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> TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool?
Renee
post Nov 18 2014, 11:35 PM
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This is actually a construction set question.

If I want to make a particular chest not respawn anymore, is this possible?

I went into the construction set, found containers, and found chests. There are all sorts of chests listed. Some respawn, some don't. The chest I want to make non-respawnable has the Editor ID 0004e097, if I look at it under the console. But the CS doesn't use Editor IDs. Or does it? .... I don't see them listed, all I see are alphabetic descriptions of chests (Chest-MiddleClass for instance)

Once I can link an Editor ID with one of these chests in the CS, the rest seems easy. Just make that type of chest not respawn. Any ideas?

This post has been edited by Renee Gade IV: Nov 18 2014, 11:36 PM


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ghastley
post Nov 19 2014, 02:51 AM
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Yes, in theory, but then you'll affect all the chests of that type, which may mean no loot in the next dungeon, because the chests didn't re-fill.

It's better to add a non-respawning chest where you want it in your mod, and then drop the original below the ground to get it out of the way. I wouldn't even do a search and replace to change the chest into yours, as it may be referenced by ID, not name.


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SubRosa
post Nov 19 2014, 03:12 AM
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By default the CS hides the IDs of everything. It would be too useful if you can see them after all. But you can make them visible in the Object Window. In the right hand pane, look at the top menu bar. At the left it starts with a column named Editor ID, which is really the name of the items. Next you will see two little bars, then a column named Count. There is actually a column in between them. If you double click on the second bar, or just click and hold down on the second one, then drag it over, it will open up the hidden column. This will show you the Form IDs.

I don't think you can search by the Form ID. And trying to go through them manually will probably be a royal pain. It would be easier to go to the Cell View Window, find the cell where the chest is, open that up, and look for the chest that way. What I will typically do is find it that way, then double click on it to open it up. Typically the Reference Editor ID field at the top of the window will be empty. I will give it a unique name, like 0PersephonesTreasureChestRef. Then click on Edit Base. That will bring up the base type of chest the one in the cell was copied from. Now change the ID line at the top of that to something unique as well, like 0PersephonesTreasureChestBase. Then uncheck the Respawns box in that window, and change the contents however you like. Click Ok, and say yes to create a new form. That takes you back to the Cell View, with the first window for the chest is still up (0PersephonesTreasureChestRef). Now click ok there as well. Now that chest will be unique, and non-respawnable.

And a little hint. When naming new objects, always begin the ID name with the number 0 or 1. That way it is always at the top of every list. That makes it easy to find it in the future. I always end the name of objects in the world with 'Ref', as in short for Reference. That helps keep the object that appears in the world separate from the base object it is cloned from.

This post has been edited by SubRosa: Nov 19 2014, 03:15 AM


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Renee
post Nov 20 2014, 02:26 AM
Post #244


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Hey thanks you all. I got it figured. smile.gif Actually what I realized is I've never used the CS's Cell and Render windows. I had a brainstorm today and remembered that every cell is viewable (with all the objects inside it) in these windows. Found the chest I wanted to change, which is inside one of Lord Drad's Slave Houses, and found a Respawn option we can click on and off.


Is it bad (by the way) if I save this non-respawning chest to a pre-existing mod?

QUOTE
Yes, in theory, but then you'll affect all the chests of that type, which may mean no loot in the next dungeon, because the chests didn't re-fill.


This is what I realized. It would not be good to affect all the chests of this type. ... This could also cause some save bloats, right?

QUOTE
It would be easier to go to the Cell View Window, find the cell where the chest is, open that up, and look for the chest that way.


ninja'd emot-ninja1.gif I didn't know the part about naming our own Reference ID though, so yah! I just learned some new things!

I'll repeat the above question: is it bad to save that new non-respawning chest to a pre-existing mod? .... Because if I don't do this, when I save it wants me to create a brand-new esp, and I don't really want to keep adding esp after esp, you know? ... I specifically am thinking of saving the chest to Settlements of Cyrodiil's esm. Is this okay or not?

