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bhorton22

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Everything posted by bhorton22

  1. Some of the animations that have been produced do not have collision. How do you go about fixing this? For example some of the dance animations will let the toon pass thru a wall. Is this fixed by modifying the mod that adds the animations (i.e. change the .esp file as the author turned off collision) or is it fixed within the .kf file (i.e. when the animation is exported)?
  2. Is there a tutorial that shows how to export a head mesh I have created in Blender and get it in game?
  3. I am working on a mod that will have a 'crystal ball' type display in a room. Basically, it will be a big swirling cloud and images will appear in the cloud. Some of these images will be NPC's. With that in mind here is my question: Should I create duplicate NPC's via the 'createfullactorcopy' and place he 'image' in the 'crystal ball' and then remove the actorcopy after I have finished 'deletefullactorcopy'. Or should I have already created a duplicate (in the esp) and never remove the duplicate from the game. The idea here is that the image can appear more than once (as many times as the player wants). The reason I wondering is because each time the duplicte gets created a new reference will be created for the duplicate and eventually you could potentially run out of references (I am unsure if oblivion will reuse references). But, if I already have a duplicate created then (if I end up having a lot of images to display) I will use up quite a few references and some of these 'images' may never be displayed (so I have created duplicates and I never needed them - thus used references that I never use). Any help or opinions would be greatly appreciated.
  4. Now that's an answer!!! :geek: Thanks man.
  5. OK, but is it the head mesh itself that is the problem or the normals? (the _n.dds file). Also, it seems that most do not see or even notice the glitch, but if your graphics card and screen resolution are damn good then yes you can see it, very easily.
  6. It's there, just below the middle of the nose, above her mouth. It appears on all female characters from standard GOTY oblivion (no mods loaded except IFT - which doesn't cause it as I removed the mod to make sure). I was just hoping that someone can remember how you fix the problem.
  7. This is probably a question that has been asked in the past and answered, but if it has I cannot find anywhere in these forums or through google that answers it, so.... There is a 'glitch' that shows up on the face of the female characters in oblivion (see screen shot), just below the nose. I have tried everything I can think of to remove it but I am not sure what causes it. Can someone tell me what causes this and if it can be resolved. (I know if I install head06 then it is resolved, but I don't want to use this mod at the moment).
  8. Not sure I understand what you mean. You need to copy the 'Data' folder from the MOD into the Oblivion folder. It will ask you if you want to overwrite files in the folder(s) just select 'Yes'.
  9. That's your problem, the meshes are missing. Try re-downloading the MOD, it should come with both a 'MESHES' folder and a 'TEXTURES' folder.
  10. Another way to resolve: Find the folder you extracted the MOD into. It should contain a folder called 'DATA'. Double click it and then you should see two folders called 'MESHES' and 'TEXTURES'. You need to go into each of these folders and keep drilling down through any folders you find (write them down). You should end up with something like: DATA/MESHES/ARMOR/MOD NAME/ and then the .NIF files for the mod will be in the last folder. DATA/TEXTURES/ARMOR/MOD NAME/ and then the texture files for the mod should be in the last folder. Once you have the path written down for both MESHES and TEXTURES, go open up the Bethseda folder (usually in your programs folder), then open up the Oblivion folder. In this you should see a 'DATA' folder. Open this up and follow the paths your wrote down for MESHES and TEXTURES. The chances are that you will find something is different with the paths. You need to make the path you wrote down from the MOD and the path in the Oblivion folder (starting with DATA) the same. Try this and let me know what you find.
  11. It sounds like either the Mesh or the texture for the armor are not being found by the game. Do you have NIFSkope and/or the construction set?
  12. The problem is the game can't find the Mesh, is this a new armor or is it one of the armor's that come with Oblivion?
  13. I created a new animation in Blender. Played the animation, looks good. Exported to NIFSkope, changed the usual things (title, made it a loop, etc). Opened the Skeleton NIF, attached the animation(.kf file) and played the animation in NIFSkope, still looks good. Placed the animation in the CS (basicly attached it to a ring, added the ring in the game player.additem) and put the ring on a companion. The Animation plays, but the arm (which is all the animation moves) is completely warped, it is pulled towards the player. I have tried the usual, ALT-A Scale and Rotation. I also thought that I may have not done LOCROT when you select 'I' in blender, but that is not it either (re-did animation making sure I did select this and still get the issue). There is something I am missing, any help would be appreciated.
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