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mALX
QUOTE(Thomas Kaira @ Feb 23 2011, 11:02 PM) *

Latest for XP
Latest for Vista/7 x32
Latest for Vista/7 x64

They all support the 8600GT (I checked).




Yeah !!! Mine is Vista 32 bit, I installed it - and am keeping my fingers crossed it helps !!! Thanks, TK !!!
Bolzmania
This a very pointless comment but I also have 8600GT smile.gif
mALX
I wonder if when you have to do a System Restore if it deletes the downloaded mods that you have on your desktop? I just noticed yesterday that my "Oblivion Werewolf Mod" is missing from my desktop - I would never have deleted that, or my Kawa Khajiit files - but both are gone.

I did delete some plug-ins I wasn't using, and assumed the Kawa had somehow gotten mixed in among them - but now I am wondering if the System Restore did it.


GAAAAAH!!! sad.gif


** mALX crossing fingers, facing east, kneeling before a graven image of a cow ... **



I guess it doesn't matter how much I wish it, the mods are gone regardless. "The Oblivion Werewolf Mod" is no longer on Nexus, and I couldn't find it by Googling.

Unless something has changed, copies of those files are still in my Data file in the Bethesda folder - but the originals have disappeared from my desktop.
Thomas Kaira
Did you try undoing your System Restore? There should be an option available to reverse the restore if you recently performed one.
mALX
QUOTE(Thomas Kaira @ Mar 11 2011, 04:12 PM) *

Did you try undoing your System Restore? There should be an option available to reverse the restore if you recently performed one.



I haven't done it recently, and it won't let me go back any further than 2/5/2011.


Do you know exactly what can be erased in a System Restore? Like if we wrote a chapter for our stories today and saved it, would it still be there after a System Restore? What about recent emails? Screenshots? (etc.) - does anyone know ???
Thomas Kaira
System restore only deals with the system files in the Windows folder and the registry. It doesn't touch personal files like word documents or saved emails.
mALX
QUOTE(Thomas Kaira @ Mar 11 2011, 04:41 PM) *

System restore only deals with the system files in the Windows folder and the registry. It doesn't touch personal files like word documents or saved emails.



Thank you. GAAAAAH! sad.gif
TheOtherRick
QUOTE(Thomas Kaira @ Mar 11 2011, 04:41 PM) *

System restore only deals with the system files in the Windows folder and the registry. It doesn't touch personal files like word documents or saved emails.

This is one reason why your desktop is a notoriously bad place to save things. I also learned that lesson the hard way. I have all of my original mod downloads saved in a folder called "Oblivion Stuff" in "My Documents", and a shortcut to that folder on my desktop. Might I suggest a similar strategy...
Thomas Kaira
QUOTE(TheOtherRick @ Mar 13 2011, 01:36 PM) *

QUOTE(Thomas Kaira @ Mar 11 2011, 04:41 PM) *

System restore only deals with the system files in the Windows folder and the registry. It doesn't touch personal files like word documents or saved emails.

This is one reason why your desktop is a notoriously bad place to save things. I also learned that lesson the hard way. I have all of my original mod downloads saved in a folder called "Oblivion Stuff" in "My Documents", and a shortcut to that folder on my desktop. Might I suggest a similar strategy...


I keep all of my game mods currently not in use in a "Mods Archive" folder. To save Hard Drive space, installed Oblivion mods remain in the Bash Installers folder for BAIN and their folder in the archive is empty. This lets me know that the mod is on my computer, but is currently in use.

All of my game mods (Flight Simulator 2004, Morrowind, Age of Mythology, etc.) get the same treatment. I also do my best to keep this folder organized so it is easy to track down any mods I may wish to use again, but am not right now.

Anyways, want to know my most recent addition?

Auto Book Placer

This is a decoration assistant mod designed to quickly stack your private library with your books and volumes. This can be done literally in seconds, on any book (even mod-added), on any shelf (again, even mod added). You can also use it to stack your wine racks, too!
mALX
Ok, I just blue-screened again, and got the info (not sure if it is the same cause or not, but here it is):


PFN_List_Corrupt


0x0000004E (0x00000099, 0x000B7F16, 0x00000002, 0x0003633D)
TheOtherRick
QUOTE(mALX @ Mar 13 2011, 10:13 PM) *

Ok, I just blue-screened again, and got the info (not sure if it is the same cause or not, but here it is):


