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mcchuggernaut

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Everything posted by mcchuggernaut

  1. I have searched all over the internet and the Oblivion wiki with little success for a way to remove stolen tags from zero value items. (zero value items cannot be laundered through fences because the fence won't re-sell items with no value) I found a method involving making a clone of yourself with the staff of corruption and then killing the clone, but it is overly complicated and I was hoping I could find a better alternative. I would rather not use a mod for this, because while I love and use mods that deal with better textures and bug fixes, I try not to touch gameplay at all because it feels too much like outright cheating to me. Any ideas???
  2. In shortest form possible: I deleted some wall/floor/ceiling sections of a house using the console commands "disable" and then "setdelete 1". I then spawned new ones in an attempt to expand that house using the command "placeatpc "objectname" 1,1,1". I moved the spawned house sections with the commands "setpos" and "setangle" and when everything was properly placed, I saved the game. The problem is that when I re-load a save inside the house, the proper angles of the spawned walls are still set, but the positions (x,y,z) revert back to the places where they were spawned. A save outside the house and then entering it results in everything being fine, but as soon as I save and load inside the modified house the problem returns. Any ideas? (Yes, I disabled and then re-enabled the pieces after placing them where I wanted just in case, and it did nothing.)
  3. Hey! I had almost given up on this! I should be able update and finish my mod now! Thanks a lot!
  4. was thinking of that... so just to clarify you are looking for the texture of what item exactly? "bear pelts" is a little... you talking about the picture of a skinned pelt in the inventory or dropped on the ground or a bear pelt on some wall like a carpet or what? The skinned pelt in your inventory you can make leather with. How would I use sifskope to find the pelt textures?
  5. Sadly, I don't think that's it. I looked through all those, and opened each individual texture in Gimp, and none of them seemed to fit. Also, I took all the textures and drew a big red scribble all over them and replaced them in the proper folder so I could tell by looking at the pelts in-game if anything I had scribbled showed up on them. There was no change, so those textures weren't for the pelts. The bears looked pretty funny with red paint all over them though.
  6. I recently released a mod: "Proper Predators and Pelts". It basically makes the colors and markings of Skyrim's furry predators more true-to-life, and makes their pelts match the new textures. It has been pretty well received so far, and I want to improve it. One of the improvements I want to make involves the bear pelt textures, but I simply cannot find where the devs hid them. I extracted all the Skyrim .bsa files, and then searched them for the pelts, but after a day of searching and consulting Google to no avail, I have come here in desperation. So basically: Does any kind soul know the location of the bear pelt texture files in an extracted Skyrim???
  7. Thanks for asking! The quest log says "Bloodline" is completed, and I get teleported outside by the boat. The New Order quest doesn't begin/show up at all in my quest list. I have tried simply returning to fort Dawnguard and talking to the leader. No success. I didn't have the unofficial Skyrim patch installed, so I'll give that a try. Edit: I think I inadvertently found the problem: Meridia's quest. It seems to "break" something with the main quest when you defeat Malkoran and then Meridia teleports you out of the temple. If Serana is following you when this happens, you get some quirky stuff going on like her being stuck in the temple. She's right back with you after you get a loading screen in another area, but she never seems quite right afterwards. I loaded up a save from before I entered Meridia's temple, and went back to the castle. Bam. Fixed. No more quest line breaking. I did this with my original mod configuration to test if it was something I was doing, and it still worked just fine. So for anyone else reading this, stay the hell away from Meridia's quest when you have Serana following you during the Dawnguard quests. In fact, don't take any followers in that temple at all. Apparently (from my internet readings) that teleport out of the temple can screw up a lot of follower-quest-related stuff. And to be even safer, after waking up Serana go directly to castle Volkihar. Do not do any other quests. Do not pass go. Do not collect $200. It is not fun to do the whole beginning of the Dawnguard quest over and over if you get stuck. Those other quests can wait. Trust me, they aren't worth the potential trouble.
  8. Hello, and thanks for taking the time to read. I'll make this short as I can: The Dawnguard quest isn't continuing for me after I refuse Harkon's gift of becoming a vampire lord. I have uninstalled all mods, gone back to a few earlier saves, and tried to start the Dawnguard quest with the console using "setstage DLC1HunterBaseIntro 20" which is supposed to force the "New Order" set of quests to begin. Only for me it doesn't, and the vampire attack on castle Dawnguard never happens and I don't get any quest updates. I am using the Skyrim Legendary Edition version of the game, could this be why? Are the quest stages possibly named differently? I also tried installing the "Unofficial Dawnguard Patch" from the nexus hoping it would fix the problem. No such luck. My load order begins with Dawnguard, so the "dlc01" designation should be correct, but I have searched the interwebs for hours with no success. Anyone have any ideas?
  9. Hey, sorry I was away from my computer for a while. That's awesome! But it says in the link that the file hasn't been published yet and I can't download the file...
  10. Fair enough. here's a link to the mod: http://www.nexusmods.com/skyrim/mods/35770/? I love his texture for Bolar's Oathblade, but it's the only one I really want to use. There are no individual files for specific weapons available, hence why I was trying to do this myself. Haha Edit: His mod works fine, I just don't want the other weapons included. If you could just remove the others from it, that would be perfectly suitable! And thanks again for all the help, even if that can't be done.
