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Everything posted by kadath
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Quest items not appearing - not being given - not being recognized
kadath replied to kadath's topic in Skyrim's Skyrim LE
Sorry for the shameless bump, but this time checking the papyrus log after having one of these issues (mentioned in the second edit, when Delphine should have given me the Horn of Jurgen Windcaller) right before quitting the game I might have found a good trace. Scripts are a bit beyond me though, as such I hope someone will be able to point me in the right direction. [02/05/2015 - 10:56:05PM] ERROR: Cannot call Enable() on a None object, aborting function call stack: [MQ105 (000242BA)].QF_MQ105_000242BA.Fragment_57() - "QF_MQ105_000242BA.psc" Line 418 [02/05/2015 - 10:56:05PM] ERROR: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [MQ105 (000242BA)].QF_MQ105_000242BA.Fragment_57() - "QF_MQ105_000242BA.psc" Line 419 [02/05/2015 - 10:57:09PM] VM is freezing... [02/05/2015 - 10:57:09PM] VM is frozen Seems like the vanilla quest script is failing to identify the needed quest item, which returns as a null object, and obviously can't be added to the player inventory in the next line. As for the reason why... :ermm:- 5 replies
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Ok, I'm at my wits' end, and I hope someone here can point me in the right direction. Sorry for the wall of text, but I'll try to be as detailed as possible, as the problem really seem quite odd (and I'm a TES player since Daggerfall, I'm quite used to bugs :laugh: ). I had a relatively issue free game 'till now, ~100 hours mainly spent doing the various city quests (I'm keeping the faction storylines, MQ and DLCs for last) and messing around with the added content from mods. However I'm beginning to notice that several quests are becoming glitchy for me: it's always related to quest items and how the game handles them. At first it was the Gauldur Amulet fragments: the game didn't recognize I had picked the second one up and the quest didn't advance. Those fragments are known to be glitchy however, so I wasn't worried. Then the quest from the Khajit caravan guard to recover the Moon Amulet in a cave: no quest marker to the cave, and guess why? Because the amulet wasn't generated in the chest and thus the quest marker had nowhere to point to. Even Mehrunes' Razor quest was a bit odd, with the quest markers pointing back to Dawnstar after I recovered the first piece, and the quest objectives not updating when I recovered the other two before coming back: it all went fine though, although in the end I had those other 2 quest items stuck in my inventory (nothing new under the sun for Skyrim). Now, however, I'm encountering the same kind of issue in several of Riften's misc quests: Alessandra's Dagger, for instance, isn't given to me after the dialogue in the Hall of the Dead, when I find Reyda's body in Ivarstead the game doesn't recognize when I pick up her amulet from her satchel, and the second quest for the Temple of Mara is just like Alessandra's: Yngvar doesn't give me the "Love Poem" book, although the quest does advance and points me to Faleen; adding the poem via console lets me continue, but then again, Faleen herself doesn't give me her letter to Calcelmo. Wylandriah's items had a similar issue: no quest markers on the map (the objectives did appear in the journal though, and all three of them could only be activated or deactivated together, don't remember if that detail is how it's supposed to be), and the quest didn't update when I picked them up. Bringing them back to her, however, still worked. EDIT: Just noticed the same happened with the Lexicon from the Unfathomable Depths quest too: the disturbed argonian gives me the quest but not the actual lexicon item. And this seems like a bad one, since the receptacle at the end of the related dwemer ruin won't activate with a lexicon added via console. :confused: While some of the aforementioned items are known to give similar troubles from time to time, usually when picked up before taking the actual related quest (the Gauldur fragments, Wylandriah's items, Reyda's Amulet), for all the other ones there's no mention of recurring bugs of the sort in any online wiki. As you can see, the issue is always related