-
Posts
347 -
Joined
-
Last visited
Everything posted by olnorton
-
Help changing companion approval flag
olnorton replied to rizzdog's topic in Dragon Age: Origins's Discussion
Open the saved gave with GFF Editor (In Dragon Age\Tools folder) SAVEGAME_PARTYLIST > SAVEGAME_PARTY_APPROVAL_LIST > Change SAVEGAME_PARTY_APPROVAL_DESC TLKSTRING to 394165 -
DDS to XBM converter
olnorton replied to YoungZer0's topic in The Witcher's The Witcher 2: Assassins of Kings
I'm still having trouble getting the .dds and .bin back into an xbm. I have tried falatajionn's method of removing the = sign from the script, and with the script as it comes. I've tried with both quickbms.exe and quickbms64_test.exe (both run as administrator) To eliminate the prospect of using the wrong compression in gimp, I even tried just converting back an unaltered geralt_c1.dds, after just removing the DXT1, and I still get the same error. - select the BMS script or plugin to use - select the input archives/files to extract, type "" for whole folder and subfolders - select the output folder where extracting the files - open input file C:\test\geralt__c1.dds - open script C:\test\w2_dds2xbm.bms - set output folder C:\test offset filesize filename ------------------------------ - enter in folder C:\test - open input file C:\test\geralt__c1.BIN - enter in folder C:\test - open input file C:\test\geralt__c1.DDS Error: incomplete input file number 1, can't read 131072 bytes. anyway don't worry, it's possible that the BMS script has been written to exit in this way if it's reached the end of the archive so check it or contact its author or verify that all the files have been extracted Press RETURN to quit -
https://www.nexusmods.com/skyrim/mods/10165?tab=files When you can't find an old mod, just go to any new mod page and replace the number on the end, with the one from the broken link. In this case 10165
-
Its unavailable If you get that while following an old link, just go to any current Oblivion mod page and replace the number on the end with the one in the broken link. In this case 32266
-
The easiest type of mod for creation for begginers?
olnorton replied to coreyp85's topic in Skyrim's Skyrim LE
I found this to be the best tutorial, it assumes you know absolutely nothing about modding, and doesn't have you jumping from link to link like the wiki. http://tesalliance.org/forums/index.php?/topic/6840-ck-basics-an-introduction/ Follow this with the 4 lessons and you will know how to make a good house mod. http://tesalliance.org/forums/index.php?/forum/114-creation-kit-basics/ -
You could try opening the console and typing player.kill Sometimes the auto reload fixes issues like that.
-
hair is not showing up in cc
olnorton replied to missljean's topic in Dragon Age: Origins's Mod Troubleshooting
So the only chargenmorphcfg.xml in your override is the one you downloaded with this mod, the separate download down the bottom? None of you other mods had chargenmorph files. If you have a chargenmorph.xml in you override, but didn't download the specific one for this mod, then you need this: https://www.nexusmods.com/dragonage/mods/971 Because your problem sounds like a chargenmorph problem. Edit: If you look at the chargenmorph.xml with notepad, does it look the same as the attached one. That is hair 27 by the way, so if you want only that one, you only need the hair 27 folder in your override folder, and you could manually add <resource name="EF_HAR_hair27_0" cut="1"/> <resource name="HF_HAR_hair27_0" cut="1"/> <resource name="DF_HAR_hair27_0" cut="1"/> To your existing chargenmorph.xml -
Equal Love and ZDF Dialog Fix are incompatable?
olnorton replied to Integrater's topic in Dragon Age: Origins's Discussion
Complete Bi Overhaul does far more than equal love https://www.nexusmods.com/dragonage/mods/4659?tab=description and has a ZDF compatible version. -
You can use TES5Edit to remove the winterhold changes. Load only your mod and then expand it, you should be able to see what changes to remove. https://i.imgur.com/lANY640.jpg Nevermind, too slow.
-
http://tesalliance.org/forums/index.php?/forum/114-creation-kit-basics/ This is a very good place to start. Doing the 4 lessons can take you from never having modded anything, to making very good player homes.
-
How can I get Blockhead working with Vortex?
olnorton replied to MrJellyfish877's topic in Oblivion's Mod troubleshooting
Alright, I don't have the steam version, so I can only post this from the obse_readme.txt IF YOU ARE USING THE STEAM VERSION OF OBLIVION: 1. Copy obse_1_2_416.dll, obse_editor_1_2.dll, obse_steam_loader.dll and the Data folder to your Oblivion directory. This is usually "C:\Program Files\Valve\Steam\SteamApps\common\oblivion". 2. Ensure you have enabled the Steam community in-game, or OBSE will fail to load. Go to Steam > Settings > In-Game and check the box marked "Enable Steam Community In-Game". 3. Launch Oblivion via Steam or by running Oblivion.exe. OBSE will automatically be run along with Oblivion when launched. To disable this, rename or move obse_steam_loader.dll. You do not need to use obse_loader.exe unless you are running the editor. -
How can I get Blockhead working with Vortex?
