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Arkadaemus

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Everything posted by Arkadaemus

  1. Dig the new style. Would like the edit option to change the background color (or add image). That brown isn't working for me. If it's just sampling the avatar, I'll have to look at a different image.
  2. Yes, the properties are set. I just can't figure out how to run the script from inside the quest, or what to put in the fragment. What compiles when building the script won't compile inside the fragment window. I don't understand the difference.
  3. Added a new reward to a vanilla quest. I want to give retroactive credit for anyone who installs the mod mid-game and has already completed the quest, so I made a new quest with one stage and a script to check if the quest has been completed. The script compiled fine in Notepad++. I attached it to the quest, but it won't fire. Checked SQV in game, and the new quest is running but the scriptstate="", checked with saves before and after completion. I haven't been able to get anything to compile in the quest fragment papyrus. This is the script: It compiles in Notepad++, but not the fragment window in the quest stage, so I just added it in the Scripts tab. I've read over the CK wiki for countless hours now, and just can't understand how the quest scripts or fragments are supposed to work. Any help or pointers to a better tutorial would be greatly appreciated.
  4. Yep, just went back and double checked. Alpha was untouched. I'll give it another go from the original. Thanks for replying.
  5. Working on a quest with some retextured creatures. I have my new giant decked out in the right skin (with Photoshop and NifSkope) but the eyes are still blue like the vanilla giant. This is a clip of the texture; everything else on the body matches up in game (and looks sweet) but the eyes. Anyone know what I'm missing?
  6. Ah, yes. Of course. Just staring me in the face the whole time. Thanks for the reply, I'll just be in the corner compiling scripts and wearing my dunce cap now. :geek:
  7. First off, I have been thru the CK tutorial repeatedly and followed it to the letter. Have also searched through forums via Google looking for similar issues, and have found no clear answer. I installed Notepad++, followed the CK to setup the batch command, using copy/paste so there were no typos. No matter what I put in the .bat file, or what directories I point to, when I run the batch to compile, it always points to the Bethesda C:\Projects\TESV\Build\PC folder. My game is in the default folder. This is the line from the CK tutorial: This is one of many variations I've tried: I can run all that from the dos prompt (with compilation errors, I can deal with that) but I don't understand why running it from Notepad++ makes it look in the wrong directories?
  8. I have six personal mods that add various NPCs to my game. I'd like to combine them all now to one mod. Would it be easier to use SSEedit to copy override all the records into the one .esp? And if so, does the data for meshes/textures for facegen copy over with that record or do I need to manually copy each facegen? Or, is it better to do this through CK? I guess I could trial/error this and see myself. Was hoping someone had already done this or had some insight. EDIT: Welp, nevermind. Foolish to post before thoroughly searching. :rolleyes: Found Mator's Merge Plugins tool, took about 20 minutes to figure out how to use it, but it worked perfectly. Got my NPCs consolidated into one file, without having to copy their face data or anything attached to them (like custom beds).
  9. This issue came up for me just recently. I've been using the CK for a couple months now with very few crashes after I disabled sound in preferences. When it started crashing at Dialogue View last night, I uninstalled and downloaded again. Been working fine since. Hope they get a patch or something out soon though, I feel everyone's pain with the constant instability. :confused:
  10. You can export facegen data on those, just need to uncheck the box for Is CharGen Face Preset, hit OK, then Ctrl+F4 to export, then go back in and re-check that box. Had the same issue with some changes on Tolfdir; he was gray faced until I exported the data properly.
  11. I made a bard follower. She accepts requests and plays songs. But only when she's INSIDE an inn and NOT following. Sometimes she will play an instrumental immediately after I fast travel, but that's rare. Removed the conditions on the Bard Songs quest for Current Follower and LocTypeInn, didn't have any effect. Checked out Talsgar the Wanderer, because I know he sings in the open world, but I didn't notice any difference in the quest conditions. Anyone know what I'm missing? *** UPDATE: I've got the bard to sing outside of taverns now, in the exterior or any other interior, but only when she's not following. At this point I'm assuming it has something to do with the standard follower package overriding the play sequence, because her animation will change as if she's about to play but then she doesn't. I'll keep digging and post back when I have this fixed up right. (Unless someone jumps in beforehand :happy: )
  12. EDIT: I fixed this after perusing the nif/dds files and finding that the one npc I had been testing in game was the only one missing the required files in the Hearthfires.esm folder. Somehow I missed those two files when I copied. *gratuitous facepalm* The above fix with copying the facegen data nif/dds files to the appropriate .esm folder does indeed get rid of black face on vanilla npc face edits. Confirmed. Previous issue: I've recently converted all my old Skyrim mods to SE. No issues with any except for modified faces to vanilla npcs: black face. 1- Deleted the old face gen data, used CK and saved the file (new facegen data created automatically), no change. 2- Hit Ctrl+F4 to export data, saved, no change. 3- The folder Hearthfires.esm is in meshes and textures, with the appropriate nif and dds files. I have no other mods that modify npc appearance. Tried a new game, running only Skyrim SE and this mod, and same issue. Am I missing something from the above instructions? Should I reinstall CK? At a dead end at this point.
