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Posts posted by KWITS
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As always SysCrusher, thanks a million for your expertise. Your post is no where I could find. More than a year ago when I begin my last Mod, I was using the basic CS but today I use the CSE.
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Good Day,
I want to create a new Mod but I don't remember how to make a quest script. Under CSE for instance when I create new script it automatically becomes an object script. I tried to change that object script to a quest script under TES4Edit but after saving that change to my Mod, it was still an object script.
Cheers,
KWITS
Developer of "Word and Void" Series
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Good Day,
I finally resolved my, disabled Marker Reference issue under my Oblivion Module extension. I am not sure of which of the below steps was the deciding factor but here they are:
1) Clean up syntax with my main Mod script using CSE -> This was simply a best practice in coding a script!
2) Re-install OBSE v0021 -> This probably caused OBSE to load during each saved game!
3) Recompile all Mod scripts under CSE -> This was probably the final resolution!
Cheers,
KWITS
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I think my problem is even though I saved a previous game file under OBSE v00021, it no longer loads when I play that saved file. I get an error when I load any game now. Within my main game script, I have a check to discover the OBSE version before performing any other action.
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Good Day,
I have a strange technical glitch in Oblivion that I encounter once every 6 months or so while modding. The problem is this observed during game play. All marker references are disabled throughout the game world. The only fix for this was to acquire an earlier version of my main mod script and then copy / paste it into the problematic script. Has anyone ever observed this technical issue? I would like what call I am making in my script that CSE is not catching that ultimately leads to this failure.
Cheers,
KWITS
Developer of "Word and Void" Mod for TESIV:Oblivion
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My custom NPC is evil so could this be the issue?
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Good Day,
I have created a custom NPC and a customer horse. However, after creating respective packages for each that are identical to Imperial Riders, my NPC travels to their assigned location and completely bypasses the imperative command for, "Use Horse". I have checked the factions and the AI and can't find why the NPC won't engage the horse. Does anyone have an ideas?
Cheers,
KWITS
Developer of TESIV Mods: Word and Void series.
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Good Day,
Please subscribe and share your comments against my YouTube profile for the latest movies posted from my "Word and Void" development project for
TESIV Oblivion, video game series.
Also, please go to my Blog website:
Cheers,
KWITS
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Good Day,
I am working on a character for my mod. Since I am a novice with character animations in Blender 2.49b, I thought of simply modifying a robe that the character wears to create an illusion of protruding wings. I know how to import a vanilla robe into Blender and I know how to attach objects. However, beyond creating a scene root and parenting it to the custom wings, I don't know what else I should do. What i have at present is the ability to export out of Blender without any errors and no visual issues in NIFScope. In the Construction Set the robe does not appear. What am I missing? Evidently, I corrupted the existing robe animations.
Cheers,
Developer for "Word and Void"
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The effect under my scenario is a headless Minotaur.
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I have imported in just the meshes with no animation or skeleton to modify the UVMap and still the export breaks the animation in CSE.
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Thank you DaMage; this is all very useful information. However, since I am not yet experienced in animation modifications, I want to keep things simple. Here is the scenario that I am working on:
1. Import a Minotaur lord head into Blender 2.49b.
2. Import a left and right hornf
3. Rotate the left and right horn's axis
4. Export the changes
What has happened in the past by just rotating the horn axis that is positioned against the Minotaur head will break the animation as viewed in CSE. I suspect that there is a vertex group issue or a positioning link for a .kf file that is broken. What are your thoughts?
Cheers,
KWITS
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Good Day,
I have never been able to import any animated mesh or skeleton into either Blender 2.49b or Blender 2.62 without breaking the animation upon export. For example, I am working on a new texture for a Minotaur Lord. By simply importing into Blender the body for example or the head and changing the size or shape even in the smallest of ways, breaks the animation upon review in the Construction Set or CSE. However, everything appears correct in Blender or NIFScope.
Has anyone been able to import an animated mesh into Blender without any export issues?
Cheers,
KWITS
Developer of "Word and Void" mod for TESIV
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Good Day,
It worked before but not this time around. I use Blender v2.49b in support of all TESIV modding. I am having a specific problem with using the functions, expand extrapolation. I am using a tutorial but the author is going through the steps too fast. There should be a green bar going across the X axis that is just above the animation sequence curves under iPO. This bar may be a border but I am unsure on how to display it. It has to be there before anything else can happen.
Cheers,
KWITS
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I discovered that it is better to create one to many related worldspaces than just one big one.
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Okay, once I unparented my WaVVoidDummy worldspace from the WaVVoid worldspace, my texturing problems went away. How should this process be used effectively?
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I think part of my problem is the default texture itself; it is set to 100%.
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Okay, within a traditional Oblivion world, there are lava plains far and wide all around the main architectural structures. These are actually, unused wilderness cells that are flooded with lava. These cells have no extra textures as their sole purpose is for distant scenery However, I want to use these peripheral cells for my own purpose to expand the realm and world that I am customizing for my mod. This is my user context. Logically, every wilderness cell has its beginning before any grass or trees are established. The problem here is, where do I begin?
How do you begin adding landscape textures to a default wilderness cell?
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Good Day,
I have long had issues with applying landscape textures to various world landscapes but especially now with Oblivion world environments. Essentially nothing is happening when I choose a texture and try to life or lower the default texture, much less any success with altering the default texture to another design. Has anyone else experienced these issues? Is there a resolution available?
Cheers,
KWITS
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Here is the exact error:
'backward.kf' failed to find target with the following identifiers:
m_pcAVObjectName Bip01 R Toe01
m_pcCtlrType NiTransformController
m_pcPropertyType (null)
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Good Day,
All that I modified against my vanilla creature skeleton export under NIFScope were the textures for the skull and skellie. However, by making these supposedly minor changes, I broke the animations, especially with the backward.kf file. Please provide a step by step procedure to correct this issue, either through NIFScope or Blender v2.49b.
Cheers,
KWITS
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No, I have used OnActivate to spawn a single message from a non-NPC entity like a creature or ghost. However, I just had an idea to make this process a bit easier. Although I don't understand why I could not use a looping timer to spawn delayed messages.
Where is Shout?
in Introductions
Posted
I can't find the Shout room we used to have on this website?