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Everything posted by inggrish
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New worldspace land gone wrong
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
wow you seem awake to say its that time! haha, how do you generate textures from the render window? What do you mean by this? Cheers Matt -
New worldspace land gone wrong
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
hmm again, no luck. All co-ordinates containing 0s, always contain 00, not 0. (If I read your reply correctly this means its right?) Thanks again for the suggestion Matt -
New worldspace land gone wrong
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
hmm, thanks for your help. Unfortunately though, I do not think this is quite the problem since "uGridsToLoad" =5 in my oblivion.ini file which I believe is the default. I hav't seen this problem elsewhere in the game which is driving me insane! Cheers for your input Matt -
New worldspace land gone wrong
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
The file size has increased dramatically as you said. It has gone from 800kb up to 2mb. But why does the land still end at the same point?? -
New worldspace land gone wrong
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
Hmm, well I tried moving around the area. I buffered 15 cells in every direction around it which took a fair while. In game though it still looks exactly the same as before. (It is just a single island) Any suggestions? :/ -
New worldspace land gone wrong
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
Ok, so how do I do this? -
I am creating a new worldspace, an island; however, when looking out to sea, the floor looks like it dsoes in the screenshot. It just dissapears after a certain distance. I want the water to be very clear and clean, so i feel changing water opacitiy isnt the right option for this. So does anyone know how to extend what can be seen on the ground below the sea? Thanks for your time Matt (Inggrish)
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I have to say MAG is the best online shooter I have ever played. As long as you are in a squad with headsets who are NOT obsessed with call of duty, and actually know how to use teamwork... lets put it this way, I have never had so much fun on a shooter. Really deep customisation; unique factions in a constant ongoing war; massive replay factors, and the promise of a lot of DLC. Don't listen to reviews, if you want a shooter with teamwork that is nothing like call of duty;p this is the game for you. :)
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Hey all, it recently came to my attention that my mod Jade Manor was the mod that was causing the glitch where NPCs did not unlock the doors to their shops in a lot of places including most of the imperial district; which meant the player had to trespass in order to see the shopkeeper. I have now fixed this, and the new version of Jade manor can be found here: http://www.tesnexus.com/downloads/file.php?id=17455 Sorry to all of those that this bug affected for so long! Matt G (Inggrish)
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The "shops won't open" bug
inggrish replied to sclerocephalus's topic in Oblivion's Mod troubleshooting
Thanks all for your help. I have now fixed the problem, and to my knowledge, the bug with the merchants is no longer present. The new file is found at http://www.tesnexus.com/downloads/file.php?id=17455 If anyone could test this to make sure I have removed the bug I would greatly appreciate it. Thanks again Matt (Inggrish) -
The "shops won't open" bug
inggrish replied to sclerocephalus's topic in Oblivion's Mod troubleshooting
Yep, which is why mod makers should always use new IDs if they change anything vanilla, especially anything NPC or AI related. Haha, I started using new IDs AFTER I created Jade Manor unfortunately. Which is why there are a tonne of bugs with Jade Manor. Is there a simple way of ironing out all of these bugs? -
The "shops won't open" bug
inggrish replied to sclerocephalus's topic in Oblivion's Mod troubleshooting
Hey people. Just to say, I am the author of Jade Manor; and I got the message from sclerocephalus; and I am sorry to all those that this bug affected. sclerocephalus has offered very kindly to do a fix of it if he can. Matt (Inggrish) -
Hi everyone. Im currently putting together a team, for a new town mod. This will be a preserved ayleid town in the sky, (the teleport linked to there being located in a new ayleid ruin on the ground.) This will be a full town mod with a main quest line and side quests including a house for sale quest. It is NOT however going to be a exceptionally large town as that would simply be too time consuming! Currently there is me and Demonman, between us having decent ecxperience with interior and exterior decorating, etc, and some small experience with model creating; and some even smaller experience with scripting and creating quests; but not nearly enough! If you are interested to join our team, and you have good experience with scripting and/or creating quests or have anything you could bring to this team, please add a comment!!! Thanks a lot for reading, Matt (Inggrish); and Jack (Demonman) :thanks:
