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Posts
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Everything posted by binaryme
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It seems that certain keys have become corrupted for specific saves. For example I can use the interact key, jump, grab etc., but draw weapon and wait won't work anymore. I can switch between 3rd and 1st person perspective using the middle mouse button, but the assigned key only works switching one way. If I load an earlier save, the keys work again. Anything I've tried to fix this won't work - remapping the keys and disabling all mods for example. I really don't want to go back to an earlier save, as it means a lot of work. Anyone experienced anything similar?
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How do I activate modded animations?
binaryme replied to Sharkbait1986's topic in Fallout 3's Discussion
I'd also recommend taking a look at The Groovatron: http://www.fallout3nexus.com/downloads/file.php?id=3284 It includes the latest 'Some Poses' along with Umpa's dances and many more. In my opinion it's absolutely essential if you want to pose chars for screenies. You can combine facial expressions with poses for some amazing shots. -
Just to expand on my last point. The way the site works now for uploaders is that you have to have comments enabled to allow endorsements - or at least that's the way it worked for me when I tried to have endorsements but no commenting. The only alternative is disable both, preventing your work from being rated. What's needed is a middle ground. Allow commenting and negative voting to be turned off, but positive voting to remain. The mod will still be represented fairly in the listings from positive feedback, and the mod creators can protect themselves from trolling.
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"If you have not noticed, it is not a "rate down" anymore. These do not count against the mod in the other report listings. People will vote or comment on invalid reasons regardless of how you structure the system but now the author (and everyone else) can see it for what it is and ignore it." While I can see your point, I have to say that whether it affects listings or not, having a thumbs down available for a piece of work someone may have spent many hours of their life creating to provide to others for free just isn't needed. Sure, some modders will ignore unfair negative feedback, and recognise it for what it is. Others, especially new modders like myself, will think "Why subject myself to this?" and at best disable all forms of positive feedback for the file to prevent trolling. At worst they'll not contribute anything further to the site. As I said in an earlier post, there really is no need for negative feedback options. Have a neutral to positive system for voting, and have a system for reporting mods that don't work, or contain content infringing on the site rules. Everything else is subjective to personal opinion and the ability of mod users to follow instructions.
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Using information from custom races in a CM partner
binaryme replied to binaryme's topic in Oblivion's Mod troubleshooting
Thanks for the reply :) Having read the wiki guide, I came to the same conclusion and used the bit-flip method. I can create the partner now, but it's still seems a bit of a crude way of doing it, as my own mod lists the custom race mod as a dependency, yet if I disable the original race mod when playing, my own mod works fine. -
Site seems to be back up :)
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Using information from custom races in a CM partner
binaryme replied to binaryme's topic in Oblivion's Mod troubleshooting
Okay, looks like I'm going to have to try and answer my own question. As far as I understand it, De-Isolation is my answer: http://cs.bethsoft.com/constwiki/index.php...lation_Tutorial The way I read it is that if I want to use a copy of a race, I'll need to use an .esm just for the CS to be able to use the information, regarless of whether I'm duplicating it or not? The mod then will HAVE to be dependent on the orignal race .esp? Could really use some help on this. I've written entire applications from scratch in C++ before, and it isn't as confusing as this :wallbash: -
Basically, what I'd like to do is create some CM Partners based on custom races. I don't actually want to alter the custom races themselves though, as I want to use my own body textures etc. My plan would be to create a duplicate, then alter paths to body textures, etc., making the mod standalone from the original custom race mod. What's the best way to go about this? I've already created CM Partners based on basic races, so I'm familiar with all that. What I'm not so sure of is if I can somehow transfer custom race information into my own .esp, without having to have dependency on the custom race .esp. Even more basically, can some someone explain the whole .esp/.esm/dependency thing for me! :rolleyes: Hopefully, my question makes some sense. It's 5am and I desperately need sleep though...
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I've no clue about hacking, but I'm guessing it takes at least some technical ability to do. It's a pity these d***heads can't put their skills to something productive instead of destructive *sighs* Hope everything goes well getting the site up and running again ginnyfizz.
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Having thought about it a bit more, to add to my last post... I think having the file endorsement system work pretty much like the member kudos system would work great. You can give an endorsement or take it away. So you effectively have a system that can go from neutral to positive, and even change over time if the file significantly changes. You don't have a negative, which is open to abuse though. I'd guess something like this would be easy to implement without too much work? Edit: Doh! I just found out that you can already remove your endorsements (I never had the need to try it before). This would make it even easier then, just remove the 'thumbs down' option.
