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Zenmuron

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  1. This problem began in July of 2012 and has steadily gotten worse and Valve has NOTHING to remedy the situation. I have had multiple help tickets open only to get copy and pasted replies followed by sorry we can not help and are now closing the ticket. You can update everything and go into offline mode and it will work fine for a week or so then it goes right back to the same problem. They have implemented some sort of time code to FORCE you to go back online to validate with out telling anyone. Very stupid way of doing business. Since 90% of the games sold on a Steam are single player and have no need what so ever for an active internet connection.
  2. Think the Moonpath to Elsewyr is about the closest to the big mods you are thinking of so far. I made a few mods then started working on a village with quests and factions blah blah, friggen thing is taking FOREVER. The CK is not even close to anything resembling efficiency. The amount of steps to do the simplest thing are nearly idiotic.
  3. http://oblivion.nexusmods.com/users/54451 Someone go do some poking or try and get permission to do some conversions for those armors. I remember using this one for a while, http://oblivion.nexusmods.com/mods/33823
  4. http://skyrim.nexusmods.com/mods/10304 Think there are a few others. That one came to mind.
  5. Got it sorted out, just exported from the .ESP without having to make an ESM cuts down on some file size. Thanks for the input folks. Now if only setting up behavior packages was not so complicated. Anyways, I should be uploading a public beta in a few days. Work load has gotten a bit heavy, not much time to work on mods.
  6. Seems like that saying "The more money they have the less common sense they have." is ringing true. As for the forehead it wasn't doing that until I did the exports. But yes setting the color to average does fix it. Think I am going to run to the liquor store. This aggravation calls for rum.
  7. Yeah I actually noticed that about 10 minutes ago. One of the exported NPC facegen files was showing up with dark forehead. I redid it twice before deleting it and doing it a third time. Really starting to feel like I should be giving Bethesda the finger. I will try to load up a back up and do exports ONLY with a ESP set and see if that works. It does not take to long to export files but it is a serious waste of time for something that should have been fix 5 months ago. Also why does the ESM file become twice the size of the ESP when they both use all of the same resources. Also if you only load up the ESM without the ESP in game all of the landscape edits revert to vanilla standard. I never had to do all of these bug fixes and extra step on other toolsets for other games. You would think a triple A studio making millions and millions could devote some of those resources to the one thing that gives their game any sort of replayability and staying power.
  8. Fix the NPC face colour If the CK didn't have a bug related to new NPC faces (their face colour doesn't match their body colour) your work will be ended here. But until the CK is fixed there is still another step to do. The only way of making your NPCs face look right is to follow this steps: Convert your plugin to an esm file. You can do that using TESVSnip Open your esp file in TESVSnip (Select the menu option File -> Open and then select your esp file) Expand your file Double click on the TES4 record and a window like the one shown in picture Convert an esp to an esm will pop up. Check the 0x00000001 (Esm file) flag and press the button Save. Save your plugin as an esm by selecting File -> Save, enter a name for your modified plugin and select type Master file (.esm) Load your new esm plugin into the CK (now you won't be able to modify it, but that is fine) and wait until the CK has finished loading everything. Locate your merchant and open his details window. Go to the Character Gen Parts tab and change something there, for example the lips colour setting the interpolation to 1. Press the OK button to close the NPC details window. Locate your NPC again in the Objects window, select him and press Ctrl + F4. The CK will ask you if you want to export the face gen data for your NPC, answer Yes and wait until it is done. This will have generated two texture and one mesh file: The textures will be located in the folder: \textures\actors\character\facegendata\facetint\MyPlugin.esm\ (with the name of your esm file instead of MyPlugin.esm). One of them is a .tga file and the other a .dds file. You can delete the .tga The mesh will be located in the folder: \meshes\actors\character\FaceGenData\FaceGeom\MyPlugin.esm\ Close the CK without saving the changes as you only wanted the texture and mesh files that have already been generated. Now your merchant's face will have the same colour than his body. ^ The above is from the TES wiki. ^ OK so does all of that really need to be done or can we just export the facegen files from esp in the CK without having to make a ESM file. I did not really want to have to have my mod reliant on ESM. Just bloats the file size bad enough I have to now include a pile of meshes and textures because BETHESDA IS TOO LAZY to fix the CK. Now I did all of the steps listed above and it does work but now I am looking 12 DDS files 12 meshes a ESM and ESP when all I should really need is a ESP. Sounds like a pain in the ass for future updates to me. Hopefully I can just work on the ESP and only upload that for updates. ... Unless I add more NPC which then means I have to make a new ESM and do all of this exporting over, am I correct on this? This went from a 2.6 meg file to a 11.9 meg file ..... Thoughts, opinions, links to tutorials regarding to fixing F'd up face colors. All helpful at this point. I keep hitting snags and road blocks every time I think I am close to open beta, *slap* new problem or the CK has an error then crashes, and saves over the backup because it crashed..which sets you back HOURS of work. So I have been saving backup to my desktop after each session of working on this.
