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moogatron

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Everything posted by moogatron

  1. Just been looking at the texture again, compared to the objects in-game, and I think what was throwing me is the texture has both the 'diamond' and square textures, some objects only use one section of the texture, others use both, etc. So no missing textures (think I was kind of hoping there were, haha!) but there is some form of colouration going on to make the same texture green on some of the wallbaskets and not others.
  2. In photoshop you would see the alpha channel in the Channels palette, if it exists. I tend to make sure I check it before saving, as I think the nvidia dds plugin just remembers the last format you used, so it's easy to inadvertantly add or remove the alpha channel! (I think?!)
  3. Hi I managed it to extract them with FOMM (Fallout mod manager). If you google FOMM the sourceforge link should work. I don't have Fallout 3, and if you don't you will have to cancel out of the wizard, but once it's installed it associates with the .bsa files. So then just browse to your .bsa fils for skyrim and open them, they will pass to FOMM and extract.
  4. Greetings! Wallbaskets... those hexagonal woven thingies in the Whiterun buildings... have been puzzling me slighlty! There appears to only be a single wallbasket texture. (In clutter\wallbaskets01.dds, if we don't include the feathers and trim (wallbaskets01details01)). Yet in game there are a variety of these, in different colours! I'm wondering if either: a) FOMM did not extract all the textures correctly b) there is some nif magic going on to recolour parts of the objects? I thought a) was more likely, but I'm having doubts now! I had a quick play with the latest nif.xml I could find, and looked at the strings in nifskope for the basket meshes, but I could only see the one texture... but it crashed on some of them! :( Any ideas? I suppose I should just be more patient haha!!
  5. Figured it out... can't generate in interior cells! Duh.
  6. (Just noticed you have a bashed patch so you have it already...) I am by no means an expert on this but I believe you might be able to do the following: go somewhere interior and vanilla wait for 3 days + 1 hour save game and exit in wrye bash, disable all mods that you can (no quests/npcs/item storage that you don't want to lose). regen bash patch go into the saves tab, and edit the master list for that save to remove the mods you just disabled. might want to try the remove bloat function on the save game as well. Note this is purely guesswork, but it might be worth a try!
  7. I had a similar issue recently, found Wrye Bash to be useful in tracking it down, it has various tools for save games. (Which Mods the save requires etc.) I believe sometimes it will be a mod that is now missing/corrupted causing this problem? Sorry that's rather vague!
  8. Sorry, ignore this, I found it in the details section!
  9. Hi I've just uploaded something to nexus and it has gone into the "Default - I forgot to set this" category, how can I change this?! Have tried the tags, but they don't seem to correspond?
  10. Hi I am unable to generate any pathgrids at all in the construction kit... I just get an Assertion error: Assert at, 1629516914 This happens even if I only select Oblivion.esm in the construction kit and try to regenerate in an existing cell. I have tried reinstalling the construction kit, but it still happens. Anyone else had this issue?
  11. Are you using both the AgarMoreVariedSpellEffects.esp and the AgarVariedSpellSounds_SupremeMagicka.esp? I am only using the latter, and I think it is working here, perhaps disable the original and just use the latter? (If you aren't already!)
  12. Hi Was wondering if anyone has any idea how I could go about amending one of the pose mods (eg. CT Add Pose) so that a pose that I have applied to an NPC is permanent? I have tried commenting out some parts in a couple of the scripts (shown below) in an attempt to retain the quest variables that the animation conditions are dependent on, but it don't know if that is helping or not! Any ideas? ScriptName a000CTPickIdleScript Begin ScriptEffectStart if a000CTAddPoseQuest.target == GetSelf pickIdle ; Message "pickidle: target=%g, major=%g, minor=%g", a000CTAddPoseQuest.target, a000CTAddPoseQuest.major, a000CTAddPoseQuest.minor else MessageBox "CTKeepPoseScript start: Illegal State Error." endif End ;Begin ScriptEffectUpdate ; Message "finish: target=%g, major=%g, minor=%g", a000CTAddPoseQuest.target, a000CTAddPoseQuest.major, a000CTAddPoseQuest.minor ; set a000CTAddPoseQuest.target to 0 ; set a000CTAddPoseQuest.major to -1 ; set a000CTAddPoseQuest.minor to -1 ; RemoveSpell a000CTPickIdle ;End ScriptName a000CTAddPoseQuestScript float fQuestDelayTime short onece short menu ref target short major short minor Begin GameMode if onece== 0 set onece to 1 Player.addSpell