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Found 10 results

  1. Can anyone make a mode that allows us to select what our followers use and equip instead of using the highest armor and damage, for example:giving lydia a fortify health dwemer armor but she still chooses to wear not enchanted steel armor. I have seen many mods that change the default armor but none that change their current armor.
  2. Hey all, I've been trying to create a new race based on a old iconic Star Trek 'love slave'. I have been following this http://wiki.tesnexus.com/index.php/Creating_a_custom_race_for_Skyrim However I have hit a snag near completion where my new ArmorAddon models do not show up on my race preview. I have noticed that whenever I try to select my new race under "additional races" in the ck, after saving and opening back up... it is no longer highlighted. I am under the impression that this may be the cause, I would TRULY appreciate any help with this issue, I fear it may be an error inherent to my installation of the CK, but it has always done everything else 'fairly' smooth. Here is an example of my ck opening the ArmorAddon entry AFTER I have already selected and ' ok'd ' the box. http://img.photobucket.com/albums/v236/roburito/RaceModProblem1.jpg yes, I have tried using "DefaultRace" the meshes still won't appear in preview, I did not test using "DefaultRace" in-game though, as EVERYTHING else I have ever done in CK ALWAYS is preview-able. Thank you for your time.
  3. So i want to have a menu in which you choose an item in from your inventory and stuff happens depending on your choice. The choice will be by reference, the ones i care about will be persistent and if not it will notify that is has to be dropped, moment in which they stop being "item XX in container YY" and point a variable to itself. Back to the topic, my first idea was a gift menu run on an actor on a holding cell. Him having this script: Scriptname lalala extends Actor Import Game Import Debug FormList Property List Auto ObjectReference ItemSelected ObjectReference Function ItemSelectMenu() ItemSelected = None ShowGiftMenu(true, List , true) ;latent, waits for the menu being closed before returning, which is great Return ItemSelected EndFunction Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) RemoveItem(akBaseItem, aiItemCount, True, akSourceContainer) ; send it back, i want to select not loose items. If (akItemReference) && (akItemReference.GetbaseObject()) ItemSelected = akItemReference DisablePlayerControls(false, false, false, false, false, true, false, false) ; this is supposed to close the menu since we already have the selection, but no luck... EnablePlayerControls(false, false, false, false, false, true, false, false) Else MessageBox("ref isn't good, can't do stuff") Endif EndEvent The thing is the disable/enable player controls isn't closing this menu (it does on others i've tested) which breaks the whole system since only a single item should be selected. Any ideas of how to close it, or another way to approach this. Another way I considered is doing a brute-force GetNthForm scan of the player inventory in search of the items in the list, form an array with them and use Skyuilib list menu (i'm already using Skyuilib), BUT then realised it's GetNthForm, not GetNthReference, I need to get specific references within the container so this looks like a dead end.
  4. Hi, I realise this is a lot to ask, but after 3 days research and tries with limited success I turn to the all knowing internets and the awesome users on it. First, my situation: Hardware: decent gaming rig AMD PII X4 970, HD6970 GPU, 8GB RAM Software: Win7 Pro x64 OS Setup: on C: (SSD), UAC disabled, administrator rights Oblivion: on D: (another SSD) GOTY UK (none-steam), with SI, DLCs and unofficial patches History/Experience: I am a certified IT specialist, 31 yrs old, 40hrs+ job, 2 kids, 1 wife Before I forget to mention it. I am no modder and have no experience with the actual modding tools. I did play vanilla oblivion when it was released, a few years later played it again with OOO, collected some experience in installing mods (obmm) january 2010 I tried to play with FCOM and went mods-berserk. got to know wrye pretty well, still worked with obmm and found out about BOSS. Then I overdid it with the mods and ended up with a game that still worked but was too slow. suffice it to say that during the following weeks I tried a lot but lost interest in playing again. when a new windows install came, the then playable if not perfect install went away. then I had time (at least some) to look for awesome mods, read a lot of readmes and instructions and try out... fast forward to june 2013. After a recent other game I completed, I really really wanted to play oblivion again. I think I learned my lesson the last time and instead of trying to get the old mods to work again, I went to look for others/newer ones, better ones. However, I find I am missing time that I once had. Newer versions of the tools have been released and I am struggeling with recalling stuff that I once knew. I have no doubt I will be able to accomplish this. And I am perfectly willing to actually doing my part. All I am asking is for a little help on a few detailed questions as well as a general recommendation/experience feeling in the current oblivion mod "scene" My hope is with our combined knowledge the time I will need to sift through hunredts, if not thousands of mods to cherry pick a handfull is saved, as well as being able to circumvent the biggest problems currently "well known" to the very invested player. So, any recommendation that you think might fit what I am looking for is welcome. Especilly feel free to report any problems you may have encountered with certain aspects of my plans/wishes, mod incompatabilities that I am steering to, and if you managed to fix it, maybe even how... I plan to post a list of mods that I selected for my wishes in the next few days to make the recommending and commenting easier. Also, and this is a promise, will I stick with "my oblivion install" this time. meaning, even if it takes many weeks, we will find a solution to my wishes here and I will gladly close this post with a post containing detailed install order, load order, wrye bash merge/bash patch comments, other settings etc so others can benefit from our work as well. so, what do I "want"? (compromises not impossible) - FCOM (this is none optional and kinda the point here) with COBL/OMOBS I find a lot of information, most of it seems outdated. Even a new webpage/official forum/etc link would help. In the end I will be able to get fcom to run without help, but it will take considerable time... However, my main problem with FCOM is, aparrently there is a bug in wrye bash / cbash (#299) that makes it incompatible with FCOM Q: what wrye bash (pybash!) should I take to get FCOM to work? Ive tried 303 standalone and python. both seem to be using cbash. - grafics: - new "high res" textures: (highish prio) QTP3 (redimized) Bomrats for SI both planned, no problems anticipated. Q: Both are pretty old. Did I miss "new, awesome, replaced them," packages? - tiling/normal maps/border maps etc still have the old ones lying around, can use them, maybe look for newer releases. would not mind recommendations though - extended LOD (high prio) RAEVWD so I can find stuff running around. do not expect anything better out there? - enhanced water / trees / flora / animals whatever I can get to run on my PC without dropping the fps too much and makes the game prettier, Ill take it. suggestions welcome. I want an immersive, breathing, living world... - better player textures if something is compatible with the fcom/other textures and will make the people look better, Ill take it. if it happens to be nude textures, even better. who doesnt like to rob someone of his last shirt :wink: - possibly better magic effects, retexturing of weapons... maybe even some fancy shaders involved here. very optional - immersion: big point, unfortunately very complicated... - weather: I want a better weather system. natural environment comes to mind, but it always seemed problematic. recommendations are very welcome - darker nights & darker dungeons: yes, pls. - torches: since its darker, I want people to run around with torches. and the torches to be droppable I dont expect many problems here - harvesting: 100% chance and the visual confirmation something has been harvested. I had a mod (harvest flora and 100 percent) doing this but read about problems with FCOM here. suggestions? - insides: weather sounds inside, maybe even better windows. looking at immersiveinteriors for this one - kvatch fires/burning/rebuilt something along those lines. have the fire be visible from afar, have it go out after doint the questline, maybe even rebuilt (very optional) suggestions? - more travelers, adventurers, people in the cities to make the world seem fuller, more alive... - odd other stuff like better letters, more neat stuff that is not important enough to look it up now. but if you know just THE awesome immersion mod that I forgot/dont know about, feel free to mention it gameplay: - take all button binding (absolutely NOT optional!) - toggleable quantety prompt (not optional) - keychain (would like) - better UI (darnified?) - more hotkeys (suggestions?) - start by ship - faster running - stealh overhaul: highly interested, but optional. can make sneaking harder but more rewarding. good ones? - fight overhaul: interested, but optional. may make fighting harder. good ones? - magic overhault: very interested, slighly optional. may make magic more usefull, should give more/better spells. suggestions? - improvements: - improved cities, possible open - better/more realistic economy optimization: - 4GB RAM Patch (already applied) - meshes/polys etc that replace the others with better performing ones without being visuelly noticeable? - oblivion stutter remover? - streamline? - oblivion crash preventer? highly optional: - the unique landscapes package(s): I think I really would like to play with them, but they are also very low priority. better get the rest working first before dealing with those what I do NOT need/want: - more/additional/custom quest lines - more player houses - more/custom races
  5. Pretty simple problem, but I cannot for the life of me find the solution. Trawled google a few times before I came here. Basically, when I am in console mode, I am trying to select objects and NPCs, but it gives me IDs that are definitely not the one I am looking for. Some times I can find what I am trying to select, but my mouse is clicking nowhere near them (lydia on the left hand side of the screen, mouse on the right hand side - you get the idea.) I know that sometimes you have to get close to the object in question, but I have to be pretty much in their face (and too often I have to be IN their face) before it registers anything other than the wall, or floor or god knows what else. I am currently experimenting with my mods, saves and files, but in the mean time, has anyone else had this, or know how to fix it?
  6. Hi guys, I'd like to start off saying I'm entirely new to this. I have absolutely no knowledge on how mods are made, but I think i have an idea that might be possible to do, and it would be amazing if it actually got made. The Backstory of how this idea popped into my head: So anyway, to avoid asking the impossible, would it be possible to create a mod where the user could choose an apparel piece to be what shows whenever there is nothing worn on the body? For example, I would choose the Osare Underwear to appear once the armour/clothing slot was emptied, and without the need to have it in your inventory. It should have no armour bonus, no matter what the item is chosen for the underwear, and there should be an option to apply it to NPCs too, not just the player. I mainly want them to have it so I don't leave naked corpses laying around. Anyway, I came to this conclusion as an alternative to get Osare's working as actual underwear that every female wears, but I think it would be a cool mod with some other uses too :biggrin: So finally, I apologize for this post, as it's late and I'm sure I wrote a lot of it like a derp, but if any of you out there actually understood what I was trying to say, I applaud you. Let me know what you think!
  7. I've noticed this many times before, just never let it get to me till now. So if I'm trying to brew a potion of Fortify Health using Blue Mountain Flower and Hanging Moss as the two ingredients, the game will show (and deliver) a poison of Damage Magicka Regen instead. I know that the two ingredients I'm using have both of those properties, but I have Fortify Health selected on the menu to the left (SkyUI). Is it always going to do this, or am I missing a way to choose which product you get when your ingredients have more than one outcome? Screenshot of what I'm talking about lol
  8. I have a problem that has been irking me since I released my mod last year. I created a new section of the DC, but the entire worldspace is facing the opposite direction, so north is south. I wonder if there is a way to select an entire worldspace and rotate it 180 degrees?
  9. can someone explain me how to turn the heavy weapons in to a weapon that i can select normally like the other weapons ? so i can do that procedure on my own
  10. Hello. I recently started to retexture a creature for Skyrim. i was finally able to extract the dds and nif files to do so. I have already re-colored the creature in Photoshop and just installed NifSkope to apply the texture. My problem is that when i open the Nif file, i try to select the "render" option and i also tryed selecting other options but it does not do a thing. Instead, it will move the render window! PLEASE HELP! i googled it but there are no answers! :wallbash:
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