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SeScreener

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Everything posted by SeScreener

  1. I just checked and everything is in the correct place.
  2. To my knowledge I'm not using any. I tried this one https://www.nexusmods.com/oblivion/mods/10724 but it didn't seem to do anything.
  3. I install everything manually... I just draged and dropped everything into the correct folders (including and .esp for the textures), so everything was overwritten but the game is still using all the vanilla files.
  4. I haven't gotten to that part yet unfortunately. I can't even replace the general body mesh (at least not by simply replacing the file in the charaters folder)... In order to replace the mesh I had to open the nif in NifSkope, delete all of the branches and paste all of the new branches into it, then save. Currently the mesh is working but it seems to be using the vanilla textures even though I replaced the textures in nifskope and the CS.
  5. So i actually managed to replace the nif by opening the old nif in NifSkope and deleteing all existing branches and pasting the branches from the new nif into the old file. The mesh works but the textures don't. I'm still not sure how to fix that so any ideas would still be greatly appreciated. :)
  6. I just recently replaced some of the character models for my game. I went to test them, but the game was still using the default nifs and textures. For some reason the game won't load the new nifs and neither will the construction set. I've replaced other textures and nifs and everything works fine; it just seems to be the character files that don't work. How do I fix this?
  7. I think I might have figured it out, so I thought I'd share it just in case anyone else has had a similar issue. The first mesh that crashed the Creation Kit was a retextured spell effect which I'm pretty sure had a vertex lighting property. As for the second mesh, I accidentally gave it a vertex lighting property instead of a vertex color property. From what I can tell the Creation Kit doesn't like to load meshes with vertex lighting. All I had to do was switch it from vertex lighting to vertex color and it loaded fine. I'm not sure if this is true for all meshes or just static ones but hopefully this can be somewhat helpful to someone.
  8. It seems I just don't have any luck with 3d art. I've gotten several meshes into skyrim and now for some strange reason, every mesh I edit and attempt to load crashes the ck. I'm doing everything the way I have been so I'm confused as to why this would start happening all of the sudden. Everything looks right in nifskope and blender so I don't understand why it's crashing the ck. Any ideas?
  9. Thank you. I'm still trying to figure out how to make it work in nifskope, hopefully i can get something to work.
  10. I thought about using both versions but I figured since it can be made in nifskope I wouldn't have to. The size comparison of the mesh and the collision confused me a little bit and I'm pretty sure that's why it didn't work. When I ran it in oblivion my character did stop falling when he hit the mesh, but after the character landed it fell through. So I know it can be done in nifskope I just need to figure out how to make it work for different mesh sizes. The tutorial said that the collision mesh dimensions needed to be 1/7th of regular meshes, only I couldn't find where it listed the dimensions of my mesh since I cleared scale in blender. If I can find the dimensions of my mesh I should have no problem making the collision in nifskope.
  11. Ok, I've figured out the whole exporting and NifSkope thing and have managed to get several meshes into the game. I'm currently trying to add collision to the mesh but I can't seem to figure this part out. The tutroial here http://tesalliance.org/forums/index.php?/tutorials/article/37-blender2oblivion-part-2/ uses early versions of blender and certain things don't seem to directly relate to Blender 2.7. It talks about a face icon and logic button which I can't find in Blender 2.7 and things like that. I tried using NifSkope to do the collision but that didn't seem to work quite right ether considering I didn't know how big the box should've been for my mesh. (at least I assume that was the issue). Anyone willing to help me figure this out?
  12. Thank you, I'll check them out. I think my biggest problem is the export itself. In my research I've found out that you have to tweak it in nifskope or something but I haven't really figured that all out yet. I'll definitely look at tesalliance. Looks like they got a lot of good stuff. Thanks again :)
  13. Thanks. The niftools link had a topic "getting custom meshes and textures in game" but the page no longer exists, and I didn't see anything in the nexusmods wiki about custom meshes except for weapons and armor. Should I be looking for something other than exporting? I'm still pretty new to blender and everything so i'm unsure.
  14. Hello. I've spent a lot of time trying to figure this out on my own but I just can't seem to get it. I want to start making new static meshes for oblivion, and I already know how to make things in blender, but I can't get them into the game. I'm using blender 2.7 (i think), and I'm using a nif exporter that i found on a BeyondSkyrim forum. I don't have any problem getting things into skyrim but when I export my meshes to oblivion it always fails. I've even imported nifs from oblivion into blender and matched all the data up with my new mesh and it still didn't work. Would anyone be willing to help me figure this out? Or does anyone have a tutorial I could use? I would really appreciate it if someone could help me out. I looked all over google and couldn't find a thing for static meshes and I would really like to get this to work. :smile:
  15. So, I made a model in blender that is supposed to be a farmhouse from Skyrim, everything worked great until I exported it. It exported fine (except for some identical material errors) but when I loaded it up in the Construction Set I only got an invisible plane. Here are some screenshots https://imgur.com/a/j1OaG1K I used "335544324" for the "Nif Version #" and "11" for both user versions. I left "Consistenc" on "CT_MUTABLE" and "Ni Root N..." on "NiNode" and "Shader Type" I left on "None". All of the textures' maps are set to UV Map so from what I can tell, everything is correct. Am I mistaken? My question is, how can I fix this?
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