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Thanks for the tutorial link. You can't get too many tutorials on blender. I got your piece. At first I thought I have to login or continue with google but there is a button for download without login. Good job finding that place. My terminology may not be correct but yes the unwrapping is what I mean to get the result I call a UV map. I think I see what you are doing. Comparing the original with the UV editor of nifskope you can see some new points and lines. I've never been able to fix anything with the nifskope UV editor but you can move those points and maybe get an idea what is going on. For me it has been helpful just to see what I'm up against. I can see how maybe the color looks lighter because the way it is mapped is sort of stretching out the texture. I see two areas that should look the same and they are a little stretched and upside down too.
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Thanks AndalayBay for the reference to Lady Nerevar. I have it marked. I was thinking vertex colors might get it tweaked close enough too but if it's a single object and a single UV map then I'm not sure. yojeff can you upload the nif and texture someplace so I could look at it. Maybe I could learn something about how you did this. If I ever got a good UV map made with Blender it would be a good day.
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Then I'd say it must be the UV mapping. The part you added, I'm guessing is the center, has it's own UV map separate from the left and right. The bricks don't line up either. You might have to remove it and create a single new UV map for the whole thing. I've never been able to figure out the UV mapping. I've spent some time with mr_siika's detailed tutorial and still couldn't do it.
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2. That might be beyond the scope of modding. Some things are built into the executable and can't be changed if there isn't an obse function to do it. I've never heard of it but maybe it's been done. I spend a lot of time studying other peoples work. I think it will payoff in the long run to figure out how to search for specific mods on the Nexus using the different filters. There's a category for game effect changes or something like that and you can add "Title includes" and "Description Includes". 3. Any new file you select with the CS has to be available on your computer (loose) under the proper folder (meshes, textures, sounds, etc.) I added a new sound here: "Data\Sound\fx\MyFolder\MySound.wav" I'm guessing it had to be a wav file for sound effect but mp3 works for voice files. 4. How about a specific example? Too many chests with randomly spawned loot can be an annoyance to me too. You have to look in everyone just in case the stupid key you're looking for is inside. You might be able to delete several hundred chests by deleting the chest object but I don't know if that would work without problems
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Have you tried to import a vanilla mesh and then export it without making any changes? Those errors look like something major not related to any work you may have done. Where I see "Blender\4.0" does that mean you have installed Blender 4.0? I'm a noob myself but I don't think modern versions of blender will export to Oblivion. You might be able to do model work with newer versions but then have to use 2.49 to do the export. I've used This and there is also a portable version on the Nexus that works as well.
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CS crashing on save
chambcra replied to chambcra's topic in Oblivion's Oblivion Construction Set and Modders
Yeah, pretty wild and that's an improvement over crashing. I still have a few ideas to try (can't decide which is the least long shot). I have Java 7 Update 45 on Win7 64 bit (jre-7u45-windows-i586.exe). I think that's the same version I used on a WinXp 32 bit computer that I still have and could try. I've tried the quick clean with Tes4Edit 4.0.3. It found a few things but they haven't made any difference with this problem or in the game that I noticed. I've been looking but haven't found any other way to merge into master except the CS can merge to Oblivion.esm if you enable Version Control in the ini. Maybe with some name changing I could try that. Also, I stumbled onto a newer version of Tes4Gecko (15.2F) called TesIVGecko. It's only slightly different I think. At the moment I'm leaning away from Tes4Gecko being the problem but not ruling it out either. I'm thinking, if I want to pursue this, I need to find a way to copy from one esp to another manually. That way I can make an esp that has nothing but my edits to the Tamriel worldspace and the other stuff that is in LostRiver.esp (that seems to be the problem) can go back into the esm. Thanks Edit: I gave my easiest long-shot a try. I merged LostRiver.esp back into LostRiver.esm. I merged TempWork2.esp into LostRiver.esm. I started the game with just the esm checked and as expected Tamriel was totally screwed up and more than just the landscape LOD. I loaded LostRiver.esm in Tes4Gecko with the Display/Copy function. In the first level tree window I clicked the Tamriel worldspace and hit the copy to clipboard. I clicked the ignore button to get that out of the esm. I saved the clipboard and the esm. Now I have Gecko clipboard.esp (2 KB) that is loading the whole thing into the game and a quick try of the first door into the first cave is working. Also, the CS is saving a new TempWork3.esp. It's definitely hard to believe it could be that easy but I think I'll take a day off before I really test it out. -