to quest items, either not being generated, given by an npc or recognized by the quest when picked up. So as first thing I looked into Tes5Edit to see if those specific items or related quests had some conflicts between my mods (I obviously suspected item and quest related mods, like the crafting overhaul or cutting room floor): several had no conflict at all and others are at worst green "conflicts" (usually with the unofficial patch). I then saved just before bringing the poem to Faleen and went the old route of disabling mods in chunk to see if I could spot the culprit. Nothing. Now I've even tried to disable every plugin, DLCs and unofficial patches included, made a clean save (as clean as such a save could be anyway, still I also removed all the orphaned scripts with the save editor) and tried again (with and without SKSE, and even starting from before the whole quest is taken): no luck. I really don't know what to try next: given the aforementioned behaviour, I guess it has to either be a script issue (It's lingering in the save, even after being cleaned) or somehow a vanilla bug that's not - as far as I could find - well documented online (which seems quite unlikely though). The only similar thing I found were bug reports from 3 years ago about an issue caused by the Cidhna Mine quest not completely closing, which isn't my case (I still verified just to be sure). Please note that this doesn't always happen (although it's gotten worse now in the Riften area): I pretty much cleared every unaligned city quest except for Riften, which I kept for last, and I'm also the thane of every other city (except Windhelm which needs faction quests). So I've had many similar quests working fine, recognizing the items, giving them to me when intended and so on. Most of these cases are easily - although annoyingly - solvable with the console, but as they begin to happen a bit too often for my tastes, and during quests that usually (AFAIK) don't have common known glitches, I'm worried some longer questline might break where the console won't be able to help. EDIT2: Eeeeyup, happens with the main quest too. When I get to Delphine after looking for the Horn of Jurgen Windcaller the quest does advance and points me to bring it back to the Greybeards, but I don't receive the actual horn from her. Yet everything worked fine just a bit earlier with Klimmek's supplies (which are received through the same dynamic, although something under the hood might be different) while doing The Way of the Voice. I begin to suspect I'm screwed. :dry: My game is indeed heavily modded (~200 plugins + a few texture/model replacements), but carefully LOOTed, BASHpatched and so on, based upon the STEP core guide and maintained with Mod Organizer, with a few additions here and there, mainly followers (and AFT), houses, outfits, the usual body, armor, NPC, animation replacers et similia. The only major additions to the STEP core are a couple things like Immersive Creatures, Climates of Tamriel, Deadly Dragons, no real big "overhaul" when it comes to gameplay mechanics, locations or quests. I do have a few NPC replacers, but they don't touch the mentioned quest givers/receivers. In the spoiler, more walls of text the load order: So, before I get a well deserved arrow in the knee for this obnoxious wall of text, is anybody familiar with this kind of issue and has suggestions on what might be the cause?
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Thank you very much Destynova: I actually saw Exeter's main replacer but I skipped it as the sticky post made me initially think it was left unfinished. A better look at it now just made me realize I was quite wrong. In the meanwhile I'm playing around with bodyslide and the amount of possible customization is indeed quite stunning. I made some conversions to the slim preset: works quite fine and the body does more or less work without too many texture issues even when throwing in the odd UNP exclusive outfit on followers, so I guess I might stick to CBBE for the time being. Through some work it should let me differentiate between outfits so as to make an "illusion" of greater variety among common npcs (which is definitely one of my main goals other than them simply looking nice: I play as a male and my main followers are mods with standalone race/bodies like Sofia anyway).