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KvatchCastlePortcullis02 problem
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
Thanks, Im glad it wasn't just a problem at my end! Haha, I want a decent portcullis to woprk still too. Oh well, yeah I will keep you updated. Ill PM you as well as adding a comment on here in case ytou dont check this (if i find a solution) ;) Matt (Inggrish) -
I don't see why the trainer mods would mess up the trainers in the game; I have used a couple before and they have been alright. Hmm, 4-5K is tonnes of gold, you are right about that. It probabaly is one of your current mods that is causing this. sorry I can't be much more help than that. Good luck finding the problem; oh and please update me when you have found the problem, I would be interested to know exactly what it was. Matt
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As you train using trainers, the cost goes up a air bit each time anyway, so personally I don't think it is a mod that is causing it, unless the jump in price is tonnes more? What sort of price did trainers use to be and what are they now? If you look around, there are some good mods out there that either change the amount of times you can train per level, or change the price to train, or even both. Here is a good looking mod that simply changes the price of training, without changing the amount of times you can train per level, so it may be what you want http://www.tesnexus.com/downloads/file.php?id=15033 Hope this helps Matt
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Suitable "Swimming pool" water?
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
Ah, thank you so much. It was the last big I hadn't realised about selecting the water for day, night, and underwater; I wasn't sure exactly what they were for so I left them alone. Haha, I had the rest of it sorted but not that. Anyway, thanks, kudos to you. Matt -
glad to be of help (If it was the link I sent you anyway!)
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Hey, this could be what you are looking for: http://www.oblivionsrealestate.com/Resourc...new_models.html its not a direct link, but scroll down to and download "OBLIVIMONK’S SET01 by Oblivimonk" It has a lot of stuff in there that you probabaly don't want, but you can pick and choose meshes, and from downloading and using it myself for a mod I am creating; I can say there are 2 very nice wood flooring meshes that are basically square fairly flat models (each one containing decking style wood flooring) Hope this helps. Check it out. There may be more out there but I am not too sure. Matt
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Suitable "Swimming pool" water?
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
Ok, how did you use that water in your mod? Its just that I copied the stats exactly to how it is in the Thermae bath mod, even used the texture for the water, yet it still is the very dark blue opaque water with very little reflection! Sorry to be a continuous pain, but Im just not sure why this is like this. I can provide screenshots if needs be Thanks Matt -
Tigerlilly Sexy Loading Screens wont display
inggrish replied to Puff3r's topic in Oblivion's Mod troubleshooting
Hey, Im no expert, but could that other mod that changes the loading screens be conflicting with the loading screens mod you want to work? (Iv highlighted it in the quote) Matt (Inggrish) -
Suitable "Swimming pool" water?
inggrish replied to inggrish's topic in Oblivion's Mod troubleshooting
Thanks for the suggestion. Iv messaged the creator of that mod, so hopefully they will get back to me on that. When you changed water yourself, did you manage the desired effect? -
:blink: Crikey, Im not sure how that has happened. If you are sure you placed the castle in the same mod file as you flattened the land and you have definately activated the file in data files to test, then I am not sure why it is not appearing. What model/object are you using for the castle exterior? :confused:
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Hi, Im currently making a new upper class house mod, and I decided that I would do something new for me and add a swimming pool/baths to my mod. My problem is though that after looking through the available water for use, none of the default waters are clear and pale enough, the closest being the defaultwater which just looks like the sea! I have tried editing/creating my own water by duplicating the default water and changing colours fog, opacity, which has helped but it hasn't touched the colour of the surface of the water which is where I really want it to change. Is there any way I can change the colour of the surface water myself without downloading someone elses mod? Its just that I want to release this mod later on, and permissions may become a problem!!! Thanks for your time Matt (Inggrish)