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Posts posted by inggrish
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ahh *censored*. i was kinda hopin thatd be it, cos i understand how frustrating it is, i wouldnt wish it on anybody. the only other option i explored was a once-off reference to a heightmap naming error, which i also changed before the problem disappeared. if you generated LOD textures:
data\textures\landscapelod\generated
there's a whole bunch of .dds files in here with coordinate names.
apparently the convention is to place two zero's (00) to signify a zero coordinate in the name. but sometimes the heightmap editor names them using only one zero. so see if there are any with only one zero, and rename the file to make them all two zero's.
Hope this helps
Robbo
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
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hey inggrish
i was having this same problem tonight, was driving me a little bit insane.
then i remembered i'd messed with my oblivion.ini earlier that day, so i restored it and my water was once again intact.
before you do that though, check other areas for the same problems (bethesda built areas) - i checked the waterfront district, and it was horribly chopped up. the only setting i can think of that might have caused this ( i never had problems when i did this kind of modding on the game about a year ago) was enabling shader 3.0 support - even though my graphics card supports it, i think it may have stuffed it up pretty bad.
cheers
Robbo
EDIT: narrowed it down to uGridsToLoad=x ; seems like x larger than 10 is the problem.
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
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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??
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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? :/
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Happens because the cells over there havn't been defined. When doing an island, you should always create a buffer of about 3-5 cells between your coastline/playable region and the edge of your worldspace. If you're working on a full worldspace, you'll need to have a similar buffer before the edge of the quads you are using.
Ok, so how do I do this?
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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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Try using Tes4edit to clean the mod. You could undo the changes to the AI packages this way. Tes4edit is the easiest tool in my opinion, but there are others.
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)
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However, there are other changes to vanilla AI packages evident from the esp file, everyone of which might cause a conflict at some point in the game. The simple fix outlined above will not cure all potential problems. Thoroughly cleaning up the esp file is likely the best solution.
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?
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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)
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Anyone?
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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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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)
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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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So, I've built up my little "basic" Oblivion build, and I'm currently playing through it with a couple of new toons (so as not to risk breaking my main guy who I generally use for FCOM rampages and bloodletting in the major cities) However, I've suddenly realised that the training costs are astronomical. Now, being a thorough guy, I generally always train my guys before I level up... but I can't afford it. I mean, I really can't afford it. After crashing through 10 dungeons, and loading my horse down so bad its groins scraping along the floor, I can afford to train twice. At level 6!!!! Something has really ramped up my trainers, and I cannot for the life of me work out what.
As FCOM is currently disabled, the only mods I have installed that I think could be responsible are TIE and COBL. But TIE doesn't seem to be functioning right anyways. (working on that one- probably a minor conflict) ... yet neither mention anything anywhere about ramping up the trainer costs. And with both and/or one or the other disabled, theres no difference. Still astronomical training costs.
Now, I'm not the console cheat type, so I don't want "just type playeraddskillblahbloodyblah..." as an answer... but does anyone know which mod could be guilty of this or, better yet, what .ini (if any) value controls training costs? Just so I can nerf it back down to a somewhat more acheivable level...
Thanks in advance.
Jen.
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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I apologize if this seems remedial, but always start with the simple things first.
It sounds like you just haven't applied the water to the cell. Right click on the cell and Edit it. In the area that says "Has Water" there is a dropdown menu; make sure your new custom water is selected.
Failing that, on the lower left side of the Edit Water window is a dropdown where you select which water type is used for day, night, and underwater. Make sure your new type is selecting itself.
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
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Thanks! That resource pack was just the sort of thing I was looking for.
glad to be of help (If it was the link I sent you anyway!)
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Very simple question... I'm sure this has been asked many times, but I couldn't find anything with a half hour of google and forum searches, and there's nothing under a search for 'wood' in the moders' resources download list either.
I noticed the only static object for making wood floors is static/floorplane01, but it's broken (erroneous data in the nif, broken normal mapping, wrong sound for footsteps, etc). Is there any wood floor resource available out there?
