[Relz] Cobl No.15

Post » Sat Dec 25, 2010 5:26 am

That's pretty much it for lists - I leave the rest up to a patch and Tes4Edit. Shoot me your e-mail and I'll send you a copy of Main so you can look at it.

No problem - I just wasn't sure if what you were referring to (other than Races at the end of the post).


sent it to you, but not sure you got it
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Kelly Upshall
 
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Post » Sat Dec 25, 2010 8:47 am

Hey, haven't been around in a while...

It seems that there are some texture issues with my Ayleid Meteoric Iron Weapons: specifically, with glow maps. Glow maps and Parallax maps do not play nice together, they make any mesh sporting both turn black. That's why I had to separate out the "glowey bits" when I made the textures. All glow maps out of the "Generic Glowey Bits" folder should be deleted. I noticed them on at least the 1H mace and 2H mace.

Didn't know what was going on when I picked up the 1H mace, but was brought to my attention when I picked up the 2H mace and it had a mismatched glow map.
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Killah Bee
 
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Post » Sat Dec 25, 2010 4:40 pm

Hey, haven't been around in a while...

It seems that there are some texture issues with my Ayleid Meteoric Iron Weapons: specifically, with glow maps. Glow maps and Parallax maps do not play nice together, they make any mesh sporting both turn black. That's why I had to separate out the "glowey bits" when I made the textures. All glow maps out of the "Generic Glowey Bits" folder should be deleted. I noticed them on at least the 1H mace and 2H mace.

Which version are you using? Lazymonk fixed a similar problem for v1.70, if not that one (though his fix was different).
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Naomi Ward
 
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Post » Sat Dec 25, 2010 7:29 am


All glow maps out of the "Generic Glowey Bits" folder should be deleted. I noticed them on at least the 1H mace and 2H mace.

Didn't know what was going on when I picked up the 1H mace, but was brought to my attention when I picked up the 2H mace and it had a mismatched glow map.


My Glowey Bits folder only has one glow map texture in it,
I may be able to correct that one texture in that folder. and Make a new glow map texture for glowybits.

I do not any heavy parrallax enabled mods like qtp3 etc..just the vanilla ones so guess that I why I guess I did not notice the problem. Or I do not play enough ..

Which version are you using? Lazymonk fixed a similar problem for v1.70, if not that one (though his fix was different).


Could have been related to what Madcat221 just pointed out..
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Jessica Phoenix
 
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Post » Sat Dec 25, 2010 6:20 pm

My Glowey Bits folder only has one glow map texture in it,
I may be able to correct that one texture in that folder. and Make a new glow map texture for glowybits.

I do not any heavy parrallax enabled mods like qtp3 etc..just the vanilla ones so guess that I why I guess I did not notice the problem. Or I do not play enough ..



Could have been related to what Madcat221 just pointed out..


It's not the Glowbits folder. That one handles all the newer meshes' glowey bits, and its glowmap is in working order. I made that one for all meshes to use for their glowbits to centralize them (they're all common texture bits) and to separate the glow parts from the parallax parts on the meshes because of this material shader bug.

Basically, the following weapons should have no glowmaps in their specific folders: Greatmace, Mace, Scimitar, Shortsword, and Stave. If they are present, the weapons will be as if they are not lit at all, and may flicker.

It might have just been a mixup on my machine... but I otherwise have no idea how the glowmaps got back in there other than my upgrading COBL (as it's been over a year and a total system reinstall since I did any serious Oblivion playing). I removed those textures when I implemented parallax maps on the weapons and made the GenericGloweyBits texture setup.
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Rebecca Clare Smith
 
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Post » Sat Dec 25, 2010 11:04 am


Basically, the following weapons should have no glowmaps in their specific folders: Greatmace, Mace, Scimitar, Shortsword, and Stave. If they are present, the weapons will be as if they are not lit at all, and may flicker.


Thanks for Clarifaction, will have to check those in OOO has well and see if they have parallax enabled and have glow map textures and do the same.
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Natasha Callaghan
 
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Post » Sat Dec 25, 2010 6:19 am

It is an error on Cobl's part, then - so I should delete any and all "..._g.dds" files in the weapon folders you mentioned, right?
It's not the Glowbits folder. That one handles all the newer meshes' glowey bits, and its glowmap is in working order. I made that one for all meshes to use for their glowbits to centralize them (they're all common texture bits) and to separate the glow parts from the parallax parts on the meshes because of this material shader bug.

