Quick Questions -- Quick Answers, The 27th

Post » Fri Feb 18, 2011 5:45 pm

Two Blender questions:

1. How to toggle occlude hidden geometry in weighting mode? If I need to be more clear, I want to paint one side of the mesh but I need other side to be painted as well.

2. Is it possible somehow to 'weld' two separate meshes together to achieve continuity between them? ctrl + J joins them but without continuity, union boolean modifier can join them even if they're not touching, but it's the closest to what I want.
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Marquis deVille
 
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Post » Fri Feb 18, 2011 7:40 pm

I'm working on an update to Oblivion Gate Closer Spell and want the weather to transition from the Oblivion sky to clear sky when the spell is used. SetWeather appears to be the command for this, but I can't get it to work. The weather simply refuses to change. I can get the weather to change if I use ForceWeather, but the change is instantaneous and I don't like the way it looks. How can I force the weather to transition to clear skies?


Wrinklyninja is having a bit of trouble trying to get weather transitions to work, so it may be difficult. You might try posting your question in the All Natural thread (mods forum) since wrinkly is working on this stuff right now.
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Kara Payne
 
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Post » Sat Feb 19, 2011 1:52 am

I've recently started using this program, and have run through a couple of tutorials. I have created a plugin file for the mod I'm working on, which involves adding several NPCs, dungeons etc to the game, but when I play the game the additions do not appear. I have activated the plugin data from the startup screen, and my files are saved in the construction set, so I cannot figure out what I'm doing wrong. Could anyone help me with this? I'm sorry that I can't highlight what I'm not doing, but as far as I can see, I'm doing everything correctly. Any assistance would be greatly appreciated.
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Tyrel
 
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Post » Sat Feb 19, 2011 5:33 am

I've recently started using this program, and have run through a couple of tutorials. I have created a plugin file for the mod I'm working on, which involves adding several NPCs, dungeons etc to the game, but when I play the game the additions do not appear. I have activated the plugin data from the startup screen, and my files are saved in the construction set, so I cannot figure out what I'm doing wrong. Could anyone help me with this? I'm sorry that I can't highlight what I'm not doing, but as far as I can see, I'm doing everything correctly. Any assistance would be greatly appreciated.


Check #1 & #2 from https://sites.google.com/site/khettienna/modder-guides/modding-troubleshooting-how-to-faq.
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Naughty not Nice
 
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Post » Sat Feb 19, 2011 8:17 am

ok, so when the first mod i was working on where i added new world space had stopped allowing me to save on it, i decided to start another mod. i still plan to use the first mod but figured that perhaps it wasnt allowing me to save anymore because the file size was maxed??? could this be the reason?? anyways... i made the second mod to continue what i started in the first mod. so i want to know do i have to load the first mod when i work on the second mod?

also... in the second mod, ive begun noticing large square holes in the land that wasnt there before. it literally looks like the digital version of sinkholes. i try to open the landscape editor and raise the land but it wont react at all. the land is just broken and sunk down in these spots. i know it wasnt that way before because i would have seen it since its in a spot i was working on before. any ideas whats goin on here and how to fix it???

thanks! =D
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Alyce Argabright
 
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Post » Sat Feb 19, 2011 3:19 am

ok, so when the first mod i was working on where i added new world space had stopped allowing me to save on it, i decided to start another mod. i still plan to use the first mod but figured that perhaps it wasnt allowing me to save anymore because the file size was maxed??? could this be the reason?? anyways... i made the second mod to continue what i started in the first mod. so i want to know do i have to load the first mod when i work on the second mod?

also... in the second mod, ive begun noticing large square holes in the land that wasnt there before. it literally looks like the digital version of sinkholes. i try to open the landscape editor and raise the land but it wont react at all. the land is just broken and sunk down in these spots. i know it wasnt that way before because i would have seen it since its in a spot i was working on before. any ideas whats goin on here and how to fix it???