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Hello everyone. I came back to Skyrim after a long time, and my current game is going strong at almost 200 mods already (and it's - somewhat - stable! :ohmy: ), yet there's one thing I seem to be unable to find: a good, comprehensive armor/clothing replacer for either CBBE or UNP that isn't ridiculously skimpy. I'm currently using the one that comes together with the CBBE body itself (which I picked over UNP even though I like it less exactly because it has this replacer), but it covers only a selected bunch of vanilla outfits, and it's also missing all content from the DLCs. Isn't there any replacer (or package of several mods) that covers a good bunch of outfits like Killer Keos' or ChronoTrigger77's mods do, without it being a bikini/thongs galore? I don't mind the odd skimpy armor here and there, where it might feel (relatively) appropriate, but gals going around in ebony armors made by Victoria's Secret are a bit too much immersion breaking for me... :laugh:
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Hello, I'm putting this question here in the mod troubleshooting area even though my issue seems to be, technically speaking, a core mechanic one since I kind of noticed it only "thanks" to a mod. So, I've been back to Skyrim these past few days, and one of the new mods I tried is Immersive Creatures: it works flawlessly, however it made me notice an issue I never stumbled upon in my old playthroughs. One of the mod's features is a randomizer for the cell respawn times, which by default makes them be generally shorter than the 10/30 days in vanilla. What I noticed is that when a city cell resets because I've been away for several days, among the things which are reset is the npcs disposition towards me. This affects several things, from shop prices to generic greetings, but the most troublesome thing is that permanent potential followers you gained by doing them some "favor" lose their "follow me" dialogue option. This won't affect housecarls (which are handled differently), but it "breaks" non faction followers such as, for example, Uthgerd or Eola. This can be manually corrected with the setrelationshiprank console command, and of course I can at least delay the issue by setting longer cell respawn times, however sooner or later I'm bound to stumble upon the issue again. I kinda like to have short respawn times around Tamriel, but this issue is so annoying I'm actually thinking - if I don't find a better solution - of setting very high respawn times instead, at the price of having empty areas in the wilderness, so that my hard work isn't for naught after a couple ingame weeks. Is there any known way (maybe through a mod or script extender plugin) to completely prevent this behaviour on cell reset?
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I believe it's a bit hard to really tell what are the "best" or "most useful" spells from Midas Magic. They are so varied it really depends too much on subjective game styles. I too, as Fonger before me probably does, find the summon spells to be the most interesting (what's more fun, fighting the balrog with your little squad of cheesy - quite literally :tongue: - atronachs, or just spamming some nuclear blasts at the poor beast?), but also the various force spells can be both powerful and very fun to experiment with. Actually, about supposedly "weak" Midas' spells, you'll probably notice most of those that deal what seems to be too low damage for their level/magicka cost are the ones dealing physical/force damage together with elemental/magical. As those kinds of damage bypass any defense or can be quite exploited with the staggering/push away effects, they obviously cost more and aren't supposed to be judged just by some sort of dmg/s ratio. The master level area spells working only in exterior cells might look as being of little usefulness to several players, but they will be extremely useful to those who play with overhauls or any mod which multiplies spawning points in the wilderness areas. When you never meet more than 2-3 creatures you'll never need 'em, but once in your game there's the chance of being ambushed by gangs composed of a dozen bandits, well, those spells will become a blessing. The real "issue" is, imho, when people want to powerplay this mod (I do it too, you just can't help but be eager to see what that next spell will do or how will it look :happy: ): that way you end up with a cluttered spell list while you keep using only those few that you find most useful for your playing style. I believe the balance the mod aims for is specialization and characterization- as the whole creation of astral realms and specific spellbooks divided into "schools" of magic suggests: you should be encouraged at building either a paladin character who uses mostly just the holy spells, a conjurer, a destruction master specialized in a certain element, a necromancer with eldritch spells and so on. Unfortunately, the vanilla leveling system which lets you easily become a master in pretty much every skill doesn't help: you actually have to restrain yourself, something few are prone to do.