  11. Ok, thanks! Here is a link to download the files I pulled out of SONNYSPAK's "Unique Weapons Redone" mod that were in the mesh and texture folders. Looks like a set of .dds files in the "Textures" folder and some .nif files in the "Meshes" folder. http://www59.zippyshare.com/v/20466847/file.html Thanks again!
  12. I really appreciate your help, but I'm still a little lost and feel like I am on the verge of breaking my install. If I provided you with a set of extracted meshes and textures, would you be willing and able to whip up a .bsa for me that uses them for Bolar's Oathblade? I could then break it apart and see what you did, and hopefully understand and figure out how to do it myself in the future. I know this is a lot to ask, and I apologize but I seem to be getting nowhere... I could send you a link to get the files privately or in my next post if you agree, but please don't feel obligated and I will understand if you aren't willing to do that. Thank you for all the help either way!
  13. I have a .bsa unpacker and have a set of meshes and textures I want the sword to use. The problem is I can't just replace the mesh and texture files easily like that because there are several weapons that use the exact same base mesh and texture files. If I change those meshes and textures it will change all the weapons in the "akiviri" directory that use the "bladesword.nif" and I am trying to only do one individually. I'm thinking I may need a whole new .nif file, but if there is any kind of work-around for this it would be much easier.
  14. So I need the program TES5Edit? Can you be a bit more specific about how this is done? You sound like you know how, but I am not familiar with making ESPs myself and haven't a great grasp of the concept yet. This sounds promising though!
  15. Thanks for the reply, this has really been frustrating me. The tutorial you suggested I look at shows you how to make your own custom weapon, but all I want to do is to change the mesh and texture that Bolar's Oathblade uses. Right now, when I look at the sword in the creation kit (found it by loading up the "Bloated Man's Grotto" world space where it spawns in-game) it has the editor id "dunBloatedMansKatana" and the model path "weapons\akaviri\BladesSword.nif". In fact, everything in the "akaviri" subgroup under the "weapons" directory uses that model, which is why they all look identical in the game. If I want to make a weapon look different, then I would need it to use another .nif file as it's model, right? Does this mean I would basically need to create an entirely new weapon from scratch and just use the same stats as the Oathblade to make a weapon that was exactly like it with a different mesh and texture? This seems a lot more complicated than it should be...
  16. I'll try to keep this short: I am trying to add a custom texture for Balor's Oathblade, instead of it using the default "akaviri" texture that all blades swords and Dragonbane use. I know this can be done, (see the mod "Unique uniques") but I don't know how. Somehow I need to tell the weapon "Balor's Oathblade" to look for it's texture files in a different place than it is looking now. Is this value in "scripts.pex"? I just need to know what file controls this, and I assume, extract it and modify it's texture path? Any help would be greatly appreciated, as I cannot find any tutorial videos that cover this. Thanks!
  17. Got a question I haven't been able to figure out by searching the Nexus or Google: I love the Winter is coming cloaks mod. They just look awesome. But there are some major clipping issues, and the author says she will not be fixing them. I got the foot clipping under control, but the weapons...they are a disaster. I know there are a few custom skeletons out there that move weapon positions around so they don't clip so badly, but I can't find one that either avoids sword points clipping out the back of my cloak, or keeps weapons/bows/quivers far enough off my back that they don't sink into the cloak so far that it looks really weird. I expect them to sink in SOME, that's fine, but from the back my quiver and swords are practically buried. If someone was to show or explain well to me how to tweak skeleton files so I could move the weapon positions myself, I have a great plan to contact the author of the Maximum Skeleton - XPMX mod and ask if I may release a version of that custom skeleton that supports the cloaks for them to include in their downloads section. Anyone know of a mod that already does this or know what I need to do to edit skeletons? The only good video about that I could find was in such broken english I couldn't understand the author very well, and the video quality was also pretty poor...
  18. Thank you for the quick reply! Now that I know it isn't me I can stop messing with my computer and do something more productive.
  19. As it says in the topic, every mod I have tried to download for the last few hours gives me a "No file exists for this ID" message. I cleared all my previous browsing data and such, and even tried a different browser entirely. Same results. Downloading via the mod manager isn't working either. Restarted the computer, all the common fixes, etc...I don't think it's me at this point, so I thought I would ask if this is happening to everyone right now so I can stop fussing with my computer trying to figure it out.