thanks! =D


If the second mod is dependent on the first mod, then you will have to convert the first mod into a master. Once mod two has mod one as a master, you only need to select mod two in the CS and it will load mod one automatically. I've never done landscape editing, so I can't help you there, although those problems might be fixed once you make mod one a master. This http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial explains what's going on and how to make a plugin a master.
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michael danso
 
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Post » Sat Feb 19, 2011 8:51 am

If the second mod is dependent on the first mod, then you will have to convert the first mod into a master. Once mod two has mod one as a master, you only need to select mod two in the CS and it will load mod one automatically. I've never done landscape editing, so I can't help you there, although those problems might be fixed once you make mod one a master. This http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial explains what's going on and how to make a plugin a master.



thanks XD
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Nathan Risch
 
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Post » Sat Feb 19, 2011 1:28 am

ok... so im thinking about making this mod in pieces...like make each city i intended to make for the mod as its own mod then add them together later into one mod. i was told it was possible to splice 2 or more mods together as one mod using some sort of program. what is the name of this program and where can i get it? how does it work? is this possible to do?

thanks! XD
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Naomi Ward
 
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Post » Fri Feb 18, 2011 11:23 pm

Yes, it is certainly possible. The easiest tool for merging (imo) is TES4Gecko. It's up at Nexus. Run it, click the "Merge Plugins" button, select your plugins, off you go. :)
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Rachyroo
 
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Post » Fri Feb 18, 2011 7:51 pm

Check #1 & #2 from this page.


I'm afraid reinstalling the game to a different directory did not work. I believe my patches are up to date and I am not using any other mods.

Something I neglected to mention, though, is that when I close the Construction Set, I am given almost always given an error message telling me that there are still objects in the model loader. Would this be significant?
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ANaIs GRelot
 
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Post » Sat Feb 19, 2011 9:04 am

I'm afraid reinstalling the game to a different directory did not work. I believe my patches are up to date and I am not using any other mods.

Something I neglected to mention, though, is that when I close the Construction Set, I am given almost always given an error message telling me that there are still objects in the model loader. Would this be significant?


Nope. That error message is completely safe to ignore.

Have you verified that the .esp file you created with the Construction Set is in your ..Oblivion\Data folder, that it is showing up in the list of plugins in the Oblivion launcher, and that the box next to it is ticked (indicating it is activated)?

When you say "I believe my patches are up to date...", do you know for sure? Oblivion.exe shows as version 1.2.0.416 in Windows Explorer?

Have you tried using any other mods? Do they work?
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Kira! :)))
 
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Post » Fri Feb 18, 2011 10:57 pm

Is it possible somehow to 'weld' two separate meshes together to achieve continuity between them? ctrl + J joins them but without continuity, union boolean modifier can join them even if they're not touching, but it's the closest to what I want.

What you describe is the first step. You need the separate meshes to be one before the next part, which is welding the close/coincident vertices to allow smoothing across the surface. I use Max rather than blender, but I'm sure there's a "weld if within threshold distance" function available. You may still have to weld a few pairs manually, or adjust smoothing groups afterward. If the meshes intersect, but the vertices aren't close, then you'l be in for a fair amount of manual welding.

Max also has a functions for bridging gaps. You would delete the vertices in the overlap area and let the program close the "wound" by creating faces across the gaps. Its only problem is that it would "heal" any other open edges, so you might have to delete surplus faces after using it.
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Nymph
 
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Post » Sat Feb 19, 2011 12:24 am

Yes, it is certainly possible. The easiest tool for merging (imo) is TES4Gecko. It's up at Nexus. Run it, click the "Merge Plugins" button, select your plugins, off you go. :)



thankyou very much!

my next question is this... is there a size limit to the mods??? for example, if i merged a mod for each major city into one mod, is that mod going to be so huge that i can no longer make changes to the mod? such as if i then decided to add new roads between the cities?
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Tiffany Castillo
 
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Post » Sat Feb 19, 2011 6:37 am

thankyou very much!

my next question is this... is there a size limit to the mods??? for example, if i merged a mod for each major city into one mod, is that mod going to be so huge that i can no longer make changes to the mod? such as if i then decided to add new roads between the cities?