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Well, you could, for instance, do a *serious* guild questline, in style
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Does Anyone Else Think COBL is Designed Wrong?
kadath replied to David Brasher's topic in Oblivion's Discussion
Got to admit, I too was a bit scared away from COBL. I have no troubles at messing - a lot - with bashed patches and the like, I'm always close to the 255 active mods limit so you can imagine how many compatibility issues I have to struggle with daily, and after seeing how quite a lot of the house mods I like are COBL compliant I was intrigued at the very least. Once I've seen it, however, it just looked too much, trying to do and offer too many things - while I was mildly interested in just a bunch - to really be worth the effort. It happens to me with several other very popular mods, though: I never really got in OOO, for instance (let alone FCOM): too many different things for my tastes, I feel much more at ease with the good 'ol Fran's overhaul which - while it adds a lot to the game - it keeps itself inside very definite boundaries. -
Deadly reflex has that feature too? Damn, I guess I've really got to try it then. I avoided it 'till now as it has some incompatibility issues with a couple of mods I'm using, and as it does A LOT of things and it felt a bit too complex gameplay wise, but this might actually be the coup de grace to my reticenses :happy:
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Well, I use this animation replacement for hand to hand combat, however it seems it's the exact opposite of what you are searching for. Unfortunately, I'm afraid there's nothing of the sort - that I know of. Most combat animations replacers aim to achieve a more stylish, action movie-like kind of animation, rather than realism (and yes, while I do not consider martial arts "unrealistic" - of course - such animations with the usually bulky armors we have in Oblivion are just plain cheesy), and as such go in the opposite direction. Honestly, I would be quite interested in something pretty much like what you mentioned, especially if in conjunction with weapon animations: this is definitely a bit off topic, but as a medieval fencing performer myself, I always found very silly how I can't in this game mix my sword slashes with a good 'ol kick in the groin :tongue:
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Or don't waste your time, and just pick Vilja. She is THE companion for Oblivion.
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May I ask you what are your PC specs? Especially your GPU: that way I might be able to point you to replacer mods that shouldn't be too demanding for your rig. EDIT: Ok, from what you told me in your PM I gather the onboard GPU is your major bottleneck. Still, if you can actually run the gameworld with vanilla textures set as large, you can give Qarl's textures in their Redimized version a try. I could play with them fairly well on an old rig with a GPU with only 256 VRAM memory (it wasn't integrated though). There are also several lite/reduced conversions of that texture pack around, like this, but your best bet is to check this guide: it's a bit outdated on certain things, but still pretty useful, and it also offers a specific section for very weak GPUs. I would stay away from mikal33's textures, they are nice but I found them to be a bit heavy, and not a must have as Qarl's textures are imho. The various replacers for items are usually pretty harmless performance-wise, and there should be around some LOD texture replacers that don't raise the resolution but still make 'em smoother or more realistic by adding some noise. The other bottleneck you'll surely suffer from is the single core CPU, especially as it will have to work with several other integrated components. As such, probably the Unique Landscapes and Better Cities are out of your league. They aren't "replacers" (as they rebuild either the wilderness or the cities, also adding several things), so it might be a bit off topic, yet they are very popular for a good reason. However, they are quite heavy both GPU (especially if you run a texture replacer together with 'em) and CPU wise (Better Cities in particular, as it adds lots of things). Also, don't forget to use utilities and mods such as operation optimization, or Streamline (helps a lot at adapting your graphic settings in real time to keep you between a specific fps range, so if - for instance - your FPS drops during combat in the wilderness it will lower some settings of things you wouldn't probably look at anyway during combat). Finally, PyFFI is a pretty good utility for optimizing meshes (both vanilla or mod ones), and it might be the thing making the difference for you in being or being not able to run a certain otherwise too demanding mod.
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I too use the mods mentioned by Kjkirimi, plus Sinkpoints Martial Arts Animations, Spellsinger, and the Sensual Walks collection for female npcs (too bad there's nothing like that for male npcs too). You might also be interested in Personality Idles or MAO (the latter one being especially good and somewhat modular, but still because of how it's built it might give you some troubles cohexisting with other animation replacers).