olnorton replied to MrJellyfish877's topic in Oblivion's Mod troubleshooting
The ini file is created the first time blockhead.dll is run. Look in your games root directory (where oblivion.exe is) you should have obse_1_2_416.dll, obse_editor_1_2.dll, obse_loader.exe, and if you started the game with the obse_loader.exe, you will also have obse_loader.log and obse.log. If you have done everything correctly, the obse.log will have a line like "plugin e:\games\oblivion\Data\OBSE\Plugins\\Blockhead.dll (00000002 Blockhead 0B00390B) loaded correctly" Common reasons for this not working are 1, you put the 2 obse dll's and the loader in the oblivion\data folder and not the oblivion folder. Or 2, you installed obse correctly, but didn't launch the game with the obse_loader.exe Or 3, you have the GOG version of Oblivion, and are not using the GOG version of the obse_loader.exe. -
If you are still on Windows 7, you should read this post on GOG. https://www.gog.com/forum/general/old_games_not_launching_and_eating_100_of_the_cpu_on_windows_7/post1
-
Just in case someone stumbles onto this in future with the same problem, the solution was twofold. First the only reason the "default" Eyja was so bad, was I had installed the .etg's from body seam reducer. It makes it easier to create a player character with matching neck and body colours, but buggers the NPC's. Just removing the mod made the default Eyja's neck and body match OK. The problem of the texture sliders having no effect was on account of the NPC's all having individual .dds files Replacing the .dds with a blank one, as described here by Budong https://forums.nexusmods.com/index.php?/topic/29731-editing-face-textures-on-npcs/page-2 allows you to edit the NPC's default colours in the TES Construction Set. https://i.imgur.com/MHdmm1E.jpg
-
I've been trying to make Eyja with matching neck and body colours. The Default Eyja. https://i.imgur.com/Hx069fH.png So I created a new player character to use as Eyja, the neck and body don't look too bad. naked https://i.imgur.com/4r0JvKw.jpg clothed https://i.imgur.com/Q0XaYaD.jpg I used Wrye Bash to import the face from the saved game to a new .esp Then just copied and pasted the the face to Eyja. https://i.imgur.com/5YtbSH6.jpg But even though the settings for all the texture sliders are identical, the colour of the Eyja preview never changed. And in game, the new Eyja neck is just the same as the original. https://i.imgur.com/XzGgOaR.png Why aren't the colours changing to that of the exported save character?
-
Does anyone want to make a version of the female studded leather armor with the bare arms and legs of the leather armor? I tried just a texture swap, but it needs the meshes.
-
Not that it matters now, but if your shortcut target field was exactly as you posted it on the vault, ie E:\Games\Atari\Neverwinter Nights 2\nwn2main.exe" -home “E:\Neverwinter Nights 2” Then the problem was with the double inverted commas " " First, you have a closing inverted comma after the exe, but not an opening one before the E: (That alone would stop the switch from working.) It also looks like the inverted commas around E:\Neverwinter Nights 2 are from a copy and paste (which the game won't recognize.) Your line should have looked like this: "E:\Games\Atari\Neverwinter Nights 2\nwn2main.exe" -home "E:\Neverwinter Nights 2" Or like this: E:\Games\Atari\Neverwinter Nights 2\nwn2main.exe -home "E:\Neverwinter Nights 2" But it is safer to include the double inverted commas with old games if the path contains spaces. I sent you a pm.
-
Did you copy the syntax exactly? There is a space between nwn2.exe" and the -home and a space again before "E:\Documents" It works because I just tested it. My game is installed in E: and uses the default C:\Username\Documents, just adding the switch to the shortcut made it recreate the folders in E:\Documents If you used copy and paste to add the switch, you might need to backspace over the " and enter them with the keyboard, sometimes " is not recognized from a copy and paste. If you have the disc version, then all the patches are on the vault, but there are a lot and you need to install them all in order. https://neverwintervault.org/patches?field_game_tid=6&field_official_version_tid=17003&field_platform_tid=138&field_language_tid=141&field_requirements_tid=All But I don't think you will have to do that.
-
You tell it where it's new home is with the -home switch on the end of the shortcut target line. Example: "E:\Games\NWN2 Complete\nwn2.exe" -home "E:\Documents" It doesn't need to be called Documents, you can name it anything you like. Start a new game, talk to the elf and then save. It will create all the folders that are usually in C:Username\Documents. Then just copy your old saves and haks there. https://i.imgur.com/PR4HJj0.jpg
-
KEMO Custom Animations v2
olnorton replied to olnorton's topic in Neverwinter Nights's NWN2 Discussion
https://www.dropbox.com/s/dmw9nmu30uw6lpb/Tchos%27%20edits%20of%20Kemo%27s%20animation.7z?dl=0 -
[LE] Discolored forehead bug
olnorton replied to MsBloodySTG's topic in Skyrim's Creation Kit and Modders
Are you using enhanced character edit? Before you open the CK, you need to temporarily remove your tintmasks folder from textures/actors/character/character assets/ tintmasks to the desktop. Then open your file then save and export the facegen data. Then replace the tintmask folder. -
Redistributing Skill Points
olnorton replied to kemaldogan's topic in The Witcher's The Witcher 3: Wild Hunt
I don't think there is a console command to remove points added with the console. For just reassigning your skills you could give yourself a potion of clearance with additem('Clearing Potion') Or you could buy one from Kiera Metz if you don't want to cheat. -
Then use the search function to find all copies of MSVCP100.dll on your computer & delete them, then reinstall the Redistributable Package.