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Posts posted by olnorton
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Yes Striker879, I have a few mods that need the script extender, and they are working fine.Can you confirm that the GOG version of obse_loader.exe from the Silverlock site works olnorton?
I bought the GOG version because my disc version is the UK/Australian version and needs a different version of the 1.2.0416 patch.
I'm hoping this is the reason for random crashes when I used the Unofficial Oblivion Patch.
The GOG version comes already patched with 1.2.0416 (Presumably the North American version)
I'll start a new game and go up 10 levels or so and made sure it's stable, then try the Unofficial Oblivion Patch again.
I could never go an hour without a crash with it before.
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All the mods I was using with the disc version are working with the GOG version.
I loaded an old save and played about an hour with no problems.
I don't use NMM, so I don't know about that.
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Hello all, I recently bought Oblivion on GOG and I am trying to install the OBSE plugin so I can do some modding (preferable the character overhaul v2.3 and oblivion reloaded). Now I am having A very hard time installing the OBSE loader specifically made for GOG. Currently, this is where I am at (See attached picture)
My biggest concern is when I transfer the obse_0021, which contains a file named 'obse_steam_loader.dll, into the oblivion game folder, that it will jack everything up. Should I leave the obse_steam_loader.dll out and just swap the GOG loader into the obse_0021 file and then place that file into the oblivion file? I'm at a loss.
If anyone can give me some steps, that would be much appreciated. thanks!
Put obse_1_2_416.dll, obse_editor_1_2.dll, and the latest GOG compatible version of obse_loader.exe (From the OBSE silverlock site) to your Oblivion directory, not your Data directory.
Nothing else, just those 3 files.
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Something else I've thought of ... many mods require Shivering Isles. I'm under the impression that the GOG version is just the base game, no SI or DLCs.
No, the GOG version has Shivering Isles and all the DLC's
Edit: And yes, OBSE works as well.
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And is there any way to undo the 4gb update completely or am I screwed?
According to that page the mod links to, the patch program automatically makes a backup of the .exe.
Have you got a daorigins.exe.Backup in the bin_ship folder?
If so, just rename it to daorigins.exe
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I finished my first Witcher 3 texture mod (Triss's clothes), it was more trouble than I would have imagined but I got there.
http://i.imgur.com/hUveeLy.jpg
Now when I try to mod the starting pants l_01_mg__viper_d01.tga, I get:
http://i.imgur.com/3E1EfRO.jpg
When the tutorial for the modkit shows it as:
http://i.imgur.com/UtZf0K2.jpg
Grey pants with brown leather patches.
I re-uncooked the whole game, and was watching, there were no errors as it was uncooking any of the viper armor.
I tried extracting the texture from l_01_mg__viper_d01.xbm in .dds format, but got the same result.
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Just curious, aside from Thandal, is anyone else interested in this project?
Make it and they will come. :happy:
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I would also like to change the eye texture/use the shedevil eyes on a character I want to create
I would just create your new character in the toolset, it gives you far more options, and you'll be able to see the texture eyes at creation time.
But the big advantage is you will have the .mrh and can make subtle changes at any time, if say you get in game and decide the eyes are a bit too far apart or something.
You can just edit the .mrh and save it as a .mor
I made a quick tutorial here. http://bsn.boards.net/thread/1881/modding-npcs
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Unfortunately it didn't work for me either. I can see the texture under the color, but the color is still (blue, in my case)
There has to be something we're missing...
I think it is the gff editor you are using.
Previously I was using the editor version I use for NWN2.
I made the same changes with the gff editor that comes with the Dragon Age Toolset and it worked to change Leliana from stock hazel eyes to shedevil lime eyes.
http://i.imgur.com/tqwfQSB.jpg
http://i.imgur.com/kSDrmAr.jpg
Oh and Mrs Grumpy Girdle, what the hell is YMMV? Edit: Never mind I googled it. :smile:
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Thanks for that theskymoves, so simple I don't know why I didn't try it. So it doesn't matter that the type is still ECString and not ?To remove the tint, replace the value with '?' (no quotes) and save as usual.
I'm on a new computer that doesn't have Dragonage on it yet, but I will install it now and try and change a .mor.
Edit: Well it didn't work for me.
As far as I can tell, the only difference between the working .mor and the one I tried to edit is the ECString under Type.
I replaced the default Ice blue colour with the ?, but the eyes still defaulted to amber.
Have you ever succeeded in adding eye textures to a .mor that didn't have them?
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Is there anyway to add a "pn_eye_xxxx" eye file into an already created .mor or .mop? I have a .mor I want to use but I'd like to change the eyes
I'm going to say no, but I'd like to be proven wrong.
Unless the mor already used eye textures, then you could just change the texture name under morph node 28.
I created a morph with default eyes and then changed it to have the eye textures and compared the two in a GFF Editor
It was easy enough to add the textures to morph node 28, and edit the 17 vector 4F lists (see pic)
http://i.imgur.com/lVFC8pP.jpg
But the problem is you can't (or I don't know how to) remove the ECString from the number 2 morph_tintfilenames
A morph made with a eye texture has a ? in that field, and just removing the tint colour reverts the eyes to default amber.
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Shedevil eye mod eye are for use in the toolset only, they can't be used in the character creator.I noticed I have a ton of unique eye types (shedevil eye mod, etc). Although i have these files in the override folder, the problem is that I don't see those eyes as being available in the character creator.
So how do I make these "pn_eye_xxxx" files available for thecharacter creator?
Thanks!
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I tried to make a simple retexture of Triss's clothes.