It pretty much depends on your PC hardware, barring extremes; but it sound quite reasonable to me.
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Sasha Brown
 
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Post » Sat Feb 19, 2011 2:31 am

I grabbed Mr Siika's dwarven resource and started adding the nifs to the game as statics, but found when I added them to the game as statics I found that they were missing texturing and were purple. How do I get texture on to them?
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Hazel Sian ogden
 
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Post » Fri Feb 18, 2011 10:00 pm

It pretty much depends on your PC hardware, barring extremes; but it sound quite reasonable to me.



ok thanks! XD
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Mark Hepworth
 
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Post » Fri Feb 18, 2011 6:37 pm

You were right, it was the patch data. My mods are now working as intended. Thank you for your consideration, and I apologize for any of your time I may have wasted.
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Melung Chan
 
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Post » Sat Feb 19, 2011 2:17 am

I grabbed Mr Siika's dwarven resource and started adding the nifs to the game as statics, but found when I added them to the game as statics I found that they were missing texturing and were purple. How do I get texture on to them?


Check the path being used for the textures (either in Nifskope or the CS) and make sure you have the textures placed into the correct folders. ( Texture path in the NIF needs to match the location that the textures are placed - so if either is incorrect you need to either move the textures to the folder the NIF is looking for or adjust the path inside the NIF file.)
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Lawrence Armijo
 
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Post » Sat Feb 19, 2011 5:52 am

Hi I'm trying to create a custom creature. It's a project I tarted a yearish or so ago and I'm dusting it off. Problem is I've re-exported my skeleton, meshs and animation just like I did before and I'm met with some new error messages I've never encountered. This one in particular baffles me.

http://i136.photobucket.com/albums/q189/arkham666/error.jpg

is this something that's happened in the course of nif script updates for blender maybe? I tried hiding the skeleton prior to export as it asks but got the same thing.
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Crystal Birch
 
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Post » Fri Feb 18, 2011 10:37 pm

Question: Is there a way to set the ownership of multiple items in a cell (that is, without having to edit each item individually) using the construction set or another tool?
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Fanny Rouyé
 
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Post » Fri Feb 18, 2011 10:45 pm

Question: Is there a way to set the ownership of multiple items in a cell (that is, without having to edit each item individually) using the construction set or another tool?

Setting the ownership of the cell to the Player, NPC or a Faction will set the ownership of all objects in it to the Player, NPC or Faction.
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kennedy
 
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Post » Fri Feb 18, 2011 11:30 pm

Setting the ownership of the cell to the Player, NPC or a Faction will set the ownership of all objects in it to the Player, NPC or Faction.

What if you only want a curtain room of a cell? Could you set those objects to ownership of a specific NPC all at once?
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Annika Marziniak
 
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Post » Sat Feb 19, 2011 2:26 am

Setting the ownership of the cell to the Player, NPC or a Faction will set the ownership of all objects in it to the Player, NPC or Faction.


Thanks. That's not what I meant though - I want to batch edit ownership of objects without changing the ownership of the cell. Maybe this isn't possible. I have searched the forums, but I can't really find anything about it.
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Anthony Diaz
 
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Post » Sat Feb 19, 2011 12:47 am

Thanks. That's not what I meant though - I want to batch edit ownership of objects without changing the ownership of the cell. Maybe this isn't possible. I have searched the forums, but I can't really find anything about it.


This isn't possible in the CS, no. However, perhaps one day soon, http://www.gamesas.com/index.php?/topic/1147753-shademes-construction-set-extender/.
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Petr Jordy Zugar
 
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Post » Fri Feb 18, 2011 8:06 pm

What if you only want a certain room of a cell? Could you set those objects to ownership of a specific NPC all at once?

No, you would have to set ownership manually for that, one object at a time.
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Neil
 
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