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1stKingRick

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  1. Hello, my modding colleagues! After a long period of absense (Game related), I have just begun my return to the modding world of Skyrim. I may be a little rusty from time to time because I need to get used to how things are controlled in the Creation Kit. This made for an accidental mistake when attempting to deliver a 'clean mod'. The "Helgen Starters Pack" is currently in development primarily for new players, but for the v1.0 release I accidentally flagged certain changes to be ignored when viewing the mod's details. My question is simple, although I am slightly worried about the answer: How do I undo the flagging of changes with "Ignore"? I only have the one file, so I really hope there's a way to do that without remaking the entire mod. It's a small mod, but still... :)
  2. To the forum admins, this topic is no longer necessary. Help has yet to arrive here, but on the Bethesda forums someone's already started helping me. I don't really see myself copy-pasting that stuff from the Bethesda forums over to the Nexus forums, so you can close and delete this topic whenever you're ready.
  3. Good day, people. I'm working on a mod called "Riverwood Hold", but I've recently run into some seemingly small and, as far as I can tell, non game-breaking issues. The mod works fine so far, no CTD's whatsoever. But the things listed below are the things that bother me, and I'd like to (have them) fix(ed) (them) before the first release: LOD Landscape. Big custom constructions, so far only applicable to Riverwood Castle, have a nasty habit of popping up on the screen whenever you get close. This doesn't go for the entire construction, but mainly the smaller parts of it like additional towers. The castle itself is not visible from great(er) distances at all, unlike other big original constructions like Bleak Falls Barrow that have been in the game ever since it was released in 2011. I don't know how to fix this, so I'm hoping people can tell me and/or help me with that. Something similar applies to navmesh. Not that I don't know how to work with that, but ever since I first started editing the navmesh in the Riverwood area, both Hadvar and Ralof take a sharp turn right upon exiting the Helgen cave. Remember that cave, from your first steps in the world of Skyrim all those years ago? After that sharp turn right, they run a bit and enter Riverwood from the south road instead of the usual west road. They don't guide you past the three standing stones, nor do they comment on Bleak Falls Barrow. A visual check on the navmesh told me that original roads, which I partly relayed in the Riverwood area, have a, with lack of a better description, 'dirty-coloured' yellow navmesh, and everything around it is red-coloured as we know it. It could be that it might have something to do with me interrupting the original navmesh when I relayed a small part of the original road, but fixing that is at this moment beyond my skills. It doesn't break the game, but I feel that this should be fixed so that Hadvar and Ralof travel their usual, albeit slightly relayed road again. Then, as a final entry in the "small issues department", comes the customization of Skaal clothing, so far only found on the guards of Bleak Falls Outpost, a wooden fort between Bleak Falls Tower and (DUHH!!!) Bleak Falls Barrow. It serves as a base of operations for the northern border region of Riverwood Hold. I get error messages, ever since I put the customized clothing on these guards, that say something like this: "MODELS: Armor priorities are the same (10) for part 'Hair' (31) of 'DLC2SkaalHatKhaAA' and 'DLC2SkaalHatAA'." That is just one example of the 20 or so error messages of this category that I get, and I don't know what it means. All I know is that the guards seem to function as they should. But these errors also appear upon entering any exterior cell, regardless of wether it's related to my mod or not. I can't work like that since I expect to be doing a lot more exterior work, so I'm hoping someone can shed some light on this and hopefully provide a solution. If that requires me to log every error message of this kind individually, let me know and I'll make sure to get the rest of them as well. So there's that. Strictly speaking, it's not game-breaking and/or CTD related but they're still annoying little issues at the very least. Also make a note of the fact that I won't be implementing any new resources and/or models. Anything that I make will be made using resources and/or models that have their roots in either vanilla Skyrim and/or any official DLC's. Therefore, custom stuff of that kind sinply cannot be the cause of trouble. Now, if this covers enough for now I would greatly appreciate it someone could help me. If some required information is still missing, don't hesitate to let me know and I'll see if I can find it.
  4. This topic has served its purpose and can be closed and deleted as far as I'm concerned. Even though I didn't get the custom guards to work properly, I've decided to solve the problem by completely removing this feature of the mod. Custom guards and jails aren't what the mod is all about, so I didn't want to waste another second on trying to find the solution to this problem when it's better to spend that time on actually creating the things that ARE important for this mod.
