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SiniVII

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Everything posted by SiniVII

  1. Found out. If anybody wonders for the future: Just delete all the tri.'s except one, and shrink the last one till it's so tiny you can't see it.
  2. Trying to replace a greatsword skin with a longsword atm, and I can do that, that was as simple as dropping some files into a folder... But the sheath remains. How would I go about removing said sheath. I assume I'll unpack some files for that particular longsword I am trying to replace, find out which file has the sheaths and ... Replace those files with empty ones?
  3. I found out. For any future curious folks out there... Don't do it. It won't work. But what happened? I hear you ask... The game crashed. /shrug
  4. Using TES4Edit. If a mod messes with the vanilla Races and NPC's, and I want none of that, and I go in and manually delete every edited NPC and RACE entry of that mod through TES4EDIT... What would happen? Would the ESP insert Blanks instead? Would the game use the Vanilla or some other mods NPC and Race records? What would happen? But for what purpose? I hear you ask! Some mods have some things I like... And some things I don't. I'm just fine tuning em' is all.
  5. Thanks for the answer. I resolved it by following my second conclusion:Don't launch OBSE through MO and stuff it directly into the Oblivion directory. After having used MO for a couple years, every fiber in my body is screaming "NOOOOOOOO! YOU GOTTA KEEP THE INSTALL FOLDER CLEAN!!!" But I can deal with that. So yeah, resolved!
  6. To the point; Is there any mods I can't use with the GOG version over the Steam Version? Does it really matter? In my head, it shouldn't matter, but my head and reality are disconnected at times. OBSE & Mod Organizer... Do these two not interact well? Or not? I honestly can't tell. I have a couple OBSE mods installed, and they seem to work fine, and running the OBSE tester mod and checking the OBSE.log both gives me the A-OK in written format, that Mod Organizer does in fact run OBSE. Enhanced Camera for Oblivion, an OBSE plugin, doesn't work through MO though. So OBSE tester and the log, are both lying. I am confused... It seems MO really doesn't handle the plugins directory or something. I tried running it without any mods on a clean profile through MO, except for the base OBSE scripts and Enhanced Camera enabled, but no dice. So is the lesson here... Don't use the GOG version? Or is it Don't launch OBSE through MO? Or is it simply: Don't use MO? Halp
  7. Nevermind, I got it working. Now I just need to add some finishing touches and I'll have done something successfully with Blender! 24 hours spent. Feels nice...
  8. Are there any recommended export settings I should be using? As right now I am rather clueless. I have managed to export a mesh and see it in-game, but the textures were all wrong, In the Geck the outfit shows up as completely black, and in-game they are a jumbled mess, so I figured I must've messed up at the export phase, as when I checked the Nif in Nifskope, it had all the right texture paths for the texture I wanted to use on each individual object. It's an outfit conversion from one bodytype to another.
  9. http://www.nexusmods.com/fallout3/mods/2631/? Following sickleyields guide: https://sites.google.com/site/sickleyield/uf3clothingconversion On part 3 it says to use Nifty, but since i grabbed all my models from New Vegas with the intention to use em New Vegas, I am a bit cautious... I assume it's fine, as lots of meshes from Fallout 3 can be used directly for FNV as replacers already... But it's better to be safe than sorry.
  10. UPDATE: DISGREGARD THIS. I solved it by doing it all from scratch in 2.49b! This time, everything was on the same scale. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Version 2.49b So I started out trying to convert some armor from one bodytype to another using Blender 2.78. As 2.49b is recommended for the older Gamebryo games, I swapped. I loaded up the project I worked on yesterday in 2.78, then I exported that project as an obj file, and imported it in 2.49. It was real tiny, but I just zoomed in till I could see the details. Then I selected all the meshes, imported the vanilla FNV .nif skeleton as a parent for all selected, and it worked... But it was in a completely different scale, a giant by comparison to the imported obj. file. I tried loading the blend project I made in 2.78 directly in 2.49b, but then the scales were opposite, the skeleton was same size, but the project was giant by comparison. Pictures of what I mean: http://imgur.com/a/VzKAP How do I get around this? Can I not load a blend project made in 2.78 in 2.49b? I was told I can get around this by saving the blend project as an obj. file, so I did and it does work. Was the problem that I saved a blend project in 2.78, closed and re-opened it? Instead of saving it by exporting it as an obj file?
  11. YES! My efforts can still be salvaged! Thanks a lot, I'll go ahead and do just that.
  12. So I may have made a mistake... I wanted to play around with blender, alter some meshes for a couple New Vegas armors, 7 hours later I am halfway done and have just about gotten semi-comfortable with the UI layout and the basic tools. Then I read somewhere that people really recommend Blender 2.49 for editing Nif files, supposedly has more support for nif export/Importing. You can get Nif scripts for 2.78 as well, I did, but I also have no idea of the difference it makes as I started with Blender 7 hours ago. Is this going to be a big problem if I want to make models for the older games...? I am terrible sleep deprived right now, can barely hold a coherent thought. Gonna have me a little rest I think...