  9. So I tried what you said chokehold and I am still missing the meshes in game. I dunno maybe the CK is just screwed up. I seriously do not remember deleting anything in the object window I mean it gives you a pop up warning. I deleted some stuff just to see if the ignore methods work. I do not remember ever seeing that warning popup. After trying this and many other "fixes" I beginning to suspect I may need to try the duplicate cells thing and just start over on the edited world space. While combing through the deleted section I also noticed that the floor piece for the Riften orphanage is marked as deleted as well. Now I looked at the piece and it is NOT deleted in the toolset and I can drag and drop the piece into the render window. However in game, all gone. Maybe my toolset broke itself. Going to make some back ups and try a few things. Nothing like a major hang up to slow things to a crawl. Wish things would just work like they are suppose to. The more I use the CK the more I find out I really hate it. So many extra steps for the simplest things. The mannequins and weapon racks come to mind, Bethesda knew everyone would be using them in the thousands of player homes so why not have them setup for drag and drop rather then having to use markers, activators, an object then link all three of them together one by one, one at a time. 9-12 steps or one drag drop and position. I have used many editors for many games and this one is with it round about ways of doing things is driving me up the wall. Really trying not to curse Bethesda's name atm.
  10. I do not even have the deleted references showing up anymore after trying out the method I mentioned above. I did make a back up copy of my mod and will try it in the order you posted and see if that works.
  11. This is from the creation kit site. Go to File > Data and locate the plugin in which you saved when that deletion occurred. Click "Details". Somewhere in that list is the NorBridgeCage02a base object - there should be a D next to it in the deleted column. Select that line, hit delete and hit OK. This forces the Creation Kit to ignore that change when it reload the plugin. The next time you save, the plugin will be modified and the object should be restored. I tried this as well. Still missing. Both in game and CK. Object still comes up if you type it in, marked as deleted.
  12. Can anyone confirm if what flobalob posted works? I gave that a shot and was still missing the deleted object both in game and in the CK. I also tried selecting only the deleted references setting those to ignored. Did not seem to have an effect for me.
  13. Yeah I checked, object still deleted in the back up. I am looking the details section in the datafiles tab, I found the deleted mesh, trying to figure out how to restore it with out having to open my mod not set to active and create duplicate cells. There has to be a way to fix this or restore a deleted object. Showing the object is used 6 times in skyrim, WRIntRoofSTCorL 6 deleted references. I saw on a post that someone said to restore or undo the changes in the details in the datafiles menu. I am not seeing a way to do this. I can not click or right click the reference, I just see a More Info button and Close button. If I select the deleted reference in the files details window and hit the delete key I get the following message " You have chosen to toggle the 'Ignore' flag on one or more items in the current file. Ignored objects are not loaded in from the file by the editor or in game. This means that any object marked as ignored will be lost during any Save, including a merge to master. Do you wish to continue? I clicked no. Sooooo that is where I am at. Trying to find out how to un ignore or restore WRIntRoofSTCorL. Stupid thing is it still comes in the CK just marked with D after it.
  14. So I have been working on village with shops and player house kinda near Riften and I was testing my mod. I decided I needed some more followers so I ran around gather them up and when I went into Breezehome (vanilla un modded) 2 of the roof panels are gone. Just empty air. I did not open or click on Breezehome in the CK when I was working on my mod and it uses no resources from it. If I unload my mod and check out breeze home its fine. I am guessing I some how deleted the tileset piece that is missing. Looking in the toolset there are now * marks on the EditorID tab for a few whiterun buildings only on the editorID not on the Name tab which shows which cells I have opened in my mod. After opening up breezehome in the CK sure as s*** 2 panels for roof corners are gone. However there is no items in the object window with *D after them showing something was deleted. Anyone have any kinda of information on how to fix this. I have put A LOT of time into the mod I am currently working on, consists of a large amount landscape editing and re nav meshing as well as 7 new interiors cells plus all of the shops, merchants, npcs, idle markers and bazillion objects I carefully placed. I am nearly completed with the mod and was heading into the testing phase and found this problem. I literally only have some minor tweeks and dialog and quests to finish up on 2 week project. I do not want to have to scrap this because of some random fluke with 1 single missing static mesh that is used in half a dozen cells. I believe the missing object is WRIntRoofSTCorInL.
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