Jump to content

thriller16161

Members
  • Posts

    15
  • Joined

  • Last visited

Nexus Mods Profile

About thriller16161

thriller16161's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. opened up Papyrus script logger and get this error: ERROR: missing WRackActivator; 'ActivatorBusy' state
  2. Yes, I was able to create a normal weapon rack by following the "Creating a weapon Mount" guide on creationkit.com The issue seems to be with the editor id. I'm thinking that a script somewhere is looking for a vanilla Id but finding the new one and not knowing what to do with it.
  3. I am building a mod that has spaces for all vanilla weapons. I want to have weapon racks that show the name of the weapon that goes there. ie: "Iron Sword Weapon Rack" instead of just "Weapon Rack" To do this i duplicate WeaponrackmidActivatorplayerhouse, rename the editor id and name, and link it to a weaponrackmid object and vice versa. however in-game, it shows the new name and everything, but it can't seem to activate. as far as i can tell the new weaponrackmidActivatorplayerhouse is identical to the vanilla version in every way but name. so how come it wont activate and take my weapon?
  4. That doesn't help. Each vanilla Clothing file is named either "shoes" "pants" or "shirt" when i click on the item in the console, I only get a hex number
  5. I've constructed the foundations of a replacer mod, but now i have a problem. I need to create a new clothing mesh that uses the same names as the vanilla meshes, but i cant figure out what file corresponds to which item. For instance, I want to find the "green Velvet shoes" mesh. However there is no folders telling me where to find the green velvet shoes. Is there a way or a list somewhere that tells us where to find a certain items mesh?
  6. Never mind. I had the graphics setting to very low. I thought you could set all the graphics settings ingame, but i was wrong
  7. At first i thought this was the vanilla setting but it looks like this may be a settings issue: When I start a new game the dungion looks like this:
  8. so what textures are being used in the video? It's not OOO and it isn't Qarl's
  9. The textures that make the prison all dark and gloomy. in vanilla the opening prison is brightly lit.
  10. Which textures are being used in the video? can anyone tell?
  11. You sure? I thought that OOO gave you the textures shown in this clip:
  12. When I installed OOO, I used OBMM to put it in an archive and used the script that came with the mod. Whenever I try to start a new game the vanilla prison textures show up.
  13. Sorry, that didn't work either. Here is my Archive section from Oblivion.ini if it will help: [Archive] SMasterMiscArchiveFileName=Oblivion - Misc.bsa SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa SInvalidationFile=ArchiveInvalidation.txt iRetainFilenameOffsetTable=1 iRetainFilenameStringTable=1 iRetainDirectoryStringTable=1 bCheckRuntimeCollisions=0 bInvalidateOlderFiles=1 bUseArchives=1 sArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa [CameraPath] iTake=0 SDirectoryName=TestCameraPath iFPS=60 SNif=Test\CameraPath.nif [Absorb] fAbsorbGlowColorB=1.0000 fAbsorbGlowColorG=0.6000 fAbsorbGlowColorR=0.0000 fAbsorbCoreColorB=1.0000 fAbsorbCoreColorG=1.0000 fAbsorbCoreColorR=1.0000 iAbsorbNumBolts=1 fAbsorbBoltGrowWidth=0.0000 fAbsorbBoltSmallWidth=7.0000 fAbsorbTortuosityVariance=2.0000 fAbsorbSegmentVariance=7.0000 fAbsorbBoltsRadius=5.0000 [OPENMP] iThreads=3 iOpenMPLevel=10 [TestAllCells] bFileShowTextures=1 bFileShowIcons=1 bFileSkipIconChecks=0 bFileTestLoad=0 bFileNeededMessage=1 bFileGoneMessage=1 bFileSkipModelChecks=0 bFileCheckModelCollision=0 [CopyProtectionStrings] SCopyProtectionMessage2=Insert the Oblivion Disc. SCopyProtectionTitle2=Oblivion Disc Not Found SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer. SCopyProtectionTitle=CD-ROM Drive Not Found
  14. I tired that. All the .BSA's in the data folder are dated in 2006 while the redirection is dated today.
  15. OK, I just installed a clean build of Steam Oblivion GOTY. later I added OOO and the unofficial patches using OBMM. These are the only mods i have installed. After I installed them I used BOSS and BSA redirection from the Archive invalidation window. When I start a new game the vanilla textures are still showing. I have searched all the forums and tried everything but the new textures wont appear. I have tried: manually changing the timestamps on the .BSAs Archiveinvalidaion invalidated deleating the Archiveinvalidation file deleting and recreating the Oblivion.ini file using WYRE BASH instead of obmm. Installing the game in a file outside of program files I have been trying for about three weeks now and can't get it to work.
×
×
  • Create New...