Question (mostly because I've not looked into this stuff) - why are the textures using the files in their folder instead of the generic folder? Are they backups?
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Liii BLATES
 
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Post » Sat Dec 25, 2010 3:45 pm

You know, I was just thinking about ancient names for metals. Cuprous or Cupric means "of copper"...Ferrous or Ferric means "of iron"...Plumbous means "of lead"...Stannous means "of tin".

Maybe you could somehow get those names into your lists.

Also, maybe you could add some new alchemical poisons (that players put on their weapons)...such as cyanide, dichromate, sulfate, perchloric acid, chloric acid, chlorous acid, hypochlorus acid, hydrobromic acid, carbonic acid....Cripe, I could go on and on...but all I am doing is looking at my chemistry book. That is all you need to look at to find more names of poisons, etc. Maybe you could come up with new things for alchemists...like a manometer...which actually measures the pressure of gases...but could be used for some other crafty reason (make something up...perhaps makes finished potions stronger...effects longer?...or whatever). Maybe make an "Orb of Crystallization", which perhaps could make normal stones into crystals or something...

I could think of a million ideas...if you want to get ideas...check out a chemistry textbook.

Edit... maybe you could add some poisons that freeze...such as liquid oxygen or liquid nitrogen.
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Trevi
 
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Post » Sat Dec 25, 2010 9:48 am

It is an error on Cobl's part, then - so I should delete any and all "..._g.dds" files in the weapon folders you mentioned, right?

Question (mostly because I've not looked into this stuff) - why are the textures using the files in their folder instead of the generic folder? Are they backups?


Yes. All glowmaps for the Scimitar, Stave, Greatmace, Mace, and Shortsword outside of the Generic Glowey Bits folder should not be there as they and Parallax maps don't play nice.

I'm not quite sure I understand the second question... I originally just made copies of the original texture for the glowey bits, but then switched to a centralized one after I realized that there's only really two glowey bit patterns I used: straight Welkynd and the spliced in Malada Tablet texture for the pommel gem setting. Smaller texture (not using the larger full weapon texture), greater detail (as the texture is all Welkynd), win/win.

They may have been renamed back somewhere along the line.

HASTY EDIT: ....Correction. The following weapons shouldn't have glowmaps: Scimitar, Stave, Greatmace, Mace, Shortsword. All others haven't been remodeled by me and are using their original RDjeke-made textures. Leave them be.
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Janette Segura
 
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Post » Sat Dec 25, 2010 5:04 pm

I'm not quite sure I understand the second question...

Nevermind - I thought you meant the Staves, etc. used the "_g.dds" file when it was there and "GenericGlowyBits_g.dds" otherwise.

So, next question - what will this mean for players without Parallax maps?
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Charlotte X
 
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Post » Sat Dec 25, 2010 7:56 am

Nevermind - I thought you meant the Staves, etc. used the "_g.dds" file when it was there and "GenericGlowyBits_g.dds" otherwise.

So, next question - what will this mean for players without Parallax maps?


They would have had to disable the parallax maps in the weapon meshes themselves so unless they did, the parallax maps are still enabled.
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Flesh Tunnel
 
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Post » Sat Dec 25, 2010 10:59 am

One other note about the AMIWs... Nicoroshi made a new AMIW bow a long while ago that is a much better bow mesh and I think it should be used instead of the original. Downloadable here: http://www.tesnexus.com/downloads/file.php?id=9519

I also have an updated scimitar mesh that I have yet to release for Oblivion (I have for FO3) that has fully independently generated textures (unlike the ones now that have direct derivations from TES4 textures). I can pack it up for you and send it your way.

It seems that some names didn't get properly updated when I revamped the naming scheme with TOYB's help. All instances of "Arce" (my original designation for shock enchants) needs to be replaced with "Malatta", which is proper Ayleid/Old Aldmeric for "High Light"

Affected weapons that need name fixes:

cobAmwStaffShock
cobAmwClaymoreShock
cobAmwStaffShockblast
cobAmwClaymoreShockblast
cobAmwGreatmaceShock

If it's an area effect enchant (the ones with "blast" in their editor names), use "Malattaste". Otherwise, replace with "Malatta".
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Maeva
 
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Post » Sat Dec 25, 2010 1:12 pm

One other note about the AMIWs... Nicoroshi made a new AMIW bow a long while ago that is a much better bow mesh and I think it should be used instead of the original. Downloadable here: http://www.tesnexus.com/downloads/file.php?id=9519

That's what I use, it's sweet! In fact I use almost all of you mods on Nexus Madcat (except the exnem ones since i started using HGEC)

Any plans to sort out the Elven Claymore to be as good as http://www.tesnexus.com/downloads/file.php?id=4790?
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Jake Easom
 
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Post » Sat Dec 25, 2010 9:52 am

I also have an updated scimitar mesh that I have yet to release for Oblivion (I have for FO3) that has fully independently generated textures (unlike the ones now that have direct derivations from TES4 textures). I can pack it up for you and send it your way.