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Heck, I knew it, I shouldn't have peeked at your uploaded images after reading about dolls, Yamcakes. Now I'm in love. An I'm-not-gonna-nag-you-to-death-to-see-them-realeased-but-you-can-read-between-the-lines-how-I'm-dying-inside-little-by-little kind of love. Yep. :tongue:
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I did use Natural Faces myself in the past, while previously I've used another package, Improved Facial Textures (aka IFT). Anyway, it depends on the nature of the texture replacers. Some texture replacers for body mods (such as Ozmo's) also include head textures, both for making them too high-res and to better match the new body texture (at least for females...). As such they usually override a standalone facial texture replacement. Unless the latter also includes age maps while the former doesn't (at the moment I'm not sure if Ozmo's one does indeed include 'em or not: I would bet it doesn't, but honestly I don't remember). If that's the case, what you should do is install first the facial textures mod, and after that a mod such as Ozmo's: it would override everything else but the age maps, so you would have the best of both worlds. Age maps are what appear as you increase the age slider during facial creation, simulating wrinkles and such things: better maps smooth those "aging features", making 'em more realistic and less straight out from an Evil Dead movie (I'll swallow your soul! I'll swallow your soul! :biggrin: ) However, to be honest, their usefulness in the quest for "attractive characters" is debatable: the very habit of disabling bFaceGenTexturing (which, among other things, disables age maps alltogether) for smoothing faces in certain situations/with certain races points out most people don't like 'em even when improved. I myself always set the age slider to the lowest value (15 years in the mind of Singular Inversion Facegen developers... :tongue: ), and as such virtually without any age maps, for what I consider the best result: its impact on textures is usually fugly when raised, even with better maps. While it does also impact the head shape, working as a big "default" setting which includes several of the more in depth facial sliders, it has its own idea of how an "older" face shape should be, which might be especially wrong when applied on a non-vanilla head mesh such as the ones most of the best custom races use; if with the slider at its minimum my character looks too young and I'm aiming for a more grown-up look I manually adjust the single shape sliders still keeping that general one low. They can be, though, very useful at smoothing the old(er) npcs around the world, especially if you're not using things such as TNR which already makes so many hundreds of vanilla npcs so much better that you feel so much less need of custom age maps. Naturally, I'm however an horrible, deviated, student-of-Japanese otaku pariah who fills his western RPGs with katanas, kimonos, and dresses straight out of Harajuku, and as such of course also can't be but a filthy, perverted lolicon: thus my aesthethic tastes might have been completely pearl-harboured by the evil Japanese :whistling: Believe me, it was mostly sheer luck. I made several moonshadow elf faces for the CM partnerized living mannequins hanging out in my Vaernlor Manor just to be a walking showcase of NPR's and Tona's outfits, and while they are attractive (you can't really go wrong with moonshadow elves) none of them has true uniqueness or personality. I tend to always end up with quite similar shapes, as it seems I don't have the patience to plan the whole, and I just fall into the same stereotypes I find most pleasing for each single facial feature. My Vilja came out of a lucky random generator hit which was already attractive even before all my (still admittedly rather extensive) tinkering, which, for once, was based on some shapes I would have balanced differently had I built 'em more "from scratch".
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Last time I checked the CM framework documents, IIRC, I believe it was mentioned how horse support wasn't doable for the time being and just a possible feature for future development, because of how horse scripts are handled ingame and how it wouldn't be possible to attach 'em to the main script framework itself in its current state (in short, as all CM companions share the same basic scripts, it would be a pain making it so they don't "share" the same horse). It should very well be possible, though, to build a horse script for one single CM companion, although I don't believe to have ever seen a horse-owner CM companion (there might be indeed, but I guess if a modder has the ability and time to write and polish such a feature, then he has no need to rely on the rather simple CM companion mechanics and just builds a standalone companion mod). However, I remember seeing several companions cloned from Neeshka's mod, and as such using her horse scripts: as there were several made by the same author, I suppose they should be inter-compatible (not overriding each other horses/quest markers/dialogues etc); it would probably mean using that framework for cloning a new companion isn't that hard or long (might just need some tedious renaming of references and scripts variables). Could be a better starting point to begin working on a companion able to ride his horse. AND, if they indeed work as Neeshka does, then they are much more reliable than CM partners in a lot of other game situations. As for CM companions' retard smiling, I believe it's just the result of their disposition towards you. As they need to have high disposition towards you to actually follow you, they usually get stuck with those facial emotion settings. Again, I'm afraid it's an inherent mechanic of the basic CM framework and how it uses the original game disposition system to work; nothing you can (easily) change for your personal CM based companion unless rewriting the CM mod itself. Note, however, how my previous statements are rich in "might", "should" and "I believe": the in depth mechanic of CM companion system is out of my current knowledge, and as such I might be wrong.
