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Posts posted by Trandoshan
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WOW, you've sparked my childhood memories. Falkor the luck dragon... I'll be Damned.
You've made my day, and deserve a kudos.
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Kudos aren't cutting out for me. I think I will just retain a mean, crotchety old personality. I think 10+ is good enough for most forum-goers. I'm satisfied.
I still look and see others with bajillions of kudos, and revel in their glory.
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Banning Rebalious for discovering why I chose that sig in the first place :laugh:
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Siding with Kieranfoy... Drugs are a waste of time, and I have other ways of relieving stress. (Such as beating addicts over the head with a baseball bat)
Tobacco is a drug in my book, and always will be. It's the only good Christian Moral I retain.
Weed? Weed is what you want? The only weed I would ever want is the kind of weed that I can grow out in my yard (Dandelions, if the police ask), I don't see the point in adding another 'skooma' to oblivion. I don't get high off seeing my character smoke in oblivion, and never will.
Besides, moon-sugar makes a good cocaine, no?
Or perhaps, you could inject illegal substances. Here and here
Oh, and let's limit debates to the debates forum. There is already a marijuana topic present.
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Bah, there goes one of the 3 most anticipated mods in Nexus. Sleep eternally, zprospero.
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Oh my lord, that sound gave me a mite headache and an upset stomach. It's still ringing in my head ten minutes after I heard it! I guess at age 20, I'm still just a little kid. #@!%.....
What separates the men from the boys?
How about legal drinking age? :down:
Ok then, graduate from college? :down:
Fine, married w/ kids... :down:
Can't hear the silly kiddy noise? :thumbsup:
You sir, are a man.
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Well, isn't TES4, and TES3 just a single-player MMO? Not much of a wish distortion.
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granted, but you have to make me a few. Where's the corruption Trandoshan, You say? I will only accept porn! Ha HA!
I wish Beth, and Square would come together to make a decent final fantasy, or at the very least, I would wish that square would stop dragging their knuckles when it came to improving final fantasy games.
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Good luck, Chineese is a very hard language, as stated by everyone it seems.
Though I have to ask a question push. How does a Chineese ambassador have enough influence to change a learning curriculum? Sounds like a very powerful man. Romania, although economically sound, does not seem like it would benefit much from taking up business with Chinaa. I always thought them to be a Mediterranean trader, and nothing more. Is Romania a globalized economy?
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Banning Unavi for that grotesque avatar....
Spongebob or something?
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Welcome to the church of Dark0ne.
Be sure to follow strict bible code, found in the rules and regulations forum.
Oh, and in order to extract those mods, you will need this program. It's 7zip, a free-source program that anyone can use. Everyone on TESNexus uses it as far as I know. If you have anymore questions, please ask in the technical support forum in one of the game forums.
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Did you activate the .esp? :p
I know you did, basic stuff. Just teasing. If the mod didn't come with one, then that is the problem.
the only reason the race would not show up at all is probably either a missing or broken .esp. Even if the meshes, and textures for the race were missing, the race would show up as a pink or non-visible shape. I recommend re downloading the mod, or looking through the mod comments for mod-specific problems. You may not be the only user with this problem.
That, or both you and OMOD installed them in the wrong directory.
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Easily. Crack open your copy of Construction Set, and open that mod. Find that particular armor in the object window (Items ---> armor window), and double click it.
When a new window open, there should be a list of body locations in a white box in the middle of the new menu. Look at it (It should be called Biped Object at the top). it should have upperbody, and hand selected.
The problem is that the hands are selected as a body slot for an upperbody-only armor. This is a no-no, and because of this, the hands will disappear when you put on the cuirass.
The solution is to click on the hand slot to disable it for that armor. the reasoning is, that the game engine sees that the armor is supposed to take up both the hand and the upper body. So it replaces the hand mesh, and upperbody mesh with an upperbody armor. This is easily fixed in the Construction set, and should take you no more than 5 mins.
I am positive this is the solution. Good Luck.
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What is your operating system? I have heard of this problem arising with other games due to Vista's Administrator Permission function thing. The real name escapes me at the moment, but It has always punched holes in Oblivion's functions. If you do not have Vista, or have already disabled that feature, then I suggest you reinstall Oblivion again. If not, the Administrator function will prevent Oblivion from reinstalling without special permission.
If the problem persists, it might also be a directory location problem. Oblivion may have installed in Program Files vs. Program Files(86x). check both, and see if you can find either.
Last troubleshoot, is to manually add a Data folder, and reinstall. Probably won't make a difference
A note to you sean120, is that Oblivion has a very special feature that you can use in case you mess up meshes in your Oblivion/Data/Meshes folder.
