Jump to content

chambcra

Members
  • Posts

    151
  • Joined

  • Last visited

Everything posted by chambcra

  1. Seems that was removed two days ago. I'd like to see that brought back. That was maybe the most important thing. I don't like anything about the new look that started two days ago.
  2. You can toggle Wireframe which is as good as hide for individual objects in the render window by selecting and pressing 1.
  3. Okay, gotcha. You're way beyond me then. I appreciate your answer but I don't remember asking about face maps. It's possible though, I getting fairly senile. I've never heard of face maps either and don't recall anything about an issue with a file exporter. Thanks
  4. I didn't think the newer versions of blender have the proper scripts to export an Oblivion nif. I think I've read you can use newer versions to do your modeling but then open your .blend file with blender 2.49 to do the exporting.
  5. This looks like what AndalayBay was talking about and this might be the perfect situation where it does the trick: Guest Workshop: UV Mapping in Nifskope : by Lady N - Texturing Workshops - TES Alliance
  6. 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.
  7. 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.
  8. 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.
  9. If you expand 0 NiNode to see all the objects is the part you added a different object from the original? I'm not sure of object is the correct term. Maybe block is more correct. That's my guess is it's a separate object with it own texturing properties.
  10. 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
  11. 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.
  12. What do you mean by "I've tried going through the mods and haven't been able to figure out which one is the culprit."? I think you should be able to uncheck your mods one at a time in the launcher Data Files until the culprit is revealed.
  13. 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.
  14. 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.
  15. 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
  16. 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
  17. 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
  18. Thanks Striker for the heads-up on closing windows. I'll keep that in mind. Thanks Roman for taking the time and trouble to try and duplicate the problem. I was using TES4Gecko version 15.2 too and that program has been the real workhorse for me. Making new lands has been a nightmare for me and I couldn't have done it without TES4Gecko, not with working landscape LOD. I still don't know for sure if it's bug free or I haven't make an operator error though. Looking at other ways of doing these same functions may be something I'll have to do yet. Thanks GamerRick for you thoughts on the CSE. I've considered switching over to it a few times and I've always decided the extra complexity isn't worth the benefits for the simple things I do. Now maybe it's different and I really will be better off if I take the time to figure it out and start using it. Maybe I wouldn't have this problem if I'd switched over a long time ago. Even though it "seems" like I could start with CSE right now and this problem wouldn't be a problem I'd still like to figure the problem out before I move ahead with CSE. Something doesn't seem right whether CSE complains or not. I have CSE installed on a separate testing computer so I can work with that for a while and see how it goes. I don't doubt what you say about the huge benefits but I can't help but wonder how Bethesda made 271 MB of content with this supposedly exact same program. Thanks to everyone else for looking. As I was working on Temp2 I was making copies and archiving them as I went. I have 69 previous copies. I've found that using the 1st (oldest) copy I can merge it into my esm and then start a new esp successfully. The second oldest copy has the same failure as my final Temp2 so you'd think the problem is something in the difference between those two. There is one item in the second that's not in the first that looks suspicious which is a light in a cave that is deleted. It doesn't show in the cell window but if you text search for the RefId it shows up and also in the object window it shows in the use info of the object. It seems weird that deleted items never really disappear completely. In my final Temp2 it shows up in the cell window as "disabled at start" so that's something that's definitely goofy (I know I didn't make it disabled at start), I've tried to delete it with Tes4Edit but the RefId is still in there showing as deleted. Is that a fact nothing can ever be completely deleted? Another thing that looks like a problem is if I load LostRiver.esp and Temp2.esp in Tes4Edit my third world space shows up in both esp sections colored red. I gather that means a problem but I don't know yet how to analyze that for why is it red. I have several ideas to work on which is better than being stumped but stopping production to figure out something I maybe don't have to worry about is a bit questionable I'll admit. Taking some time now to learn the tools available for fixing any bug that can happen might pay off though. We'll see.
  19. No, this problem is with the standard CS. Using the CSE a save is made but then using that save and going back to the standard CS it still crashes so I'm thinking there is an error in my work that may haunt me down the road. I may have to use the CSE for the rest of the project but I'd hate to find out a couple years later "Rats this ain't gonna work because of that mistake I made back in 23." I've gone through the entire list of bugs fixed in the CSE and there's no mention of anything like this. Thanks