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I don't know about Colourwheel's mod, but the Apachii store IS indeed a bit heavy lighting-wise if I remember correctly (had it on only for a short while, as most of its outfits don't really suit my tastes): several custom light sources, plus quite a bit of new models hangin' around, some of which might take advantage from a bit of PyFFI-ing. (PyFFI is a python utility aimed at optimizing meshes). Still, as you prevent any "stating the obvious" mentioning how your vanilla "dungeons and shops and combat" do not cause fps drops, I'm inclined to suppose your game is for the most part still relatively unmodded: no big overhauls (FCOM), texture replacers (Qarl's) and the sort. If you indeed have no other MAJOR mod installed, then it is very likely Apachii store is the first mod of a considerable size (and so, in a way, considerably demanding) you installed: its unpacked resources were around 2 GB last time I checked. This might then be the first mod requiring you a further defrag of the data directory (which might affect loading times and stuttering rather than in-game fps, though - be sure to be talking about fps and not stuttering, as they are very different things) and most of all the first to test your system in front of a lot of custom content when inside the shop itself. Some further information might help understaing how serious (exactly how much does your fps plummet?) this bottleneck is and where exactly it might be located. For instance, use the console to show your video memory usage, and take note if and how much it gets higher when inside the problematic shop(s). When the video memory used is higher than the physical VRAM your GPU has, the fps obviously drop: this scenario would be likely caused by several high-res textures around in the cell, which your systems might not be able to handle as it does with the vanilla, low res textures. Apart from that, there are several utilities very handy for preventing these localized issues which aren't rare at all. First and best thing would be Streamline, an OBSE based plugin which simply adapts several graphic settings in real time to keep the game inside certain fps ranges you specify. For instance, let's say the culprit in this case are the lights and the shadows they cast inside the shop (pure speculation/example)? Streamline will detect your fps dropping, and will on the fly lower how much shadows are allowed to be drawn, restoring an acceptable fps. Once you go out and are again at high fps, the shadows will be restored.
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Yep, the neck seam is pretty much an omnipresent annoyance. Certain races (and certain combinations of body+head high res textures) are better than other on that issue, but even when they turn out to match more or less perfectly there will still be a tiny little seam where the head and the body meshes connect. This is why you'll notice a lot of custom outfits tend to have collars, necklaces or other things that cover that area; you can also find a bunch of jewelry mods especially tailored to be neck seam covers. As for your issues with the lop ears elves I don't know what might be the cause. The adult version should be only dependent on MBP 2ch .esm, while the x117 version on x117 .esp too. Are you sure your MBP is the latest version, and the full one, not the lite one (it SHOULD work with the lite version too, but I'm not 100% sure)? If it is, then maybe bashing 'em is mandatory (as their esps are actually pre BASH tagged it could very likely be the case). Use BOSS to guide you through bash tags for the other mods and as a guideline for load order, and see if with the bashed patch the crashing issue goes away. In any case, when you begin using several race mods (or pretty much any mod which messes with graphics, npcs, leveled lists et cetera), having an always updated bashed patch becomes pretty much a must if you want to keep your game stable (urrr... well, as much as Oblivion might ever be "stable"... :teehee: ).