  20. Hello, I am new to the forum and hope someone can help me out! I am using the mod in the post and wouldn't be asking for help except that it is such a famous one that maybe someone who has had a problem with it like mine may know what to do. I am pretty competent with mods as far as I know, and usually don't have any trouble with them, but this one is giving me fits, and there doesn't seem to be anything else out there that offers it's level of functionality that I can substitute, or I would just do that. The problem I am having is with a portion of the mod that should allow me to save objects in the game world with a spell, and then recall them and place them wherever I want. The other feature of the mod that I wanted it for (the ability to lock items in place with a spell) works just fine, which is part of why I am so confused. It should either not work at all, or the whole thing should work, at least in my experience with mods. Here are the steps I have taken to try and get it working: I have the newest version of Pluggy installed correctly and working with other mods that require it. I have the newest Oblivion Script Extender installed correctly and working with other mods that require it. I have the Oblivion Mod Manager installed and working, and my load order set to load this mod after the master file and the official plugins. I am running the game with the OBSE loader through the Mod Manager, though I have tried the mod without this just in case with the same result. I have the latest avaliable Oblivion patch installed I tried uninstalling all other mods in case something conflicted with it. I have followed all instructions to the letter with the same results. The only thing I can think of is that the mod hasn't been supported by the origional creator for quite some time and that the newest versions of Pluggy or OBSE may not be compatible with it. If so, could someone recommend the last versions that WERE if you ever got this mod working fully? Thanks in advance for any help!
  21. I have gotten pretty good at house decorating. I have mastered console commands, item placement, and even got around the nonsense of flying items on entering a load area by finding a mod that lets you lock things in place once you have placed them. There is one stubborn item though, that refuses to be placed: The model ship from the thieves guild Larceny Targets sidequests. It won't stay upright when placed normally even with every trick I know because of it's round bottom. It will not lock in place with the Skyrim decorator assistant mod's lock function, (for some completely unknown, bizarre reason) because every time you exit and re-enter a load cell you have placed it in, it drops a foot or so on the z axis until it eventually disappears through the floor. I have spent literally tens of hours worth of time trying to get it to place properly, and it simply WILL NOT obey. Is there anyone out there who has tamed this last unruly item? Is there a way to lock it in place using the Creation Kit? Am I doomed to be defeated by a demonic wooden ship model??? HALP!!!!
  22. I found a mod (Skyrim Decorator Assistant) that has a lock function that keeps my placed items from flying around like crazed bats when I leave and re-enter a load cell. (And yes, I know the old and only partly reliable trick of dropping, exiting, returning, and re-placing. It doesn't work for half the objects. Nobody bring that old dead horse back for another kicking.) There is a problem, however, and anything I precisely place with exact coordinates using my console gets picked up and moved by default if I use this mod for it's "lock in place" feature, and it's clunky interface, while better than the base "hold F, drag, and pray it flops where it needs to be." isn't even close to as precise as my console command placement. I just need a @#$%! lock function. A stand-alone, look at item, press button, and it's stuck there lock function. Something that disables it's physics, while still allowing it to be picked up. The great modder who made Decorator Assistant made a perfectly working lock function within his mod, so I know it can be done. I have attempted to contact him, but his last activity on the Nexus was back in June of 2012, so I doubt he's around to get my message. I have been trying to get this problem solved since the game came out, and I'm desperate and frustrated. Any help from the community would be a godsend. Thanks!
  23. I found a mod (Skyrim Decorator Assistant) that has a lock function that keeps my placed items from flying around like crazed bats when I leave and re-enter a load cell. (And yes, I know the old and only partly reliable trick of dropping, exiting, returning, and re-placing. It doesn't work for half the objects. Nobody bring that old dead horse back for another kicking.) There is a problem, however, and anything I precisely place with exact coordinates using my console gets picked up and moved by default if I use this mod for it's "lock in place" feature, and it's clunky interface, while better than the base "hold F, drag, and pray it flops where it needs to be." isn't even close to as precise as my console command placement. I just need a @#$%! lock function. A stand-alone, look at item, press button, and it's stuck there lock function. Something that disables it's physics, while still allowing it to be picked up. The great modder who made Decorator Assistant made a perfectly working lock function within his mod, so I know it can be done. I have attempted to contact him, but his last activity on the Nexus was back in June of 2012, so I doubt he's around to get my message. I have been trying to get this problem solved since the game came out, and I'm desperate and frustrated. Any help from the community would be a godsend. Thanks!
  24. I feel ya man. The bug eyes are retarded. I figured this was the first thing the modders would get to after Dawnguard released for PC. Another major problem is that after you reach level 81, only legendary dragons spawn. I started the main quest after I reached 81, and now EVERY DRAGON I ENCOUNTER is a legendary dragon, barring the first one at the watch tower. A possible solution is to get a mod that gives dragons HD textures, and then pull out the meshes and textures and re-name and replace the ones for legendary dragons with, say, ancient dragons meshes and textures. This SHOULD make the legendary dragons have the same name and stats, just look like ancients. Since I'm yet to see a mod dealing with legendary dragon textures, your probably going to need to use the creation kit to pull out their mesh and texture files and the path of folders to them the game will recognize that you need to put in your Skyrim "Data" directory so you can over-ride their textures at all. It's such a shame that Bethesda made dragons pretty much the main point of Skyrim, and then had so many problems implementing them properly. Also, modders may be holding off a bit right now on making stuff waiting the last few days till the Dragonborn dlc drops for PC so they won't have to re-do their mods for compatibility. You may be able to do what I suggested with a copy of this mod: http://skyrim.nexusmods.com/mods/29631 Bellyaches high-def dragon textures. At present I have no solution for nothing but legendaries spawning at level 81. I would need to make changes that are currently beyond my ability. Hope my suggestion may help you!
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