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Jadak

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  1. You can jump to a specific object. Here's how. 1: In game, go to the area you want to find, and look for a rock or tree or other object. 2: Bring up the console with the ~ key and click on your object to show it's ref ID number. (make sure it's not '14' which is the player and doesn't begin with 'FF' which are objects generated during play) 3: Write down the number and quit Skyrim. 4: In the CK, on the 'Edit' menu, choose 'Find Text' 5: In the search box enter the number you wrote down and click the 'Find Text' button. 6: Click the tab that say 'Objects, Etc', you should see the object you picked in the results below, double-click it to jump to it in the Render Window.
  2. Shameless self plug - The Cascade House Not exactly in the reach, right in the border area where the tundra, the reach and the mountain valley south of Solitude all come together. Semi-isolated, right along the road, but it's a walk to get to any towns, and the nearest ones are both small. Long way from any of the capitals. Small and lore-friendly. Something you'd describe as 'quaint'. Only about the size of the Markarth house inside, but has all the amenities. Meant to be a nice place to live but not give the impression that a wandering adventurer lives better than a Jarl.
  3. There's a menu in the main CK window called 'World', what you need to do is create a new worldspace. Once you do that and get it set up with the appropriate settings, you can find it in the drop down menu above the list of cells in the cell view window. You'll get a lot of cells marked 'Wilderness' that should all be flat and empty. Same basic concept as the Sovengard world.
  4. From the 'Open file' dialog, hit the details button to show all the records in your mod. Click the one's related to the modified cell and press 'Del' to ignore them. Next time you save the mod, the modifications should disappear completely, and the cell should not even show as being modified. This is better than just renaming them, which would leave 'dirty edits' and potentially cause conflicts with other mods. You can do the same thing easier with TesVSnip, and almost certainly with Wyre Bash as well (although I'm not familiar enough with Wyre Bash to tell you the steps involved).
  5. As to adding new categories to the crafting menu, the short answer is that you can't. They're hardcoded in. There have been a a couple mods that renamed existing underused categories (like 'Falmer') and used them for other stuff. But that's kinda a bad idea too for compatibility reasons. As to making new types of crafting stations, that's totally possible, I had a loom in a mod I was working on that worked perfectly. Didn't release the mod yet because I ran into some unrelated problems. All you have to do is Create a new keyword like 'craftingTypeLoom' and attach it to the loom object, then choose it from the drop down selection box on the recipes. Your new crafting station will use the same catacories from the forge if you also attach the appropriate 'craftingmaterial*' keywords to the finished objects, otherwise everything will just be in 'Misc'
  6. A few that I'd recommend: Balanced Magic Sustained Spells SkyUI Ultimate Follower Overhaul Aquisitive Soul Gems JaySuS Swords Blue Stripes Commando Armor The Witcher 2 Armors Triss Armor Retextured Dwemer Mechanical Equipment And of course I have to plug my own two mods: The Cascade House Craftable Monk Hoods
  7. There's my Cascade House, similar to Riverside Lodge. Purposely designed to have all the useful stuff, but not be overly large.
  8. There's a Sustained Spells mod out there that does something similar, only instead of reducing magika pool, it reduces the recharge rate to approximately account for the cost of casting the spells over and over. I use it, it's seems fairly balanced.
  9. This is caused by a a 'depth bias' set too low on the light object. Edit the light object in the CK and go to the 'Light Data' tab, there's a slider for depth bias. Click and drag it till the stripes go away. Only change as much as you need to to fix it, setting it too high causes a different bug.
  10. If you just turn on the havok simulation in the CK (Alt-H) the items will fall and settle according to physics just like they would in the game. If you do this in the CK and wait for them to settle naturally, they usually don't bounce around at random. The main cause of this is actually that dropping them down with the 'f' key sometimes puts them just a bit too low, so it's actually slightly inside the table/shelf/floor/whatever. Then as soon as you load it in game, havok detects the collision between the two and the clutter item 'bounces' off and ends up flying across the room. You can stop this by setting the flag, but then as soon as the player touches it at all, even just bumping into it, it will go back to havok rules. Raising the item slightly above the surface and turning on havok to let it fall naturally works best for me, and if the player bumps it while walking past it will usually just wbble a little, not launch itself across the room.
  11. It's not necessary to make a textureset for whatever the default textures are in the .nif. You only need a textureset if you want to override the defaults. Hence, vanilla armors don't usually have one, except for a couple that have retexes, like the hooded robes, the hold guard armors, or the penitus occulatus armors. It doesn't matter, just make a totally new textureset if you don't have a base one to work with. Just remember to plug in any normal or specular maps textures as well as the diffuse.
  12. You can't connect triangles across a cell border in exterior cells, make sure the meshes are lined up and then choose 'finalize cell navmeshes' from the menu, once while in each affected cell. You should now see fat green lines at the places where it's joined them together. This is also necessary to get the navmashes to link up to loading doors.
  13. I personally use the Sharpshooter one as well, and love it. I know the Jasmin one is pretty popular too.
  14. Don't have the CK in front of me to check, but I'm like 90% certain the ghostblade is accomplished by retexturing the draugr sword with a texture that uses alpha transparency. There are a couple magic effects that can be applied to actors to make them look like ghosts, but I'm pretty sure it has to affect the whole actor, not just their gear.
  15. I don't have the CK in front of me right now, but iirc on the properties for your worldspace itself there's a place where you can tell it what the cell coordinate offset is for it's origin. That way 0,0 in your custom wordspace will appear like 10,25 on the world map. Just plug in the cell coordinates where your entrance in located and it should fix that. Let me know if you get it figured out.
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