  13. It was a steam problem. We cleaned out the steam cache and re-downloaded the game, then and now it runs fine. Thanks for all your help people.
  14. It's not just the auto-saves... He can't save AT ALL. I gave him a save-file where we were past all the enforced auto-saves in the beginning, and he can play until he saves. The game is as vanilla as can be aside from me cleaning the ESMs... SKSE and ClearInvalidRegistrations=1 didn't help. His game is f*#@ed. I'll eat my own hand now as this is an utter defeat. I don't understand.
  15. Don't worry about your English, it's good enough to understand what you're getting at. Thing is, he isn't using ANY mods. It's modless, completely vanilla, and it still crashes. I cleaned the ESM's today(Well, he did while I was supervising) and that is the only alteration of the game files that he has, and he still crashes. Just as we noticed it was happening on auto-saves, something urgent came up and we had to stop, so we're going to try disabling auto-saves tomorrow and see how it goes from there.
  16. Try creating a new game first, then load the old file. If that works, try out Ians139's solution. I can personally vouch for the "Continue Game No Crash" mod, it doesn't really solve the problem itself, but it does do a very effective workaround which avoids the problem entirely.
  17. We figured out where he crashes, it's on auto-saves. How to fix that other than disabling auto-saves alltogether (which is not a bad idea at all), I don't know.
  18. I apologize, I forgot to mention that I was using Mod Organizer to begin with... Oops. I had already done a lot of what you suggest, albeit I skipped some tedious steps that I didn't deem necessary for running the vanilla game, like cleaning the ESM's... I'll go back and redo it all.
  19. UPDATE: Solved it. Steam was downloading a broken version. Once we cleaned the steam-cache and re-installed the game, it ran fine. Huh... Wow. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Trying to troubleshoot for a friend of mine, as his skyrim keeps crashing (regular skyrim, not SE). He runs it on Microsoft Windows 10 Home x64. Synopsis: Basically, he crashes when he hops off the wagon in Whiterun, he doesn't even get to character creation. When we tried it with Alternate Start mod installed, he crashes after character creation. The unofficial skyrim patch and Alternative Start are the only mods installed along with SKSE, both are harmless in terms of causing CTD's to my own experience. We have tried re-installing skyrim and deleting and re-creating the INI files, all the standard stuff like running it at low settings, but he can't even run regular skyrim(modless) without crashing. After years of modding skyrim solving countless issues on my own system, I am stumped, as this is not related to any mods because he doesn't have any anymore, we moved all of his mods away erased any remnants when we re-installed Skyrim. USLEEP and Alternative Start are both harmless and should not cause CTD's. I was guiding him through Skype's screenshare function for everything. Personally, I am running Windows 7 and have little knowledge of the cogs that turn Windows 10, much to my own frustration. I'd appreciate any help I can get. Hardware: CPU: AMD A10-7850K Radeon R7 GPU: AMD Radeon R9 390 Series RAM: 32GB Mod Manager Tool: Mod Organizer Papyrus Log: Running USLEEP and Alternative Start, from what I could get from the authors the error checks are normal? [11/23/2016 - 05:51:02PM] Papyrus log opened (PC) [11/23/2016 - 05:51:02PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [11/23/2016 - 05:51:02PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [11/23/2016 - 05:51:02PM] Memory page: 128 (min) 512 (max) 76800 (max total) [11/23/2016 - 05:51:19PM] error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 22 [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 17 [11/23/2016 - 05:51:19PM] error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 26 [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 17 [11/23/2016 - 05:51:19PM] error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 30 [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 17 [11/23/2016 - 05:51:19PM] error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 34 [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 17 [11/23/2016 - 05:51:19PM] ==== LAL: Mod support check - Ignore errors about missing files. ==== [11/23/2016 - 05:51:19PM] error: File "Chesko_Frostfall.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 85 [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.OnInit() - "ARTH_LAL_VersionTrackingScript.psc" Line 56 [11/23/2016 - 05:51:19PM] error: File "Frostfall.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 90 [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.OnInit() - "ARTH_LAL_VersionTrackingScript.psc" Line 56 [11/23/2016 - 05:51:19PM] error: File "teg_returntohelgen.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 110 [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.OnInit() - "ARTH_LAL_VersionTrackingScript.psc" Line 56 [11/23/2016 - 05:51:19PM] error: File "Keld-Nar.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 118 [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.OnInit() - "ARTH_LAL_VersionTrackingScript.psc" Line 56 [11/23/2016 - 05:51:19PM] error: File "ShezriesOldHroldan.