Quick Questions -- Quick Answers, The 27th

Post » Sat Feb 19, 2011 9:24 am

I'm assuming you mean there is no esp. That is correct.
These are just the meshes and textures. You have to find them and add them to your esp.

The Helborne archive is what I call "double -layered". When you extract it, it creates a folder HBElvenTombResource10.
In that folder is a Data folder. In that folder are meshes and textures folders. Copy those last two folders to your Oblivion\Data.

The MEO archive you can extract directly to Oblivion\Data.

To use any of these items, open the CS with your mod active, select a random architecture item and duplicate it.
Change the EditorID and change the model to one those by Helborne or MEO.

The file path for the Helborne resource is meshes\Architecture\helborne\
The file path for the MEO resource is meshes\MEO\architecture\cemetery\




ok, now that ive got the zip/extract issue solved, i had one more question. just want to be sure i do this right and understand it this time.

when you say to extract the helborne files that they will be double layered, meaning it has its own mesh and texture files inside it, im supposed to click and drag or otherwise move those files into the oblivion/data folder. but do i leave those mesh and texture folders inside the oblivion/data folder or do i then need to take their contents and move them into the already exisitng oblivion/data/mesh and oblivion.data/texture folders that came with the oblivion game? i will try to be less confusing with the following example lol.


1st possible way-

extract helborne files to oblivion/data folder and leave them so it looks like this...

oblivion/data contains :

its own original files including the original oblivion game data and meshes and textures folders as well as the helborne textures and meshes folders.



2nd possible way-

extract helborne files to oblivion/data folder but then move/rearrange them so they look like this...

oblivion/data contains :

its own original files including oblivion game data and meshes and textures folders.

oblivion/data/meshes contains :

any original oblivion game meshes plus helborne mesh folder (helborne meshes still inside original helborne meshes folder within the original oblivion meshes folder)

oblivion/data/textures contains :

any original oblivion game textures plus helborne texture folder. (helborne textures still inside its original helborne texture folder withint the oblivion/data/texture folder)



3rd possible way-

extract helborne files to oblvion/data folder but rearrange/move them so they look like this...

oblivion/data contains :


any original oblivion game data and mesh and texture folders.

oblivion/data/meshes contains :

any original oblivion game meshes plus all helborne meshes placed directly inside the oblivion/data/meshes folder (removed completely from the helborne version of the meshes folder and moved to the oblivion/data/mesh folder; then deleting the helborne version of the mesh folder)

oblivion/data/textures contains :

any original oblivion game textures plus all helborne textures placed directly inside the oblivion/data/textures folder ( removed completley from the helborne version of the textures folder and moved to the oblivion/data/textures folder; then deleting the helborne version of the textures folder )


i hope i did a good job of explaining the situation and question without overcomplicating it. thankyou
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SamanthaLove
 
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Post » Sat Feb 19, 2011 5:28 am

Usually, the folder in a downloaded archive that contains the .esp file(s) (if there are any), "meshes" "textures" "sound" "voice" "shaders" etc... folders, this is the "root" folder of the archive. You want to copy this "root" into your ..Oblivion\Data folder, just like if you were installing any other mod.
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Antony Holdsworth
 
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Post » Fri Feb 18, 2011 7:23 pm

ok, now that ive got the zip/extract issue solved, i had one more question. just want to be sure i do this right and understand it this time.

snip...

i hope i did a good job of explaining the situation and question without overcomplicating it. thankyou


I know you tried, but I cannot make sense of how you wrote your thoughts.
Hopefully, my reply here will make it easy for you now and in the future.
I'm probably over explaining, but I want you to be able to do this for other resources as well. They almost never all come packaged the same.


Extract both files to your desktop. You should now have three folders HBElvenTombResource10, meshes, textures and readme.txt.

Open your Oblivion\Data folder. Here is where you see the esp files and various folders. (Among the folders is meshes and textures).

Move the open window to one side of the desktop and right click on the meshes folder that is on the desktop and select cut or copy.
In the open Oblivion\Data window, right click anywhere (not directly on a file or folder though) and select paste.
Click Yes when the system tells you the meshes folder already exists and asks if you want to overwrite the folder.
(Don't worry, nothing will be lost, the new files will just be added.)

Now click on the textures folder on the desktop and cut or copy that folder also. Again, right click in the open window and select paste. Again click yes when asked if you want to overwrite.