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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Yes, but I was mostly copying from somebody else, not setting out to create an effect I was specifically looking for. I use the water from Thermae Baths indoors in my own mod, and, essentially the water from Sweetspring island in my worldspace.
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
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I've tried putting the mod at different points in my load order and no matter where I put it I only get the vanilla load screens. The no text part of the mod is working fine, just not the screens. I recopied the files to the correct folder a few times to be sure they were there. Here is my load order:
Oblivion.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Better Cities Resources.esm
CM Partners.esm
Colourwheels Sexy Female NPCs.esp
Colourwheels Sexy Female NPCs Vwalk.esp
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Enhanced Water v2.0 HD.esp
Enhanced Water v2.0 HD - SI Addon.esp
Atmospheric Oblivion.esp
WindowLightingSystem.esp
AliveWaters_nofish.esp
All normal clothes buyable.esp
Oblivion_SI Vwalk Full.esp
Spell Delete And Item Remove.esp
Update My Statue.esp
Living Economy.esp
Living Economy - Items.esp
Cutthroat Merchants.esp
Landmarks, w Wells.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCOrrery Vwalk.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCMehrunesRazor Vwalk UOP.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
Growlfs Hot Clothes.esp
Jedi LightSabers with Sound.esp
SpeedBuster Collection.esp
Colourwheels Sexy Stock Armor & Clothing Replacer.esp
Colourwheels Sexy SI Armor & Clothing Replacer.esp
AncientTowers.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCThievesDen Vwalk UOP.esp
Cobl Glue.esp
Cobl Si.esp
Cobl Tweaks.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Water_Weeds.esp
OOO-WaterFish.esp
Naughty_Joana_01.esp
Apachii_Goddess_Store.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCfrostcrag.esp
FrostcragRebornCobl.esp
DLCfrostcrag Reborn Vwalk.esp
Knights.esp
Knights - Unofficial Patch.esp
Knights Vwalk UOP.esp
road+bridges.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora] - DLCFrostcrag.esp
Colourwheels Sexy Imperial Legion.esp
Colourwheels Sexy Imperial Legion Vwalk.esp
Colourwheels Sexy Bank.esp
Unlimited Amulets and Rings - Shivering Isles.esp
boh_dungeonbgone.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_DLCSpellTome.esp
SM_OOO.esp
SM_COBL.esp
SM_EnchantStaff.esp
SM_VanillaSpells.esp
SM_UnlockSpells.esp
SM_NoSpellLights.esp
SM_Scrolls.esp
SM_SigilStone.esp
CM Partners.esp
CM Partners NPC.esp
Cobl Races.esp
[GFX]_Initial_Glow-all.esp
Get Wet.esp
Real Lava 1.3.esp
NRB4 Standard Road Record.esp
Streamline 3.1.esp
ANBMiniMicroBikini double melon.esp
Kurtis's Spell Pack v1.0.esp
DMRA Stock Clothing Skimpy.esp
DMRA Stock Armor Skimpy.esp
DMwardropemerged no enchant.esp
Loading Screens - Vanilla No Text.esp
Better Cities .esp
Better Cities - Full City Defences.esp
Better Cities Full.esp
Better Imperial City.esp
Better Imperial City FPS Patch.esp
Better Cities - COBL.esp
Better Cities and IC Vwalk.esp
Better Cities Full FPS Patch.esp
I use BOSS for the load order and OBMM to manage the mods. Any help would be appreciated.
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)
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You can change the water yourself, but I've only done that once so am not qualified to explain it to you.
Poke around on the wiki http://cs.elderscrolls.com/constwiki/index.php/Main_Page
In the meantime, the Thermae Bath Mod has excellent indoor swiming pool water.
http://www.tesnexus.com/downloads/file.php?id=9800
Plus, it also includes an excellent Thermae Bath, both interior and exterior.
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?
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: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)
New worldspace land gone wrong
in Mod troubleshooting
Posted
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