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WindmillTilter

TESA Team
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Everything posted by WindmillTilter

  1. I went Stormcloak. Bugged me a little at first, as I saw myself as an Imperial patriot in Oblivion. I happily joined the Blades and had Martin's back. However it became obvious right off that things had changed, and I've always been a fan of the underdog. It's hard not to want to side with rebels against any power that rules with such a heavy hand, and when they decided to execute me for no reason at all the choice was made. Down with the Empire! That said I'll certainly play a character through as an Imperial at some point, just to see how it plays out. WT
  2. OK turns out the problem was just that there's an incorrect entry in the children array for NiNode Ambre00:00 (22), which points to a collision object. Just change the Num Children entry to 2 and refresh the array and it doesn't crash the CS. If you want I can clean it up a little after work and send it back to you. I don't know of any tutorials like that off hand, but once you get used to working in NifScope it's actualy pretty painless. When I'm doing the kind of animations you're describing I usually just build them straight in NifScope. WT Edit---- Ninja'd by Tamira. Glad you guys got it worked out.
  3. Hmm the NIF really is a bit of a mess, I don't see anything obvious either. I'm headed for bed but if someone else hasn't spotted the problem when I get off work tomorrow I'll play around. It's bound to be something simple, it always is. There's just a million simple things it could be. WT
  4. Looking really good so far Don. You might want to vary the UVMap on you vertical dividers a little so it shows different parts of your wood texture on different divider. ATM the same knot showing up in the same place on each one stands out, but otherwise it's looking great. WT
  5. Excellent! Glad we got it working. Having the node repositioned really SHOULDN'T cause that, but Ob does funny things sometimes. WT
  6. I've definitely never run across anything like that before. Can't see anything too unusual in the NIF either. I did notice that the Node containing the collision is dropped on the Z axis and then the collision's RigidBody is pulled up to compensate. No reason that should cause a problem but it would be interesting to 0 them both out and see if you're still having the issue. WT
  7. If you pull it off you'll have to let me know how. I've tried and failed miserably.
  8. Change your BSX flags from 33 to 35. Or Right Click in the Integer Data field of the BSX flags and click flags, then place a check beside "Enable Collision". That's just a GUI way of adding 2 to the current value. Other than that it looks good, if your still having problems after updating the BSX flags just let us know and we'll get it figured. WT
  9. Yeah that's what I was picturing, although for that matter a darker grey with touches of blue/brown kind of like case hardening might be pretty neat.
  10. Lovin this one. I'd be curious to see what it looks like with a slightly different texture on the blade, just to set it apart from the hilt/pommel.
  11. I love ASUS boards and the Rampage line is certainly excellent. I'd give serious thought to going with an 1155 based board over a 1366 though. The 1366 socket is dead now, so there won't be any new processors coming out for it, whereas the 1155 may still have some longevity and the 2500k is by far the best bang for buck you'll get in a processor right now. I always try to grab a mobo that will give me the option of just replacing the CPU/Video when I next want to upgrade. That said it's been quite a few builds since I was able to upgrade my CPU without replacing the mobo, so maybe it's a moot point. If you are thinking 1155 the P8Z68 looks like a really good contender at a great price. For the PSU I think it's worth dropping a few extra bucks. My opinion may be skewed due to the bad power in my area, but around a 3rd of the computers that come through my shop are there to have the failed cheapy OEM PSU replaced. Because of that I always spend a little extra and stick to Antec or Corsair who make reliably excellent PSUs. Something like this one would certainly do the job. WT
  12. No Oblivion allows the use of multiple normal maps. I had a quick look at the Nif and noticed that both the grip and cylinder use textures with underscores that you had to fix, any chance you forgot to rename the _n files when you did it? WT
  13. Welcome to the Alliance rshel. We certainly try to be helpful, and I have no doubt you'll be able to help out yourself once you've been here a while. It is after all the best way of testing how much you've actually learned. WT
  14. Leodoidao, where was the ini file you edited? There's two and you have to edit the one in your "My Games" folder, not the one in your install folder. WT
  15. Thanks Willie, that's what I get for writing something off the cuff at that time of night. Faction should be right, I pulled it of the wiki. I never popped open the CS to double check though and it would certainly explain not getting a positive number back. I'll play around and see what I can figure out. WT
  16. That's odd, the logic of the IF statement looks alright. Try using this, it will show you what is getting detected for rank, should help us narrow down where the problem is. scn MyScriptName Ref rUser Short sRank Begin OnActivate Set rUser to GetActionRef ; Sets your reference var to whoever is activating the chest. Set sRank to rUser.GetFactionRank ;Store the rank in a var you can check Message "Rank %.0f", sRank, 5 ;Displays whatever is stored in the var If sRank > 0 ; or whatever level you want to check for. Activate ; opens the chest. Else MessageBox "Stealing from the Fighters' Guild? Not smart my friend." Endif End [/code] Let me know what you find out. WT
  17. Something like the following should work pretty well. GetFactionRank returns -1 if the player is not in the facton, replace > 0 with > 4 if for example you want them to be at least rank 5. Just did this on my lunch at work, so it's not tested. scn MyScriptName Ref rUser Begin OnActivate Set rUser to GetActionRef ; Sets your reference var to whoever is activating the chest. If rUser.GetFactionRank FightersGuild > 0 ; or whatever level you want to check for. Activate ; opens the chest. Else MessageBox "Stealing from the Fighters' Guild? Not smart my friend." Endif End [/code] Post if you have any problems, Good Luck. WT
  18. Well there's a couple possibilities, would be helpful if you posted the whole script. GetEquipedObject is an OBSE function. I'm assuming if the script compiles properly that you know this and are launching both the cs and the game with the OBSE launcher. Slot 20 is for armor that fills the lower, upper, hand AND foot slots like the DB armor, if your NPC isn't wearing armor that does that you wont get a result returned. How and where in the script are you filling the "who" variable, if this is happening after the armor check or not working properly you're checking an empty reference. If none of the above helps, post the whole script and we'll have a look. WT
  19. If you want to get around dropping the item you could use an OnEquip block instead. It wouldn't actually move the player until they exited the inventory screen, but a MessageBox could be used to make it seem a little a more natural. Either way you have to be careful with Player.MoveTo as it functions as a return, meaning nothing after it in the script will get executed. Not a big deal, but make sure it's the last thing in your script. WT
  20. Glad you got it sorted. Still hadn't gotten it to crash at my end, but then it's not like I'd tried every possible combination of graphics settings yet either. I appreciate the offer, it's on my list but you never know. WT
  21. OK I'll play around with my video settings and see if I can make it crash. It might be a combination of things, for example I use bloom rather than HDR, as I don't particularly like the look of HDR in Oblivion. Perhaps it's some combination like that. WT
  22. Seems unlikely the problem is at your end, as it doesn't crash on either your rig or mine. Since your mod adds a completely new creature, mod conflict doesn't seem to likely either but you never know. Is your other friend running the same realistic water mod that Pronam is? Also does it run OK with shadows turned off for him? WT
  23. Yeah they're certainly my favourite studio. I don't think it's possible to put out a game this size without some bugs, but I felt sure from the time they announced it that I was going to LOVE Skyrim. I can't think of any other studio I have that kind of confidence in. WT
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