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baduk

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Everything posted by baduk

  1. I think your oblivion may be crashing on exit. u gotta edit the ini file to enable your console then if you want to set settings from in game you gotta open the console after your done and type saveini. Just as a reminder you hsould save copies of your ini file as a backup before you alter it.
  2. HI! YEa i heard that blender harnesses the power of your gpu for doing all its calculations and stuff. IT is a real good troubleshooting tip you give to check your gpu settings and change em around with blender~! Thanks!
  3. Hi everyone. I just noticed that there was a modelling section here in the nexus. Some of you blender people are gonna already be using these, but for everyone else who hasnt found it. http://glender.hybird.org/ The place to get some useful scripts to help you make stuff. I never used the mesh copy paste thingy but maybe it could be useful for something. I always use various functions of the geom tool. It makes it real fast to do lotsa neat stuff and it can help to make your mesh nice and neat as you change it all around ! The UV tool ur gonna want also cause it just has 2 things it does. IT does em good and its useful. The pattern selector is great also. i use it cause sometimes i want to get a weird selection. Hope you enjoy it!
  4. Hi! I was just playing and got into a situation that i couldnt cast charm cause the npc had been scripted to move to my location before initiating conversation and that caused the npc to become stuck inside of my character. So. I was forced to try to use console commands to change the disposition. Turns out you need to raise the disposition between your character and the npc both ways. For example if your character is 00000014 and the npc is 11349c71 you need to do both: (click on player) moddisposition 11349c71 100 (click on npc) moddisposition 00000014 100 Then it will allow the npc to start the conversation. So I was wrong before about the console command not working. Anyway, rather than a band-aid fix it would be much more useful to figure out what is causing the problem. about the sound collection. If its freely available on the web then its probably not worthwhile to post cause anyone can get to it if they need it already. if you have a recording setup tho it would be really nice. especially for voicing.
  5. Hi! I vaguely remember having tried the moddisposition console command as an alternative to charming, but it didnt work. Anyway, I ended up using just charming. charming is temporary so thats a bonus. If you are having problems with obmm, that is a separate issue entirely. haev a look at the obmm faq http://timeslip.users.sourceforge.net/obmmm/faq.htm good luck Btw. I dont use vista but I heard about that uac stuff it sucks. Make sure that all your programs are never installed to a folder called "Program Files" just cause its d: does not convince me. this goes for oblivion, obmm, wryebash and python and any other programs you have on your computer. Its good to install oblivion on separate drives. My install has all the bsa files uncompressed and pyffi optimized located on the outer rim of one of my drives. oblivion folder is outer rim of another drive. i can tell you how to set up your ini file if you want to take that route.
  6. Hi! I havent been on here a lot lately but I felt the urge to fire up oblivion again. there are still some quests i havent finished with my current long standing mod combination. It is exciting to hear about another person who has had the same problem with npc initiated dialogue. This thread is from when I was having the problem. http://www.thenexusforums.com/index.php?/topic/97062-troublesome-bug-involving-invisibility-spell/page__p__780541__hl__%2Bnpc+%2Bcant+%2Bapprehend__fromsearch__1#entry780541 We dont seem to have too many mods in common though. I never ended up solving the problem, but i found a workaround. You need to cast charm on the npc until their disposition reaches 100. then you wont cast invisibility anymore. Otherwse you would need to either fix the problem or use wryebash to delete your invisibility spells, but then you wouldnt be able to use the spells anymore and that wont do. It has been more than a year and a half since i had the problem so maybe there are some other threads about this floating around. I would appreciate if someone would post some links cause I havent been able to find much with various phrases into the search engine. Update: I looked around again snd found this thread. its even older than my thread so i must have just forgotten about it. http://www.thenexusforums.com/index.php?showtopic=45622&st=0&p=345690&hl=+npc%20+can't%20+start%20+conversation&fromsearch=1entry345690 Nothing new there tho, the dlcs and gbtournament arent the cause. its probably a bug affecting our savegames.
  7. You are obviously having this problem because you moved your game folder. You might have heard that its bad to install the game into Program files folder so you decided to move it. But when someone is talking about moving the installation folder, they mean that they reinstall the game to a different location. You should do the same. move your files back to where they used to be to avoid errors during uninstallation. When you uninstall your game it will get rid of the registry entries that you did not consider when you moved the folder. reinstall to the new location and enjoy your game.
  8. I think that many people are interested in the idea but not interested in using oblivion stuff. I also think that nobody knows how to do it yet. But you can help to find out. With the amount of rigor involved in such a mod project you might as well make sure you end up with something that can be distributed freely. It would be cool to have armored combat brahmin wearing a mounted minigun for you to operate or something. Here is a thread on the rideable creature mod. It doesnt have 3rd person animation for the rider yet tho. http://www.bethsoft.com/bgsforums/index.ph...959429&st=0 Here is a thread that talks about making rideable vehicles. http://niftools.sourceforge.net/forum/view...f=31&t=2126
  9. Unfortunately I dont think blender is going to help you much with this. The havok in fallout 3 is different than in oblivion and the export script messes up constraints. I found this out when i was trying to mod the teddybear :wallbash: Nifskope support for fo3 constraints is still under development but The current release version with nif.xml 0.7.0.0 has been updated with new findings. Nifskope version 1.0.21 is also currently in the testing stage. It may fix a bug with hinge constraints. I didnt happen to see anything for bhkragdollconstraint tho. http://niftools.sourceforge.net/forum/view...?f=4&t=2324 You should visit niftools forums and have a look at the threads on fo3 constraints. There is alot of helpful information and a collection of various types of constraints is available to examine. http://niftools.sourceforge.net/forum/view...f=10&t=2067 http://niftools.sourceforge.net/forum/view...f=31&t=2396 Oh yeah, if I were you I would download and play around with the ragdoll constraint provided by saiden in nifskope. Its just a simple nif that you can mess around with and test it in game. That should give you an idea of what you want before you start working on skeleton.nif
  10. Yeah. I just had a look at vgeardoorr01.nif It is a pretty confusing file cause of all the cool animations and effects it has when it closes and opens. You have been searching in the wrong block nicontrollermanager Click on the next one down, in my nif its VgearDoorR01 NonAccum and expand. Look in the list for a ninode that is named something like vgeardoor01b expand that and look for the nitristrips blocks called vgeardoor01b, there are 2 of them. One is for the front and one is for the back. bsshaderpplightingproperty and bsshadertextureset are found under each of those. This will let you change the texture for the door.