This post has been edited by Renee Gade IV: Nov 20 2014, 02:41 AM


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SubRosa
post Nov 20 2014, 03:08 AM
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There is nothing really wrong with modding an existing mod. I end up modding at least half the mods I download. Sometimes when you have mods that affect the same thing you have to do that. Like with multiple hair mods. You have to combine them all into a single mod, otherwise the only one that will work is the last one in the mod order.


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Renee
post Nov 21 2014, 12:12 AM
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Thanks SR. Wow, we can combine hair?


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SubRosa
post Nov 21 2014, 12:39 AM
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In Oblivion you have to. It is a long, tedious process. But not really that difficult.


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Renee
post Jan 2 2015, 11:03 PM
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What do you do if a mod just flat-out doesn't work? ... And you visit that mod's POSTS page at Nexus (where everybody posts their experiences) and you don't see anybody else having problems? .. Asking questions in that POSTS section would be a waste of time; the mod author seems to have vanished, and I notice people don't really answer posts at Nexus, unless the mod in question is new and / or hot.

The module I'm looking at is called Natural Environments?. This mod includes five esps, but I'm only interested in using one of them: Natural Habitats. Natural Habitats.esp adds birds and insects to the gameworld.

I noticed that the first few times I used Natural Habitats it worked fine. Birds were flying everywhere, insects were buzzing. hehe.gif I was in heaven. But it eventually just *stopped*. I deactivated and deleted the mod, reinstalled it, and then it worked again. Eventually stopped again. Deactivated + deleted again. eTc.

Eventually it simply stopped working, period. Doesn't matter if I try using OBMM (there is an Omod version of this mod), installing with Bash, or installing manually. Doesn't matter if I put Habitat at the very bottom of my load order. mad.gif Oddly the other esp I use from this same mod, Natural Water, works just fine. It's only the Habitat which doesn't work. And I'm not using any of the other mods: not using Natural Weather, Natural Weather HDR, or Natural Flora.

I've tried opening up NH in TES4Edit, but I don't know what it is I'm supposed to be looking for. It's weird how this mod initially worked, but then just stopped, and then stopped for good. Any ideas?

This post has been edited by Renee Gade IV: Jan 2 2015, 11:05 PM


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ghastley
post Jan 2 2015, 11:10 PM
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Could it be the A-bomb? The critters are animated, so maybe their animations just got stopped.


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Renee
post Jan 2 2015, 11:39 PM
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QUOTE(ghastley @ Jan 2 2015, 05:10 PM) *

Could it be the A-bomb? The critters are animated, so maybe their animations just got stopped.

Hmm I wonder. I have destroyed the bomb at least once during the time I started Natural Habitats. In other words, I installed the mod 2 or 3 weeks ago, and during that time the A-bomb showed up once, so I used Bash to get rid of it. No A-bomb in my game now, at the moment.



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SubRosa
post Jan 2 2015, 11:50 PM
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Often the culprit when a mod just stops working is something else is superseding it in the load order. But that cannot be it if you put it last in the list.

That is Max Tael's Natural Environments right? I have it too. Or Natural Habitat. I just looked at it in OBMM, and it comes with 5 .esps:

Natural_Habitat_by_Max_Tael.esp
Natural_Vegetation_by_Max_Tael.esp
Natural_Weather_by_Max_Tael.esp
Natural Environments Unsupported Extras\Brighter_Torches.esp
Natural Environments Unsupported Extras\Natural_Vegetation_200%_by_Max_Tael.esp

I only use Natural_Habitat_by_Max_Tael.esp and Natural_Vegetation_by_Max_Tael.esp. The Weather one was giving me weird weather, like snow in Oblivion, so I turned it off. I just never bothered with the other two .esps.

This post has been edited by SubRosa: Jan 2 2015, 11:54 PM


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Renee
post Jan 3 2015, 01:02 AM
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Yes, that's the one, SR. Natural Habitats works for you, eh? Strange. I really want this one in my game, I loved seeing flocks of birds flying overhead, and crows and swallows and buzzing insects (etc.) during the hour which this mod actually worked.

I only use Habitats and Water. I don't use the vegetation one because I've read some funny things about it. And I have All Natural going, which includes Natural Weather (assuming I have NW on), so I don't need to add it again.

