Noobatron22 Posted May 1 Posted May 1 35 minutes ago, negisensei said: Hi there, trying to learn how to use CS, and experimented with trying to add a unicorn horn to shadowmere, changing its name, and changing his speed; I was able to save an esp file, but upon loading the game, the the name and speed attribute did indeed change to what I edited, but no change in cosmetics; no unicorn horn to be seen. Would like to be enlightened on how to do cosmetic changes. Thanks! You must make that cosmetic change using Unreal Engine, open up OblivionRemastered-Windows.utoc using FModel and take a look around OblivionRemastered/Content/Forms for Shadowmere (can't pinpoint it at this time).
lesscexl Posted May 1 Posted May 1 What should the procedure be for editing the stats of clothing/armor for the remaster? I was wanting to make a simple tweak to allow amulets worn by the player to show over robes. It's just a simple box that needs to be unchecked on the piece of clothing/armor in the Construction Set. I tried installing a mod for original oblivion that does this but it doesn't work and causes the [NL] tags on the edited robes. I know there's the xEdit fix to get rid of the [NL] tag, and digging in it appears to be caused by conflicts with the new AltarESPMain.esp, so I figured it would probably be simpler to just make a new version that includes that as a master as well as Oblivion.esm. I open up the Construction Set, load both Oblivion.esm and AltarESPMain.esp without setting either as the active, wait for everything to load, then make the edits to the robes I want to toggle amulets to be visible for, but when I go to save the new .esp file the Construction Set seems to crash and I'm left with a .esp with a file size of 0KB and a .tes file with the same name that's about 5KB. Not sure what the .tes file is but I'm pretty sure the .esp file didn't save properly and won't work. I don't know what the proper way to go about doing this would be.
Noobatron22 Posted May 1 Posted May 1 25 minutes ago, lesscexl said: What should the procedure be for editing the stats of clothing/armor for the remaster? I was wanting to make a simple tweak to allow amulets worn by the player to show over robes. It's just a simple box that needs to be unchecked on the piece of clothing/armor in the Construction Set. I tried installing a mod for original oblivion that does this but it doesn't work and causes the [NL] tags on the edited robes. I know there's the xEdit fix to get rid of the [NL] tag, and digging in it appears to be caused by conflicts with the new AltarESPMain.esp, so I figured it would probably be simpler to just make a new version that includes that as a master as well as Oblivion.esm. I open up the Construction Set, load both Oblivion.esm and AltarESPMain.esp without setting either as the active, wait for everything to load, then make the edits to the robes I want to toggle amulets to be visible for, but when I go to save the new .esp file the Construction Set seems to crash and I'm left with a .esp with a file size of 0KB and a .tes file with the same name that's about 5KB. Not sure what the .tes file is but I'm pretty sure the .esp file didn't save properly and won't work. I don't know what the proper way to go about doing this would be. Try using xEdit for that checkbox instead, should go much smoother. However, AltarESPMain.esp along with AltarESPLocal.esp are essentially the Remastered changes the engine depends on; your game will crash if they are not loaded. In addition, you must also now load Knights.esp and ShiveringIsles.esp as these are now baseline (deluxe exclusive .esps can be skipped) 1
yoplatz Posted May 1 Posted May 1 46 minutes ago, Noobatron22 said: Try using xEdit for that checkbox instead, should go much smoother. However, AltarESPMain.esp along with AltarESPLocal.esp are essentially the Remastered changes the engine depends on; your game will crash if they are not loaded. In addition, you must also now load Knights.esp and ShiveringIsles.esp as these are now baseline (deluxe exclusive .esps can be skipped) woah... I don't even have something called AltarESPLocal.esp. I have the main one, and i have one called AltarDeluxe.esp and AltarGymNavigation.esp. Interesting that these are not consistent somehow. AltarESPLocal.esp DOES appear in my Plugins.txt, but not in my actual data folder.
yoplatz Posted May 1 Posted May 1 If anyone is butting heads with the whole "Static Objects Dont Work" issue, here's an interesting note. @GeraldMods , author of a few recent Remastered said that they actually used Activators as stand-ins for Static Objects. I just attempted to create my own activator, but couldn't set the model path manually. I extracted the BSA and set up a directory that SHOULD be identical to where the game looks inside the BSA, but whenever I tried to select the .nif, CS said 'Directory invalid.' I'm assuming it wasn't a problem with my directory, and is instead a problem where the CS thinks it's installed/ where it expects to find the oblivion dir in general. I dunno though, that doesn't really make sense. I think my next move is to install OG oblivion and to try to create a mod that uses the restrictions of Remastered (activators as static,) and see if that works. (a big assumption I've made here is that GeraldMods did not create their own activators, but used existing ones. We'll see.)
EvictionCMT Posted May 1 Posted May 1 Anyone know how to get objects you place in world to actually be there after loading your .esp?
WOTmodsproductions Posted May 1 Posted May 1 (edited) 1 hour ago, EvictionCMT said: Anyone know how to get objects you place in world to actually be there after loading your .esp? Some just won’t render at all, best way I’ve found is to copy and paste an existing object, that seems to work but containers are glitchy. Also check your esp is actually being loaded, I had so many issues with this. My esp wouldn’t load in game originally . To check I copied and pasted a few desks and books to a cell and I always copy and paste an item next to stuff I add in, then delete them later. for example I place a desk but copy and paste a book I know that renders, that way I can keep track of if it’s updating correctly and then delete the book at a later date. if the desk doesn’t appear but the book does, then I know this desk item is broken and can’t be used if that makes sense. Most items in the arch mages lobby at the university work if you copy and paste them which is where I’ve been testing items. NPCs I place crash and corrupt the file, but so far all the creatures I’ve tested load fine. Edited May 1 by WOTmodsproductions
EvictionCMT Posted May 1 Posted May 1 1 hour ago, WOTmodsproductions said: Some just won’t render at all, best way I’ve found is to copy and paste an existing object, that seems to work but containers are glitchy. Also check your esp is actually being loaded, I had so many issues with this. My esp wouldn’t load in game originally . To check I copied and pasted a few desks and books to a cell and I always copy and paste an item next to stuff I add in, then delete them later. for example I place a desk but copy and paste a book I know that renders, that way I can keep track of if it’s updating correctly and then delete the book at a later date. if the desk doesn’t appear but the book does, then I know this desk item is broken and can’t be used if that makes sense. Most items in the arch mages lobby at the university work if you copy and paste them which is where I’ve been testing items. NPCs I place crash and corrupt the file, but so far all the creatures I’ve tested load fine. I originally moved / deleted items, and they weren't moving or deleting, I'll try your method. I did see a fix with Haphestia's Fix and Port Script but I can't seem to get it to work.
Kayal Posted May 1 Posted May 1 People, I'm too stupid ... I want to create some laughably op armor set and weapon. What I did: - activated Oblivion.esm - Created new Enchantments - Created new Daedric Equipment by editing the ID and Name of existing base gear ("Old ID: bla New ID: blabla. You have changed the Form's Editor ID. Create a new Form?" -> YES) - Added the enchants on the new Items - Saved everything as my own MyMods.esp -> I can add all the items, the enchantments are fine, but every new item is invisible and the 3D look in the inventory is just a ring, even if the item itself are boots :-? What am I doing wrong?
WOTmodsproductions Posted May 1 Posted May 1 Has anyone figured out how to add spells to NPCs to sell them, I added them to an NPC spell vendors spelllist and also added some extra vanilla spells there just to check it was working but none of them ever show up, yet I’m seeing mods adding spells to vendors and I can’t see what else I need to do.
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