Quick Questions -- Quick Answers, The Eighteenth

Post » Fri May 27, 2011 12:27 pm

I've had this problem before, but I can't remember how I fixed it...

If anybody could help, that'd be great! :D
-Fixed The Other Problem-
I can't figure out where in NifSkope the "Normal Map Alpha Channel" for making things less/more reflective is. If anybody knows, that'd be really helpful too! :nod:

Additional Info: It's for the "Reflective Metal" Tutorial, if that clears anything up at all. Step #7, to be precise.
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Robyn Howlett
 
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Post » Fri May 27, 2011 12:44 am

If I am using a tileset resource, do I have to make a new object for every single mesh? Or is there a simpler way?

You have to make a new object for every mesh, but you can do it the quick way:
  • Move the NIF files to the correct data folder.
  • Drag and drop the files into the Object Window in the CS.
  • For each NIF file you'll now have a static object named after the file.

I've had this problem before, but I can't remember how I fixed it...

If anybody could help, that'd be great! :D
-Fixed The Other Problem-
I can't figure out where in NifSkope the "Normal Map Alpha Channel" for making things less/more reflective is. If anybody knows, that'd be really helpful too! :nod:

Additional Info: It's for the "Reflective Metal" Tutorial, if that clears anything up at all. Step #7, to be precise.

The Normal Map Alpha Channel is not a setting in NifSkope; it's the alpha channel (a special layer on an image) of the [http://cs.elderscrolls.com/constwiki/index.php?title=Normal_map]Normal map[/url] texture.

There is a glossiness setting on the NiMaterialProperty node though, that may be what you're looking for.
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Steph
 
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Post » Fri May 27, 2011 5:04 am

You have to make a new object for every mesh, but you can do it the quick way:
  • Move the NIF files to the correct data folder.
  • Drag and drop the files into the Object Window in the CS.
  • For each NIF file you'll now have a static object named after the file.


Wish I knew that earlier. :facepalm: On a side note, today's my birthday! :celebrate:
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Samantha Pattison
 
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Post » Fri May 27, 2011 8:58 am

Another question, what does GetEquippedObject return if nothing is equipped in that slot? Basically I have a script that gets the equipped weapon's data and modifies it based on what WeaponType it is and some other stuff. That works fine. However, when I try to equip a different weapon, my character's arms freeze at his side and while I can still move around, I can't do anything else. I thought maybe this could be because Oblivion first unequips the weapon and my script doesn't know what to do with that.
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Epul Kedah
 
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Post » Fri May 27, 2011 4:40 am

Thanks for trying to help, but it still won't work.

Since obviously this tutorial doesn't work for me for some weird reason... (probably my bad)

How do I make something metallic?

I made a Mace, and I'm trying to make it so that it's shiny like Metal, but I've run into some problems...

It's rather wayyyy too shiny.

Or it's dull, and I've tried messing around with the glossiness, and it doesn't do anything.

So... does anybody else know how to make something metallic? Or a tutorial that I can't find? (the Reflective Metal tutorial just makes it look like plastic)
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Chad Holloway
 
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Post » Fri May 27, 2011 7:31 am

You have to make a new object for every mesh, but you can do it the quick way:
  • Move the NIF files to the correct data folder.
  • Drag and drop the files into the Object Window in the CS.
  • For each NIF file you'll now have a static object named after the file.

I did that but it shows up as if it doesn't have a texture. The file path's match, but there isn't a matching texture for some of them.
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Red Sauce
 
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Post » Fri May 27, 2011 5:21 am

How do I make Argonian and Kajhiit tails work in my mods? Every time I mod those races, the tails mess up completely in game.
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Horse gal smithe
 
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Post » Fri May 27, 2011 7:20 am

How do I make Argonian and Kajhiit tails work in my mods? Every time I mod those races, the tails mess up completely in game.

Use vanilla/existing ones to do this the easy way.
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El Goose
 
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Post » Thu May 26, 2011 10:33 pm

I did that but it shows up as if it doesn't have a texture. The file path's match, but there isn't a matching texture for some of them.


Check the meshes, mine seem to be working this way.
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NAtIVe GOddess
 
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Post » Thu May 26, 2011 10:07 pm

A quick question here:

how should I use function "RunScriptLine"? Do I have to point a specific line, or the following line will be processed differently, or what? Examples are welcomed ;)

brucevayne
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Kortniie Dumont
 
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Post » Fri May 27, 2011 10:40 am

Thanks, found out I was using the wrong skeleton.
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Rude_Bitch_420
 
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Post » Fri May 27, 2011 2:17 am

Check the meshes, mine seem to be working this way.