Now open the HBElevnTombResource10.
You'll see a Data folder and maybe a thumbs.db file.
Double click the data folder and you will see folders meshes and textures, and a readme file.
Cut or copy both of these folders as you did the other two.

If you want the readme files, cut or copy them to the Data\docs or somewhere of your choosing.

Assuming you have installed Oblivion in the default directory, the complete path for the helborne resoruces should be:
C:\Program Files\Bethesda Softworks\Oblivion\Data\Meshes\Archtecture\helborne\ xxx.nif
C:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\Archtecture\helborne\ xxx.dds

And MEO's is
C:\Program Files\Bethesda Softworks\Oblivion\Data\Meshes\MEO\Archtecture\cemetery\ xxx.nif
C:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\MEO\Archtecture\cemetery\ xxx.dds

Hope this is better for you than my previous post.
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Joanne
 
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Post » Sat Feb 19, 2011 5:42 am

I am currently getting these error messages on opening the riverstrid mod,
http://i675.photobucket.com/albums/vv117/CareldeWinter/example1.jpg
http://i675.photobucket.com/albums/vv117/CareldeWinter/example2.jpg
I have a good idea as to what has caused them (I have attempted to reset cells that were showing up as affected by mod, whilst actually they were not altrered from the original game. this resulted in land tears, which I fixed manually.
The messages however continue to appear on starting up the mod in the cs. Is there any other way that I can get rid of them and fix the problem. I am reluctant about going to an earlier backup as I did a lot of work before I realised I had a problem. :brokencomputer:


Hi Carel, PM just the ESP to me, I'll remove the duplicate records and send it back to you.
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Laura Richards
 
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Post » Sat Feb 19, 2011 4:40 am

Hi Carel, PM just the ESP to me, I'll remove the duplicate records and send it back to you.


Thanks, I'll do so straight away!
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James Hate
 
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Post » Sat Feb 19, 2011 2:10 am

Does anyone know a simple way to add a temporary visual change to an actor, like a wound, black eye, or similar. I suspect the Vampire change is too built-in to be used as a model. I vaguely recall this being discussed in a context of aging the character, but that was abandoned because of the game's timescale, so we never got a good answer from that thread.
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Andrew
 
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Post » Fri Feb 18, 2011 11:46 pm

I know you tried, but I cannot make sense of how you wrote your thoughts.
Hopefully, my reply here will make it easy for you now and in the future.
I'm probably over explaining, but I want you to be able to do this for other resources as well. They almost never all come packaged the same.


Extract both files to your desktop. You should now have three folders HBElvenTombResource10, meshes, textures and readme.txt.

Open your Oblivion\Data folder. Here is where you see the esp files and various folders. (Among the folders is meshes and textures).

Move the open window to one side of the desktop and right click on the meshes folder that is on the desktop and select cut or copy.
In the open Oblivion\Data window, right click anywhere (not directly on a file or folder though) and select paste.
Click Yes when the system tells you the meshes folder already exists and asks if you want to overwrite the folder.
(Don't worry, nothing will be lost, the new files will just be added.)

Now click on the textures folder on the desktop and cut or copy that folder also. Again, right click in the open window and select paste. Again click yes when asked if you want to overwrite.

Now open the HBElevnTombResource10.
You'll see a Data folder and maybe a thumbs.db file.
Double click the data folder and you will see folders meshes and textures, and a readme file.
Cut or copy both of these folders as you did the other two.

If you want the readme files, cut or copy them to the Data\docs or somewhere of your choosing.

Assuming you have installed Oblivion in the default directory, the complete path for the helborne resoruces should be:
C:\Program Files\Bethesda Softworks\Oblivion\Data\Meshes\Archtecture\helborne\ xxx.nif
C:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\Archtecture\helborne\ xxx.dds

And MEO's is
C:\Program Files\Bethesda Softworks\Oblivion\Data\Meshes\MEO\Archtecture\cemetery\ xxx.nif
C:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\MEO\Archtecture\cemetery\ xxx.dds

Hope this is better for you than my previous post.





ok thankyou fo rhelping me. i dont know if im stupid though or if ive got an incomplete file here. cuz when i did exactly as you ssaid, i extracted it to desktop. i had the files named HBElvenTombResource10. inside that was the data folder. inside that was the readme file and the meshes and textuires folders.

so i opened my oblivion data folder as directed. but there are no meshes and textures folders on the desktop from the extraction to put inside the oblivion data folder. the meshes and textures folders are still inside the helborneresource10 folder. originally i thought this an error and just took those folders and put them into the obliviondata folder and did the copy paste overwrite thingie with them. but then i got down to where you were talkin about even more mesh adn texture folders to move and there werent any more. did i do something wrong again or is the file bad? thankyou.
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Emzy Baby!
 