  5. Update to the above issues: Navmesh and pathfinding issues have been solved. I even managed to create guards who will arrest me for attacking them or anyone else. But a new issue came up, since these guards won't arrest me for stealing and pickpocketing. How can I solve that? Anything I need to do with AI Data, factions and anything else that has any influence in this? -EDIT: I do get a bounty from the faction Riverwood Police Station (ID: A11RiverwoodCrimeFaction) when I steal anything or pickpocket someone.
  6. Jedo_Dre, Why it wouldn't be nice to redirect me to a tutorial is beyond me. The fact you're trying to help the best you can is enough for me, even if it means looking at a tutorial. What I am happy with is that it's a video tutorial as text tutorials are generally more difficult for me to understand. I believe the AI behavior has been set up properly, but when it comes to solving issues with a mod I must include everything in my research, no matter how convinced I am of something working properly. If I would ignore something, an issue might unintentionally be allowed to survive. I cannot have that. As for the player house in Whiterun, that might be very good thinking of you as I believe those stairs are the same type as the one in the RPS, which in turn is based on the stairs in Alvor and Sigrid's house as I've used the same interior, and logically exterior. I'll get to work tomorrow, as it's only 72 minutes until midnight in the Netherlands and I want to get some sleep. I'll keep this topic updated.
  7. Hello, I am making a mod, and I'm having trouble doing that, particularly with navmesh and path finding and the NPC's involved in it, among other things. The part of the mod I'm having trouble with is the Riverwood Police Station, and the mod it belongs to has to do with Roman and Gallic armies and their battles. Riverwood and Whiterun are to be relatively neutral areas, at least within their walls. There already is an exterior and interior cell for this building, and when the mod is loaded, the player is already able to enter the place. But inside the RPS, the so far two custom NPC's associated with the RPS have trouble moving around both on ground level and the basement as from ground level to the basement and back. They don't seem to take the stairs. They just walk a few steps, stand still and suddenly disappear. And when I go down into the basement, they are about to start sleeping. This is also the only time they visit the basement. The next issue is that these two custom NPC's, which are supposed to be guards who can arrest you, flee at the first sign of trouble. They are supposed to arrest you but don't do that. Even more annoying, only the gallic police captain has a voice. The roman police captain doesn't seem to have one, even though one is supposed to be selected: I believe MaleEvenToned. Because these two guards do not try to arrest the player and instead flee, I do not know if the jail I created works. Navmesh and the creation of custom guards are not where my skills lie, as I have a very hard time getting adjusted to navmesh since I was used to pathgrids, and guard creation seemed a lot simpler in Oblivion. This means I am in need of help from an experienced modder in the areas of navmesh, pathfinding, custom jails, custom NPC's, but mainly custom guards. If someone is willing to take a look at my .esp file I'd really appreciate this. And crediting upon the v1.0 release of the mod, or any beta version I might release before that, will be arranged for anyone who has helped me. Since I don't want to risk breaking any rules, I will not ask for contact details so I can send over the file. Instead, I will upload the mod as it is now to Skyrim Nexus so anyone who is willing to help can download the mod and fix what needs to be fixed on the issues I mentioned. But to get fixed .esp files back to me, I can give my anonymous E-mail address in a PM to the people who helped me. That's the very reason for this particular E-mail address, to stay anonymous and keep my personal details safe, as nothing of the E-mail address is linked to me as a person in any way possible. So, who's experienced enough to help me with these issues? =x=x=x=x=x=x=x=x=x=x=x=x=x=x=x=x=x= This topic has been updated below with new information on what is solved and what is left unsolved. Topic tags have also been updated.
  8. My apologies for the double post. I experienced a minor lagg which resulted in that.
  9. My apologies for the double post. I experienced a minor lagg which resulted in that.
  10. Phitt, I was planning to send you a message in which I'd be asking for permission to use a mod of you but according to the forum system, you cannot receive any messages. Would you be so kind as to contact me personally or to respond to my original message, should I be able to post it on the Knightly Armoury mod? Thanks in advance.
  11. Phitt, I was planning to send you a message in which I'd be asking for permission to use a mod of you but according to the forum system, you cannot receive any messages. Would you be so kind as to contact me personally or to respond to my original message, should I be able to post it on the Knightly Armoury mod? Thanks in advance.
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