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Nexus Mods Profile

  1. So I have been busy working on a mod to make a rideable wolf and have made a saddle for it however when rigging it in blender i encounter a problem. When i've parented my skeleton to my mesh and pose my skeleton the saddle seems to move quicker than the skeleton. This results in the saddle becoming misplaced in the game any help would be great :) Thanks, Hawk
  2. If you suffer from the issue where in the construction set clicking any AI package will crash the set there is one simple solution... Just unplug your graphics tablet. Just tested and it works Try it and have fun making AI mods galore :thumbsup:
  3. have you fixed this yet? If not try turning your texture size to large in video options
  4. if you havent fixed this i think the command is player.setalpha 1
  5. if you havent sorted this problem read this: http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Collision
  6. Ok so you do not need to repackage the texture you simply have to put it in your "Oblivion/Data/Textures/book" folder Then simply refer to the file name in the code of the book for example if your filename was "wantedposter2.dds" for instance you would put <IMG src="Book/WantedPoster2.dds" width=512 height=690> This would refer to the new file in the data folder Textures/book. Then simply save the mod where you edited the book. To package just put the "Texture/book/WantedPoster2.dds" folder structure into a zip with the .esp file saved with the CS. This will make it so that the user can install it when downloaded. You may already know this but i thought i would write this tutorial just in case. :thumbsup: Also for the image settings they all look fairly good as they are (i'm not an expert on textures). However will need a normal map to go with the image. see "http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_Photoshop_or_Paint_Shop_Pro" for info (was the first link i found but should be what you need) The normal map's name should be followed by _n so for instance WantedPoster2.dds becomes WantedPoster2_n.dds. simply put both of these files in the same folder and due to the naming convention simply using the colour map image (WantedPoster2.dds) will make the texture use it's normal map. Hope this small tutorial helped :thumbsup:
  7. Ok so I had this problem and i would like anyone who has this problem to check this: Go into event viewer on your computer (accessed by doing into start then type into the search box "event viewer") after this has loaded up (it may take some time) go into "windows logs" found in the left bar on the interface. Now click application. This will bring up a list of all events that are application based (Crashes, warnings, etc). Minimize your event viewer and load up the construction set and cause the crash. Now return to your event viewer and press refresh found on the right-hand side of the screen. Now check the new events... You should recieve two if not cause the crash again and refresh again. you should recieve an event with event ID 1000 This will be an ERROR. You should also recieve an error ID 1001 this will be an information event. look in the 1001 and under the general tab just below the list find the line Event Name. If the event name is BEX I believe this is a buffer overload... And yes this is my problem. I also believe if this is the case for you it may be bethesda that needs to fix it.
  8. I may have a solution (just a thought i had last night): I would try to install the oblivion patch first THEN install the Shivering Isles patch perhaps this is the way this was originally intended to work?
  9. Yes vista is still somewhat... buggy... but i think i have seen at least one case of this on 7
  10. Supersonic horses... sweet... Anyway so getting off the horse still results in normal gameplay other than the obvious (supersonic horse)?
  11. here's another idea: Are you using OBSE? If so put into console: con_SetIniSetting "fGlobalTimeMultiplier:General" 1.0000 If not using OBSE go to C:\Users\<Your user>\Documents\My Games\Oblivion and open oblivion.ini and modify fGlobalTimeMultiplier. Make it 1.0000
  12. Stupid question but have you restarted the game?
  13. My computer must just be odd >.< What file does it say it can't find?
  14. ok so if u try to run the installer now does it still say the same number? From my experience of the updater it is a little odd because i have found that even when it says it will not update it still does the update. So run the installer again and if it does change the version number you should be ok otherwise another solution will be needed.
  15. I had this problem with it stopping at 50% however i suggest you check your game and look in the bottom left corner (version number to see if it's updated anyway). Mine updated even after it said it had not and yes all mods do work however if this is not the case i will try to suggest some other solutions ;)
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