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Found 9 results

  1. My keyboard backlight works and I can type with my keyboard. I can manually select what profile / macros I want to do by the g15 software. It is not preferable. The keyboard display will not show any writing (blank regardless if lit up or not). On bootup, the keyboard does not display the G15 logo. This is true for TWO computers, same problem. Finally, in the operating system after logging into the desktop, the AUTO profile handler will not detect my programs are in operation and will not switch to the profile. I need the autoswitching for my many macros and the experience that I have when playing my games. I already uninstalled keyboard drivers and re installed drivers from the vendor's site. O.S is updated on the machine it was tested on. Is there an off chance that anyone has seen this and knows that it can be fixed? Second question, if it can not be repaired, does anyone have a G15, G19 laying around that they will donate? Third question, when looking for keyboard parts: I noticed after reading, waiting, rubbing my eyes, sleeping, re reading again: the keyboard I mentioned is anywhere from 400 U.S. dollars to ONE THOUSAND dollars! I obviously never in my life will think that is good. It is certainly not what I paid for and is certainly supposed to be super CHEAP by now. So what in tarnation is going on?
  2. Issue: Launching Skyrim via STEAM yields, 'ckm error, packed file larger than mod, might be corrupted'. The launcher quits examining / loading files on the load list after the error and sometimes crashes. Observation: This isn't true. I play Skyrim vanilla and mostly have no other data file load order program installed like Wrye Bash. NMM is installed but since lousy Vortex took over I haven't messed with NMM. I am not uninstalling 5 mods it decides it doesn't like, I want to find the correct loadlist for observation/troubleshooting. It doesn't matter what mods it complains are corrupted, in my case 5 mods. I can play them just fine. With help from TESA folks, I found the %appdata%\..\local\skyrim files that look like they control loading order. Plugins.txt SteamModList.txt DLCList.txt *loadorder.txt* is NOT in this folder as https://forums.nexusmods.com/index.php?/topic/583662-important-load-order-and-you/ would have you believe. I renamed the SKYRIM folder to SKYRIM.org and launched the STEAM Skyrim game and it is STILL loading 49 items. I don't have Wrye bash or other load programs so where is the Skyrim launcher getting the load list from?
  3. I've successfully created a pair of heels in Blender 2.78. I've been longing to use them in Skyrim since yesterday. *Images down below* I've assigned each object a singular material, all uv mapped textures and there are no n-gons, no duplicate vertices, no too many polygons what not no problems I've arrived to the point where I have to prepare for nif export. (Following this tutorial right here http://wiki.tesnexus...Skyrim._Part_2) So here is what I have/prepared/done in no particular order applied scale, rotation and location deleted everything aside from what I need. (no cameras, no lights; just the components that make up the shoes and the feet see 'image#2 image#3') smoothed shading user versions under scene panel to 12 and 83 Niftools options in object tab set to 'image#4 image#5' for every object. Some of them had different options such as NiNode for Nif Root Node at first instead of BSFadeNode which I've set to manually because the tutorial that I've been following told me so (kinda vaguely so that's why I've doubts on this one. I have a back up of a version before I set them all the same so I can use that) maximum weight applied to everything the rotation, angle height location and scale are matched to another mesh from a Skyrim mod that I've been using see 'image#6' it might not be perfect but I don't mind coming back and tweaking if should there be seams, clipping or what not What I haven't done that I've read around one should or stuff that I think might cause problems I've not imported skeleton only + parents from the reference mesh I was using. However I can't do this on Blender 2.78 as I don't have or can't find the option to do so when I import the .nif file. Some assigned materials have more than just diffuse maps. I've included some with subsurface scattering, normal maps, specular maps. I'm not sure how can all that translate when I export into a single .nif file... When exporting into a .nif file I get a few warning messages telling me how textures are being merged because they are the same blah blah Also, does the name I type in the Nif Long Name section in NifTools Shader section under objects tab matter? I've wrote what I liked for each object separately I've done an experimental .nif export with what I got and it was successful. The exported nif file however showed nothing but a white line with a dot at the end when opened in my NifSkope. And there is where I kinda stopped and decided to get some supervision for what I've done so far. (see image#7) Also there are no BSLightingShader property, I am a complete noob to NifSkope but I've read somewhere that that's where some important data are supposedly stored under NiTriShapeData... Also I'm using NifSkope 1.2.0 Alpha 2 because I had stupid bugs with 2.0.0 Alpha 6. I do however have Blender 2.49b with PyPPFFFFYY i forgot name installed, should it become a necessity. If anyone knowledgeable in the art of making Skyrim mods especially some sexy heels, could point out some possible problems or guide me through NifSkope until creation kit (I think I can handle learning how to use creation kit by myself); I'd really really really appreciate it <3 I want my heels in game and I still feel so far away from that goal : ( even though essentially the models and textures (most time consuming?) are already done! #1 #2 #3 #4 #5 #6 #7
  4. I just re created my mod for the 5th time, not to mention the 'mini' re creations. This means my mod is 2 years old with nothing to show for it because of these hideous errors that sneak attack me. This time, I want to open a dummy book and click on 'leveled items' tab so I can spawn a book I created. I can't. Why is my kit crashing when opening this tab? This does not happen if I only load the master files. It happens in my mod. I did not make any fancy item that would cause this. I have a faction mismatch, but I don't see how that comes anywhere close to being a problem for this. I don't know what to do in TESV edit other than create filters and press 'check for errors'. Sadly, with my bad luck, I somehow lost the 20 phases I saved, just to protect me from this dreadfulness. If I can't fix, I have to start over.
  5. ***Most certainly NOT your standard "dark texture" issue... I've spent a lot of time learning how to properly import and export .nif files from Blender, and dancing around all the little caveats that go with using old, outdated codding, because there is nothing up to date to use. Imported the head I wanted to work with, set up the vertex maps (skin partitions), weighing, bones, etc., exported back out as a .nif, made the proper adjustments in nifskope, and everything's looking fine... until I put it in the creation kit. It shows up in Creation Kit with a darkened texture, and if I check "SLSF1_Facegen_Detail_Map," then Creation Kit crashes when loading the .nif . I've done all the standard checks for fixing darkened textures: Has Vertex Colors = yes (also checked off in the shader properties) BS Num UV Sets = 1 Has Normals = no (I've tried it with "SLSF1_Model_Space_Normals" both on and off) And very large number of variations and combinations in between, including, but not limited to, playing with the alpha values, import/export settings on blender, the emissive color/multiplier tags, setting vertex colors to no, setting uv sets to 4079, etc. I've also tried copying the NiTriShapeData and dismemberment data into and over the same data sets inside the .nif file of a working head, but this (not surprisingly) results in other complications. Although, there are a few more variations on this I could try as well... From what I can gather, this almost certainly relates to the facegen data, or absence thereof, since it's a custom face mesh (everything else works, it will even load in game without issue). The only solutions I've found for facegen data not running correctly involve custom actors, and not custom races (which doesn't have any actors). My knowledge on facegen data is extremely limited. Is this something that's supposed to be baked into the head mesh .nif file? Is there some special extra set of steps, specific to editing/creating head/face meshes, which involves special data sets that are embedded into the mesh? The settings for a mesh in nifskope, and the fact that having it turned on crashes creation kit, certainly seems to imply this... Side note: what would you guys recommend using to post images (screenshots) and download options for the related files?
  6. eqlipse

