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KWITS

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Posts posted by KWITS

  1. 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

    http://www.kwits.net/WaVBlog/

  2. 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

  3. 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

  4. 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.

  5. 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"

  6. 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

  7. 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

  8. 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

  9. 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?

  10. 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

  11. 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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