameter, like "&search_app=forums:forum:<topic-id>", but the page you'll get to then won't have search results yet, as you need to query a search from it first, and then it won't pass that parameter along, so you're back at square one. So for this particular function, searching inside the current topic, it looks like you'll have to wait for the form action url to get fixed. All else can still be done through Advanced Search in the mean time. -
Mind telling what mods those are? Do you mean you can see ESP files inside your Data folder, but they won't show up when you click on "Data Files" in the launcher? Then the manager should at least have installed them right and won't be to blame for once. If so, it could be a UAC thing, from having the game installed inside program files and being on a Windows OS. You may "see" them in your Data folder, but actually they're in a "VirtualStore" folder somewhere in your user folders instead, as the manager wasn't allowed to write into program files. Unlike you with the Explorer lying to you the game can't be fooled by this. Or are they just replacement meshes or textures and don't even have a plugin (ESP)? If so, then they of course won't show up in "Data Files", as only plugins show up inside there. In that case I'd check Archive Invalidation for replacement assets to be used in place of the game's original ones, and in case of Steam also make sure the "last modified" dates of the BSA archives aren't newer than around 2006, or nothing replacer-type will work.
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Searching mods forum threads isn't working
DrakeTheDragon replied to Mookeylama's topic in Site Support
In the mean time you can fix the url to this: https://forums.nexusmods.com/index.php?app=core&module=search&do=search&fromMainBar=1 and do your search from there. Or simply click the Advanced Search icon instead. Why exactly "index.php?" got stripped from the form action url though I don't know. -
Hmm, it's a little bit surprising this still works, but perhaps I'm just missing the rest of the script to see why. You putting the "Continue"s into each gender case without a previous "GetNextRef" call should actually prevent the loop from moving on. And OBSE's "IsFemale" can only return boolean, 0 or 1, so an "else" case should never be met. But as your current script isn't causing your game to hang up thanks to an infinite loop as created by the code part I saw, I must definitely be missing the part of the whole picture which still makes it all work.
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Yes, I think them being tokens makes sense. Why, of course it is. You already even got the IF condition to distinguish it so. Just replace these 3 lines: NPC.AddItemNS AnufisIGotUnder 1 NPC.AddItemNS AnufisUUW 1 NPC.AddItemNS AnufisLUW 1 with this construct: if NPC.isFemale==1 ;is female NPC.AddItemNS AnufisIGotUnder 1 NPC.AddItemNS AnufisUUW 1 NPC.AddItemNS AnufisLUW 1 else ;is male NPC.AddItemNS AnufisIGotUnder 1 NPC.AddItemNS <male version of AnufisUUW> 1 NPC.AddItemNS <male version of AnufisLUW> 1 endif and there you go. If in doubt, just show us the complete modified script again to check.
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Striker, I hope you don't mind, if I add some answers here. But when it's about scripting I just can't resist. If you mean those 4 lines starting with a ";", these are just comments/remarks and, while perhaps nice to know, not relevant to the functioning of the code. This is just a simple loop it looks like. Starting with the 1st NPC inside the cell (GetFirstRef xyz) and then iterating through all others (GetNextRef), either "before" executing the code (if male, disabled, a Dark Seducer, Golden Saint, Dremora, already having the item AnufisIGotUnder or the item AnufisIHaveUnder, whatever they are) or afterwards when all checks passed. So in order to make this work also on males, it should suffice to simply remove the block that skips when it's not female: if NPC.isFemale==0 let NPC:=GetNextRef Continue endif Without this block the loop will not skip male NPCs anymore like it does now.
