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Help with Night Walker install, please?


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http://elderscrolls.filefront.com/file/Night_Walker;105833

 

That's the mod I'm having trouble with. You see, I would have loved downloading Xenius full race compilation but I have a 2 gig cap a month so that wasn't a option. But when I saw this race I knew I had to have it. A quick google search gave me the answer.

 

BUT the texture, mesh and sound folders in the download doesn't want to be renamed, when I do (which I have to since I have a lot of texture 1;2;3 folders) the race has no head and the skin is bright purple. So I decided to rename the original texture and mesh folders you get with the game instead of the Night Walker folders. This worked, Night Walkers showed perfectly (beautiful and cool looking too) but every other race was pitch black with black eyes, except argonians and khajeet, who only had black eyes. So I had to change it back.

 

I've tried placing the texture, mesh etc. in a folder, same problem race doesn't show up. I thought it might be natural faces (stupid) but it wasn't. The mod downloaded correctly, it didn't at first, did the second time. I've tried everything I could think of and I don't know what to do anymore, I don't know much about these kind of things and for all I know the answer can be really, really simple. I'm hoping it is :P

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The problem with renaming your data files for some things mate is that textures and meshes are then no longer where the mods are looking for them half the time. It generally tends to be bad practice to change the names of anyt default folders or put things in a path where they generally wouldn't belong (.nifs or .dds all in one folder, for example)

 

If you absolutely MUST rename them, your only way of fixing this is likely to be making a log of every single item in the download then opening the mod in the CS and repointing everything to the new locations... depending on the size of the mod (dunno as I don't use it) that's liable to take quite a bit of work, so save it in the CS frequently, lest you get to the last file and it suddenly hits you with the good old "the TESIV Construction Set has encountered a problem and needs to close" message and wipes out all that hard graft.

 

Jenrai

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Thanks for the reply, Jenrai. I'll do that as a last resort, since I've never used the construction set. Thanks for the advice though.

I'm not sure I understand what is said. Have you several renamed textures folders? This itself may explain the missing resources.

 

But it's about renaming files this post reason. You can do it since you correct every reference to them in the entire mod... but it's not enough. what you should know is the mesh file has a path to the correspondent texture. BTW, it has a field with the path to that texture, what includes the texture file name. So, if the texture file name is changed, the mesh file must be edited so that path reflect the change. That applies to changing the texture location too, like changing the folder name.

 

PS: NifScope can be used to edit that mesh file.

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I'm not sure I understand what is said. Have you several renamed textures folders? This itself may explain the missing resources.

 

But it's about renaming files this post reason. You can do it since you correct every reference to them in the entire mod... but it's not enough. what you should know is the mesh file has a path to the correspondent texture. BTW, it has a field with the path to that texture, what includes the texture file name. So, if the texture file name is changed, the mesh file must be edited so that path reflect the change. That applies to changing the texture location too, like changing the folder name.

 

PS: NifScope can be used to edit that mesh file.

 

Yes I am. But you know what, (nervous laugh), I just realized that none of them work either. Lulz. To be fair though I use OMOD for most of my mods, and I assumed the others just didn't work, except natural enviroments but that has a different way of installing... anyway, since I've been installing mods wrong all this long time (texture and mesh anyway) what's the right way? Since a lot of mods have mesh/textures what are you supposed to do? Are you only suppose to have one mesh/texture in your whole data file? Does that mean I'll never be able to run a mod since the game has it's own mesh/texture folders, I think it does, though it's completely possible I put it there and forgot I did it :P

 

God, I'm rambling again.

 

Most readme's say to just put the files in your data files which is: C:\Program Files\Bethesda Softworks\Oblivion\Data , right? So what do you do if you already have a mesh/texture file in your data folder?

 

 

 

 

Can I just say that I feel like a huge idiot, seriously. :D

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You're safe to "overwrite" meshes & textures folders mate. When it asks you it does state that only files with the exact same name will be overwritten. Its not going to rewrite your entire folder down to just what was in the current mod.

For example, say you have a mod that adds high rez textures to Iron Weapons, and its a replacer. Rather than altering every texture in your textures/weapons folder, it will only touch the Iron weapons.

Additionally, with the way mods are applied to Oblivion, and the way the original game is packed, you won't actually overwrite anything... the initial resources are still there in the original game BSA files, so particularly if you use OMOD or BAIN to install, the mods can be removed easily enough without too many detrimental effects. Its for this reason I (and many others) would always advise people to use Wrye's Bain or OBMM's OMOD installers to install any mods they can.

 

Hope that helps explain it a little.

 

Jenrai

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You're safe to "overwrite" meshes & textures folders mate. When it asks you it does state that only files with the exact same name will be overwritten. Its not going to rewrite your entire folder down to just what was in the current mod.

For example, say you have a mod that adds high rez textures to Iron Weapons, and its a replacer. Rather than altering every texture in your textures/weapons folder, it will only touch the Iron weapons.

Additionally, with the way mods are applied to Oblivion, and the way the original game is packed, you won't actually overwrite anything... the initial resources are still there in the original game BSA files, so particularly if you use OMOD or BAIN to install, the mods can be removed easily enough without too many detrimental effects. Its for this reason I (and many others) would always advise people to use Wrye's Bain or OBMM's OMOD installers to install any mods they can.

 

Hope that helps explain it a little.

 

Jenrai

 

(Shakes head disbelievingly) I can't BELIEVE is was that easy. Everything works perfectly. I could laugh if I wasn't looking like a tomato right now. Thank you very, very, VERY much Jenrai. You were really helpful.

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Always makes me smile how people think that modding games must be rocket science. =D

In some cases it is, I suppose, but Beth make it pretty straightforward with most of thier stuff. Glad you got it sorted and up and running anyways matey.

 

Jenrai

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