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Post » Sat Feb 19, 2011 7:22 am

ok....i may have just figured this out...

i was confused when you said extract both files. i thought you were refering to 2 files within the helborne file. then i tried extracting the meso file to desktop as well and then i saw all the files you mentioned sitting there on my desktop. lol. so im gonna try this again.
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Svenja Hedrich
 
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Post » Sat Feb 19, 2011 9:50 am

ok, new problem.

i double and triple checked the instructions and the final filepaths and everything truely looks to me like i installed it correctly at this point. trouble is that when i try to load the cs i dont see the option to select these mods in the data list when i start up the cs. there is only the main oblivion files and my own mod i was workling on to select. did i do something wrong? or do i still need to do something more? thankyou.
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Austin Suggs
 
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Post » Sat Feb 19, 2011 12:26 am

The only things that will show up in the list are plugins (.esp files). Since these didn't come with plugins, you won't see any new entries in that list.

http://cs.elderscrolls.com/constwiki/index.php/How_to_use_custom_resources is a tutorial for getting new objects into the game using modders' resources. It should get you through the whole process from start to finish.
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Lil'.KiiDD
 
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Post » Fri Feb 18, 2011 9:23 pm

The only things that will show up in the list are plugins (.esp files). Since these didn't come with plugins, you won't see any new entries in that list.

http://cs.elderscrolls.com/constwiki/index.php/How_to_use_custom_resources is a tutorial for getting new objects into the game using modders' resources. It should get you through the whole process from start to finish.




thanks! i will try this out then.
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Alexx Peace
 
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Post » Fri Feb 18, 2011 5:54 pm

OBSE's AddToLeveledList - does it work instantly, or does it require resetting cells? The lists in question are on creatures and NPCs, as part of their inventory.
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Cassie Boyle
 
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Post » Sat Feb 19, 2011 8:14 am

I believe the Leveled List itself gets updated immediately, but the real question is when the list gets used. It will all boil down to whether the LL is used to populate the inventory at creation, or when the player looks in it.

My intuition is that it would need to be at creature creation, as the inventory is what provides armor and weapons to bandits etc. and if it wasn't done then, they'd be naked. So any creature already spawned would already have its inventory set, and you'd need a cell reset to use the new one. That does not have to be true for chests, as the content creation can be deferred until the chest is opened, but it's likely that it's one rule for all things with an inventory, the LL is used when the "container" is spawned.

But if you did an AddToLevelledList followed by player.AddItem 1, then the player would get the item from the freshly-updated list. If a persistent creature is given an item by a quest script, so that they have it as a death item, then the same applies there.
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matt oneil
 
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Post » Sat Feb 19, 2011 12:16 am

I can't seem to be able to edit dialogue in the CS. If I double click on a piece of dialogue in the Filtered Dialogue menu it crashes instantly. My computer isn't great, but it's decent, with 3 GB of RAM and a 2.8 GHz processor.
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Steeeph
 
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Post » Sat Feb 19, 2011 4:54 am

I can't seem to be able to edit dialogue in the CS. If I double click on a piece of dialogue in the Filtered Dialogue menu it crashes instantly. My computer isn't great, but it's decent, with 3 GB of RAM and a 2.8 GHz processor.


This is a super common problem.

Some people have fixed it http://www.tesnexus.com/articles/article.php?id=410.
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CHangohh BOyy
 
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Post » Fri Feb 18, 2011 10:41 pm

Thanks ghastley
My intuition is that it would need to be at creature creation, as the inventory is what provides armor and weapons to bandits etc.