    SOLUTIONS

    From the album: Modded Skyrim

    I fixed both the head mesh (removed the ears via a simple mesh relaxation/smoothing), and the texture for it. FYI, this was far more a pain in the ass to do than it should have been, simply because of the dated nature of all the tools used to deal with .nif files. And the terribly kludgy way in which Bethesda has the Skyrim engine working.
  7. eqlipse

    SOLUTIONS2

    From the album: Modded Skyrim

    I also redid the ears, giving them a unique UV map, and their own texture file. I haven't gotten around to making the normal, specular, or detail maps yet; need to re-learn Zbrush, because it's been forever since I last used it. The UVs for the ears are the highlighted overlay.
  8. eqlipse

    PROBLEMS2

    From the album: Modded Skyrim

    The "ears" (included in the original pack as a wearable nekomimmi headband) make use of the original Khajiit skin textures... which is horribly inefficient, loading a texture file for which the mesh only uses a tiny portion. This means that, if you want to cram any more detail/resolution into the ears (for example, a 1-2k diffuse), then you would have to blow-up the texture to almost 10x its original size, just to get that resolution into that tiny little corner >_< The UVs for the ears are the highlighted overlay.
  9. eqlipse

    PROBLEMS

    From the album: Modded Skyrim

    The original head mesh, and the way the original texture maps around it. Note that it has texturing for ears... which isn't used, and in fact wraps around the head in areas the ears wouldn't cover.
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