raikien -.- Posted February 20, 2007 Share Posted February 20, 2007 I tried to edit and ingame npc and give her rens hair, all seemed to work well but when I loaded the game the npc had the default ugly no hair. I opened the constuction set back up and got a message like (Id) hair not found. How do I change default npcs with costume races/hairs. I figured there must be a post on this but i dint find it and I dint find anything in the wiki pertaining to this. Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 20, 2007 Share Posted February 20, 2007 I tried to edit and ingame npc and give her rens hair, all seemed to work well but when I loaded the game the npc had the default ugly no hair. I opened the constuction set back up and got a message like (Id) hair not found. How do I change default npcs with costume races/hairs. I figured there must be a post on this but i dint find it and I dint find anything in the wiki pertaining to this. This is due to two seperate issues. First, changing some NPC attributes will only become valid when you create a new game. Second, modules don't like referencing eachother. If you want to have a standard (non-modbased) NPC be a race, or have a hair style, supplied by a mod you need to change that NPC within that mod. If the NPC is part of one mod, and the changes part of another one, you will need to recreate (or merge) the race/hair within the mod containing the NPC. Link to comment Share on other sites More sharing options...
raikien -.- Posted February 20, 2007 Author Share Posted February 20, 2007 I tried to edit and ingame npc and give her rens hair, all seemed to work well but when I loaded the game the npc had the default ugly no hair. I opened the constuction set back up and got a message like (Id) hair not found. How do I change default npcs with costume races/hairs. I figured there must be a post on this but i dint find it and I dint find anything in the wiki pertaining to this. This is due to two seperate issues. First, changing some NPC attributes will only become valid when you create a new game. Second, modules don't like referencing eachother. If you want to have a standard (non-modbased) NPC be a race, or have a hair style, supplied by a mod you need to change that NPC within that mod. If the NPC is part of one mod, and the changes part of another one, you will need to recreate (or merge) the race/hair within the mod containing the NPC. Actualy I was trying to change a modbased npc, neeksha to have rens hair, I tried first to make her a mystic elf and got CTD when loading into the cell she was in, then I tried to just change her hair and ended up making her bold, so trying to get wat your saying I have to merge the mods together to make it work? If that be the case I think doing this is beyond me I thought all I have to do is change her hair in the constuction set, since the models are there it would work.... Thanks for the help doubt I can make this happen, oi each time I try to mod oblivion I do something that seems simple only to come across utter disapointment and understand the game less and less >< I can see why the constuction set is disliked so much Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 20, 2007 Share Posted February 20, 2007 Thanks for the help doubt I can make this happen, oi each time I try to mod oblivion I do something that seems simple only to come across utter disapointment and understand the game less and less >< I can see why the constuction set is disliked so muchIt isn't so much the construction set as how they decided to work the IDs this time around. Depending on the loading order, the IDs of registered items (hair, equipment, races, everything added by mods) gets changed. Normally, this is find as the references within those mods change with what everything else in the mod is. However when you have one mod referenced by another, this is where the problem happens. The references in the other mod don't get switched to reflect the loading order, so create errors. What was 002067402 is now 010067402 due to it being placed differently in loading order and the game is still looking for 002067402. Your best bet would be to use something like TES4 plugin utility to merge the hair/race enteries into the NPC plugin, and make sure that the NPC plugin is loaded before Rens. Link to comment Share on other sites More sharing options...
raikien -.- Posted February 22, 2007 Author Share Posted February 22, 2007 Thanks for the help doubt I can make this happen, oi each time I try to mod oblivion I do something that seems simple only to come across utter disapointment and understand the game less and less >< I can see why the constuction set is disliked so muchIt isn't so much the construction set as how they decided to work the IDs this time around. Depending on the loading order, the IDs of registered items (hair, equipment, races, everything added by mods) gets changed. Normally, this is find as the references within those mods change with what everything else in the mod is. However when you have one mod referenced by another, this is where the problem happens. The references in the other mod don't get switched to reflect the loading order, so create errors. What was 002067402 is now 010067402 due to it being placed differently in loading order and the game is still looking for 002067402. Your best bet would be to use something like TES4 plugin utility to merge the hair/race enteries into the NPC plugin, and make sure that the NPC plugin is loaded before Rens. Ok thanks vagrant, I havent had much luck with the merge utlities in the past hopefuly I could change that and get this working, I don't remember running into these problems with morrowind tho it was a long time ago. Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 22, 2007 Share Posted February 22, 2007 Ok thanks vagrant, I havent had much luck with the merge utlities in the past hopefuly I could change that and get this working, I don't remember running into these problems with morrowind tho it was a long time ago.Morrowind didn't have this problem, every new thing had a randomly generated ID (or something), and loading order just made it so that if there were two things with the same ID, the last one loaded would take priority. It created fewer problems, allowed the easier merging and crosslinking of mods, but I think it ended up limiting the number of total plugins you could have without issues popping up (not that the new limit of 255 or so (01xxxxxx to fexxxxxx (00xxxxxx and ffxxxxxx are in use by default)) is much better). Atleast if memory serves. Link to comment Share on other sites More sharing options...
