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olnorton

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Posts posted by olnorton

  1. Thanks again, I've been using the bain installer from wrye bash & it tells you which files your overriding from other mods.

    It allows for pretty quick comparisons.

    So far I'm just liking Roberts female body & his own human head mesh, along with Natural Faces dds's

    I like Facial Textures by Enayla & might just edit that dds to remove some of the green from around the eyes, but I'll keep looking and see what else is out there first.

  2. The Seamless series by Junkacc11 is the current state of the art for avoiding neckseams. As you've discovered, installation order is important (and by the way I think you got it right ... Roberts female then OCO v2 then the OCO v2 Roberts female compatibility patch ... for the seamless read those install instructions carefully).

     

    - Edit - Here you go.

    Thanks Stryker879

    But it seems as his Seamless - OCOv2 Edition is only for Roberts male bodies & HGEC EVE C-Cup female body.

     

    I'll skip Oblivion Character Overhaul & go with:

    FemReplacerV13-15624-V1-3.7z

    RobertFemaleBetterNecklines 03-19536.7z

    SE-Robert Female v1.3 CORE 15624-45878-1-07z

    SH-Bethesda Vanilla-44360-1-2.7z

    SH- Bethesda Alternative EGT-44360-1-0.7z

     

    Are they made to go together, & would I install them in that order?

  3. I've been away from Oblivion for 8 or 9 years & am having a bit of trouble figuring out the order to install Roberts female body & Oblivion Character Overhaul.

     

    Edit: So I think I have got them installed right, but the neck join that was almost undetectable before Oblivion Character Overhaul, now looks like this:

     

     

    http://i.imgur.com/YnQ6V4t.jpg

     

     

     

    If this is the best I can hope for, I think I'll give Oblivion Character Overhaul a miss.

    I put the Roberts female body texture compatibility addon 44676-2-01 in after Oblivion Character Overhaul.

    Was I meant to install the addon first?

  4. As for $OWNER, I'm surprised it didn't work, since the ga_play_custom_animation script uses the GetTarget() function.

    $OWNER does work now, but at the time the animation didn't run because of the full gr2 name, I didn't know why, & just tried changing $OWNER to the NPC's tag in case that was the problem, but it wasn't, both work now that the p_hhf_ is gone.

    Sorry for the confusion.

  5. I had it set to $OWNER originally when it was working with the stock animation, I just tried the tag when it didn't work.

    The PlayCustomAnimation script says a * works for the p_hhf_ part, so I will try that and nothing.

     

    Edit: Just removing the p_hhf_ part did the trick. Thanks again.

  6. And I also edited the main XML to work with my font enlargement, and edited the script to allow the animations to work on the currently-controlled party member instead of only on the first created PC.

    You don't happen to have the edited xml & script still in your dropbox do you? :smile:

  7. Well the toolset wasn't fooled by the blank .bmp's

    http://i.imgur.com/IbMBv6r.jpg

     

    But interestingly both those .dds's appear to be blank when view in gimp.

    What you would expect to see in RV_FR_grass01.dds is in RV_FR_grass01_c.dds

    I'll try converting that to a bmp.

  8. I installed RV forestpack. I contains 4 leaves & 1 grass.

    But the Terrain folder in the .rar only contains 3 leaves .bmp's

     

    The Toolset complains:

    Could not find RV_FR_leaves01 in G:\Games\NWN2 Complete\NWN2Toolset\Terrain\RV_FR_leaves01.bmp or G:\Games\NWN2 Complete\NWN2Toolset_X1\Terrain\RV_FR_leaves01.bmp

     

    Could not find RV_FR_grass01 in G:\Games\NWN2 Complete\NWN2Toolset\Terrain\RV_FR_grass01.bmp or G:\Games\NWN2 Complete\NWN2Toolset_X1\Terrain\RV_FR_grass01.bmp.

     

    If I add two blank .bmp's with those names will it work, since the .dds's are in the override?

     

    I posted on the new vault, but then I couldn't find my post or the download page for RV_Forestpack, so I won't know if anyone answers there, as my post didn't show up in recent activities.

     

    I know I could just remove those two lines from the terrainmaterials.2da, but I would prefer to have them.

  9. 1) Yes.

     

    2) Either.

     

    If you are only making it for yourself, you could just mod the existing house mod & save the changes.

     

    Or you could load the existing house mod in the CK but not set it as active, & save the changes to a new esp.

    The new esp would then have the original house mod as a master, that would be required to play your esp.

    But any changes the author of the original house mod makes in updated versions may effect your mod.

  10. In answer to Qwesar's original question, no I hadn't heard of Trainwiz before this thread.

    But then I don't use a lot of mods & I haven't heard of a lot of the other names mentioned in this thread either.

    Of those who's mods I have used Chesko probably stands out most.

    For most helpful & all round niceness Tamira wins hands down.

    If I was to start playing Skyrim again, I might look into some of Trainwiz's mods.

  11. To get rid of the red forehead, disable your texture mods before opening the CK.

    When you create your character with ECE & save it to one of the slots, the last character saved will be "nose type 32"

    Then spf your character.

    In the CK.

    Import you character in Character Gen Parts

    Then in Character Gen Morphs choose reset all & then select Nose Type 32

    Save you character & then Ctrl & F4

  12. Not sure if you can anwser this,, But do you know by chance why my textures are black?

    Even though i selected LFieldGrass01NoGrass?

    It's in that basic lesson 3 I linked to.

    But it means that quadrant already had the maximum 6 textures, & LFieldGrass01NoGrass was the 7th.

    Put your mouse over the black bit & press i

    In the box with the 4 quads, look for the one that has 7 textures.

    In that quad right click on the texture that is used the least, & choose "replace" & replace it with LFieldGrass01NoGrass

    Now you will only have 6 textures & the black will be gone.

    You may have to go over the small areas that were in the texture you replaced & change them to one of the other 5 textures already in that quad.

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