PFN_List_Corrupt


0x0000004E (0x00000099, 0x000B7F16, 0x00000002, 0x0003633D)

After yelling those numbers, I think you're supposed to say, "Hutt...Hutt...HIKE!" blink.gif

Sorry mALX...I know I shouldn't joke about your troubles...please forgive me. embarrased.gif
mALX
QUOTE(TheOtherRick @ Mar 13 2011, 11:56 PM) *

QUOTE(mALX @ Mar 13 2011, 10:13 PM) *

Ok, I just blue-screened again, and got the info (not sure if it is the same cause or not, but here it is):


PFN_List_Corrupt


0x0000004E (0x00000099, 0x000B7F16, 0x00000002, 0x0003633D)

After yelling those numbers, I think you're supposed to say, "Hutt...Hutt...HIKE!" blink.gif

Sorry mALX...I know I shouldn't joke about your troubles...please forgive me. embarrased.gif



I am about ready to drop back five yards and punt, this PC is only about two years old - HP will never see another septim of mine after this !!!!
Thomas Kaira
@mALX: I have posted my response to your problems in a new thread here. This one is getting dragged off-topic.
TheOtherRick
Okay then....new mod question...Is there a Better Bodies mod for Oblivion out there similar to the one made for Morrowind? The vanilla bodies aren't bad, compared to Morrowind, but I was just curious.
Thomas Kaira
Plenty. The best IMHO are EVE HGEC and Robert's Male Body. I personally only use the former, but that's entirely up to you. EVE also comes with optional compatibility for several larger mods.
Thomas Kaira
Quick update from me:

I have recently exorcised a crash from my game. It would occasionally occur if I was doing a lot of scrolling through list menus, and it was not a very pretty crash, either. I needed to restart my computer every time it happened.

The problem? The graphics drivers. Oblivion was not playing nice with them, long story short.

I have addressed this by DOWNgrading my drivers to version 197.45 (from 260.99). The reason for this is because a large number of changes occurred in the core architecture of the drivers when the 200 series first went global, and we all know how sensitive Oblivion is to losing the status quo. I am posting this as a small caution to anyone else here using an nVidia GeForce 8 series card. You may not want to go to the 200 series drivers if Oblivion is your most played game; stick to the 100 series.

Again, this ONLY applies to people who have a 8 series GeForce GPU unless anyone here has a different (9 series or GTX model) card from my own and is experiencing the same thing.
TheOtherRick
QUOTE(Thomas Kaira @ Mar 19 2011, 02:16 AM) *

Quick update from me:

I have recently exorcised a crash from my game. It would occasionally occur if I was doing a lot of scrolling through list menus, and it was not a very pretty crash, either. I needed to restart my computer every time it happened.

The problem? The graphics drivers. Oblivion was not playing nice with them, long story short.

I have addressed this by DOWNgrading my drivers to version 197.45 (from 260.99). The reason for this is because a large number of changes occurred in the core architecture of the drivers when the 200 series first went global, and we all know how sensitive Oblivion is to losing the status quo. I am posting this as a small caution to anyone else here using an nVidia GeForce 8 series card. You may not want to go to the 200 series drivers if Oblivion is your most played game; stick to the 100 series.

Again, this ONLY applies to people who have a 8 series GeForce GPU unless anyone here has a different (9 series or GTX model) card from my own and is experiencing the same thing.

I use ATI Radeon rather than nVidia GeForce. I've never had any driver issues. Is this luck or coincidence? Currently running ATI Radeon HD 5770...
mALX
GAAAAH! I use GE Force NVidia 8600 GT - ... GAAAAAH ...?
Thomas Kaira
QUOTE(TheOtherRick @ Mar 17 2011, 03:39 PM) *

Okay then....new mod question...Is there a Better Bodies mod for Oblivion out there similar to the one made for Morrowind? The vanilla bodies aren't bad, compared to Morrowind, but I was just curious.


*irritated muttering can be heard emanating from TK's home*

ATI's numbering system confuses the living daylights out of me. nVidia is just so much easier for me to manage. wacko.gif

Many say nVidia cards are the real man's card; the real gamer's card. I happen to agree with them... I simply do not think many women can stand the dosage of Ibuprofen needed to keep those things running smoothly. blink.gif
SubRosa
QUOTE(Thomas Kaira @ Mar 19 2011, 03:16 AM) *

Quick update from me:

I have recently exorcised a crash from my game. It would occasionally occur if I was doing a lot of scrolling through list menus, and it was not a very pretty crash, either. I needed to restart my computer every time it happened.