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 127 [ARTHLALVersionTracking (06049F33)].arth_lal_versiontrackingscript.OnInit() - "ARTH_LAL_VersionTrackingScript.psc" Line 56 [11/23/2016 - 05:51:19PM] ==== LAL: Mod support check - Done. ==== [11/23/2016 - 05:51:22PM] DLC1: Starting DLC1 Initialization quest. [11/23/2016 - 05:51:22PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (02016E02)>] DLC2Init quest START [11/23/2016 - 05:51:22PM] PATCH 1.5 QUEST HAS STARTED [11/23/2016 - 05:51:22PM] PATCH 1.6 QUEST HAS STARTED [11/23/2016 - 05:51:22PM] PATCH 1.9 QUEST HAS STARTED [11/23/2016 - 05:51:27PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (02016E02)>] DLC2Init quest DONE [11/23/2016 - 05:51:28PM] PATCH 1.4 QUEST HAS STARTED [11/23/2016 - 05:51:29PM] DLC1: DLC1 Initialization quest done. [11/23/2016 - 05:51:30PM] VM is freezing... [11/23/2016 - 05:51:30PM] VM is frozen
  20. EDIT: Yep, I was right. That fixed it, so I'll just leave this here in case somebody else has the same question. Oldpost: So I downloaded a mod, that is Light Armor. As I play a mage relying on the Mage Armor perk, I don't want it to be. So I wen't into the creation kit, opened the armor and changed the Light Armor into None, so it'll count as Clothing and changed the armor rating to 0. But for some reason, even when my armor is now just clothing, the Mage Armor perk still doesn't affect it. What gives? I checked out the mod in TES5EDIT, and the armor has the "light armor" keywords, is that the problem? Do I need to change the keywords?(easily done through TES5EDIT).
  21. I am ripping my hair out right now as I've been stuck on this for two days. So I've downloaded some NPC and follower mods, but I don't like their looks or stats, so I go into the creation kit to change these. I have managed to do this before, but it seems like a scattershot to me right now as sometimes it works and sometimes it doesn't? And I don't know if it's something to do with my procedure or a bug with the kit itself. Here's my procedure: 1. In the Creation Kit, I load the mods I am going to use assets from, and don't select any as active. 2. The modifications are mostly about changing a race from Breton to Argonian for example, and creating a couple new classes with AI Combat Classes to accompany them, simple stuff. 3. Then I save, make a new ESP and I am done with the creation kit. 4. Now the ESP doesn't have any dependencies, so it's not going to work since I am using assets from other mods, so I open Wrye Bash and add the ESP's I used as Master for my new ESP using the "Add Masters" function... Alternatively I add masters by manually editing them into the ESP using TES5EDIT. 5. I run a test through Tes5Edit to see if my version of the NPC successfully overrides (conflicts with) the original(asset) ESPs. If they do, it works... But... 6. They don't work, nothing get's overridden and somehow I end up creating multiple duplicates of the same NPC with none of the changes I made, and I don't know why because I swear that the steps I've done above have worked in the past. The only things that stick are the created classes and combat AI, nothing else does. The ESP does not load the assets I used from the other ESP's... Why? I thought if an ESP used others as masters, it would require the same assets as those esp's used and would load those as well, but that doesn't seem to be the case. I am a little confused by this as I thought I understood the creation kit to some extent after having used it since Bethesda released it.
  22. So here's what I am trying to do... I have a head texture I like for khajiits. I have a body texture I like for khajiits. But here's the crux of the matter... They are not from the same mod, so there are visible, but very slight color differences. While they are similar, the head has slightly warmer coloring compared to the body's colder color texture. This creates a visible gap between the two textures, I don't care much for the neckseam being inconsistent as that can be hidden in various ways, what I want is for the colors on the head and the body to be within roughly the same color range, preferably turning the head's warmer coloring colder. Is there way for me to do this with GIMP? I know a very basic method of just applying another layer ontop of the exising one and pour a color over the entire thing and then up the transparency in an attempt to change the color, I've also toyed around with brightness/contrast values, but that seems so crude, and I want to go for quality... Which means I probably need to switch to Photoshop or something doesn't it? I need some help/tips, as I've been scouring google for a while but I can't seem to find guides related to this specific matter.
  23. I think it does, sadly. Sturges will ask you to hack the institutes computers the first time you use the teleporter, like right before you enter it. I am not entirely sure though, as I haven't tried the BOS route.
  24. Potion Miscibility is apparently something out of DnD first edition... Now I wouldn't know, I didn't play em, but I love the concept. Basically whenever you chug multiple potions, there's a chance for alternate hazardous (or helpful) effects to occur because the two potions you drank are mixing in your belly. It adds mystery and wonder to alchemy, but also adds a risk to potion consumption. This is the table I found online and should give people an idea of what I mean:
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