That's what I was thinking. I guess as long as I remember to renew the lists every GameRestart it should work. Can you think of anyone who has made an overhaul type mod using OBSE's leveled list functions?
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Cat
 
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Post » Fri Feb 18, 2011 11:52 pm

How can you change the color of armor? I want to take Daedric Armor pieces and recolor it, without changing anything else about it.
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Danny Blight
 
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Post » Sat Feb 19, 2011 1:39 am

Also, can I create a dialogue where the player uses a taunt when attacking, using a Voice file unpacked from the BSA?
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Irmacuba
 
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Post » Sat Feb 19, 2011 5:38 am

How can you change the color of armor? I want to take Daedric Armor pieces and recolor it, without changing anything else about it.


You'll need to retexture it. http://cs.elderscrolls.com/constwiki/index.php/Category:Texturing_Tutorials is a link to the texturing tutorials at the CS Wiki. Without knowing what image editing software you have or which one(s) you are comfortable using, I can't recommend any particular one for you. It might be that you have to skim a few before you find one that seems fitting for you.

Also, can I create a dialogue where the player uses a taunt when attacking, using a Voice file unpacked from the BSA?


Likewise, http://cs.elderscrolls.com/constwiki/index.php/Dialogue_Tutorial is the beginner dialogue tutorial, and http://cs.elderscrolls.com/constwiki/index.php/Category:Editing_Dialogue is more information about editing dialogue.

In both cases, you are not asking questions with short answers. You will need to learn the basics first, and use what you know from that to accomplish specific tasks. Alternately, you can start new threads, and ask for someone to walk you through it click-by-click if they have that kind of time and interest, or you can post a request thread in the mod forums for mods you'd like someone else to make.
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Hayley Bristow
 
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Post » Sat Feb 19, 2011 5:01 am

I'm making an inn mod in the CS at the moment, and want to make a 'food preperation' area.
I'm putting a dead Slaughterfish on the table, and it says its a quest item. Iirc, this means it won't dissapear, but I see that it is affiliated with the Miscarcand quest. I just want to make sure that I won't screw up the Miscarcand quest by putting the dead slaughterfish in the inn.
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Dewayne Quattlebaum
 
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Post » Sat Feb 19, 2011 1:23 am

I'm making an inn mod in the CS at the moment, and want to make a 'food preperation' area.
I'm putting a dead Slaughterfish on the table, and it says its a quest item. Iirc, this means it won't dissapear, but I see that it is affiliated with the Miscarcand quest. I just want to make sure that I won't screw up the Miscarcand quest by putting the dead slaughterfish in the inn.


Having played through the parts of the game where dead slaughterfish are bountiful, I can't think of any other good reason for them to be quest items except that the devs didn't want them to disappear. Also, if you check their "use info" in the CS, you'll see that the devs also used them elsewhere, so it stands to reason that you can, too. If at any point you worry this will be an issue, then just duplicate the object and use the duplicate instead of the original, and make any changes you need to the duplicate.
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renee Duhamel
 
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Post » Sat Feb 19, 2011 4:37 am

How would I go about making a worldspace that's always in night time?
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Dan Scott
 
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Post » Fri Feb 18, 2011 11:36 pm

I am having some scripting issues. I want a script that references a variable in another, but they are both Object scripts, set OnActivate. And as far as I can tell, the reference has to be on the Quest attached to the script. What can I do for this?
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Portions
 
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Post » Fri Feb 18, 2011 8:16 pm

How would I go about making a worldspace that's always in night time?


http://cs.elderscrolls.com/constwiki/index.php/World_Space_Tutorial

From the http://cs.elderscrolls.com/constwiki/index.php/Climates page at the CS Wiki:

Sunrise / Sunset: Use sliders to determine when sunrise begins and ends, and when sunset begins and ends.



I am having some scripting issues. I want a script that references a variable in another, but they are both Object scripts, set OnActivate. And as far as I can tell, the reference has to be on the Quest attached to the script. What can I do for this?


Object script variables are stored in the reference, rather than the base object. If the object script is attached to a persistent reference, you can access the variables via the reference. E.g. "If MyPersistentRef.Variable == 0". If it's not persistent, make it so, and give it a persistent reference ID.
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Trevi
 
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Post » Fri Feb 18, 2011 8:08 pm

http://cs.elderscrolls.com/constwiki/index.php/World_Space_Tutorial

From the http://cs.elderscrolls.com/constwiki/index.php/Climates page at the CS Wiki:

Seems to be working but when I set them all to zero, there is a small flash at what I think is midnight.
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Nick Swan
 
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