Just made the green bits black
http://i.imgur.com/5KoDJb3.jpg
I'm using Modkit 1.3, I assume that is the latest.
My game is the GOG GOTY edition.
My export.bat seemed to work and gave no errors
cd /d C:\Witcher 3 Mod Tools\bin\x64
call wcc_lite export -depot=C:\Witcher3Mods\Uncooked\ -file=characters\models\main_npc\triss\model\body_01_wa__triss_d01.xbm -out=C:\Witcher3Mods\Mods\Triss\Raw\body_01_wa__triss_d01.tga
Here's my import.bat, after I had made the above changes with gimp.
cd /d C:\Witcher 3 Mod Tools\bin\x64
call wcc_lite import -depot=C:\Witcher3Mods\Uncooked\ -file=C:\Witcher3Mods\Mods\Triss\Raw\body_01_wa__triss_d01.tga -out=C:\Witcher3Mods\Mods\Triss\Uncooked\characters\models\main_npc\triss\model\body_01_wa__triss_d01.xbm
And I got no errors running my cook_and_pack.bat
cd /d C:\Witcher 3 Mod Tools\bin\x64
call wcc_lite cook -platform=pc -mod=C:\Witcher3Mods\Mods\Triss\Uncooked -basedir=C:\Witcher3Mods\Mods\Triss\Uncooked -outdir=C:\Witcher3Mods\Mods\Triss\Cooked
call wcc_lite buildcache textures -basedir=C:\Witcher3Mods\Mods\Triss\Uncooked -platform=pc -db=C:\Witcher3Mods\Mods\Triss\Cooked\cook.db -out=C:\Witcher3Mods\Mods\Triss\Packed\modTriss\content\texture.cache
call wcc_lite pack -dir=C:\Witcher3Mods\Mods\Triss\Cooked\ -outdir=C:\Witcher3Mods\Mods\Triss\Packed\modTriss\content\
call wcc_lite metadatastore -path=C:\Witcher3Mods\Mods\Triss\Packed\modTriss\content\
But when I copied the modTriss folder from the C:\Witcher3mods\Mods\Triss\Packed\ folder to the games mod folder, the mod never showed up in game.
Can anyone tell me what I have missed?
The mods content folder contains blob0.bundle (6kb) metadata.store (1kb) texture.cache (1,529kb)
Edit: I worked it out, it was just the way I had edited the tga by reducing the saturation.
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Windows 10 comes with earlier .net framework, but it may not be enabled by default.
Go to control panel >programs and features> turn windows features on or off.
See if 3.5 is ticked.
http://i.imgur.com/Lj2am6D.jpghttp://i.imgur.com/Lj2am6D.jpg]
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So I changed Bryce Cousland and Fergus to look more like mine character, I changed Duncan too. The Fergus and Duncan was a succses but the father still looks the same. I checked the morphes names and they are correct. The file format too. So perhaps someone will know what else do I need to do?
Just to be sure, Bryce's morph is hm_bhn100_father.mor
If you used that and it didn't show, you might have a second bryce mor as part of an overhaul mod.
Do a search for that name.
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...However, the bulk of the question still remains. How do I turn a .nss into a .ncs?
Go File> New> Script
give it a name
Copy and paste your script in there and press F7.
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My guess is your antivirus software stopped the games installer from registering the old directX 9.0C .dll's
You could try reinstalling the game with your antivirus disabled, or you could try downloading the June 2010 runtimes https://www.microsoft.com/en-us/download/details.aspx?id=8109
Make a temporary folder on your desktop to download the directx_jun2010_redist.exe
When it asks where to extract the downloaded files, browse to the new temp folder.
Disable your antivirus software.
Scroll down through the cab files and run DXSETUP.exe
When it says, installation complete, you can delete the temporary folder from your desktop.
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If your saves are not in the default path, as Striker879 has shown, then you need to read the bash_default.ini in the Mopy directory.
Edit the paths & rename bash_default.ini to bash.ini
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I get redirected on the main file but can get the without companions option downloaded.
Thanks for trying ArchSight, that's the same as what I get.
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Any chance your documents directory is redirected to OneDrive.
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I've been trying to get this mod for a few days and keep getting redirected.
Fortunately I was able to still get the mod from the old Bioware site, but I can download other mods from that page.
Can anyone else manually download the top mod on this page.
I'm thinking maybe once you get redirected once, some cache somewhere might continually redirect you.
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Yep, I get redirected as well.
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Anyhow...... just saying hello.
Gidday mate, it's always good to see new people coming to the game.
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However, as we know, disabling antivirus is not a good practice.
You could just give obse_loader.exe an exception in your AVG advanced settings.

adding 'Divine Grace' feat to Toolset as item property
in NWN Discussion
Posted
Easiest way would be to edit your saved game with Leto 1.69 https://neverwintervault.org/project/nwn1/other/leto-prc-version
Add an entry under feats, 217 is Devine Grace
http://i.imgur.com/YCjb4D2.jpg
Monk with Devine Grace
http://i.imgur.com/Ux6qLni.jpg
You need to edit your player in the xxxxxx.sav
Menu>Tools>Advanced Editor
Open your saved game. (Ctrl + O) (you will see player.bic, don't edit that)
At the bottom where it says "Files of type" select "From List in file"
Select xxxxxx.sav
scroll to the bottom of the list & select Module IFO
Then edit your player or companion in the Mod_PlayerList.
Then Save As Save as type: Into List from file
select xxxxx.sav & confirm overwrite.
Module IFO/player name
OK