When you install Oblivion, you may notice that most of the meshes that make the game up are not present anyways. This is because you have these handy files called .BSA files in your data folder. If you ever mess up meshes, or want to mass uninstall mods, just delete all of the content in each of the folders in your data folder. Also remove all .esps, and foreign .esms (all esms that are not Oblivion.esm, Shivering.esm, or Knights.esm. These are the main game files, and it will ruin your game if you remove them. The game will then use the DEFAULT game meshes that are stored in the .BSA...
Bethesda did this to completely remove the chance of a new modder messing up Oblivion totally. If you ever come to this point, just remove the files in all of the folders in the data folder in your Oblivion directory. The BSAs will kick in, and your game will play.
Remember, do not delete the .BSA files, Oblivion.esm, Shivering.esm, or Knights.esm. This will make your game completely unplayable.
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It already has, Balagor.
They started offering Mandarin Chinese at my high-school just as I left to go to college. My college has extensive courses on Mandarin that they almost made a requirement for certain business programs. Mandarin is the 'hip' new Spanish in the U.S. as of current, though most service professions in the United States still smile on knowing Spanish.
I wouldn't be against learning Mandarin as a second language if it wasn't so damned difficult. I'm still trying to learn Japanese, and German...ese....
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This problem could be a problem with your .INI oblivion settings.
I would like you to open up your My Games/Oblivion folder (Should be where the saves folder is). There, find a file called 'Oblivion'. It should be a .INI file that can be opened with wordpad. Open it.
Now press ctrl+f
A little window with a space for writing in it should appear. Type the following in the find bar, and press 'Find Next'
SLocalSavePath
It should direct you to a line of words that say
SLocalSavePath=Saves\
*** If this 'SLocalSavePath' line has anything other than '=Saves\' in front of it, then it may be your problem.***
Installing mods that change this .INI(Also known as a Configuration Document) document to disable borders, or other functions of this file may accidentally change this line. Experienced Oblivion users (in which I consider myself) sometimes change the file path to something different so the save loading menu in oblivion isn't cluttered with all of your past saves. I do this to start a new set of saves for reasons that are my own.
I hope this helps you. Troubleshooting was never my strongpoint.
Edit: If this doesn't work, it may be a format problem. go into your MyDocuments/Mygames/Oblivion/saves folder, and check of they are in 'ESS' format (Elder Scrolls Save).
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Simply put, when a Beastfolk falls down or dies, their tail is ridgid as if it was made of cardboard. I installed a Ninja-run mod recently (only animation-changing mod I've downloaded) but it didn't even work so I uninstalled it, so I beleive that may have caused it. The fact the tails are ridgid doesn't bug my game performance, it looks looks plain stupid for when they die to have their tails stuck up in the air rather than slopped over anything physical. If you know how I can fix this, please respond. I already uninstalled the running mod, but nothing has changed.
Based on the facts you have given, the Ninja-Run cannot be a problem if you have properly uninstalled it. If you have already removed the animation .NIF files completely, then the BSA files should have kicked into motion. If they haven't, which is what is going on here, then there is still a file in your 3rd person animations folder that has not been removed. Since you have no other animation changing mods / pose mods. What you should do is go into your Meshes/Characters/_1stperson, and Meshes/Characters/_male and delete all the files in them, but do not remove the folders. Instead delete the files in those folders in the _male folder, and then the files stored in the BSA (default files) will 'kick-in'. It works for me when I have an unknown mod-induced bug.
I actually had to do this after uninstalling Oblivion XP.
Good luck to ye,
TD
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I've found if you have to many MODS on oblivion, it will sometimes mess with the landscape. Once the entire ground turned purple for me. It wasn't nice, so I had to reinstall my Oblivion again. Mods shouldn't have such a huge impact on what you just said I do not think, if I was you I would try updating the version of Oblivion you have?
Sorry I can't be any more help! :/
I am a usual to these boards, and therefore, I know my Oblivion is up-to-date. The only landscapes affected are from mods, and only those landscapes that are worldspaces. Interiors for each mods are unaffected. I never use more than 20 mods at a time. I can live without those mods, and it is not a true problem.
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However I would never support an idea of having just one common language. We need to have our local laguages and dialecs in order to preserver our cultures, our diffrenties and what makes us who we are.
What we need, and I think we allready have is a common language or two for making business together, education, research, etc, etc.
Ho. You sir, struck gold. More specifically...
for making business togetherAh... even foreigners want a piece of the pie. This is the truth, no?
This is the reason they teach English to Japanese students, and it is a requirement for most business echelons of Europe to learn English. The key word is business, and it will always hold truth. Since America, and formerly Great Britain, were the economic powerhouses of the modern era, it was always a good idea to do business with those nations. A requirement of such is learning the language of the current economic superpower. So many people use English as a secondary or tertiary language, that it's safe to say that these statements are the truth. Don't believe me? Ask your economics teacher.