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Model in Nifskope - invisible parts (fins of fish)
DrakeTheDragon replied to MrAA's topic in Blender
How's it with those newer games? Do they also use a NiStencilProperty to make faces render on both sides? I only know it for the older games though. There's not been a BSLightingShaderProperty and that stuff, yet, back then. -
Need Help Want to Find Out what this Script does
DrakeTheDragon replied to daggerot's topic in Oblivion's Classic Discussion
Hmm, it actually does quite a lot, but if this is like an on-strike script effect running on the target, then it basically applies stat-based randomized damage to the target and armor-dependent chance-based fatigue consumption to the player with different sounds and a skill-based chance for a shock damage special effect as bonus damage. Or that's what I'm reading out of it at least. -
Hmm, well, first of all hair meshes aren't "rigged" in Oblivion, so they clip through clothing and won't bend when the head is turned or tilted. Also they're "mounted" through a specific way to the head node and not rarely even positioned differently inside their NIF. Hoods, on the other hand, are rigged like clothing. They bend, twist and fold during movements of the head. Not rarely their NIF is like an entire skeleton of nodes with all bone nodes but the head and neck ones removed, so a floating hood high above the 0 point, quite unlike what hair meshes often look like. So the first thing to do before combining a hair mesh with a hood would be to properly "rig" the hair mesh so it becomes a clothing item, a "wig", if you like. Or you take a ready-made wig instead right away. Wigs have a few drawbacks compared to real hairs though, especially when it comes to the hair shader effects not affecting them and the like. But you can't convert the hood into part of the hair mesh instead, as the whole thing will have to remain a single mesh, 1 material, 1 texture, everything affected by the hair shader as well, and all shape morphs have to be re-created, too, which might or will create quite undesirable effects. Then you must take care of clipping, when you combine the wig with the hood. Usually hoods are smaller/not as wide than/as hair styles. Sometimes you'll even have to cut hair strands away or tuck them in or similar edits, until they fit under the hood. All of this must be done in a modeling app. NifSkope alone won't do. The result, however, no matter what modeling app you used, will usually have to be run through some vital validation/optimization/clean-up steps in NifSkope, before the NIF can really be used inside the game. This step though depends on the choice of modeling app, and I for one know only steps for import from Blender myself. I did something like that in the past myself already for the hair of my main character's female companion and some hoods. Turning this: Into this: This one already was a wig to begin with though, so I saved quite a part of work. And I don't know much about how to convert an actual hairstyle into a wig either.
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A picture tells more than a thousand words: This is what OBMM looks like. Left-hand is a panel containing all plugins/masterfiles inside your Data folder in loading order, ready to be manipulated by enabling/disabling and moving up/down. Right-hand panel contains all OMODs you inserted into OBMM, ready to be installed/uninstalled/messed with. Big difference to some other mod managers: The order in which the OMODs are shown here is most likely simply alphabetical and cannot be changed. OBMM, unlike some other managers, doesn't manage "install" order. This can only be maintained by uninstalling and reinstalling OMODs in order, if needed. If you don't see this, then you're not using the Oblivion Mod Manager (OBMM) but another mod manager we don't yet know the identity of.
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Hmm, that "looks" like a derivation of Robert's Male, but it's containing files, which will not be used without a plugin, and has none of its own. It's almost like an actual version of Robert's Male, or at least its ESP, is "required" for this mod to really work. But that's nothing to do with the issue at hand. So when this is the body mod you're using (or intending to use), then you should be having a Robert's Male compatible skin texture and your picture looks like it's not yet working right. The modded companion may be of an unknown race, but as there's no skin textures inside the mod, it must be either one of the Vanilla races or a copy still using the same skin textures. So this companion mod being incompatible with this particular item can't be the culprit. Going by the mod being installed correctly, this would lead us to Archive Invalidation as the next culprit for this. Are you using any Archive Invalidation means, and/or which distribution type (Steam, GoG, retail disc, etc.) of the game is your's, and are you using a mod manager for install and which one? This will make a difference in what needs to be done for replacement textures, like the Imperialmodders Male Bodies skins, to actually be used by the game.
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Going by the looks this is a Vanilla male foot texture wrapped around a Robert's Male body that is part of the item he currently wears.
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It's in "Deleted topics", although it's not a deleted mod. Must've slipped in there through some moderation action in the past and never pulled out again yet. Staff can still access it, of course, but others can't. I'll see if I can fix it up the usual way... edit: ...done. Anybody not staff care to check it again?
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This is the site feedback/questions section
DrakeTheDragon replied to Dark0ne's topic in Site Support
Technically, you don't. You create a video in the general video share and can associate it with the mods it showcases. Then it will show up on those mods' Videos tabs, provided the respective author verified it or didn't set up verification requirement for the mod page. But since a while there's now also a shortcut on the mod pages themselves, a new button "Link a new video" on the top of the Videos tab, which I assume will pre-select the mod it showcases on the creation screen.