  11. Go to view menu on nifskope and put a checkmark by Block List and Block Details. Also I prefer a treeview because it is easier to read when you are changing lots of stuff and adding properties. Go down to block list submenu and put a checkmark by Show Blocks in Tree. Select blocks in your block list tree view on the left and make your edits to the nif in block details panel that appears across the bottom.
  12. I thought you could have up to 250 mods. not that it matters much. you can always merge your mods to lower the number you are using while keeping the same amount of added content.
  13. You need nifskope and open nitristrips block of the clothing object you want to fix and look for the nistencilproperty doubleclick the flags field of block details and change to 19840 If there is no nistencilproperty then right click nitristrips > node > insert property > nistencilproperty, It will automatically set the flags to 19840 when added. be using nifskope 1.0.20 and have block list and block details checked in view menu
  14. Its not the instructions. When you change the name of the files to headhuman it makes it so the game uses them. when you change them to something else, the game will use the vanilla textures instead. I didnt download the mod to look but i guess from the description that the uv map is the same as vanilla so the head texture is entirely optional. you might as well notify geonox about your problem though.
  15. You will want to read tutorials on modding. There are some threads with links to tutorials to get you started on the top of this forum section. good luck!
  16. I have had this happen to me. I fixed it by lowering my graphics settings. You have to exit the game and restart it to get aa working again.
  17. Hi! Have a look at this thread: http://thenexusforums.com/index.php?showtopic=153648 It contains a possible solution and go ahead and bump it so that others with the problem will read. The problem seems to be related to hdr and shinyness of a texture. I think that it is better to consolidate discussion in one thread rather than many.
  18. I have a couple of advices for you to help. BWC in blender is great but you would have to do manual rigging anyway if you wanted to do skirts or other such difficult items. It may be harder to get a minimum acceptable result with weight painting than it is to get the same in other areas of 3d creation, but i think getting an excellent texture or mesh is no less and often more difficult than getting an excellent rigging. You must use skeleton.nif to pose with or you are going to be working blind. Look for an x mirroring button so that weight changes are applied the same across body symmetry. Its good to maintain tension on each vertex between the bones. If you have a vertex jumping an abnormally long distance when you change a value then raise the weighting on all the bones affecting that vertex. I think that it is generally good to go for a smooth gradient of weightings. I do not recommend exporting with skeleton.nif. It may cause gaps to appear at the neck and wrists. extract a vanilla body model from the bsa and import the armature instead.
  19. Yeah I gotta agree. The generally accepted method to becoming a modder is to learn enough on your own to produce something. By then you will be able to formulate very specific and somewhat interesting questions and others will be more willing to answer.
  20. It sounds like you have become very busy. I hope you find some people to help you with your projects. I advise you to contact for permissions early so that you can better decide what to work on. But of course only a very small percentage of modders will deny permission to use resources and in those cases for some specific reason out of their control. ITs not hard to do. just make a checklist of resources and modders and send a pm to each of them here on nexus.
  21. Yeah, you can do that. but you cant distribute the resources with your mod. People who download it will have to buy the dlc to use it.
  22. Hi! Well since you mentioned turning off hdr I decided I wanted to find a different way to solve the problem. Hdr is really nice to have on And I would rather have hdr and no blood decals than no hdr As i said earlier, i dont really get this problem much so its not a big issue for me. I want to encourage you and others to experiment with the blood decals and find the best solution. It takes some testing and i have lotsa other things i need to test. lol. So I just used fomm bsa unpacker to find the 2 blood decal normal maps in textures\decals\ folder I dont know if you need to do just one of em or both of them. as i said you should do some testing. fxbloodsplatterdecals01_n.dds impactdecalflesh01_n.dds I used gimp with dds plugin to open the file. select all and go to color>curves. select alpha channel in the dropdown and reduced that all the way until the blue became invisible. saved the file in data\textures\decals with dxt5 compression. I used a certain armor I have with a very shiny metal button on it and put it on a npc. before it caused the square to appear. but after this there was no bright square even when the button was covered in blood decals. If you test and maybe improve this fix then you might consider uploading it for others.
  23. I have the same thing also! I dont get it very often though, i am sure to get it tho if i have a blood decal on a shiny surface. No clue what causes it. it could be specific to hardware for all I know. I got a hd4850 with cat 9.7 Since it doesnt happen all that often i just ignored it and never really looked for a way to fix it. But, if someone posts a fix then im all ears :D
  24. Kudos to you gsmanners! Your patience and uhm.. manners are an example to us all. :D
  25. I dont really mess with gecking much but i can offer an advice. To get an idea of how to make something you want into your mod, examine an example of something similar. Sorry but i cant think of any light switches in the vanilla game tho off the top of my head. I can remember some other kindsa switches tho, like the door switch you have to hit to get under the floor of the smith casey garage to get into vault 112.
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