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Posted

The issue is that my mod uses the Elaborate Eyes mesh/textures to allow for the right and left eye to not be identical. I'll try to upload a workaround, since this has caused people issues for a looong time...

Posted

So does this new version have a version number?  Is it just a beta?  Is it going to be uploaded directly to loverslab?

 

I visited the test cells, mostly went pretty well.  Most of the Aedra have googly eyes, but that's kinda known.  Some of the other critters just have black eyes - maybe they're meant to, maybe they're not, but it works for me.  Those deadra... wow.

Posted

The mod is unfortunately too big to upload directly to LL. It's not in BETA anymore, because that would be sad after 2 years of work, but...um. It's a Gamma. Yeah. That. I think it's v3.0, at this point.

Posted
On 20.04.2018 at 5:44 PM, puddles said:

Sinister Poet, I'm gonna upload a patch later today that I think might address your CTD in that Fort. That dungeon is apparently only filled with Leveled Creatures in the vanilla game, and I noticed the Fairy creature was missing the _n map for its eyes...that can cause CTD under certain circumstances. The .esp did some vague tweaks that I hope will stop that one thing with the Ayleid NPC. I hope.

where is it? the downloads seem to be still the old ones?

Posted

So, what is it?  Everyone commenting here seems to have played the original and knows all about it already.  :-)

 

What's this doing with Blockhead?  I use that a lot for customizing companions, and am curious what use is being put to it here.

Posted

The Mods add NPCs in game. Female NPCs. Many with monster or creature bodies.

But they are still NPC , not creatures .  In the original Mod the bodies are armors or clothes.  In this Blockhead version the "armors and clothes" are add by the OBSE plugin Blockhead to the NPC, so they are now body parts and can not be stripped, or if you use Lovers the NPCs do not unequippe armor/clothes during sex.

 

There are no real quests in the Mod, only a lot of new enemies and a few friendly NPCs.

Posted

Huh? I've been able to loot everything off the NPCs so far... thought it might be some weird mod letting me do that, as I can loot things from other mods I probably should not be able to.

Anyway, just wanted to mention I'm getting a weird crash when I talk to Ayleids in Wendir. This didn't happen before when I had talked to Ayleids in another fort, so I found it strange. However, I was testing for another crash with all OBSE plugins disabled, so that might have messed with that save, even after loading it with them back in the folder. But basically what happened is with the plugins gone it gave me a weird dialog option gibberish characters that when I clicked it, the game crashed, and with the plugins it would just crash before I could get to the speech menu.

 

EDIT: Oh, I see other people have had this issue too. Well hopefully it is fixed soon. And as for the elaborate eyes issue, I'm still a little confused - is this mod supposed to rely on elaborate eyes cosmetic pack, but does not contain the proper resources? Will installing the pack fix it?

Posted

Yeah, I'm...really confused about the Ayleid thing. It makes no sense at all.

 

As for the eyes, no. This mod provides Elaborate Eyes textures for its custom eyes, and therefore requires the Elaborate Eyes meshes to be used...only for its races, though. The eyes issue can be fixed several ways, one is to remove all non-custom eyes from the custom races and re-assign the eye mesh directory. That causes an unfortunate conflict with Wrye Bash though, as the Bashed Patch tries to "fix" races by re-directing their eye directories sometimes...

 

I'll upload a patch tomorrow for the Fairies, I hope. I tweaked the Ayleid greetings a bit, so that might fix that random CTD. This has been a hectic week, sorry. Also finishing up my translation of the huge Dwemer Art: Desert Alik'r mod, so it's been eating a lot of my freetime.

Posted

WOAH. That looks extraordinary. Oblivion never ceases to amaze me. I use TWMP Hammerfell currently... will this mod be in another worldspace? I've also got a russian Akavir mod... was planning to translate it but still really stuck on how to do that.

