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WindmillTilter

TESA Team
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Everything posted by WindmillTilter

  1. OK you're definitely missing meshes. Did you extract them directly to your data folder, or to a temp directory and move them? WT
  2. It's Nvidia, a GTX 470. Let me know if you other friend still has any trouble with it after updating drivers. I can certainly poke around a bit more if required. WT
  3. Hmm, works just fine for me. Tried it multiple times with shadows on and off. Must be something unique to your buddie's setup. I'm assuming from your post that it works OK for him with shadows off which rules out instalation issues, is that correct? If so, get him to try running his game with shadows on without your mod loaded and see if it works. It's a clever idea by the way and nicely done. WT
  4. Generating LOD textures takes a lot of picky work, especialy since the CS is bugged and won't generate them properly. No one else is likely to be willing to just do them for you. If you tell us; the exact steps you followed where you ran into problems and exactly what the problems were we should be able to get you up and running. It's a fiddly painstaking process, but it is certainly doable. WT
  5. OK that is an odd one. I've downloaded the file, will have a look this evening after work if someone else hasn't solved it by then. WT
  6. Ran into the same problem recently myself. Get IrfanView LINK It's a free image viewer that also does batch conversions, and it runs fine in Win 7. The python script worked for me, are you having trouble installing python or with the script itself? What exactly goes wrong? JF
  7. By programs that are supposed to help with it, do you mean the python script? If you give us some more details on what exact issues your having we can probably help more. WT
  8. Click on the Use Full Editor button when you reply, then click on the Click To Attach Files button at the lower left. WT
  9. The pics sure look like overlapping faces. If you're positive you've ruled that out I'd suggest posting the mesh so we can have a look. WT
  10. Hmm I don't know about "Never investigate the creepy noise in the dark room alone". I mean on the surface it's certainly good advice, but problems you don't deal with have a tendancy to come back and bite you. Which leads me to my advice on surviving horror movies, Never investigate the creepy anything UNARMED. Hmm what else; Never flee into a dead end, or always know where your exits are. Never, ever, say "I'll be right back". If you seem to be having a really good day, check your back frequently. Especially a few seconds either side of your front door. WT
  11. There's a couple of things you need to make it work. First is the BSX flags, you need to add 32 to indicate the presence of an editor marker node (or R-Click and check Editor Marker Present). The NiNode containing the NiTriStips you want to use as an Editor Marker seems to need to be named EditorMarker. I've always assumed that there can't be a texture present, don't think I've ever tested the theory though so you could try it both ways. If you want it translucent in the editor, use the Alpha setting in your NiMaterialProperty. You can control the colour from there too. If you have trouble getting it going just post the NIF and we'll walk you through it. WT
  12. That really is some nice work CounterPoint, especially if you haven't been modelling for long. You clearly have a knack for it and I look forward to seeing what you do in the future. WT
  13. Holy Crap, that's good. I think I can safely say it's the best axe model I've ever seen. WT
  14. You assign them to the Manager. If you look at the NiControlerManager, you will see a "Num Controller Sequences" field. Change that from zero to two, then refresh the "Controller Sequences" array below it. Once it's refreshed, expand it and add the block numbers of your Controller Sequences in the two fields. WT
  15. Yes it's very doable if you're familiar with NifScope (for object animation like your describing). Just a matter of looking at some of the existing animated Nifs (Doors etc.) and copying how they're setup. If it's your first time doing it, it's likely to take a while (it did for me at least). If you get stuck just post the NIF and we'll be able to point you in the right direction. WT
  16. I would try commenting our or removing the OnMagicEffectHit block for testing purposes. Their own ghost ability is probably triggering it and counting as the first hit. If that is the problem I don't realy see an elegant solution off the top of my head. You could add seperate entries for each hostile magic effect that raise a variable rather than executing your code, but it's hardly an elegant approach. WT
  17. You can send it to windmilltilter@tesalliance.org WT
  18. I think we're gonna have to see the esp to be able to help much on this one. If the players controls are getting disabled without you calling for it, something else is affecting the player at that point. WT
