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Reisz

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  1. That's how I got to the point of him 'working', but he loses all the dialogue options with this method in my limited experience. More reading ahead I guess. That sounds like a package problem to me, when you are "reskinning" the dog to appear as a sabrecat, are you just changing the base actors Race to sabrecat? I don't know much about the AI packages and dialogue trees but it seems like the behavior package and would be a good place to start troubleshooting.
  2. Sure there is, it's called "licensing". Licenses cost a lot of money, and are usually sold by the seat (per install) and for specific periods of time (usually 1 year). They are not licensed to release Havok's behavior tools, they are only licensed to use them. Spot on, this is exactly why we won't see a tool from Bethesda to work on Behavior graphs. The thing we have to realise is the files we have access to aren't even part of Bethesda's workflow for editing actor behavior, they are the game readable output from HBT. If Bethesda needed to make changes to a character (the dragon mounts from the game jam for example) they would have simply backed up the old dragon .hkx files, reopened the dragonproject.hkp from their development server, made the changes and generated the files for the game to read using their own custom compression/conversion/whatever. Here is a screenshot from the HBT project export window so you get an idea of what I am talking about: http://i.imgur.com/3G5o8.png Note: I downloaded this HBT version from the Havok website in '09 when they were released with the first iteration of the free Havok Content Tools. I can't provide a link as it was taken down sometime in 2010. Now it may be possible if we are all willing to spend some money; to get a non commercial license to the current iteration of HBT for use by Nexus members. . . But if we did we would still need some way of accessing Bethesda's project files as we could not build game readable behaviors without them. And as far as them making it difficult for us, I am certain that was never part of their motivation, without licensing Havok's middleware I bet we would have missed out on a heap of great content, from the Dragons themselves all the way through melee kill moves down to inverse kinematics (the system that orients characters feet on inclined terrain, more realistically than Oblivion/Fallout 3.) and for me those features would have been sorely missed.
  3. This tends to happen in the "Tamriel" worldspace when you zoom out, it only loads a few cells at a time and Landscape LOD is disabled by default. Right click in your render window go to Render Window Properties and check out the settings under the "Render Window", "LOD" and "Misc" tabs, you should be able to get what you need there. Hope this helps.
  4. It's perfectly valid advice. If you have no experience at all with scripting, no reason not to start there. If you have worked with Python or a similar environment before; you should still look at the reference pages they have there. . . . .
  5. Hey man, No idea if you ever fixed this in your game. In case you didn't; I was having the same trouble and found a fix that worked a treat for me, maybe it can help you out. I am running an HD6950 and found the only way to cure this was to remove the "atiumdag.dll" from my root Skyrim folder (Steam\steamapps\common\Skyrim\) I believe this is a specific fix for ATI cards maybe regarding Crossfire? It seems however that the new drivers have negated this.dll for the most part, leaving you free to remove it. I would suggest renaming the file to atiumdag.dll.bak first just in case you have any issues but this cleared my fire squares up nicely. Hope it helps.
  6. That is a good call, when the CK is released I will be up for lending my voice to those who need it, I know I will need some VO down the line.
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