The problem? The graphics drivers. Oblivion was not playing nice with them, long story short.

I have addressed this by DOWNgrading my drivers to version 197.45 (from 260.99). The reason for this is because a large number of changes occurred in the core architecture of the drivers when the 200 series first went global, and we all know how sensitive Oblivion is to losing the status quo. I am posting this as a small caution to anyone else here using an nVidia GeForce 8 series card. You may not want to go to the 200 series drivers if Oblivion is your most played game; stick to the 100 series.

Again, this ONLY applies to people who have a 8 series GeForce GPU unless anyone here has a different (9 series or GTX model) card from my own and is experiencing the same thing.


I switched to Nvidia after they muscled 3dfx out of the business, and have never had a real complaint. My current drivers are version 263.09, but I have a GTX 580. I have never had Oblivion crash and then been forced to reboot. In fact, I do not think I have ever had Oblivion crash. I do get period lockups of FO3, but I can ctrl+alt+del out of it and close it with task manager with no problems. As understand it, that is not an unusual problem with FO3.
Thomas Kaira
That's one of the downsides of playing a heavily modded game, 'Rosa. You can make the game so much better, but you will see an increase in crashing. I can run for about 1 to 2 hours tops in my games, which is perfectly fine by me.
Thomas Kaira
Alright guys, this time I have a question for you.

I am trying to figure out how to handle the lost city of Sutch in my game. As you are well aware, Bethesda originally planned to have ten cities included with Oblivion, but at the last minute, Sutch (the tenth city) was cut out of the game almost completely. The only remnants of the city we see today are a ruined fort which contains an important figure to the DB questline, meaning BethSoft had likely finished the city up to that point when it was decided the city be cut, and an Oblivion Gate with an unmarked quest tied to it (Sutch's old static city gate).

Recently, two potential candidates have come to my attention. The first is this one:

ImpeREAL Empire - Unique Cities, Sutch

The author is well respected by me, as I am using three of his mods at this time (although I will admit I had a hand in the creation of one of them, this one). The idea is simple: bring back the city of Sutch as a full city. Note that this mod is still in beta, however, and I will not be willing to commit myself until a full release occurs.

However, there is another project (still in alpha, though) that aims to recreate Sutch as a small village. Again, the author is well respected by me, and we are on quite good terms over at the BGS modding forum. This is a pretty neat idea, and would help a lot with the ret-con involved with Bethesda's treatment of Sutch over Oblivion's development. This way, if they really did move Sutch to Hammerfell, the mod doesn't clash with the new lore, and it is also perfectly realistic for small hamlets to be named after larger cities.

Thoughts?
mALX
King Coin downloaded one of the Sutch mods and had nothing but trouble from it - but I don't know which one it was. He can tell you better than I can which mod and what went wrong. It was something like "Sutch Rebuilt," or "Sutch Revisited" - some name like that.
Thomas Kaira
That's why I'm only interested in the above two. smile.gif

I am aware of the problems previous Sutch Rebuilt mods have had; the two I have detailed are brand new "reboots" of the idea of bringing Sutch back to the game. Both of the authors are well respected, and both of them have peaked my interest. Problem is, they are not going to be compatible with each other, and even if they were, I would only want to use one.

So what shall it be? City or village?
King Coin
QUOTE(mALX @ Apr 10 2011, 04:59 PM) *

King Coin downloaded one of the Sutch mods and had nothing but trouble from it - but I don't know which one it was. He can tell you better than I can which mod and what went wrong. It was something like "Sutch Rebuilt," or "Sutch Revisited" - some name like that.

Dragon Captions - The Imperial City of Sutch Reborn

That thing was a big POS and I'm never getting anything by Dragon Captions again.


Personally, I'd be more interested in a city than a village mod.
haute ecole rider
So I downloaded nearly all the stuff mentioned in the OP.

But now I'm wondering which order I should install first? Wrye or OBMM? And so on? Does it matter?

I didn't install Oblivion in the default location (My Programs); instead I have it installed in My Documents/Oblivion Files (to keep all my TES-related files in one location). It's right below My Games in the My Documents window. I also created a new Library to link to it as Windows Explorer defaults to Libraries when you open it.

It seems like it takes the installers a little longer to find Oblivion, but find it they do.