Posted

It's in a separate worldspace, yeah. I've been considering whether it could be "ported" into TWMP Hammerfell (or Hammerfell: R), but atm it's just a hypotheticality. I think I know the Akavir mod you're talking about. It was on my list of things to translate if I have the time. The easiest way to translate a mod is to use Egg Translator for a rough translaton of everything but Dialogues (it can only do the first sentence of text strings with multiple sentences), then load it into the Construction Set, export the Dialogues, prune the 00 (vanilla Oblivion) dialogues out using Excel/what-have-you, then paste 5~ cells of dialogue into a translator at a time. Helps if you sort it by quest so similar terms get lumped together. Then you import it back into the CS.

Posted

I'm glad you fixed the testing membrane doorway in the Anvil Chapel, because I remember that being really annoying if you got too close to it.

 

I just rescued Martin, and found the Xivlai follower, I forget the name?  Or, at least... what she says certainly implies she's a follower of some sort, but there doesn't actually seem to be any way to make her a follower? 

 

I encountered some Kothringi in Vauna.  For some reason, they are set as essential.  That would be okay, if they weren't hostile, but they are.

 

Issaola, Apostle of Work, in the Leyawin Chapel, is hostile to me and attacks on sight - no idea why.  I don't see anything her factions settings that would cause that.

Posted

The mod does provide a number of potential followers, but it doesn't have any framework for companions. You'll need to use some partner/companion like MadCompanionSpell to recruit them. The Kothringi are meant to be that way. After you knock them out a couple of times, that specific instance of Kothringi will stop being hostile to you.

 

Issaola...yeah, there's something odd with the Apostles where sometimes they're aggressive. Usually it's because the player is in an abnormal faction, but...

Posted
2 hours ago, puddles said:

The Kothringi are meant to be that way. After you knock them out a couple of times, that specific instance of Kothringi will stop being hostile to you.

 

That's pretty annoying.  I disabled the ones I found in Varuna, and removed their essential flag for future encounters.

Posted

Hey puddles, a lot of the clothing worn by the new NPCs do this thing where a section of it stretches off into the distance. Any ideas on how to fix it? I've attached an image of an example. The front of her skirt is what is stretching.
 

20180429192324_1.jpg

 

My load order:

1 Oblivion.esm
2 Lovers with PK.esm
3 BreakUndies.esm
4 Unofficial Oblivion Patch.esp
5 UOP Vampire Aging & Face Fix.esp
6 Oblivion Citadel Door Fix.esp
7 DLCShiveringIsles.esp
8 Unofficial Shivering Isles Patch.esp
9 MaleBodyReplacerV5.esp
10 Knights.esp
11 LoversAdultPlayPlusforSSP.esp
12 Lovers with PK.esp
13 LoversMB2.esp
14 Denock Arrows.esp
15 Oblivion_Character_Overhaul.esp
16 LoversIdleAnimsPriority.esp
17 LoversAnimObjectsPriority.esp
18 Monster Girl Blockhead Edition.esp

 

EDIT: figured it out. It was an archive invalidation problem. OMM set it to BSA redirection. When I changed it to invalidation, the stretching disappeared.

 

Posted

NO NO NO !

archive invalidate via Bsa Redirection is right! BSA invalidation is SHIT !

 

BSA-invalidation: This was the first solution discovered, and as a result was the most widely used method for a long time. However, it has severe limitations and problems and is rarely used anymore because of this. Unfortunately, many early mods still recommend this solution, so lots of users get fooled into thinking it's a good idea. In fact, it's a terrible idea under most circumstances and the only way to make it work reliably is to also use BSA-extraction (see below). You should avoid this method if at all possible.

 

https://cs.elderscrolls.com/index.php?title=Oblivion_Mods_FAQ#Archive_Invalidation   scroll down

Use Bsa Redirection !!!!!

Think your problem is that your game is in C:program files(x86)  so the game can not change the Oblivion ini ( the entry or the archive invalidate  )

Then you can change the ini manually.

 

Read my yellow Link below.

