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KenJackson

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  1. I had all sorts of problems with positioning with mine. Both the creature and the NPC would slide all over the place until the dialog started and yes, there were times when the NPC fell through the floor as well. But when the NPC didn't fall through the floor, they insisted on being at ground level, Scaling them down to be tiny just made my PC look at the creature's feet. Unfortunately, real world matters have kept me from working on mine much lately, so I haven't been making much progress. Before I got frustrated by the speed issues, I was trying to scale the NPC so that their face was the same height as the creature's and offsetting their position so that the faces would overlap. I think I had to toggle the collision off for both of them or it wouldn't work. but after waiting for a final re-positioning once the dialog started, the camera would zoom in on the creature's face perfectly.
  2. Oh BTW Converting the angles returned by get angle for use with the trig functions is completely unnecessary. All you got to do is flip the axes, (sin = x axis, cox = y in this case) Method from wiki: if ( GetAngleZ < 90 ) set TrigAngleZ to 90 - GetAngleZ else set TrigAngleZ to 450 - GetAngleZ endifif so assume 120 degrees: old way 450-120= 330; Cos 330 = 0.866 (applied to x axis); Sin 330 = -0.5 (applied to y axis) or my way Cos 120 = -0.5 ( apply instead to y axis): Sin 120 = 0.866 (apply instead to x axis) no need to convert the angles and the calculations work out the same.
  3. I got annoyed at how long it took to start the dialog and even restrained and with collision off I couldn't get the creature or the NPC to quit sliding around until the dialog started. Granted once the dialog started they'd stay in place and it would look right, but meanwhile the player might be looking anywhere until the NPC and creature got forced back into position. I went back to the fake dialog menu. Linked to a spell (I'm using an ability for unlimited duration), I can get it to trigger right off and the creature doesn't get time to move. I figured out how to get the text to show in the scroll pane, right now I'm trying to get the focus box to work correctly, and then I'll have the scroll bar to mess with and I should be done with the menu part at least. At this point I just have the player and creature face and look at each other, then force first person view. I may not have a zoom in on the face, but it still looks fairly good and is a lot less annoying to me than the delay in waiting for the npc to start the dialog. I have an adult mod somehow allows you to pan the camera around while in 3rd person view, but the remarks are in Japanese and I haven't figured out how they do it or even which script the code is in. If I can figure out their technique and in the unlikely case that it works in first person, I might be able to simulate a zoom as well.
  4. Yeah, otherwise you get people like me accidentally posting before they realize this is a dead thread.
  5. I've been working on deciphering the menu system myself, while I'm by no means an expert, I'll share what I've figured out. For the most part, the game's menus are handled as .xml files, which are in the "Oblivion - Misc.bsa". In the case of the title screen, the buttons are configured in "menus\options\main_menu.xml", which also handles the main options menu in game. The moving background is provided via playing "Oblivion iv logo.bik" followed by "Map loop.bik" which are both in the "Data\Video" folder. While most mods that I've examined which retain the use of videos for this menu have simply overwritten these videos, you can actually call different videos or disable them by editing the following lines in the Oblivion.ini file. SCreditsMenuMovie=CreditsMenu.bik SMainMenuMovie=Map loop.bik SMainMenuMovieIntro=Oblivion iv logo.bik SIntroSequence=bethesda softworks HD720p.bik,2k games.bik,game studios.bik,Oblivion Legal.bik Should you chose to disable and go with a static background, the menu will use the standard in-game loading screen background and loading Icon textures (loading_background.dds, loading_symbol.dds & tes_oblivion_logo_bink.dds) located in "Textures\menus\loading". I have not been able to locate any background image or file of text strings that include those of the launcher's menu. As the link to "http://elderscrolls.com" is hard coded into the launcher, I suspect the rest is, as well. Unless I'm mistaken and just haven't located the right files yet, it is unlikely you will be able to change that one.