But I am still having trouble getting the CS to work. I keep getting these error messages on launch:
Unable to load CTL file
Cannot load atmosphere model
Cannot load the stars
Cannot load the clouds

Then it gives me the option to look up problem on the internet and close, or simply close. If I select look up the problem, it spins for a while, then closes without any further messages.

This is driving me nuts!
Thomas Kaira
"Unable to load CTL file" errors mean the CS can't find resources it is looking for. If you have a ConstructionSet.ini file, check that the file names listed in the sArchiveList entry match the file names for the base Oblivion resource BSAs. They must also match the same entries in the sArchiveList section in Oblivion.ini, as well.

Also, make sure you have installed the construction set in the same place as Oblivion.
SubRosa
QUOTE(Thomas Kaira @ Apr 15 2011, 08:08 PM) *

Also, make sure you have installed the construction set in the same place as Oblivion.


Yes, your TESConstructionSet.exe file has to be in the same folder as your Oblivion.exe file.
haute ecole rider
That was the problem - I had the CS in its own subfolder next to the Oblivion.exe. I simply moved the CS.exe and the associated .dll file out of the subfolder and now it runs! The only thing left in the CS subfolder is the ReadMe, which isn't necessary for the program to launch and run. Thanks!

I'm still getting used to the installing and file hierarchy system of Windows. Subtle differences like this is what sets the two apart.

I'm off now to explore the CS and learn what I can do with it. I'll be back with more questions, but for now I'm using the online tutorial at the TES CS wiki.

Thanks to all who have been helping me, both on this thread and on the other!
Thomas Kaira
Rider, I'd also recommend you check out this website, as well. They have some excellent lessons on how to use the CS.
haute ecole rider
How does one add shadows? In one tutorial it says to left click in the landscape editor, pick your color, and paint it. But when I left click in the render window, all it does is raise and lower the ground. Right clicking paints the ground texture. How do I activate the terrain editor? The other tutorial wasn't very helpful, either.


Never mind - just figured it out. Hot-key Q will set the mouse to vertex shaders. Onward!
Thomas Kaira
You can also just tick the checkbox in the vertex shader area that says "edit colors," too. wink.gif
haute ecole rider
These are very simple questions with potentially very complex answers.

What is the best way to change the texture (appearance) of hair on an NPC? And can I adjust the shades/colors of the eyes a little from standard? I only want to do this for specific NPC's, can this be done?

Here's what I'm thinking, for example:
Change Martin's eye color from default blue to hazel (custom color).
Add a patch of white hair to Steffan's head.

I want to create a modest plug-in that will recreate the unique conditions of OHDH.

I already learned how to adjust height of specific NPC's from the command console, though I'm thinking doing this through the CS would be safer. Only I can't find a place to adjust height in the CS. And I also learned how to go into the CS and make NPC's essential/nonessential.

I'm looking forward to fixing up Gweden Farm!
SubRosa
The first is very simple. Just open the CS, go to the Object Window -> Actors -> NPC -> (the race of the person you want to edit) -> Sex -> and pick out the person you want. From there go to the Face tab. If you have trouble with the CS crashing (I do on my windows 7 box, but not on my XP box), go to the Face Advanced tab first. Then go to the Face tab and it will not lock up. You can change their eyes, hair color, style, and length there. In the Face Advanced tab you can do all the stuff in the game to change their face.

As far as changing the height of specific NPCs, I believe the only way you can do that through the CS is to create a new race, and make the NPC a member of it. Then you can set the height and weight of the race (and the person). It is not as difficult as it sounds. You can see how to create a new race here
Thomas Kaira
I've actually had the idea of making a sort of quest mod in Gweden Farm where you eventually restore it from an old, overgrown, burnt out farm plagued by ne'er-do-wells into a respectable manor, with you at the center...

... but that comes after I've finished with Brina Cross.

The quest I have in mind there picks up where the Anvil Recommendation quest left off. A gang of mages will ransack the town, destroying the market square and making off with many Septims worth of goods, and you will need to track them down and get the goods back.

But first thing's first, I want to get a nice settlement in place first, then I'll think about the quest.
haute ecole rider
QUOTE(SubRosa @ Apr 17 2011, 10:15 PM) *

The first is very simple. Just open the CS, go to the Object Window -> Actors -> NPC -> (the race of the person you want to edit) -> Sex -> and pick out the person you want. From there go to the Face tab. If you have trouble with the CS crashing (I do on my windows 7 box, but not on my XP box), go to the Face Advanced tab first. Then go to the Face tab and it will not lock up. You can change their eyes, hair color, style, and length there. In the Face Advanced tab you can do all the stuff in the game to change their face.