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wondering how to change npc to custom races
kadath replied to Enochatron's topic in Oblivion's Discussion
If by "explodes" you mean it crashes, then I would guess you changed the race of the npc using the resources from a race .esp. Several times esp to esp dependencies don't work well with races, and you need first to convert the race .esp to an .esm (use wrye bash for that). Use that .esm duplicate to create and save your .esp with the modified npc; now, back on wrye bash, manually change your mod dependency from RACE.esm to the original RACE.esp (you will not need the esm anymore, it was just needed in the CS). Now you should have bypassed your crashing issues (as long as your load order and bashed patch are in good state, BOSS is your friend here, really, races can quickly get messy), but look out for other common bugs as the one SavageArtistry just mentioned. If you are, instead, modifying an already custom made npc, let's say a companion, then look if it already uses a custom race: quite often they do, as they either need specific attribute settings or specific textures. Anyway, if that's the case, the most compatible - and easiest - way to remake their appearance is not to change their custom race, but to edit the race itself it to point to the meshes and textures of the race you want them to look like (and also to enable the new relative eyes and hair). As you'll be going to just change where the meshes and textures tabs point to, you will need nothing else to make it work: still, you'll probably want to load the race mod you want to "imitate" so you can quickly glance at the correct file paths to reproduce; be careful of not creating unneeded dependencies, best way is to load that one in TES4EDIT for quick comparison. -
Well, I'll use as an example a couple of recent screenshot I made of my custom Vilja companion, the first and only face I made I'm actually 100% happy with: Image 1 Image 2 Both pics are taken with a screen resolution of 1280x1024, HDR *and* AA x2, the settings I play with (HDR can be very useful at smoothing how lighting works on the characters, given the right ambient, but as I guess you know, you can have AA on together with HDR only if you force AA from you GPU control panel). No post production (aka photoshop editing) whatsoever, and I keep bFaceGenTexturing on, as while disabling it is indeed very useful for taking screenshots in certain situations, it flattens most npcs as without it they have no age maps and everyone ends up looking quite "dolly". This is exactly how my Vilja looks in game - at least when there's a good, soft ambient lighting (warm lights are usually the best for smoothing how the face looks). Most of the merit goes to the Moonshadow elves race itself, its textures are amazing, but you can get pretty good results with vanilla races too if you use high res texture replacers (2048x2048 are enough imho, but you can even find 4096x4096 ones if your rig can handle 'em). The x117 races themselves will need such textures (as they mostly use the original Imperial ones) to look good, or you'll still end up with old midgets :tongue: I use Ozmo's textures which are already built to enchance both vanilla and several custom races contained in Beautiful People (it comes with an automatic installer, but no need to worry, both the original BP and the japanese one have the same directory tree, so it works with both from the get go), but there are at least another couple of very remarkable alternatives here on nexus. In the second pic you can see, together with Vilja, two other companions I customized, Ramy as a lop ears mini elf and Neeshka as a Lineage 2 dark elf. The latter is your standard BP one with Ozmo's textures (as you can see, quite good but still far from what the Moonshadow elves manage to be), while the former is an x117 based adaptation of the normal lop ears elves race: you can find both the original and the x117 version on the same japanese site (don't think it's allowed to link to it directly, but if you google "lop ears elf mini" it's the first result), and they too have pretty nice head meshes and textures. They tend to be a bit less "realistic" than Moonshadow elves in my opinion but still they are one of the best races out there overall (An example of an adult lop ears elf: pretty smooth, but quite more doll-like if you know what I mean). Then there's the beast races: DesuChan's Kawa Khajiits, or the Tabaxi races with their high-res textures addons are among my favourites. Finally, the hair are often a bit problematic. I've got to say the few hairstyles included in the Moonshadow Elves package are again some of the best I've seen around. The "old" Ren's or Soya hair tend to either not always reflect lighting very well (the former, especially with certain colours) or just have quite underwhelming polycount (the latter: as much as I like some of those styles, Soya hair when in bright colours are often really GHASTLY). The hair included in the lop ears elves races are pretty good too: the one I used for Ramy in that screenshot is a bit too "fake" to be honest, but as you'll see on that site, the more "traditional" ones are pretty silky and they reflect lighting pretty well in most situations.