  19. Your message box is "commented out". The semi-colon ";" is Oblivion scripting's comment mark meaning that everything on that line after the ; is ignored. It's a useful feature for adding notes to your script that get ignored by the script compiler. Otherwise the script as you have it now looks good. If it's not removing the clothing I'd say either you have the ID wrong (does it match what you changed your new Form's ID too?), or your not testing from a clean save. If your changing the name in the CS and it's not showing up ingame that may be the most likely. Whenever testing a mod you need to do it from a save made BEFORE your mod was activated, otherwise old data from your save may overwrite the changes you make in the CS. WT
  20. You'll need to post your current code for us to troubleshoot it. I'm off to work, but if someone else doesn't beat me to it I'll check this evening. WT
  21. You have to be careful to match If and Endif blocks whenever you're scripting. If you prefer to keep the structure your currently using rather than the one _echo is suggesting it's just a matter of matching up your blocks correctly. Let's look at your code. If Player.GetIsSex Male == 1 ; 'everything from this untill the next endif or elseif will happen if the player is male' Elseif GetIsID MiddlePants02Female == 1 ; 'This only happens if the above is NOT true, so if the player is female' Player.UnEquipItem MiddlePants02Female MessageBox "This is girls clothing, I am not wearing this" ... [/code] You need two separate IF statements. One to check if the player is male, and inside that so it only happens if the player is male, one to find and remove the right piece of clothing. [code] If Player.GetIsSex Male == 1 ; 'If statement one begins, the stuff inside it only happens if the player is male' If GetIsID MiddlePants02Female == 1 ; 'If statement two begins checking for specific clothes' Player.UnEquipItem MiddlePants02Female MessageBox "This is girls clothing, I am not wearing this" Elseif GetIsID MiddlePants01Female == 1 ; 'If statement two continues only IF the first piece of clothing was not found' Player.UnEquipItem MiddlePants01Female MessageBox "This is girls clothing, I am not wearing this" ; 'You cary on like this untill you have all the clothing you want to check for listed then END your second IF statement still INSIDE the first one' EndIf ; 'If statement two ends' EndIf ; 'If statement one ends' If you're still having trouble just post back. Good Luck, WT
  22. How are you adding the spell in the first place? I'm wondering if it's re-adding the spell once it's removed. WT
  23. Huh it is the radius setting that's giving you trouble, but it's combined with another problem. If you right-click on the NiTriStrips and go Transform>Apply you'll see that the lighting corrects itself, this will also line it up correctly with it's bounding box in the CS. At that point your radius on the NiTriStripsData block becomes a negative integer. If you do the Mesh>Update Center/Radius at that point if fixes it. Presumably you could also just remove the " - " from the front of the value but I didn't test that. Not entirely sure what happened to cause the problem in the first place. Do you have "Apply Transform" checked in your export options? It's a pretty easy fix though. Let us know if you have any more issues. WT
  24. Try right-clicking on your NiTriStripsData and selecting Mesh>Update Center/Radius. The exporter occasionally messes up this value and it will cause the object to flick in and out of existence when you get to close to it. Doesn't sound exactly like your problem but it's worth a try. If that doesn't work post the exported NIF and we should be able to figure it out. WT
  25. It's not surprising that you feel a little overwhelmed Tosky, untill you get used to NIF structure and the meaning and uses of all those blocks it can be very confusing. The only real way to get past that is practice, start dabbling and learn as you go. Putting new arrows or bows ingame is not simple and probably wasn't the easiest place to start, but with help it is certainly doable. The kind of tutorial your talking about takes a lot of time to do well, and for the most part a separate tutorial for each item type isn't required as the differences from one to the next are usually minor. New bows and arrows will likely be covered once the modelling class is back up and running, but that won't be for several months yet. Your best bet if you don't want to wait is to compare the NIF you exported with the working one JDFan made for you and change yours to match. It's the perfect opportunity as if your NIF isn't working and your unsure why you have the working one to compare it to. That's pretty well how all of us learned to do it. It is very time consuming and daunting at first, but the things you learn will benefit you in your future modding efforts. You also have one advantage that the old timers here didn't, if you get stuck there are folks around who will be happy to help you. Good Luck, WT
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