LordChimera Posted June 5, 2020 Share Posted June 5, 2020 I managed to create an esp file from 3 armor set mods via CS. The armors have individual pieces that I like so I decided to merged them and put the desired pieces in a single container (a sack)for pickup. When I wear the armor pieces, my character's indvidual parts or entire body disappears. I installed the mods via TesModManager and I wonder if the installation messed up their meshes and textures. If so what can I do to fix it? On a related note, since the armor mods A, B and C are merged in a single mod, do I still need to activate them or only the new merged mod? Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted June 7, 2020 Share Posted June 7, 2020 So you individually tested the 3 mods and everything worked fine before you merged them? Do any of them originally come in the omod format or with a BSA? You don't need to keep the individual mods active. Link to comment Share on other sites More sharing options...
LordChimera Posted June 7, 2020 Author Share Posted June 7, 2020 So you individually tested the 3 mods and everything worked fine before you merged them? Do any of them originally come in the omod format or with a BSA? You don't need to keep the individual mods active.Yes and they worked fine. None are came in omod format, but two of the mods came with meshes and textures along with esps while the other only had bsa and esp. I might be just guessing here, but the "invisible" armor problem has something to do with the meshes and textures, aye? Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted June 7, 2020 Share Posted June 7, 2020 (edited) Extract the content of the BSA using Oblivion/TES mod manager. Your problem probably comes from the fact the BSA doesn't any longer have the same name than the plugin with the associated content. Edited June 7, 2020 by Oblivionaddicted Link to comment Share on other sites More sharing options...
LordChimera Posted June 8, 2020 Author Share Posted June 8, 2020 Extract the content of the BSA using Oblivion/TES mod manager. Your problem probably comes from the fact the BSA doesn't any longer have the same name than the plugin with the associated content.Thanks for the tip. I was planning on doing the BSA extraction thing, but I needed confirmation that such a move won't mess up the game thus sparing me from re-installing Oblivion again. On an unrelated topic, do you know any tutorial that lists the effects of all Scripted Effects options in CS? I was looking for an effect that causes staggering or something similar. Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted June 9, 2020 Share Posted June 9, 2020 Glad to've been helpful. I don't know any tutorial of this kind, sorry. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted June 9, 2020 Share Posted June 9, 2020 Not sure what it's to do with "Scripted Effect", as this is only 1 single effect which can do anything a script can achieve and you can only change its icons or visuals at most. But a list of all existing and available effects can be found on the CS Wiki here: https://cs.elderscrolls.com/index.php?title=Magic_Effects_List This is also the place where you can find all about the individual dialogs and setup menus in the CS and their respective options and choices.Basically it's always the first place I go to, if I need to find out about something plugin-wise. Staggering is an animation though. I don't think you can trigger it with a spell, unless you script one to do so. Link to comment Share on other sites More sharing options...
LordChimera Posted June 9, 2020 Author Share Posted June 9, 2020 Not sure what it's to do with "Scripted Effect", as this is only 1 single effect which can do anything a script can achieve and you can only change its icons or visuals at most. But a list of all existing and available effects can be found on the CS Wiki here: https://cs.elderscrolls.com/index.php?title=Magic_Effects_List This is also the place where you can find all about the individual dialogs and setup menus in the CS and their respective options and choices.Basically it's always the first place I go to, if I need to find out about something plugin-wise. Staggering is an animation though. I don't think you can trigger it with a spell, unless you script one to do so.I wonder though if there is a value in those Telekinesis/Force spells that can be changed to minimize the throwback of the target to make it less ragdolly? That's why I asked about the "stagger" effect to make my own that is more balanced. Link to comment Share on other sites More sharing options...
bobbyskel78 Posted June 15, 2020 Share Posted June 15, 2020 as already mentioned, stagger is a animation, a kf file that can be called. the script will not change the animation, for that you would have to create your own or alter the existing one in something like blender. once done the animation can be called as well an associated sound. Link to comment Share on other sites More sharing options...
bobbyskel78 Posted June 15, 2020 Share Posted June 15, 2020 you can have a look at a number of different mods such as deadly reflex, to see the script that calls the animation. deadly reflex, as just one example offers a variety of new animations ... if you decide to go down the animation path, by all means use the universal skeleton. Link to comment Share on other sites More sharing options...
Recommended Posts