  20. To try and start a new Temp3 I have LR.esm and LR.esp both checked and nothing active. That's how I've always created a new esp. I've done a test and checking Oblivion.esm doesn't make any difference (it's a master for LR.esm anyway).I didn't think you could make an esm active and you can't modify one with the CS. Maybe you can with CSE and maybe I'm mistaken. My plan is I don't want to keep modifying the esm over and over for every little bit of work even if I could. The esm is over 5 MB and will be probably at least 20 MB eventually so I don't want to be saving 20 MB every time I add 20 trees or do some texture work. It seems to me keeping my working esp below 2.5 MB and then at that point merging it into the esm and starting a new working esp is good way to go. The CS doesn't show any errors loading both esm and esp. If LR.esp is not checked it shows 6 errors all having to do with the doors that are linked from Tamriel to my new cells. What's funny is if LR.esp is unchecked and I get the errors then I can save a new temp3. You would think it would be the other way around. With just the new merged LR.esm and LR.esp transferred to another computer and a bsa file for all the resources I've played it all the way through from Tamriel to my last world space and it all looks good. For a reality check I went to my esm before this last merge and LR.esp that hasn't changed and did the same thing to create a new temp2.esp. That makes me think it has to be something in TempWork2 that is screwing up my new merged esm. However, when I don't have LR.esp checked then I can save a new temp3.esp so somehow the content of TempWork2 is stepping on the toes of LR.esp, maybe. However, what can be wrong with the new merged esm when it's working fine in the game. I've done the quick clean with tes4Edit 4.0.3 and it removed a few things but that hasn't made a difference. It doesn't seem like just one fatal mistake it seems like something fundamental to me. One thing I don't understand is that TempWork2 is about 2.5 MB but the increased size of the esm is only 0.7 MB when merged. There must be logical reason since it works in the game. One thing about modding Oblivion is you get a heightened appreciation for the great work that's been done. Thanks
  21. Taken from the CSE manual: The Console Window is the standard output for all of the Construction Set’s (and CSE’s) output operations. This looks to me like the standard Construction Set should have it but I can't find it or anything in the ini to enable it. Thanks
  22. There's nothing in Temp3.esp yet. Trying to save it empty is crashing. With only LostRiver.esm and LostRiver.esp checked and nothing active when the CS starts up and I hit the save button it crashes. If there was content in Temp3 I think you would say it is dependent on LostRiver.esp in a way. The only thing in LostRiver.esp (or so I thought) is three cave entrance rocks, three doors, and three triggerzones. One cave enters from Tamriel and exits into Tamriel and the second cave enters from Tamriel and exits into a new world. So, temp3 would be dependent on LostRiver.esp in the sense that it's the only way to get there. Nothing really directly links like a door in LostRiver.esp linked to a door in temp3 (or will be when I get it working). There are three such cases between LostRiver.esp and LostRiver.esm. Without the esp checked at startup I get three errors for trigger zones and three errors for doors so I thought that's expected. It didn't matter either with or without the esp and the errors I could work on temp2 and save and start the game to check it out and it's been working fine for 4 months. There's two ways I can get a successful save of temp3 and that's to either not load LostRiver.esp or use CSE. Because LostRiver.esp was so small (116 KB) and everything was working I assumed it only had the essential items in the Tamriel worldspace. Now for the first time, to answer your question, I've looked at it with Tes4Edit and there's a lot more in there which doesn't make sense so maybe Tes4Gecko didn't split it off quite right or maybe I just don't remember how I got temp2 started. Thanks
  23. I'm working on a fair size quest mod that will have a dozen caves and at least eight world spaces. So, I want to have an ESM file and do new work into a new ESP file and then periodically merge the ESP file into the ESM and start a new Temp.esp. I've already done this once with no problem. When I made my first ESM file I found out about the problem that you can't make changes to the Tamriel worldspace in an ESM file or you get the landscape LOD missing completely. So, with Tes4Gecko I split off from my ESM a small ESP that has just the couple changes to the Tamriel Landscape. I had LostRiver.esm, LostRiver.esp and TempWork1.esp. That worked fine. I loaded all three and made TempWork1.esp active. I didn't do a lot of work in TempWork1.esp because I wanted to test my method so I merged TempWork1.esp into LostRiver.esm and started working on TempWork2.esp. This worked fine loading LostRiver.esm, LostRiver.esp and TempWork2.esp as active and doing more work. Now I've merged TempWork2.esp into LostRiver.esm and I can't start a new TempWork3.esp because the CS crashes on saving if LostRiver.esp was loaded. If I don't load LostRiver.esp it works but I always get errors on starting because of the missing items in LostRiver.esp. It doesn't make sense because it's the exact same thing that worked fine with TempWork1.esp. I can't really just ignore those errors for a couple years because I need to watch for new errors and I need to find out what is the problem. I'm hoping maybe there is a simple trick or maybe I'm doing something blatantly stupid. Thanks
  24. On your Xbox One S can you manipulate individual files the same as a computer? To completely uninstall SI you have change Oblivion.esm back to the version before SI was installed. Original Oblivion.esm = 241,591 KB and SI Oblivion.esm = 271,001 KB. Unchecking the SI esp in the launcher doesn't completely uninstall it. If you can change back to the original Oblivion.esm I think you could restart SI.
  25. I didn't see anything inside the castle but it's such a weird thing you have to be the right distance and angle. I was testing with two computers and both saw the orange ship but only one would get the solid grey in Kvatch so some people might not see it at all. It's nice to know how to fix it. Thanks
×
×
  • Create New...