Hmm, that actually is a thought. Maybe I will try deactivating Natural Weather in All Natural, and switch this to Enhanced Weather or AWS instead. See if this makes any diff, for whatever reason.

This post has been edited by Renee Gade IV: Jan 3 2015, 01:03 AM


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Renee
post Jan 3 2015, 09:46 PM
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I think I got this figured out. This mod only is supposed to work in certain cells, right? I notice if we're around the Imperial City especially, I see bugs & birds, and when it initially worked that's where we were, around the I.C. area, and as far south as Cropsford.

Which makes me wonder if it's possible to copy / paste some creatures in other cells? laugh.gif Hmm.



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haute ecole rider
post Feb 1 2015, 08:35 PM
Post #254


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Nehrim.

Took some doing, but I was able to install it as a separate folder from my Oblivion game (with both Tallei and Julian). So I'm playing it for the third time, and thought I'd try my hand at modding it as I did with Oblivion. I really want to add a "special" horse companion for this character.

However, I'm stuck with trying to launch the CS. AGAIN! It's in the Nehrim folder with the game.exe as well as the ssce5432.dll it needs to run. Yet I keep getting the same error messages as I did when I first started modding Oblivion and didn't have it installed correctly.

Here is a screenshot of my Nehrim folder. IPB ImageNeh[url=https://www.flickr.com/people/61021683@N07/]hauteecole_rider]Nehrim Folder Screenshot

The error messages I'm getting when I'm trying to start CS are:

Unable to load CTL file
Cannot load atmosphere model
Cannot load the stars
Cannot load the clouds

Then it stalls, and I get the Windows message to close the program as it has stopped responding.

When I look at the Editor Warnings this is what it says:
Unable to load CTL file
Cannot load the atmosphere model.
Cannot load the stars.
Cannot load the clouds.
CreateFile('Data\DEFAULT.esp') in CreateTES failed with error:
The system cannot find the path specified.
Unable to complete operation due to failure removing previous file.
Temp file remains.

I've looked at the CS ini as well as the oblivion ini that's generated by Nehrim to make sure the relevant file paths match. Here's the archive section from the oblivion ini:
[Archive]
SMasterMiscArchiveFileName=Oblivion - Misc.bsa
SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa
SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa
SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa
SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa
SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa

And here's the same section in the CS ini:
bInvalidateOlderFiles=1
SMasterMiscArchiveFileName=Oblivion - Misc.bsa
SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa
SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa
SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa
SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa
SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa

SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bUseArchives=1
The italicized section here is added from the oblivion ini file after the initial launch of the CS. Still the same error.

I'm out of ideas at this point. Any help?

This post has been edited by haute ecole rider: Feb 1 2015, 08:36 PM


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haute ecole rider
post Mar 16 2015, 03:48 PM
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Hi all,

My build of Oblivion on the new GPU is going well.

However I am noticing something off. I've loaded up Robert's Male and Female body replacers. I'm seeing glowy textures around the eyelids and lips of the female Altmer and Nords. Just those ones. It's like shining a light upwards from below their chins - where there should be shadows, there's light. Also the skirts on the upper class gowns are - umm - a little more revealing than they should be - hips are exposed. I know it's an issue with the Roberts Female body replacer, but I'm trying to figure out what went wrong.

Also the men have tattered robes, and two textures on their legs.

Female was installed manually, Male was installed via Wrye Bash (BAIN version). Both are the latest versions. I might download and install the next older version of the Female, with the foot fix separate, though. (after removing this current version first, of course)

I do believe I have the Hi Res facial texture pack for Roberts Male and Female installed as well.


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ghastley
post Mar 16 2015, 04:12 PM
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QUOTE(haute ecole rider @ Mar 16 2015, 10:48 AM) *

Hi all,

My build of Oblivion on the new GPU is going well.

However I am noticing something off. I've loaded up Robert's Male and Female body replacers. I'm seeing glowy textures around the eyelids and lips of the female Altmer and Nords. Just those ones. It's like shining a light upwards from below their chins - where there should be shadows, there's light.

I'm guessing, but this could be the normal map not matching the diffuse. I don't remember what races share maps, and which have their own, so they may be using the same wrong file.
QUOTE

Also the skirts on the upper class gowns are - umm - a little more revealing than they should be - hips are exposed. I know it's an issue with the Roberts Female body replacer, but I'm trying to figure out what went wrong.

