Duramon Posted July 17, 2007 Share Posted July 17, 2007 I have downloaded a mod named "elaborate eyes" and it allows me to choose new kinds of different eyes and also to choose an new race, the mystic elves.but now i have a problem... when i choose the mystic elves they have got no eyes and i can't help me how to fix it... Link to comment Share on other sites More sharing options...
3ernardo Posted July 17, 2007 Share Posted July 17, 2007 EDIT: Don't read this crap... They have no eyes at all? Or they don't have the new eyes as an option? In the first case the mod u added must have some conflict with Ren's...In the second case grab your TES Construction Set and do the following: - File>Data- Find and check "_Ren_BeautyPack_full.esp" also find and select your "elaborate eyes" .esp's and than click in "Set as Active File" than click OK (take some time to load all the stuff)- Character>Eyes... (leave this window opened)- Character>Race- Select one of the Ren's races from the list and open the "Body Data"- Than just drag the eyes from the"Eyes" window into the "Eyes Color" box in the "Race" window (drag all the eyes you want and repeat it to the other 3 Ren's races)- OK both windows- File>Save Done! Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 17, 2007 Share Posted July 17, 2007 They have no eyes at all? Or they don't have the new eyes as an option? In the first case the mod u added must have some conflict with Ren's...In the second case grab your TES Construction Set and do the following: - File>Data- Find and check "_Ren_BeautyPack_full.esp" also find and select your "elaborate eyes" .esp's and than click in "Set as Active File" than click OK (take some time to load all the stuff)- Character>Eyes... (leave this window opened)- Character>Race- Select one of the Ren's races from the list and open the "Body Data"- Than just drag the eyes from the"Eyes" window into the "Eyes Color" box in the "Race" window (drag all the eyes you want and repeat it to the other 3 Ren's races)- OK both windows- File>Save Done!No, 10000 times no. That will screw up the mod completly... Honestly, where do you get these ideas? One mod linking another doesn't ever work well. One change to the loading order makes everything go boom. The issue with multiple eye mods is discussed here...http://canadianice.ufrealms.net/forum2/ind...hp?topic=6310.0 Even if you think you know what you're doing, you should NEVER load more than one .esp in the CS with any intention of saving the changes. Failing to do so can cause unfixable problems in the active mod, and can make any games saved while that mod was in place become broken and unfixable even with wyrebash. Especially with mods that change something as fundimental as races, hair, or eyes. Link to comment Share on other sites More sharing options...
3ernardo Posted July 17, 2007 Share Posted July 17, 2007 Geez, 10000 times no... Thats a lot of "no" but once a negation negates the previous one, it technically tuns into a yes, and since its an pair number the result woud be yes... (enough of crap) I'm sorry just tried to help...I may not be a great modder but i've fixed some problems working in more than one mod (ofcourse planning to just use both together)...And it worked. And may work (it's not that hard to don't change the loading order) BUT it would be more intelligent to follow Shunsui's advice (Vagrant0). Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 17, 2007 Share Posted July 17, 2007 Don't worry about it, people who modded morrowind commonly make this mistake. In morrowind you could use one more to reference another without issues, but with Oblivion, each mod gets a seperate block of IDs based on the loading order. Since the IDs of items constantly change depending on how they're loaded, one mod can't properly figure out the IDs contained in the other mod if there are any changes to the loading order (usually simply caused by just saving the mod). It can also cause scripts within the active mod to break since the IDs it was created with (01xxxxxx group) are considdered part of the other mod loaded while IDs of things added by that mod are the 02xxxxxx group. In relation to race, eyes, and hair, changing the IDs of things loaded can break any games saved with those mods since the information doesn't update to the new load settings. Link to comment Share on other sites More sharing options...
Duramon Posted July 17, 2007 Author Share Posted July 17, 2007 Hmm...I have only one eye-mod.... elaborate eyes and I downloaded the zip and it contains :Elaborate Eyes 1.1.omodElaborateEyes-RensBeautyPackFull.espElaborateEyes-RensBeautyPackHairsOnly.esp I coppied the files into my data folder and loaded it into my Oblivion Modmanagerwhen I activate RensBeautypackFull I can choose the mystic elves as a new raceand the new eyes for all other races... but the mnystic elves have only the option for Ren's Eyes for example Ren's eye 01or Ren's Odd Eye 02 and those eyes don't change the effect, that the mystic elves have no eyes my problem is now, that the mystic elves and the new eyes only are available when I activate ElaborateEyes-RensBeautyPackFull.espso I think that can't be in conflict because its downloadable as one mod I just simply want the mystic elves to have any eyes!!!^^ren's eyes or the standard eyes or the vulkin elaborate eyes... whatever... I looked for ren's eyes because in the ren's folder is just a hair subfolder but no one for the eyesand i also didn't find ren's eyes to download! Link to comment Share on other sites More sharing options...
Duramon Posted July 17, 2007 Author Share Posted July 17, 2007 Omg ive another prloblem...i cant hear teh voice of the npc's when i'm talking to them...aargh... please help me!^^ Link to comment Share on other sites More sharing options...
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