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KWITS

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Everything posted by KWITS

  1. Thanks so much for your post! I have BSA commander so what is the process? Do you first export all of the files to a custom directory, modify the files desired, and then do you wrap everything back up under the original BSA file?
  2. But where oh where is the darn, LandscapeWaterfall01.nif file?
  3. You are absolutely correct friend! Once I adjusted the ambient light within my interior cell, the once invisible waterfall is now seen. However, I consider this process as a workaround. At least now I know I am sane! I want to modify the LandscapeWaterfall01.nif to change its parameter to a higher value than zero. This way, I can continue to make use of ambient lighting from torches and candles within a more realistic environment. Light always has a natural or artificial source.
  4. Good Day, Thank you sincerely to everyone that has posted to this most frustrating topic. I have learned in my short time of TESIV modelling that contrast and detail are the two most important concepts in building a gaming environment. Using a beautiful waterfall sequence is no exception. I have Nifscope installed but I am having difficulties in locating the NIF file for LandscapeWaterfall01. Where is the file located under the Oblivion\Data directory? Regards, KWITS
  5. Good Day, Back to the discussion thread's topic, Landscape Waterfalls, I am still having problems with the visuals. In fact, none of the water particle effects are working under my Mod. However, other special effects are working fine. Regards, KWITS
  6. Working on a script to rotate an object around its axis?

  7. Good Day, Well, I have GECK working but only after I purchased and installed Fallout 3 through my Steam account. Do you know if GECK is compatible with Oblivion data files? I can't get my esp or esm files to load under the tool's IDE. Thanks, Keith
  8. Good Day, Do you know anything about using GECK instead of the TESIV Construction Set in support of Mod development? I discovered that Bethseda released Fallout Los Vegas through Steam. GECK is used to develop Mods for this game. Therefore, shouldn't GECK be used in support of TESIV? I tried to launch GECK but I receive an error against an unregistered DLL. I suspect that there is a dependency between GECK and Fallout. Where I am going with this conversation is, I am curious if I can resolve some of my Mod issues like activating waterfalls through using GECK. Your insights are most welcome. Best Regards, Keith
  9. Good Day, Thank you sincerely for your prompt post on this topic. I was mistaken about the version of OBSE. I just checked and I am indeed on v20. I do know that waterfalls fall under the subject Particles. I will check around the rest of the Oblivion world and see if other waterfalls are affected. My laptop is running Windows 7 SP1. It is a Dell Vostro 1710. Regards, Keith
  10. Good Day, I am not sure what happened but at some point, all of my waterfalls that I enabled under my TESIV mod while developing under the Construction Set, suddenly became disabled. In other words, I can hear the waterfalls but I can't see them any longer. Aren't landscape waterfalls self-activating? I am currently using Oblivion with Shivering Isles installed along with OBSE v19. Regards, Keith
  11. Congrats Tigersong! I have been developing for about 4 months now and I can tell you all about those things that can go wrong!

  12. Hello to everyone!

  13. Resolving broken XMarkerHeading references

    1. KWITS

      KWITS

      Resolved my global, marker reference issue under TESIV. Evidently, I uncovered a bug in which if the command, "If (Player ref.unlocked)", is used, all XMarkerHeading references will be disabled as referenced under your Mod.

  14. Hey JazzJr! Do you have a moment to answer a question about broken references with XMarkerHeading?

  15. Good Day, During my Mod development, I ran into an issue when I had to troubleshoot a XMarkerHeading reference that I was using to enable/disable specific items under my environment. During this process, I elected to remove the customized XMarkerHeading. When I attempted to accomplish this task, the TESIV CS gave me a warning about checking out my selected reference under my Mod. I clicked Yes and now every XMarkerHeading reference is no longer working when called under my main quest script. How do I repair these orphaned references? Thanks, Keith
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