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IcelandicPsychotic

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Posts posted by IcelandicPsychotic

  1. 2 hours ago, Striker879 said:

    Try beginning the texture and normal map names with a letter rather than a number and see if it makes a difference.

    The texture names start with an "O", not a zero. 😁

     

    1 hour ago, RomanR said:

    According to this topic this can happen in CS when the texture dimensions aren't power of two - 2,4,16,32,64,128,256,512,1024 etc. However I can't tell if it applies to other parts (normal maps etc.) too.

     

    Strange. I didn't change the dimensions of the texture, I only added the tower-skull thing below the symbol of the Empire. Maybe the added images need to be in the power of two as well?

  2. 3 minutes ago, LenaWolfBravil said:

    But you gave the texture a different file name, right? What is the file name of the original, of your new texture and of the normal map?

    Yes, the original texture is named icbanner01.dds and its normal map is icbanner01_n.dds

    The name of the new texture is OIbanner.dds and the normal map is named OIbanner_n.dds

    The normal map is the same file for the IC banner. I just coped it and renamed it to fit my new .nif file.

  3. I'm working on a new mod and I'm editing textures for the first time. I've edited the Imperial City banner texture and attached said texture to a new .nif file using the Texture Replacer program.
    I saved the texture as a DXT5 interpolated alpha.

    In-game the texture works fine and so does the normal map but the CS displays it as completely black. Should I be worried about this?

    banners01.JPG

    banners02.jpg

  4. I admire your enthusiasm but if you're a first time modder this might be a bit too ambitious. I know of one multiplayer mod for Oblivion and it seems pretty archaic. You could take a look at it and see how it works, I've never played it myself.

    You need the Construction Set if you want to work on game files for Oblivion. An Extended version of the program is also available.

     

    The Construction Set wiki could possibly help you but you should know it's just as archaic lol. Most of the articles haven't been updated since the early 2010s.

  5. Checking the "Hidden" box makes it so that the door doesn't appear on the map. It's in the Door window when you double click a door/create a new one from the Object Window. You can also check the "Minimal Use" box so that NPCs won't use the door unless following someone through it.

     

    EDIT: Didn't see that the problem had already been solved lol.

  6. For example in this section:

     

    if lev < -7

    setfactionrank PTFollowerFaction, 0

    elseif lev < -3

    setfactionrank PTFollowerFaction, 1

    elseif lev < 0

    setfactionrank PTFollowerFaction, 2

    else

    setfactionrank PTFollowerFaction, 3

    endif

     

    I assume that the script is running some sort of condition to check if the player is good enough to acquire followers, in this case the rank in this PTFollowerFaction. If you edit the script to always return the highest rank then you can technically bypass any checks for faction rank or reputation.

  7. If removing the conditions doesn't work, have you tried making them all return the same value? Like in the "setfactionrank" command you can try making it always return the highest value.

  8. The Cast function can be pretty buggy at times. As the CS wiki says:

     


    This function is unreliable when used to force an actor to cast a Target-range spell on a target which is not within Touch-range. Often the actor will attempt to walk into touch-range of the target and then cast the spell, but more frequently he will simply ignore the function.

     

     

    But if you're just making new hostile NPCs why do you need scripts to make them cast spells? I think only putting ranged spells in their spell list would be a much simpler option.

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