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Heyo,
I am replaying GTA2 for the two hundredth time, but as soon as I enter the World Space that GTA2 takes place in, the terrain is scattered. It seems that the landscape is fragmented, and some blocks of it are completely gone. Underneath is the usual, low-textured, landscape. The landscape that isn't gone has no collision, and the character falls through it.
Has this happened to anyone before? Is there a solution?
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granted, 2 potato chips!
I wish today was my birthday.
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Time...
Time is a series of events organized into a linear path. though time is not a creation of man, we were brilliant enough to create the organized concept of time. Though many may argue that time can be followed by animals, such as a flock of geese heading south for the winter, this time is seasonal and very general.
I believe I have said it on these forums before, but the origin of 'modern time' has its origins in the United States. It is all a unfortunate side effect of industrialization that began in Europe. Exhibit A....
In ancient times, time was calculated by the rising and setting of the sun. There were no exact measurements of time, even in the days of the romans. Sun-Dials were about the most advanced things ever got before the dawn of the industrial revolution.
Exhibit B: The creation of industrialization, and the beginning of modern time.
When factories began appearing all over G.B., the peasantry no longer worked from sun-up to sun-down. They were now at the mercy of the corporations when it came to how long they worked. This required a new system of time. This more organized system of time revolutionized time, and increased the amount peasants spent in a factory.
Now comes the age of railroads. Time up until now was not synchronized throughout the earth. Time was an instrument of corporation, and they decided when noon was. In November of 1883, the age of time was moved upwards by the advent of time-zones. Time-zones were invented in order to keep Rail-Roads efficient and keep trains from colliding. Soon after, the world caught on, and so came the age of standardized time.
As you can see, time as we know it did not grow on a tree. It was actually an invention of man. Animals hold a very small sense of spatial time through biological adaptation, but man holds the key of understanding the shifting patterns of the sun.
Took me a little bit to write this actually. Wanted to be accurate.
Sources that were found to support my words...
http://library.thinkquest.org/C008179/historical/basichistory.html
http://www.wired.com/science/discoveries/news/2008/11/dayintech_1118
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Ahh... Kudos. Separates the Men from the Nerds.
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I thought I would try to tackle adding spears into the game with their own animations. I figure I will go about this by adding the spears to the game as either blade or blunt weapons(Whichever make more sense for the spear in question) and use a script to change the animations used.
I haven't had much experience with scripting animations, so I don't know what problems it presents(And I'm sure there are problems) or how to work around them.
So, scripting wise, how should I change the animations for a weapon in the game using say, these animations http://tesnexus.com/downloads/file.php?id=27865.
I'm assuming it would have to run on gamemode using a quest, but that presents problems with delays in heavily modded games, which could make using a spear very messy.
The simple way would be to use the iskeypressed or iscontrolpressed function to play the animation if 1 is returned on that key/control, but I'm not sure what function can be used to play an animation on the player.
EDIT: I hope I would not be naive to hope I could get this to work on whoever has the spear equipped, rather than just working on the player. In the past I used a ref variable with getactionref to check if an activating npc was the player or not. Maybe there's a way to do the same thing here with a different variable. Getcontainer on the spear?
Hmm, I really do hope that a decent spear animation is created. Especially, a phalanx-esque style of fighting. The ones as of yet are good, but not Alexander-style. Just a bit picky.
On scripting animation changes, i have one bit of input. While there may be a way to use gamemode to use a spear, each spear would have to be listed in the script. An easier method that may work is using object scripts. That way if another author decided to create a spear, her could refer to the master file and attach the script to the spear when he wanted. OnEquip, and OnUnEquip would work in this situation. Otherwise, I think Deadly Reflex/Unnecessary Violence has already done this, or something similar.
OnEquip and OnUnEquip runs the script once. Unless there's a way to actually replace the animation instead over override the older one like I had previously thought, I don't think that will work.
You are right about having to add each spear to the script. I didn't think about that.
Ack, only once? I thought once per equip and unequip, but it seems I was wrong. I almost messed up one of my own script projects!

Did aliens play a role in human civilization?
in Debates
Posted
The inference I believe you are trying to make, Vagrant, is that all mythology may have to do with alien beings or their actions. Mythology being the Ark of the Covenant, Ten Commandments, Mohammud's dream of the one true religion, the Egyptian and Celtic use of monuments to track the heavens, Jesus' ascension to heaven, and Greek/Roman belief of the god's residing on Mount Olympus. These all could have been acts of alien intrusion, but then again... that too is just a belief.
Sadly, if I were not afraid of divine retribution, I would agree with the former statement. I can't imagine god as anything else than divine. A hard thing to swallow, but it does make sense vaguely. Perhaps the Aliens favored the Jewish people, and lead them out of Egypt. Advanced technology could easily make a fire tornado, or part a sea. A talking burning bush? hmph....