As far as changing the height of specific NPCs, I believe the only way you can do that through the CS is to create a new race, and make the NPC a member of it. Then you can set the height and weight of the race (and the person). It is not as difficult as it sounds. You can see how to create a new race here



Actually what I want to do is change a small part of the hair texture/mesh (not sure of the right term) - the color is for the entire hair, and I only want to make a small part of it white. Also, hazel is not one of the popups for eye color, and I don't see a way to edit the color to my taste.

I've already adjusted Steffan to more closely fit his description in OHDH. I just need the patch of white hair and to adjust his height and he's done! I believe I can adjust the height from the command console - the adjustment isn't that great.
haute ecole rider
QUOTE(Thomas Kaira @ Apr 17 2011, 10:21 PM) *

I've actually had the idea of making a sort of quest mod in Gweden Farm where you eventually restore it from an old, overgrown, burnt out farm plagued by ne'er-do-wells into a respectable manor, with you at the center...

... but that comes after I've finished with Brina Cross.

The quest I have in mind there picks up where the Anvil Recommendation quest left off. A gang of mages will ransack the town, destroying the market square and making off with many Septims worth of goods, and you will need to track them down and get the goods back.

But first thing's first, I want to get a nice settlement in place first, then I'll think about the quest.


Ah, but I'm not into quest-writing just yet! I only want to make Gweden farm Julian's new home after she clears out the squatters.

Now as for the sequel . . . cool.gif
Thomas Kaira
QUOTE(haute ecole rider @ Apr 17 2011, 09:25 PM) *

Actually what I want to do is change a small part of the hair texture/mesh (not sure of the right term) - the color is for the entire hair, and I only want to make a small part of it white. Also, hazel is not one of the popups for eye color, and I don't see a way to edit the color to my taste.

I've already adjusted Steffan to more closely fit his description in OHDH. I just need the patch of white hair and to adjust his height and he's done! I believe I can adjust the height from the command console - the adjustment isn't that great.


You can't do that in the Construction Set. At least, not entirely.

What you are talking about there is altering the hair texture, so you'll need a tool like Photoshop to do that. However, at the same time you don't just want to straight replace the hair texture because then EVERYONE with that hair will look aged. You'll need to create a special hair mesh that uses your texture and then assign that hair mesh to Steffan so that only he uses it. You'll need these tools to do that:

Construction Set - to assign the new hair mesh to Steffan.

Oblivion Mod Manager - you will need to extract the hair mesh from the Oblivion Mesh BSA archive. OBMM can do that for you.

Photoshop - or similar (Paint.NET or GIMP) to alter the hair texture.

NifSkope - to assign the new texture to the hair mesh. You don't need to redesign the mesh or anything, you just need to redirect the specific mesh to use your texture.
mALX
You can change the height of specific NPCs in the CS, just bring up their tab for edit. On the left upper side under their name is their ratio - that is how I made Janus Hassildor a giant vampire. (it says 1.0 on everyone, as a giant he is 1.2).
Thomas Kaira
Just don't get TOO carried away, you can screw up an actor's collision if you are too heavy-handed with the height modifications. wink.gif

1.2 is perfectly reasonable, though. smile.gif
haute ecole rider
I only want to modify specific NPC's heights to the next increment (i.e. only slightly taller or shorter than typical for that race/gender). Redguard men are slightly taller than Redguard women, and I wanted to bring Julian up to the males' height. Doing this in the command console works great, and I don't think it messes up her collision data too much. Likewise, for Burd, I'll make him the same height as an Altmer (the next tallest after a Nord). And so on. I won't do anything so drastic with any of them.

So far Laterensis Maro is sticking to his routine in my game. Of course, I've only progressed one game day since changing him from "Imperial Legion Soldier." I haven't changed any of the other generic names yet, because I want to play the game a while and see what happens with Maro. If he sticks, then Marc Atellus with Bucky and Drusus with Mariel are next! However, I'm thinking of taking the base ID's in the CS and making new forms with them, keeping the original scripts and just changing names, maybe heights and eye color, hair, etc.