 

 

Posted
2 hours ago, fejeena said:

NO NO NO !

archive invalidate via Bsa Redirection is right! BSA invalidation is SHIT !

 

BSA-invalidation: This was the first solution discovered, and as a result was the most widely used method for a long time. However, it has severe limitations and problems and is rarely used anymore because of this. Unfortunately, many early mods still recommend this solution, so lots of users get fooled into thinking it's a good idea. In fact, it's a terrible idea under most circumstances and the only way to make it work reliably is to also use BSA-extraction (see below). You should avoid this method if at all possible.

 

https://cs.elderscrolls.com/index.php?title=Oblivion_Mods_FAQ#Archive_Invalidation   scroll down

Use Bsa Redirection !!!!!

Think your problem is that your game is in C:program files(x86)  so the game can not change the Oblivion ini ( the entry or the archive invalidate  )

Then you can change the ini manually.

 

Read my yellow Link below.

 

 

Followed your guide, tyvm!

Posted

Alright, this is insane. I was constantly getting CTDs in the Oblivion planes so I reinstalled the whole mod but now, no matter how I install it, the meshes cause CTDs at the loading screen of every save as well as when loading a new game! In an attempt to fix the problem, I deleted my entire Data folder and redownloaded it from Steam but to no avail. Meshes = CTD at loading screen. What is going on?!?

 

Edit: checked the meshes folder after enabling the omod and the entire Monster Girl meshes folder is 4,216 files but 0 bytes?

Posted

Meshes = CTD ?

Why are you sure it is the meshes?

It can be your load order.

Or you uninstalled a Mod , but the data are still in your save, so if you load the save the game CTD.

OBSE not working..but you have OBSE Mods.

Missing files ( Lovers mods installed with Nexus Modmanager )

...

..

 

Without more info we can not help.

Your Load Order?

 

 

Posted

Because deactivating the meshes omod was the only thing that allowed the game to load. But I've abandoned the omod crap altogether for this mod and it seems to be working again.

 

Edit: yup, either OMM really hates this mod or I did something wrong when making the omods, which shouldn't be the case as I've made many before and none have had this issue. At any rate the game is at least loading up now.

 

Edit2: aaaaaannnnndddddd I'm back to CTDs in the Oblivion plane. Gonna wait 3 days to see if it's a spawned entity problem.

 

Edit3: it was. Should I do some coc testing?

Posted

No, I created an omod from the file "Monster Girl Blockhead Edition 2.0 - Meshes.7z." I figured it would work as many of the other omods I made from compressed archives had meshes in them and were successfully implemented into the game.

 

Anyways, I got a CTD at MGBeastfolkTestCell  until I installed the satyr patch however, as a previous user noted, the entities still had purple stretching around the waist. That was the only test cell from which I got a CTD so... what? A satyr spawned in the Oblivion plane and that's what was causing the crash? I suppose so, it's hard to believe that that was the issue that led to me having to troubleshoot for 4 hours. Anyways, aside from the stretching textures everything is working again. Thanks for all the help and I'm loving this mod!

Posted

Find the Satyr mesh.

Open with NifSkope, check the textures path. Check the textures folders.

One texture you don't have. Add a texture in the right folder ( maybe a black or white texture, with Normal map ( _n.dds )

No more crashes. ( ok the texture will not look perfect )

 

-----------------------

Near the waist is fur.  Maybe these textures:

aswigwild_1.dds

aswigwild_n.dds

 

 

Posted

Way I do it is just install the main files and main loose files as an omod, but I take out the monstergirl meshes and textures folders, because they are huge, and install them manually afterward. They can be easily removed later because only monstergirl files will go in those folders. Also there is a more recent version in the mega link a couple pages ago all-in-one download.

Posted

Huh, the Satyr is missing an _n file...? How bizarre. And, the issue with the loin cloth stretching is probably due to a skeleton bug. I think they're rigged to the tail or something...hrm. I'll add it to my ever-growing bug list.

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