raikien -.- Posted February 23, 2007 Author Share Posted February 23, 2007 Ok thanks vagrant, I havent had much luck with the merge utlities in the past hopefuly I could change that and get this working, I don't remember running into these problems with morrowind tho it was a long time ago.Morrowind didn't have this problem, every new thing had a randomly generated ID (or something), and loading order just made it so that if there were two things with the same ID, the last one loaded would take priority. It created fewer problems, allowed the easier merging and crosslinking of mods, but I think it ended up limiting the number of total plugins you could have without issues popping up (not that the new limit of 255 or so (01xxxxxx to fexxxxxx (00xxxxxx and ffxxxxxx are in use by default)) is much better). Atleast if memory serves. I'm still running into the same problem trying to use stuff from other mods, lemme see if you can clearify for me, you've been a big help btw Im just not too competient with the constuction set, I've given up on the companion thing its just not important enough for me, I'm reading thru the wiki and trying to create a new kind of settlement to my oblivion; all the houses will be exterior cells instead of interior, anway I have the top of the world mod and I want to use the windowed house in it, If I use Totw as the active plugin and edit/copy and paste it would it work like want it? Other questions are If the houses are exterior small farmhouse style settlement will the FPS be hit serverly? And If I create npcs and work thru all the jazz will they sleep, eat and act like its their house the same as if it were and interior cell? Wanna clear these questions up so I don't end up working on it for days on end only to find out it won't work right. Clear up a few other things the utilite you spoke of is called Tes4 plugin utlitie? Doh I used some file merger.Also If I have em merged I'll still need the originals active? I know most my questions are pretty dumb But i've had the constuction set for over a year now and I really wanna start putting into oblivion myself rather than hoping others will do it, and ^^ most of wat I want to try with oblivion would be shunned from the comunity. Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 23, 2007 Share Posted February 23, 2007 I'm still running into the same problem trying to use stuff from other mods, lemme see if you can clearify for me, you've been a big help btw Im just not too competient with the constuction set, I've given up on the companion thing its just not important enough for me, I'm reading thru the wiki and trying to create a new kind of settlement to my oblivion; all the houses will be exterior cells instead of interior, anway I have the top of the world mod and I want to use the windowed house in it, If I use Totw as the active plugin and edit/copy and paste it would it work like want it? Other questions are If the houses are exterior small farmhouse style settlement will the FPS be hit serverly? And If I create npcs and work thru all the jazz will they sleep, eat and act like its their house the same as if it were and interior cell? Wanna clear these questions up so I don't end up working on it for days on end only to find out it won't work right.Totw? Eh? If you just place the static for the farmhouse, tha is all you'll have, the exterior building with nothing else. If you have another plugin loaded as active, when you place that house, the house will become part of that plugin. If you have the other plugin loaded, but inactive, the house will be saved as part of a new plugin along with anything else you do, but using anything from that inactive plugin would likely cause problems. In order to make the house work as something functional you need to place the exterior static portion somewhere, then create an interior cell for that house, and place the interior static portion for that house. You can then place doors, and link the interior cell to the exterior (check wiki tutorials, essentially the same as making a dungeon). For NPCs to move around inside the house, you need to (manually) create a pathing grid (see wiki) for the interior of the house. Then change the pathing grid on the exterior to move around the house. As for adding NPCs, while somewhat less complicated, can take a bit of explaining, again the wiki covers this fairly well for generic stuff. Clear up a few other things the utilite you spoke of is called Tes4 plugin utlitie? Doh I used some file merger.Also If I have em merged I'll still need the originals active? I know most my questions are pretty dumb But i've had the constuction set for over a year now and I really wanna start putting into oblivion myself rather than hoping others will do it, and ^^ most of wat I want to try with oblivion would be shunned from the comunity.If the merged file contains the complete information from both plugins you only need the merged file. It's best to google TES4 Plugin Utility and use that since I know that it also adjusts the IDs between the two mods so that there isn't any overlap. If the merged file doesn't contain everything from one or more mods, just make sure that the merged mod contains enough to run on its own, then have it loaded after whichever mod has those parts that aren't included. Link to comment Share on other sites More sharing options...
raikien -.- Posted February 23, 2007 Author Share Posted February 23, 2007 I did get part of the house built, I do know about the making the exterior and interior part, but the part I'm making different is the entire house will be an exterior cell, no loading into the inside, the door instead will be the interior type door that swings open instead of loads, question is having the the stuff inside this house loaded into the outside world, wat kind of impact will that have on fps and if I learn the pathgrids and wat know the npcs will lock their doors at night and sleep/ eat where they should even tho it's not an interior cell?As for totw it's where I got the idea only part of that I'm using is the windows which is nothing but an invisible wall with other pieces cleverly placed around to make it a window, Wat i'm planing with this is to make bandits camps and watnot where the npcs might try to shoot you through the windows or when you come through the town they come rushing outta their house to kill you rather than them just kickin it by a tent, If I can't figure out all the pathgrids and stuff I'm going to make each house public with one bed so the bandits will just randomly choose a place to sleep like they do with their outside tents. The houses will be farmhouses and largely unfinished and nearby statics junk will be reduced, I just don't know wat kind of fps hit i'm lookin at. What do you think? Edit: How can I take existing house models can cut the door and window off it? its getting to be a hassle to make houses from scratch the exisiting exterior models would serve well if they dint have windows and doors melted on. Link to comment Share on other sites More sharing options...
Abramul Posted February 23, 2007 Share Posted February 23, 2007 I would suggest seeing if the textures for windows are separate from those for the rest of the mesh. If so, it should be fairly simple to change the alpha. Link to comment Share on other sites More sharing options...
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