Sounds good - send 'em (and any others :)) to haama341@hotmail.com.
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Brandon Bernardi
 
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Post » Sat Dec 25, 2010 9:22 pm

I buried this request in a post, so trying again:

Now that we have 4 kinds of each ore, I was wondering if any artist types want to take a crack at meshes/textures for each? Also, a clump of mud/dirt :evil:
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chirsty aggas
 
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Post » Sat Dec 25, 2010 9:33 am

question on item interchange, wrye bash, and boss...

I used boss, it arranged the mods.
item interchange is red in wrye
item interchange has a list of masters, including tie, tie4mods, spelltomes, etc. and it is placed in boss before the master's required. should it be this way? or should I manually move it down?
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SiLa
 
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Post » Sat Dec 25, 2010 11:31 am

question on item interchange, wrye bash, and boss...

I used boss, it arranged the mods.
item interchange is red in wrye
item interchange has a list of masters, including tie, tie4mods, spelltomes, etc. and it is placed in boss before the master's required. should it be this way? or should I manually move it down?

yes designed that way - mods that rely on the filter tag can have missing masters. Same with All Natural interiors filter.
Well the extraction esp should load much higher - that is what it does - extract from the mods that are green in its masters then insert them into the game via the placement esp.
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Louise Dennis
 
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Post » Sat Dec 25, 2010 5:53 am

yes designed that way - mods that rely on the filter tag can have missing masters. Same with All Natural interiors filter.
Well the extraction esp should load much higher - that is what it does - extract from the mods that are green in its masters then insert them into the game via the placement esp.


thanks, will have to learn how to do that then, I am going to be adding 2 overhauls to mine when they are released, but not everyone uses those overhauls. Where can I look up this filter tag and how to use it?
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Tom
 
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Post » Sat Dec 25, 2010 12:59 pm

Yes, II has missing masters and that's ok because Bash handles it perfectly.
Also, the II extraction plugin can load high because it makes absolutely no changes to any of those plugins, except for Cobl main.esm, which it does indeed load after. That puts it in it's logical space in the load order as a library, or item-adding mod.

Vac
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Yvonne
 
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Post » Sat Dec 25, 2010 11:28 am

thanks, will have to learn how to do that then, I am going to be adding 2 overhauls to mine when they are released, but not everyone uses those overhauls. Where can I look up this filter tag and how to use it?

Filter tag - like all tags are found by using Wrye Bash tagging function - learn that and all will be clear.

Now what I'm curious of - what two overhauls in development? I wasn't aware that there are two overhauls near completion that most never use.
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Isaiah Burdeau
 
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Post » Sat Dec 25, 2010 9:37 pm

Filter tag - like all tags are found by using Wrye Bash tagging function - learn that and all will be clear.

Now what I'm curious of - what two overhauls in development? I wasn't aware that there are two overhauls near completion that most never use.

2 at 99% and soon, and most do use them, many do, but not everyone does.

not everyone doesn't mean no one, if 1 person doesn't, then not everyone.

I need to work on my phrasing so others understand what I mean to say even when I don't write it properly
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Jeneene Hunte
 
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Post » Sat Dec 25, 2010 10:08 pm

Filter tag - like all tags are found by using Wrye Bash tagging function - learn that and all will be clear.


I'd take a whole stab that he understood it was a Bash tag... a http://wryemusings.com/Wrye%20Bash.html#MergeFiltering would be more useful. Note that II uses a bit different system than filters (if that information isn't outdated).
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Sophie Morrell
 
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Post » Sat Dec 25, 2010 4:35 pm

I wish that online readme were updated - would make linking to it more useful.

2 at 99% and some use - must be FCOM - right?
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Sakura Haruno
 
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Post » Sat Dec 25, 2010 5:02 pm

I get the impression he dosn't want to tell you, but @99% it shouldn't be long... :wink_smile:
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leigh stewart
 
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Post » Sat Dec 25, 2010 10:23 am

lol, OOO, and MMM are at 99% I believe,

thanks haama!


and its not the tag, it was coding it to use stuff from masters that aren't in there... the cs just errors

edit: ack, read the link, messy.

I am looking at another way to script it, have parts of it answered in the obse topic, but my mind works a, b, f, e, c, d, z... wait, where did that come from, do over!
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El Goose
 
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