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Seems the teseyecandy site has been hacked
binaryme replied to binaryme's topic in Oblivion's Classic Discussion
Ahh, sorry. I had a scan through but didn't see anything mentioned. Maybe a moderator can delete this thread then. If not, I guess at least it points to the right place :) -
I've no idea what the situation is, but when visiting the site you get greeted by some message from a scumbag hacker. I don't have a clue if there's anything dangerous there - Firefox + NoScript seems to be blocking something - but I thought it better to give a heads up as I know a lot of people here use the forums on both sites. Hope you get it sorted soon guys.
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I haven't read the whole thread, but I'd like to add my own thoughts as someone who has just uploaded their first mod: http://www.tesnexus.com/downloads/file.php?id=25938 This rings so true for me: "The vast majority of the time that the staff and Dark0ne have spent here has been dealing with those that are unable to comprehend the most basic of things, be nice to the other members of the community. Basically treating each other with dignity and respect." I spent a lot of my own personal time working on a mod to try and give something back to the community in return for all the great mods I've downloaded myself. The first comment I received was: "Man. Awful. She looks awful." Now regardless of whether she does or not, that's a really nasty way to respond to the efforts I've made. It left me with a really bad taste in my mouth, and forced me to disable comments and endorsements for the file, as it was the only way I felt I could leave my work up. Where am I going with this? I'm pretty sure you guys have your hands full as it is trying to weed out those incapable of showing manners and respect, so I doubt there's much that can be improved with the comments sections. What I would suggest is totally removing the negative endorsements though. I know they don't affect rankings, but as things stand they are still available as a tool for those wanting to be petty and spiteful. Even beyond that, negative endorsements are limited by the competence of the downloader. You could end up with a high quality mod with a bunch of 'thumbs down' due to people not following instructions correctly. Possibly as they aren't 'the sharpest tool in the box', or maybe for more legitimate reasons, such as language differences. As far as I can see, the only valid reason for allowing negative endorsements is for files that don't work as stated. You've already got this covered with 'Report this file' though. Anyway, that's my two... erm, ninety-nine cents...
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I'm guessing you aren't a big fan of HGEC Shayaryn :biggrin: It's a fair point though. It's very much about personal taste, and you won't know what you prefer until you try them all out. As you say, downloads and ratings are the best way to pick some out to try. Don't always rule others out though, as some of the better mods sometimes aren't as popular.
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Adding hair and eyes to custom races
binaryme replied to binaryme's topic in Oblivion's Mod troubleshooting
Thanks. Exactly what I needed to hear :) -
Just repeating a question I've asked over at the teseyecandy forums, but seems everyone is asleep over there :) Basically, I've created a CM Partner and set her up as a new race so that I could give her customised meshes and textures. Everything is fine, or at least it was until I came across this warning on TES CS Wiki (http://cs.elderscrolls.com/constwiki/index.php/Creating_a_new_race): "Important warning note: Making any changes at all to eyes and hairs, even adding new ones in a new race, will make your mod incompatible with other mods that do so. Main culprits include Ren's Beauty Pack, Capucine's Eye Textures, and the Cosmetic Compilation (which contains both of the above). The creators of that mod generally will give permission for you to merge their mods with yours if you give them credit, so don't hesitate to contact them about this option. Alternately, you can warn modders to use Tes4Plugin to merge all their appearance mods when using yours. Either way, you should always, ALWAYS give a compatibility warning in your readme if you add new eyes and hair." Is this just referring to the fact that if I add, for example, only an eye texture, it may conflict with an altered mesh from, e.g. Ren's Beauty Pack? I can't see why there would be a conflict if I include both meshes and textures in my own race for the partner? Any help is appreciated!
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I personally couldn't recommend HGEC more. You get so many options for changing your shape, e.g. chest size, hip size, muscular, etc. While some other replacers might cater to specific tastes, HGEC stands far out from the crowd. Especially when combined with one of the high-rez texture packs such as Ozmo's or navetsea's. Other than the body replacer, you'll have to be a bit more specific to what kind of mods you want for recommendations.
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Better Skin Textures
binaryme replied to PsychoSubSandwich's topic in Oblivion's Mod troubleshooting
Sounds like you may still be using the vanilla body textures. I'm not 100% sure, but I think the HGEC installation originally required you install Exnem's textures first, whereas now I think they're inculded... or I might be going senile! Doesn't matter either way :) Go with Ozmo's textures (http://www.tesnexus.com/downloads/file.php?id=20022), they're the highest quality at 4096x4096 and have lots of options as well as support for some other races. Another excellent alternative is navetsea's F-INevOblivion skinset (http://www.tesnexus.com/downloads/file.php?id=19021) for a more natural look. I tend to use Ozmo's as navetsea's are lower rez at 2048x2048. Well, that's not strictly true, I've been working on my own hybrid :)