I figured it out. I changed the folder to a unique name, but the textures follow the old path.
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Anthony Diaz
 
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Post » Fri May 27, 2011 7:07 am

Is it possible to manipulate the conversation menu to effect the facing of an NPC? example: If I had a headless zombie and it is holding it's head in his hands, can I target the head in conversation there some way? :D

hoowha, wild question!
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TWITTER.COM
 
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Post » Fri May 27, 2011 12:38 pm

Is it possible to manipulate the conversation menu to effect the facing of an NPC? example: If I had a headless zombie and it is holding it's head in his hands, can I target the head in conversation there some way? :D

hoowha, wild question!


first off i don't think you ccan have conversations with creatures unless you put an invisible npc behind them (don't ask how but i've read that on the forums here) but i guess if you altered their height to be at the head of the zombie then it would work (i mean create a new race for the npc and give it a shorter height in the race menu)
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Invasion's
 
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Post » Fri May 27, 2011 1:13 pm

If you Toggle Menus things shift down for a moment, even when you toggle them back on..maybe that's a try next to what RedSox said.
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lucile davignon
 
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Post » Fri May 27, 2011 1:05 pm

Would it be possible to make a scripted spell that raises the water level of a cell to say, 100 units above the player, then resets at the end? OBSE functions are fine, I'm just wondering how doable it would be.
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Milagros Osorio
 
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Post » Fri May 27, 2011 1:43 am

There is a command: SetCellWaterHeight - changes the water height of the specified cell. In order for the command to take full effect, the cell must be reloaded (con_PurgeCellBuffers can be used to forcibly unload it if it is still in memory). If used to alter the water height in a loaded cell, the water shader will reflect the new height and actors will switch between swimming and walking animations appropriately. However, floating physics and the water surface will not be updated until the cell is reloaded. This command has no effect in exteriors or in cells which have no water.
(waterHeightChanged:bool) SetCellWaterHeight cell:ref newHeight:float

But there are some obvious caveats if the player is in it.

If you were to fill a room entirely, the surface problem might not matter, but I don't know about the physics problem.
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Sara Johanna Scenariste
 
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Post » Thu May 26, 2011 11:32 pm

Very helpful, I just wanted to see a good outline of the results.
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latrina
 
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Post » Fri May 27, 2011 1:32 pm

first off i don't think you ccan have conversations with creatures unless you put an invisible npc behind them (don't ask how but i've read that on the forums here) but i guess if you altered their height to be at the head of the zombie then it would work (i mean create a new race for the npc and give it a shorter height in the race menu)


You are correct on creatures, but I suppose I don't clarify often enough. I mentioned zombie because, I want to create a zombie suit that would cover the NPC. Instead of the player talking to a zombie like the normal process, I want to create the illusion he took his head off and you are talking to his head which is held in his hand. Thus the reason why I asked if it's possible to redirect the talking screen :D
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Gemma Woods Illustration
 
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Post » Fri May 27, 2011 12:41 am

It might be possible. The ini has these settings:

fDlgLookMult=0.3000
fDlgLookAdj=0.0000
fDlgLookDegStop=0.2000
fDlgLookDegStart=2.0000
fDlgFocus=6.0000

and OBSE can adjust the ini settings in the game. The last setting controls how much the camera zooms in on the person you are talking to, so I'd play around a bit with the two "Deg" ones, and the "Adj" setting and see what the result is.

You'd probably have to find the right way to adjust those settings in time to affect the conversation, and be sure to reset them afterwards, but if they can change the angles, then what you want may be possible.
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gemma king
 
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Post » Fri May 27, 2011 12:02 pm

It might be possible. The ini has these settings:

fDlgLookMult=0.3000
fDlgLookAdj=0.0000
fDlgLookDegStop=0.2000
fDlgLookDegStart=2.0000
fDlgFocus=6.0000

and OBSE can adjust the ini settings in the game. The last setting controls how much the camera zooms in on the person you are talking to, so I'd play around a bit with the two "Deg" ones, and the "Adj" setting and see what the result is.

You'd probably have to find the right way to adjust those settings in time to affect the conversation, and be sure to reset them afterwards, but if they can change the angles, then what you want may be possible.


Excellent, I thought I saw something before about a year ago but couldn't find it. Thanks Showler!
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Lil'.KiiDD
 
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Post » Thu May 26, 2011 10:53 pm

Hey!

I'm looking for the ground textures of Cyrodiil. I have modified all textures in the landscape folder, but still, not all of the ground textures seem to be modified when I run Oblivion. Where else should I look?

Thanks very much!
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Tyler F
 
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Post » Fri May 27, 2011 3:47 am

Hey!

I'm looking for the ground textures of Cyrodiil. I have modified all textures in the landscape folder, but still, not all of the ground textures seem to be modified when I run Oblivion. Where else should I look?

Thanks very much!

I think you have to archive invalidate. Don't ask me how though. :P

My CS is crashing repeatedly when I work on this mod. Is there any way to fix it, other than saving a ton.
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Rachel Hall
 
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Post » Fri May 27, 2011 1:00 am

I use ArchiveInvalidationInvalidated and it works :shrug:
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SamanthaLove
 
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Post » Fri May 27, 2011 9:26 am

My question: is there a nice tutorial out there for making oblivion height-maps in Photoshop, then actually putting them in the CS? I think I saw one a while ago that was quite helpful, but I've been unable to locate it since then.
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Paula Rose
 
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