So my ideas are pretty small in scale. I'm not looking at adding new scripts or quests to the game, just modifying what's already there. It would be nice if I encounter a Legion soldier on the road and I'm able to know which one he is or if he's one I've already met. wink.gif

According to a source on the TES CS wiki, Texture Replacer and the command-line BSA Unpacker were recommended instead of OBMM and NifSkope. Are the ones you recommended better in any way? Why those two in particular?
Thomas Kaira
OBMM's BSA utilities are much easier to use than BSA Commander, and NifSkope is simply a must-have tool for anyone who wishes to perform mesh/texture modifications. NifSkope also allows you to see exactly what you are doing, so you will be able to view how your new texture looks on the mesh. You can't do that with Texture Replacer.
mALX
QUOTE(haute ecole rider @ Apr 18 2011, 09:20 AM) *

I only want to modify specific NPC's heights to the next increment (i.e. only slightly taller or shorter than typical for that race/gender). Redguard men are slightly taller than Redguard women, and I wanted to bring Julian up to the males' height. Doing this in the command console works great, and I don't think it messes up her collision data too much. Likewise, for Burd, I'll make him the same height as an Altmer (the next tallest after a Nord). And so on. I won't do anything so drastic with any of them.




You can change it by tiny increments = 1.01, 1.02 or .99, .98 probably then.
haute ecole rider
@ mALX: I already have the list of scale heights for the command console from somewhere on the UESP wiki. I'm using that and it seems to work well (on Julian that is). She's now eye to eye with Boldon!

I just wonder if it would be more stable in the long run to use the CS instead for renaming generic NPC's, etc. as I just described. I'm not planning to do anything so drastic to most of them, just minor tweaks in appearance here and there.

After the MQ ends though, I might get a little more ambitious with the folks at Cloud Ruler Temple. I've been trying to figure out what happens to them after Martin dies. There goes the entire reason for their existence - to protect the Dragonborn. Without another heir to step into Martin's shoes, what's there for the Blades to do?

That's something I might tackle in the future, but right now I'm focused on modifying pre-existing structures and NPC's in the game. Oh, and maybe add a housecat or two . . . wink.gif

@TK: I had already downloaded OBMM, but haven't installed it yet. I will do that today and get to know it. I will also look for NifSkope and download that as well. I'm going to see if my Mac application can open DDS files (it's not Photoshop, but is very similar), if not, then I'm in trouble, as I'm running into difficulties installing the DDS plugin into the GIMP I've installed. It's frustrating that the GIMP app might be 64-bit, and the plugin is only 32 bit, but I can't find where to install the 32 bit GIMP. ARGH! Why do Windows programs have to be so Rube Goldbergian! wink.gif
Thomas Kaira
QUOTE(haute ecole rider @ Apr 18 2011, 08:53 AM) *

@TK: I had already downloaded OBMM, but haven't installed it yet. I will do that today and get to know it. I will also look for NifSkope and download that as well. I'm going to see if my Mac application can open DDS files (it's not Photoshop, but is very similar), if not, then I'm in trouble, as I'm running into difficulties installing the DDS plugin into the GIMP I've installed. It's frustrating that the GIMP app might be 64-bit, and the plugin is only 32 bit, but I can't find where to install the 32 bit GIMP. ARGH! Why do Windows programs have to be so Rube Goldbergian! wink.gif


I linked the NifSkope download for you, by the way. It was a bit hard to see, I know, but it is there. wink.gif

Also, if you're looking for a good program you can use to make minor texture edits, I'd suggest Paint.NET, as well. It's not as powerful as Photoshop and Co., but it supports DDS out of the box. smile.gif

EDIT: If you are looking for a mod that does something after the fact with the folk at Cloud Ruler, there is a pretty huge project nearing completion called Reclaiming Sancre Tor. You can follow development over at TES Alliance.
haute ecole rider
I actually got GIMP to work with .dds files on my Mac Partition (automatically runs in the X11 environment.

The next step is figuring out how to accomplish what I want to do with the file! Not easy, as I've never worked with texture maps before and have no idea how to accomplish things. My experience with layers is very limited. Most of my pixel pushing have been in photographs and in vector-drawn objects.

