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Posts posted by IcelandicPsychotic
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The size is 256x512, which adds up. I don't know what's up with the CS but as long as the texture displays fine in-game it's not a big deal.
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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?
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6 minutes ago, LenaWolfBravil said:
Yes, this all seems correct. I see nothing wrong with it. Well, I suppose if it shows up Ok in game, then just leave it. Unless someone else has a better idea...
I guess it's just the good old CS being its janky self, haha.
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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.
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4 minutes ago, LenaWolfBravil said:
How does it look in the CS when you turn off bright light? That's a better test. Bright light sometimes distorts the way things look in game.
Black means your normal map isn't quite right though.
It's still pitch black even if I turn off the bright light. It's strange cause I didn't edit the normal map at all, only the texture.
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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?
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This is probably the most toxic post I've seen on Nexus.
I'd recommend Age of Mythology.
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Did you remove any mods from your playthrough recently? Does the problem persist if you start a new game?
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I don't think that's possible in the vanilla game but there's a bunch of hotkey mods for Oblivion, maybe one of them has what you need.
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They pray through a Use Item At AI package. The item is aaaObeisanceToken. The item doesn't need to be in their inventory. The count controls how often they do the praying animation.
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Seems to have something to do with different languages? Never noticed this folder before.
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You're running two versions of Oblivion Reloaded?
Also doesn't OR come with its own water mod? I don't think you need to be running Enhanced Water too.
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I don't think spamming will do you much good. These forums are pretty slow.
You can always try Googling the problem.
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Try using this:
if ( GetCurrentTime >= 21.5 ) && ( GetCurrentTime <= 22 )
This line makes something happen between 21:30 and 22:00. Change the times to your liking.
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Arnora. WITHOUT mods.
Terrible personality, though. :laugh:
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According to the UESP Farmantle Glens is only mentioned in lore and never appears in-game.
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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.
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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.
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Weird! Never heard of that problem before. Does the same problem happen with other .esp files? Or just the Oblivion.esm master file?
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The Arena actually uses a hidden NPC to deliver the announcer's lines so it might be a bit different.
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No, I just meant all the rank checks in the script. That's what I would try editing first.
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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
endifI 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.
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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.
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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.
Texture appears black in the Construction Set but works fine in-game
in Oblivion Construction Set and Modders
Posted
Maybe I should try using paint.net.