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speedyg869

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Everything posted by speedyg869

  1. Thanks! You may want to ad a section on screenshots at the end of the tutorial in the 1st lesson as that is where a new modder would need to how to provide them specifically for the CS lessons. For example, I originally took screenshots from in game, hence why they were dark. Then I read your response and took them in the CS. And I also used Flickr to avoid wasting space on your server. Anyway, just an angle from a new user perspective.
  2. Ok, Here's my lesson #1: Tutorial House. Ready for a Total Conversion!
  3. I finished lesson #1. But the screenies came out really dark! When I was in my house, everything looked fine. On the section about the Interior Data Tab, there's a suggestion: If you like to use companions, don’t set the Owner as Player, instead, set the Owner Faction as Player Faction so your companions can live with you! I could not set Owner Faction. It's not selectable. Any ideas? Also, when I'm exiting the CS, I get warnings: "Modelloader still has 6 nif files, continue playing?"
  4. In Bash, the masters window is on the right.
  5. Once the tutorial is finished (ex:Basic importing of external resources into the CS - [Finished]), can someone create a link to the tutorial? Currently, the links in the summary of this thread point to back to this thread. I looked under tutorials and I can't the "Basic importing of external resources into the CS".
  6. The Wrye Bash readme is long, but everything you need to know is there. If you need more help installing Wrye Bash, go to their support thread. Also see this TES Alliance tutorial As StarX says, You don't need an Esm. You can make an Esp dependent on another Esp. But each time you exit the Construction Set, the original dependency between the 2 mods will be broken. If you launch the game from Wrye Bash you need to re-add the other mod (esp) as a master again. Highlight the mod and r-click, then select add masters and choose the other mod (esp). Hope this helps.
  7. Can someone point me to information on Mod Testing/debuging techniques/tools for Oblivion scripts? The CS Wiki has a good start point, but the links are old. Ex: Helpful Programs If you want to create a serious debug environment for tracking down things you see in the game, you can use a dual-monitor setup with TES4View, OBSE and Pluggy to run TES4View on one screen while playing the game on the other. This setup will track what you're looking at in the game and automatically show you details in TES4View about whatever you currently have in your crosshair. Details (here old link). Thanks in advance!
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