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KettleWitch

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  1. While topics such as 3d have plenty of crossover between the planned modding platforms, implementation tends to be fairly unique to the individual game engine so we could really use the help and experience of those of you in the FO4 community with engine specific knowledge especially. The guild is hoping to bring various communities together under the banner of freely sharing modding knowledge and information and provide a platform where anyone can access it without feeling the need to be affiliated or “owe” any individual project for that knowledge. So if any of that sounds like your thing and you have knowledge/skills to share at your own pace, please do get in contact :)
  2. You have to go and test the shaders 1 by 1 to find the culprit mate. Few things about this error...... I think they are import errors when you import a custom mesh into a vanilla .nif. Better to use the nif plug-in for Max, export from max as nif, then copy NITrishape data from one nif to the other. I find it comes from whatever vanilla .nif you use for your custom mesh. Try using 'iron sword' nif for your base not 'steel' or something else. Rebuilding the nif from an iron sword base nif gets rid of this error 9 times out of 10 for me. Rememember that blood textures are 512*512. you dont need a UV map resolution any bigger then this on your blood meshes. If (by example) your texs/UV map are 4k and you duplicate the blade to make the blood meshes, decimate it down and re UV map to 512*512. you just want a simple low polly count 'shell' for the blood meshes', not 4k duplicates of the entire blade-otherwise your trippling the mesh size at render by having 2 high polly count meshes as your blood meshes. So... Get a copy of the vanilla iron sword from the Skyrim meshes .bsa import your mesh by replacing the NiTrishape shape block replace (not remane texture paths) the vanilla texs/cube with yours. Decimate and UV map your blood meshes to 512*512/import the same way as above. Test in game as an iron sword replacer-no errors?-then tweek the nif specular settings/cube map. Only when done replace the vanila texure paths in the nif to your mod/custom path. Do this last because that error can pop up when you change the vanilla texture paths. Anyway may be some help dude, you know where to find me if it don't ;)
  3. Try turning off your 'lesser' video card in device manager/display adaptors in windows. Total long shot but the enb may be running on your second card in the background somehow, eating up ram? I posted up some more ideas to try in your other post for what it's worth mate.
  4. Man that's a brutal fps loss when you turn on the ENB, there's no way it should be that bad. I'm afraid were moving into territory I don't know much about but would you have more then one set of enb binaries floating about? The numbers your giving look like there's two or three enb's runing! Try this mod from Volvaga0 http://www.nexusmods.com/skyrim/mods/7804/? To strip away everything to do with enb's in your Skyrim directory and then try installing Sloth's enb again (it's the fastest I've come across). Volvaga0's mod lets you use up to 5 slots for preset enb's so you could load up 2 or 3, see the fps differrence between them and then cross reference the settings to see what the 'faster' enb's are doing. Or load up one enb and one by one drop settings to zero and test for each dropped setting. Long, boring work I know but it may identify the problem enb settings on your rig at least. If that don't work try deactivating all your mods in NMM (you don't have to uninstall them) and start a new game/save with no mods and only the enb running. Just a check to make sure it's not some random mod not playing nice, long shot to be sure but worth a go. (Edit: just saw your other post with mod load out. Your using a lot of weather mods so this is well worth a try.) If still no go it may be worth editing your SkyrimPrefs.ini with a fine tooth comb. You'll have to go dig a little in the Forums for talk about settings but there's loads there. Here's an article I used when first getting into customising the .ini. http://www.geforce.co.uk/whats-new/guides/five-fast-elder-scrolls-v-skyrim-tweaks-guaranteed-to-make-your-game-look-even-better#1 at the very least it explains what the main changes you can make are and how things like uExterior Cell Buffer has to be proportionally set to the uGrids value and stuff. Other then that I'm more or less out of ideas mate, if still no joy your best bet is to PM someone who knows a lot more about this stuff then me. Try Sloth, he's really cool, generous with his knowledge and truly knows his beans when it comes to this stuff. I'll keep an eye this thread mate, if I think of anything else I'll post it up for what it's worth. Good luck :smile:
  5. Lowering Ugrids to 5 from 7 should make a huge difference. Use the lower Ugrids with something like enhanced distant terrain, http://www.nexusmods.com/skyrim/mods/1598/? to balance out any loss of detail at a distance. Imo you really don't need ugrids set above 5. I think the problem your having is down to the ENB/texture packs your using. First up drop any 4k textures your using down to 2k version. I dabble a little in textures and promise you there's no real visible difference between the two in game apart from 4k textures dragging your fps into the mud. Consider that an average texture is actually 3/4 files. Diffuse, normal/specular and environment 'maps'. Using 4k texs doesn't double the resources used, it doubles it 3 times, once for each 'map'. Enb's really enhance the specular embedded in the normals alpha channel, again post processing a 4k specular is going to take a lot more juice then then a 2k specular for no real noticeable difference to the human eye. Anyway from your description you may want to try a different ENB, dptheslothking brought out a really good ENB that has VERY low fps loss. He uses a separate mod for DoF and no SSAO and this really ups your fps. http://www.nexusmods.com/skyrim/mods/46320/? At the very least check out that page as he explains what ENB setting really grind down your fps. Just my 2 cents worth mate, hope it helps a little :smile:
  6. Hey Chicky, glad my ramblings may be a little help :) I'm still a newbie myself when you get down to it so don't take anything I said as gospel, just some stuff that helped me move forward. And yeah, there's nothing in the world like seeing your all work load up in game and not cause a CTD. Makes all the tears and punching walls worth while :)
  7. Here you go mate: http://skyrim.nexusmods.com/mods/44418/?
  8. Hey GN, looking good already :) Consider putting shots like these up as development shots via your user profile/images/add image rather then in the forums (unless you have a specific prob). Add to mods section of latest images. You'll get a lot more views/comments/encouragement because the footfall there is way higher then the forums. Keep it up!