  6. Well, for starters, I'm not sure what all the Xs are supposed to mean, I would have assumed these were mods that were disabled because they were included in your Bashed Patch, but two .ESMs and the Bashed Patch itself also have Xs, so that can't be right. Activated mods, perhaps? But Kvatch Rebuilt doesn't have an X. So I'm kind of confused here. Your bashed patch should normally always be at the end of the load order. At the very least, it should be after all the mods that it merges. I don't see the Werewolf-Legends.esp anywhere in the list. You appear to have several other werewolf focused mods but not that one. As late in the load order that Kvatch Rebuilt and ReclaimingSancreTor are, they shouldn't be having any problems as they don't conflict with anything below them that I'm aware of. But Kvatch Rebuilt is known to not get along well with other Kvatch mods. _burning_kvatch may be causing problems. Werewolf-Legends.esp does on the other hand have several quest and dialog conflicts with TOTF. I'm not familiar with how Streamline is supposed to be achieving what it claims to do, but it sounds like it could be potentially hazardous. Other than the fact that Werewolf - Legends of the North seems to be incompatible with Tears of the Fiend, It looks like another case of turning all your mods off, selecting the ones in question and turning the others on one by one until you find the ones that are causing the problems.
  7. Just tested the Autosave theory. I got an error stating that my "path' didn't exits but name of the file it was trying to save was "Data\Backup\AutoSaveDEFAULT.bak". As I don't have a 'Backup' folder this error is quite understandable. Pre-post edit: O.K. I made the folder and the above is exactly the name of the file that the Autosave made. And the only reason I did it was so I wouldn't get a barrage of suggestions on how to fix a simple error, I knew how to fix. I will now shut off the autosave, delete the file and the folder, because I will never use them. Edit: I found one .tes file on my computer. Judging by the file header, it is a backup. In my case, the original file, was a plug-in merge done with TESCS. I have not been able create another .tes with TESCS or any of the utilities I currently use. Unlike LordGuido's screenshot shows, my .tes file is not associated with TESCS or anything else either. But the date on the file coincides with the time that I uninstalled OBMM. I'm not sure if that's significant or not, nor do I know if this information can help anyone else figure this out, but that's what I've got.
  8. I was thinking that what bben46 is saying about the .exe was true, as well, but as breathing difficulties are making it hard for me to think, I wasn't going to say anything without confirmation.
  9. @ majikmonkee1975 if you'll look at your DLCShiveringIsles.esp more closely you'll discover a file size of exactly 85 bytes, which Windows explorer will report as 1K. It contains absolutely nothing except the file header. The Shivering Isles installation procedure overwrites the Oblivion.esm with one that also has all of the Shivering Isles data. The only thing that selecting DLCShiveringIsles.esp in the loader does is activate the SI data that would then be in your Oblivion.esm. The problem is that when reinstalling Oblivion, you almost certainly overwrote the ESM that had all the SI data with the "base game only" one that doesn't have it. Therefore there is nothing there to get activated. Hence, no SI.
  10. The problem lies in the "An individual I share my computer with uninstalled Oblivion with my permission," statement. An Uninstall means a re-install. which means unless there's a backup, the Oblivion.esm with all the SI data has been overwritten with the standard Oblivion.esm that does not have this information. And DrakeTheDragon's right about the BSAs. But if the BSAs are there, the mod could be reworked, without loss of content. It's just a matter of the extent that the mod uses SI material that determines how difficult that would be.
  11. I've had mine crash when one .ESP required another .ESP but I had the load order wrong. Basically for the same reason as a missing master file crash, required data wasn't available, yet, but because the data was in an .ESP rather than an .ESM it wasn't in the masters list and Wrye Bash failed to catch it.
  12. It's got a video that demonstrates it pretty well. Check it out, http://oblivion.nexusmods.com/mods/34576 Unfortunately, there are some bugs that never got worked out and the creator moved on to Skyrim. I got his permissin to use it as I wanted so I decided to make it the way I want it. And I'm winding up redesigning the whole thing. :confused:
  13. High detail == high polygon count == low FPS. That's why normals are used. You get the look of high detail, without the FPS lag.
  14. You can use Tes4Gecko to remove the dependency on SI http://oblivion.nexusmods.com/mods/8665 If a new form for the creature was created within the mod, which is common procedure, and you still have SI's meshes, I'd think it should work, although you'd probably need to re-assign the sound files.
  15. I just got Oblivion this Christmas. To me it's still new.
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