-
Posts
347 -
Joined
-
Last visited
Posts posted by olnorton
-
-
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.
-
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?
-
Yes I couldn't uninstall it either, deleting the saved games with the .or extension doesn't help, because you can't even start a new game.
Like Pitip said, you just have to reinstall.
-
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?
-
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.
-
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.
-
I tried to run one from a conversation, but it didn't work.
Can you see what I did wrong?
(The animation works in game on my PC, when run from Heeds PC Tools)
http://i.imgur.com/1prx0QE.jpg
-
Thanks Tchos! I'll try some out later.
-
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:
-
Tchos, have you tried KEMO Custom Animations v2 ?
https://neverwintervault.org/project/nwn2/script/kemo-custom-animations-v2
I can't get the Demo to work.
It puts me in an empty room, with nothing to interact with.
Am I right in thinking I can't use these animations in a module without the kemo_animation.nss?
-
It's working now with the converted _c.dds's.
I had to shrink them to 64x64 bmp's
-
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.
-
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.
-
Sorry wrong forum.
-
is that permanent tho, or do i need CE to be loaded whenever I play?
Once you have edited it & saved the change, you won't need cheat engine to maintain it.
-
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.
-
http://tesalliance.org/forums/index.php?/topic/6838-ck-basics-lesson-1/
It doesn't cover Hearthfire, but this tutorial is very good for getting the basics of home mods.
-
That processor has the HD4400 mobile graphics & people have run vanilla Skyrim @ 30 to 40 fps on an i3 with the HD4000 graphics.
-
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.
-
The red forehead is caused by the upper eye textures.
-
I just deactivate then with NMM
-
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
-
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.
-
Okay, here's another question which is more "done modding" than "mid-build"...
I want to build a series of shacks, in each hold, but to make it easier for the user I want to give them the option of choosing an esp with all the shacks. Now all these shacks are on different esp's, but they're all done... How do I merge these ESP's into one big one?
http://www.nexusmods.com/skyrim/mods/37981/?
Use this script with Tes5edit

wrye bash checkbox
in Hardware and software discussion
Posted · Edited by olnorton
It's telling you the plugin's masters are in a different order than what is specified in the plugin.
You should run BOSS & let it sort your order.
https://boss-developers.github.io/