And NifSkope did not show the file containing the specific hair I wanted to work with (short). So I'm putting this on hold for now.
Thomas Kaira
You need to extract the mesh from the BSA first. That's where OBMM comes in. You'll find all the hair meshes under the filepath meshes\characters\hair (there's a lot, and it's probably a generic style, so check the styleX.NIF files first). Each hair has three associated files. The NIF contains the base mesh data, but also note the presence of .EGM and .TRI files with identical names. The .EGM and .TRI extension files contain all the data used by FaceGen for the hair meshes, but you don't need to concern yourself with those if all you want to do is retexture the hair.

I am not skilled at creating diffuse maps, either, so I can't really advise you any further on this. All I can tell you is don't forget to generate those mipmaps!
haute ecole rider
Okay, now I'm getting very frustrated.

I downloaded a simple mod and added it to the game. It ran with no problems so far. But now I wanted to try something more ambitious - Cobl. So I downloaded that and installed it. For some reason it's not showing up in OBMM (which I really haven't figured out how to use yet), WryeBash, or the Oblivion Launcher data files menu. So now I'm wondering what to do next? I noticed that it installed as several subfolders in my Oblivion Data directory, the one with all the visible mods/patches/esm/esp's. I looked inside the one labeled Cobl Core and went eep! More subfolders! I left it alone and now I'm trying to figure it out. Do I have to move all those files manually? Or will OBMM or Wrye Bash do it for me? I'm not fully clear on what those two programs do for me, though I know they're supposed to make handling multiple mods easier.

Oh, and I saw a couple of smaller mods that require OBSE. If I were to install that, is it another program I need to learn to use? Or will its presence in the Oblivion files be enough to install those interesting mods (one of which is to command/call my horse to follow or stay).

Sorry to be such a complete noob at this, but I'm learning the Windows file hierarchy system at the same time I'm learning the ins and outs of modding/playing mods on Oblivion. Wish I could find a tutorial online that will help me get from installing Oblivion to playing with installed mods without conflicts or crashes. This reminds me of the bad old days of Mac Classic OS (pre OSX) when I had to manage extensions with Conflict Catcher! wink.gif
Thomas Kaira
COBL is an example of a mod that has been packaged as "BAIN-ready." All those sub-folders contain all the various options available for thew mod. Lucky for you, I use it myself, so I'll talk you through it.

A BAIN-ready mod is designed so that you can drop it into the Bash Installers folder It's where Oblivion's base directory is located, but separated, usually XXX/XXX/Bethesda Softworks/Oblivion Mods/Bash Installers. Drop the package in there and BAIN will see it. From there, you will see a list of Sub-packages in the package config. window.

-Tick the checkbox beside "00 Cobl Core," and then a list of ESPs will appear in the ESM/P filter window. Check the ones you want. The only ones you should concern yourself with at this point are Cobl Core, Cobl Glue, Cobl Tweaks, and Cobl SI.

-Balanced Races does not concern you unless you want Cobl Races, and for that you need to download a separate 200Mb cosmetics package.

-If you want to overhaul Salmo the Baker and give him a proper shop, go ahead and add him in as well, but take note that Salmo's plugin has a tendency to cause CTDs, and no one has any good fix on why.

-Ignore the TNR entries.

-Everything else is either obsolete or doesn't concern the lay user.

I would also suggest looking over the BAIN chapter in the Wrye Bash pictorial guide, as it is a very powerful and very useful tool, and every second you spend learning how Bash works is a second well spent.

For OBSE, it's mostly just drop-n-pop. However, you will need to use the special launcher they provide so that OBSE can be injected into Oblivion.EXE. You'll know it's working if you see a black command prompt box appear for a second then vanish before Oblivion starts.

And don't worry too much about getting to the point where you can play with hundreds of plugins installed with few conflicts. We all have to start somewhere. Just take it slow, add one mod at a time for whatever tickles your fancy at the time, play to make sure it's working right before adding another, and always always always ask whatever questions you might have. There is nothing wrong with an inquisitive new modder, it shows us you care about what you are doing to the game. wink.gif
haute ecole rider
So when I download the install package and save it to my downloads folder (my default behavior), I can just drop that whole thing into the BAIN installers folder without having to "unstuff" it first? I find Stuffit irritating, especially as SmithMicro doesn't want you to download just their Stuffit Expander alone (free) without downloading StuffitDeluxe (paid). It drives me nuts because it doesn't work in the background the way Stuffit Expander does, and I can't remember how I managed to get Expander by itself on the Mac partition that I can do it the same way on the Windows partition.

Since Cobl is BAIN ready, I'm going to try what I just asked! I'll copy it there so I don't mess up the original download.
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