CS crashing on save
chambcra replied to chambcra's topic in Oblivion's Oblivion Construction Set and Modders
I verified that my 1st archived Temp2 works and the 2nd does not. I set the ignore flag for the questionable record in this 2nd archived Temp2 and saved. Then merged it into my esm and was able to save a new Temp3 but I got 3 errors. Assert at õõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿ¯¯¯ÿ, 1629516914 Assert at õõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿõõõÿ¯¯¯ÿ, 1629516914 Failed to CreateGroupData for CELL form 'Wilderness' (01019414) It seems to me it is this deletion of a record that is causing the problem but there may not be a way to fix it (with the standard CS) as far as merging it into an esm. -
CS crashing on save
chambcra replied to chambcra's topic in Oblivion's Oblivion Construction Set and Modders
Okay, gotcha, I think. I had my first experience with the details button a while back and it's coming back to me that what you described is commonly known as "undelete and disable references" (maybe in Tes4edit). My info came from here and here. It's confusing to me anyway because to get rid of a "delete" marked record you ironically hit the delete key to toggle the ignore flag. That's my understanding anyway. So, I think then what you say is exactly right and I need to find what went wrong with the 2nd archive temp2 to learn one way or another if this is the issue. Then if my final Temp2 can't be fixed this same way then there may be more than one problem. Correct me if we're not on the same page. Thanks -
CS crashing on save
chambcra replied to chambcra's topic in Oblivion's Oblivion Construction Set and Modders
I haven't tried it but that's a good idea. That might be a good test but part of LostRiver.esp has to be in an esp. All of LostRiver.esp used to be in the esm until I found out you can't make changes to the exterior Tamriel in a esm or it will bug the Tamriel landscape distant LOD. It was working fine in my new lands but back in Tamriel all the landscape distant LOD disappeared. I don't remember exactly how I split the esp from the esm but it must have been with Tes4Gecko and I don't know why there is a bit more in it than just the Tamriel edits. The only thing I've done in Tamriel is added two rocks and three doors. I could try and make it so only the Tamriel changes are in the esp but I was planning on having an esp with the NPC's and creatures anyway so I didn't think a few extra items would hurt. In the meantime I've seen something that looks to me like it could be the crux of the problem. On this CS wiki page it says: "There seem to limits on how much an esp can change refs placed by another esp. In particular, an esp cannot delete refs placed by another esp. However, one esp can move refs placed by another esp. (Verify?)" Going back to my testing of my archived copies of Temp2 and the 1st copy works (merges in with no problem) and the 2nd copy doesn't and there isn't a lot of difference but one item is I deleted a light (in a cave) that's in LostRiver.esp. So, I think that has to be it. What RomanR suggested should be the fix. Maybe I misunderstood and thought he was saying to do the undelete thing in my new esm but if I did undelete the light in temp2 before doing the merge into the esm it would fix it. This also makes sense why not loading LostRiver.esp with the new esm enables me to save a new Temp3. Sounds good on paper but it hasn't worked yet. Also, it seems like deleting this light in LostRiver.esp should fix it too but hasn't. So, I think I will go back to my testing with my 1st and 2nd archived copies of Temp2 and see if I can get it straightened out there. If that doesn't work I may have to punt and start a new life with CSE. Thanks -
CS crashing on save
chambcra replied to chambcra's topic in Oblivion's Oblivion Construction Set and Modders
That's a good idea and I was able to find it and set the ignore flag but then I realized that was in Temp2 so I tried again with the new esm that has temp2 merged in and the record is missing in the esm so maybe when esp's are merged to masters is when records are completely removed. I'll have to quit today and think some more on it tomorrow. I could try this ignore flag in temp2 and save it before doing the merge. BTW if I load the old esm, LR.esp, and temp2.esp I can save a new temp3.esp and add new content. I could maybe keep adding new esp's this way until I had 10 esp's and then merge them all at the end but I'd rather get this merging problem figured out before doing any more of the grunt work. Thanks