Also the men have tattered robes, and two textures on their legs.

Female was installed manually, Male was installed via Wrye Bash (BAIN version). Both are the latest versions. I might download and install the next older version of the Female, with the foot fix separate, though. (after removing this current version first, of course)

I do believe I have the Hi Res facial texture pack for Roberts Male and Female installed as well.

There are a few outfits that are mis-configured, and don't replace all the body parts they cover. In one case, I determined that the character had two set of legs, as the skirt was semi-transparent, so it included legs to be seen through it. It was set up for the upper body only, so the character's own legs remained when the extra set were added. Some of yours are probably the same thing.

If an outfit is marked for a body slot, then that part of the body is removed when it's equipped. The usual method is to include pieces of skin in the garment, which means using parts of the same model to avoid seams. That's why you need new armor for the new bodies.


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haute ecole rider
post Mar 17 2015, 12:56 AM
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ghastley, that certainly sounds like the issues I've been seeing.

So any way to fix them? Uninstall and reinstall? I'm new at textures and so am not sure of the best way to get these mods working. I did once before, so I know it's possible!


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ghastley
post Mar 17 2015, 04:01 AM
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With textures, the install order is as important as the load order, if they're replacement files. Using Wrye Bash can help avoid that issue, but even that's not perfect.

However, if it's missing files, and not an overwrite, then a re-install could help. Again, if you use Wrye Bash to install, it will tell you if a mod's files are missing are overlaid.

The issue with extra pairs of legs won't go away with a re-install. That probably needs CS or NifSkope work, depending on which part is in error. If the legs in the clothing shouldn't be there, you can delete them in NifSkope. If they're meant to replace the character's legs, then the form in CS needs updating to say so.


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haute ecole rider
post Mar 18 2015, 04:17 PM
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Thanks for the response, ghastley.
QUOTE
The issue with extra pairs of legs won't go away with a re-install. That probably needs CS or NifSkope work, depending on which part is in error. If the legs in the clothing shouldn't be there, you can delete them in NifSkope. If they're meant to replace the character's legs, then the form in CS needs updating to say so.

blink.gif blink.gif

Umm, okay. I'm not sure how I got it working last time, but I never had to go this far!

I'm sure the problem is the install order. Should I return the game to the vanilla texture/mesh files for the Characters and Clothing/Armor and reinstall? If so, here's the dilemma.

The Male replacer is BAIN ready. No problem there, I just follow the Wizard's instructions and go with default for most of it. Should that be done first?

Roberts strongly recommends the manual install for the Female replacer - it is not WB friendly. I suppose I could create an omod in OBMM, but I'm not sure that's the right way to go, as it does not give me the nude option. I suppose that I should do the manual install of this AFTER I install the Male BAIN. Also the Female replacer is tagged No Merge in WB, but shows as importing the graphics in the Build/Rebuild Bash Patch. Is that correct?

Then the Hi-Rez Face Textures for Roberts should be last, right? And I think that is also a manual install, too, having it overwrite all the existing textures.

I do not know if I should also install the existing Clothes/Armor replacer that is available on the Nexus. According to the readme's for both Male and Female, these replacers include the Clothes and Armor replacers for each, so it would seem redundant to me.

What puzzles me about the whole thing is that where I am seeing two skirts, or two legs, they are from two different outfits!! I am using TIE, which is the only other mod I can think of that may change the NPCs' clothing from vanilla.

I would love to continue building my mod loadout, but I want to fix these body replacers before I go any further! Argh!! panic.gif


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ghastley
post Mar 19 2015, 10:12 PM
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I don't think the body replacers can be the source of the problems. However, if any other mod replaces the armor/clothing meshes, or the race facial normals, they could introduce your symptoms. Since it worked before, you have good instances of the content, somewhere!

Meshes and textures aren't something that load order fixes, if the mesh or texture gets replaced, it's install order that matters. However, using Wrye Bash shows you where mods conflict, and gives you more control over what pieces get installed. If you get a conflict like this, you can often just re-install the parts that got overlaid.


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