  9. So, your gonna start modding eh? You fool! Run now while you can! a) Gimp is the best way to start for free I think but photoshop is worth every penny. Move onto it as as you can afford to, it's a different world. b) by coding do you mean scripting? If so notepad++ (free) is really the only thing you'll need other then CK and some tutorials and you don't even need that, it's just super handy for scripting. Skyrim school over at TESA is the best place to start for this and other topics. http://tesalliance.org/forums/index.php?/forum/113-esv-skyrim-school/ c) absolutely, I've animated telescopes, a dagger and I'm doing a new sword that do just that. Check them out via my profile. You use scripting and registering for animation events to swap models/texs as you draw/sheath d)I bloody hope so, I'm putting one on my new sword! Yeah you can mate. You'd register for the animation event 'blocking' while the weapon is equipped. It would be a small script attached to the player. e) Like most things modding is all about putting the hours in. None of it is impossible, there's just so freekin much to learn about everything!!! enjoy yourself and put the hours in. you'll do great :)
  10. Only teasing you about the bumps dude, I'm rarely in the forums but hate to see new posters with zero replies. I think because there's no easy answer outside of a custom world space you didn't get swamped with replies :) Look for mods on nexus with there own custom wordspace and do a good forum search on custom worldspace also. Fort dawngard is a prime example of a fort in it's own worldspace so you could poke around there in the CK. Anyway look forward to seeing your mod, don't worry too much about the weather and remember there's always 'wizards did it'.
  11. I think weather is constant over the cell your fort is in so to have different weather at your fort you would have to make it a separate cell/worldspace. Hit the you tube skyrim tutorials, about weather in a custom worldspace. You can play around with sw and fw (set weather and force weather) console commands to figure out your forts weather 'boundries', see what your dealing with. Key codes here. http://elderscrolls.wikia.com/wiki/Console_Commands_%28Skyrim%29/Weather Use a test load you don't mind screwing with and no weather mods installed. Fw works better but you can jam the weather in the cell with it if you save while playing around. Anyway, not much help I'm afraid but can't leave you here bumping the thread forever mate :)
  12. Don't know much about quests, only started poking around in them, but would the force greet package be waiting for control to return to the player? Force greet strikes me as getting an npc to 'hunt' down a player and greet, like a courier. Game engine may not be able to do that and/or waits if the player is under control of another package when in the force great radius? The fact you can trigger it when you take the control player package off and walk up to them and 'E' may suggest some kind of clash between the packages? Drop the player control package and move player cell start location into the Force greet radius? Oh yeah, and I read somewhere when you use force greet package you have to make the first dialogue box in the chain normal rather then top level (blue not orange i think) Just some ideas, sorry not much help :(
  13. Those animations that are already in a .nif don't have a trigger event dude there niController animations not havok, I use them all the time in my mods. The animations are controlled by the NiController flags embedded in the nif and play when the mesh is loaded. You have a static mesh with the activator script on it. When activated the script loads/swaps the nif with the .nif that has the NiController animation in it. This loading of the mesh is the 'trigger event' that starts the animations. The animation can play once, loop, play backwards depending on the flag settings. Hands up, I don't know much about activators so none of this may be relevant or even correct in this context but you can check out my mods telescope and valdrs lucky dagger via my profile to see the method in action. Hope this helps :smile: Edit: This thread should help out aswell, more along the activator/CK method rather then the way I do it. http://www.gameskyrim.com/getting-dwerespository01-animateopen-t258082.html
  14. Sorry if I'm raising a dead thread here but just found it and don't normally spend much time on the forums. Achieving the effect on only a part of the screen rather then the whole screen is highly problematic. I spent a lot of time on it but hit a wall with not being able to really import material properties into a .nif.(trying to get a material to have a refractive index) but I still think it's a possibility, just don't know enough about material properties in Skyrim. You don't seem keen on a FOV based solution but it's certainly a starting point I can help with for what it's worth, that's my mod that SONNYSPAK posted up :) Anyway let me know if this thread is still going and/or PM me if you fancy chewing the fat.
  15. Well first you have to find the name of the animation event. Creation kit-Gameplay-Animations Actors\Horse\Behavior.hkx ActionIdle\HorseIdleRoot (at this point just gonna use horseidleridden as example) HorseIdleRidden\HorseIdlePet when you click on HoseIdlePet the right side of the CK fills up with the data you need. The event your registering for is the AnimEven NOT the id, so in this case idlepet (watch those capitals or lack of) is the event so in the script attatched to the bike(or player) you would have something like “when player rides horse/bike” (this is just code off the top of my head dude, probably won't compile but just to give you an idea) RegisterForAnimationEvent(Game.GetPlayer(), "idlepet") and script what should happen on event (idlepet) occuring Event OnAnimationEvent(ObjectReference akSource, string asEventName) if(akSource == self) if (asEventName == "idlepet") VROOM.Play(akSource) ; Vroom is your sound-don't forget sound descriptor/marker endif endif endEvent http://www.creationkit.com/RegisterForAnimationEvent_-_Form http://www.creationkit.com/OnAnimationEvent_-_Form Can't recommend TesAlliance highly enough for stuff like this, check out this thread, should help you out. http://tesalliance.org/forums/index.php?/topic/5727-changing-bow-stretching-sound-with-papyrus/?hl=registerforanimationevent&do=findComment&comment=85419 I use registering for anim event a lot in my mods, check out Valdr's lucky dagger redone http://skyrim.nexusmods.com/mods/40775//? and look at the ani script source. Anyway that should get you up and running dude, hope it helps :smile:
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