a000CTAddPose Player.addItem a000CTAddPoseCrystal, 1 set fQuestDelayTime to 0.2 endif ; if target == 0 ; set menu to 0 ; set major to -1 ; set minor to -1 ; StopQuest a000CTAddPoseQuest ; return ; endif if menu == 0 if MenuMode == 1 return endIf set menu to 1 if major == -1 ;; MessageBox "===[ M A I N M E N U ]===", "[ Exit Menu ]", "[ Reset Current Pose ]", "< Major 0 >", "< Major 1 >", "< Major 2 >", "< Major 3 >", "< Major 4 >", "< Major 5 >", "< Major 6 >", "< Major 7 >" MessageBox "== Main Menu ==", "[ Exit Menu ]", "[ Reset Current Pose ]", "< Standing >", "< Attack >", "< Fallen >", "< Misc >" elseif major == 0 ;; MessageBox "==[ Major 0 ]==", "[ Back to Main ]", "< Minor 0 ?", "< Minor 1 >", "< Minor 2 >", "< Minor 3 >", "< Minor 4 >", "< Minor 5 >", "< Minor 6 >", "< Minor 7 >", "< Minor 8 >" MessageBox "==[ Standing ]==", "[ Back to Main ]", "< Stand 01 >", "< Stand 02 >", "< Stand 03 >", "< Stand 04 >", "< Stand 05 >", "< Stand 06 >", "< Stand 07 >", "< Stand 08 >" elseif major == 1 ;; MessageBox "==[ Major 1 ]==", "[ Back to Main ]", "< Minor 0 ?", "< Minor 1 >", "< Minor 2 >", "< Minor 3 >", "< Minor 4 >", "< Minor 5 >", "< Minor 6 >", "< Minor 7 >", "< Minor 8 >" MessageBox "==[ Attack ]==", "[ Back to Main ]", "< Attack 01 >", "< Attack 02 >", "< Attack 03 >" elseif major == 2 ;; MessageBox "==[ Major 2 ]==", "[ Back to Main ]", "< Minor 0 ?", "< Minor 1 >", "< Minor 2 >", "< Minor 3 >", "< Minor 4 >", "< Minor 5 >", "< Minor 6 >", "< Minor 7 >", "< Minor 8 >" MessageBox "==[ Fallen ]==", "[ Back to Main ]", "< Fallen 01 >", "< Fallen 02 >", "< Fallen 03 >", "< Fallen 04 >" elseif major == 3 ;; MessageBox "==[ Major 3 ]==", "[ Back to Main ]", "< Minor 0 ?", "< Minor 1 >", "< Minor 2 >", "< Minor 3 >", "< Minor 4 >", "< Minor 5 >", "< Minor 6 >", "< Minor 7 >", "< Minor 8 >" MessageBox "==[ Fallen ]==", "[ Back to Main ]", "< Misc 01 >", "< Misc 02 >", "< Misc 03 >", "< Misc 04 >" elseif major == 4 MessageBox "==[ Major 4 ]==", "[ Back to Main ]", "< Minor 0 ?", "< Minor 1 >", "< Minor 2 >", "< Minor 3 >", "< Minor 4 >", "< Minor 5 >", "< Minor 6 >", "< Minor 7 >", "< Minor 8 >" elseif major == 5 MessageBox "==[ Major 5 ]==", "[ Back to Main ]", "< Minor 0 ?", "< Minor 1 >", "< Minor 2 >", "< Minor 3 >", "< Minor 4 >", "< Minor 5 >", "< Minor 6 >", "< Minor 7 >", "< Minor 8 >" elseif major == 6 MessageBox "==[ Major 6 ]==", "[ Back to Main ]", "< Minor 0 ?", "< Minor 1 >", "< Minor 2 >", "< Minor 3 >", "< Minor 4 >", "< Minor 5 >", "< Minor 6 >", "< Minor 7 >", "< Minor 8 >" elseif major == 7 MessageBox "==[ Major 7 ]==", "[ Back to Main ]", "< Minor 0 ?", "< Minor 1 >", "< Minor 2 >", "< Minor 3 >", "< Minor 4 >", "< Minor 5 >", "< Minor 6 >", "< Minor 7 >", "< Minor 8 >" else MessageBox "Illegal State Error: Menu == %g, Major == %g, Minor == %g", menu, major, minor set target to 0 endif elseif menu == 1 if major == -1 short button set button to GetButtonPressed if button == -1 return elseif button == 0 ;;; Cancel set target to 0 elseif button == 1 ;;; Clear pose set major to 999 set minor to 999 target.AddSpell a000CTPickIdle set menu to 999 ;; dummy else set major to ( button - 2) set menu to 0 endif else if major >= 0 && major <= 7 short button set button to GetButtonPressed if button == -1 return elseif button == 0 ;;; Back to Main set major to -1 set menu to 0 else set minor to (button - 1) target.AddSpell a000CTPickIdle set menu to 999 ;; dummy endif else MessageBox "Illegal State Error: Menu == %g, Major == %g, Minor == %g", menu, major, minor set target to 0 endif endif End
  13. Hi Thank you. I have had a little look into the distance options in the Oblivion.ini file, and it all seems to relate to the game itself rather than the construction kit? But I'll look a bit more... And I'll take a look around for those testing areas! Thanks
  14. Hello there! Been lurking and trying out a few mods recently, and have decided to try my hand at a little modding.... But I have a couple of questions I've not been able to find answers for, and I was wondering if someone here might be able to help... apologies if I've just been looking in the wrong places! 1) Is there any way to increase the draw distance within the construction kit, beyond what is available in the preferences?? It seems awfully short! Even a wireframe at a distance or something might be helpful! 2) In a tutorial I was reading on the construction kit wiki, it suggests creating your own kind of stock/library areas, showing for example all of the architecture pieces of a specific type (sewer, cave etc.), so that you can easily see which piece you are after. So... I started to do this before realising (a) it would take quite a long time to do all of the bits, and (b) perhaps this has been done before! So my question is - is there an esp or even something in vanilla that shows all the separate pieces like this? I've tried looking , but no luck so far :wacko: Thanks
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