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Playing Oblivion, After Skyrim, Plus Mods
kadath replied to ArchMageMatt's topic in Oblivion's Discussion
I believe most people who use lots of mods will still keep playing Oblivion for at least a good while after Skyrim is out. First of all, it's gonna be on a new engine, and even though it has been announced there will indeed be a costruction set the real amount of moddability is still yet to be seen (to be honest, I'm not really optimistic, but who knows). Even if it will be extremely moddable, it will still take years before offering the level of freedom and features Oblivion has reached thanks to the modding community. After an obvious exodus right after launch, I guess several people will come back to Oblivion in less than a month after a couple of playthroughs in Skyrim, and keep playing the former while waiting for the latter to become what Oblivion has become. I, for one, know will get bored pretty soon with a game without things such as Midas Magic, to just name one of several mods that nowadays make Oblivion a whole different gaming experience. -
This definitely looks sweet, as it also handles non-vanilla meshes. I've tried some of Lemunde's pocket dimension homes and those panels are a bit glitchy sometimes, but it's definitely a remarkable starting point to work on, thank you! Also thanks LFact for the static resources, they will indeed come in handy too :thumbsup:
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Hi guys. As I'm beginning to play around building a house mod cannibalizing resources from other mods to learn my way through the CS, there's one thing I'm searching for but I seem to be unable to find: static display solutions for weapons/shields et similia. As you all know, the way havok works in the engine makes it so sometimes when loading a cell the once well hand-placed items in your display cases or weapon racks go bonkers and fall through the aforementioned display case, if not actually fly around like tripping dragonflies in mescaline. :rolleyes: I know a solution for this has been done for books and bookcases in Oblivion, and in FO3 static wall displays for weapons have been made (working as containers, recognizing what weapons - only vanilla of course - you put in there, and then visualizing the relative static weapon mesh). Does anybody know of something similar made for such items in Oblivion? Even if not a standalone resource, just a one time thing implemented in a house mod could do aswell, as I would peek at it and see if I could mimic how the result is achieved to suit my needs. Thanks :happy:
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Need help for x117/lop ears elf mini - misplaced eyes
kadath replied to kadath's topic in Oblivion's Mod troubleshooting
That's the strange thing, those records are referenced only by x117race.esp, Lop-ears elf_mini.esp and the bashed patch itself. The first two pointed to the correct files, yet in the bashed patch they reverted to the default imperial eyes files. My only guess, after some pinpointing, is that it was a leftover from the ESM version of x117: I installed that one first, as - being a bigger file - I though it was the newer one, but it didn't work (and badly so, tons of missing references, I suppose it was used with the old, non modular version of BP 2ch?). The wrong record might have carried over from there, even though I had rebashed everything several times after replacing it with the correct package. :rolleyes: -
Need help for x117/lop ears elf mini - misplaced eyes
kadath replied to kadath's topic in Oblivion's Mod troubleshooting
Damn, indeed it was! :wallbash: Actually, the plugins themselves were pointing to the right meshes (god if I know, I spent the whole afternoon on them checking and rechecking every single file link =_="), but on the spur of the moment I just checked the bashed patch with tes4edit... and guess what, that was the one reverting the eyes to the default imperial ones. :confused: Which it shouldn't, though, as I don't see from where it would decide to overwrite those two fields, as the only plugins dealing with those races are the x117 and the lop ear elf ones, which already had the (supposedly) correct bash tags. Manually editing the bashed patch I was able to fix the eyes (thanks! :thumbsup: ), but as we are already here, do you know of a way to track down the source of that mixup in the patch? Maybe some full txt log generated somewhere? If I manage to find the offender this thread might be useful to other people too in the future.