  13. Sounds like trying to summon Durnehviir into a space too small. I guess all Conjuration spells do a comparison check for summoning versus space? Interesting variable to figure in for some custom spells.
  14. Indeed. I have 3 rooms in the house, one upstairs, two down. That main room in picture had a firelight, 2 candle lights, and one light from the other room apparently bleeding thru the doorway. So I took out all the candle lights, used one fireplace light, and changed the image space. Went thru about half of them before deciding on this: Thanks for the tips. I'll keep working on it :)
  15. Thanks, I'll try messing with the image space and effects more. Here are two examples of what I was referring to: Just taking one step in or out drastically changes the lights in some cases. I'll see what I can do with some practice and post back here.
  16. Trying to get more into proper lighting for my interiors to set the mood (and not look just plain/bland). I've read through the CK wiki lighting tutorial, and didn't really come away with anything that helped. When I place a light source on say a candle, when rotating around the room, the light model will sometimes turn red. And this is visible in game as I see the light across the room, it's dim. When I get close enough, the light snaps on bright like a switch. Basically I just don't understand the data and placement. Moving the light models around, up and down, find/replace for others just isn't working out. Any help or where I can look for reading material?
  17. Well that would have made things go a lot quicker lol. Never saw any reference to that particular script. I initially linked the fire to the lever, but after researching didn't see how that would be used. Thanks for the reply :laugh:
  18. I'd like to thank all the modders whose tireless efforts have given us such wonderful paths to run down in an already extraordinary game. That said... Just spent the last two hours searching Google, Nexus Forums, CK wiki, and youtube for tutorials on using a lever to enable/disable objects. Sounds like it would be simple, eh? Sadly, everything I found was convoluted, misleading or hard to follow. So many different approaches to the scripts, which to use, what to reference. Nothing clear and concise, always blah blah this should work. So in the end, after piecing together many works and taking notes, I finally got my "simple" project working. In the basement of my home, I wanted a crafting area. Not a huge space, so I didn't want to use the standard forge. In place of this, I used a Dwemer incense burner, topped with a Sovngarde fire (looks really hot). Set a plain crafting anvil and bucket next to it. But, I didn't want the fire burning all the time, just when I'm down there crafting. Set the fire initially disabled, and added a Dwemer lever next to the fire to switch it on and off. FINALLY got the scripting sorted out so it works. One Event, using OnActivate with one If-Else. No OnInit, Trigger, states, boolcrap <-(see that?) lol :cool: Now maybe I didn't need to define the property for the lever, and won't know because it works as is and I'm not changing anything. Anyway, thanks for reading. And may Azura watch over your papyrus.
  19. Started a personal mod to fix up and decorate the outside of Breezehome. Removed a couple bushes, added some objects (flowers, statue, bench, cart). Nothing from vanilla colliding or moved (minus the two deleted bushes). Used the default havok disable script on the cart and wine/cups. Looked fine in game. No issues. The next day, I get CTD when I hit Continue. The only way I can play is to load an earlier save, and once in game, load my last save. So I removed this .esp and now I can continue with no issues. The game save cleaner and tes5edit didn't show any issues/errors. Nothing in papyrus logs. Not using any Whiterun mod that edits the Plains District of Breezehome area. Any thoughts?
  20. Thanks for the info. I didn't think about it before hand, but just checked the file with TES5Edit and looked at the header: Merged Plugin: Populated Cities Towns Villages.esp Populated Dungeons Caves Ruins.esp Populated Forts Towers Places.esp Populated Lands Roads Paths.esp So I guess I can just get the "Hell" edition and have an updated version, with Prisons included. :cool: Still gonna keep the original backed up tho.
  21. I rarely get around to checking updates for mods. Been running the same versions since my last batch of downloads earlier this year. Last week I did an uninstall and fresh download of Skyrim and all mods I had been using, except for one: Populated Skyrim. It's a single .esp file, no .bsa, last modified in February 2016. Still have the shortcut in my favorites list, but the page no longer exists here. www.nexusmods.com/skyrim/mods/73072/? Haven't had any luck finding it with Google either. Everything points to a series of Populated mods, and each of those pages makes no reference to what I have. Was wondering if anyone knew what happened to the original; was it upgraded, merged, destroyed, overhauled? The plugin still works, without any issues (afaik). Just wondering what happened. :huh:
  22. Well thanks anyway. I understand "It doesn't just happen." I already had a package set for the pet to follow, help, and sneak when the master sneaks. But adding the pet as a teammate (so he doesn't see me sneak and I'm detected) has been a total failure and defeated me. Made the quest alias. Added a condition that the pet's master is following the Player. Added the script to SetPlayerTeammate. Just can't get the script to compile. Keeps giving me "variable undefined" for the pet npc, and "none is not a known user-defined type" for the function. Seems like it should be so much easier. :confused: Guess I'll just avoid using my followers with pets when I need to do a sneak job. Update: Took another shot at the script. Finally got it to compile (didn't have the pet property set up). But setting the pet as a teammate still doesn't have any effect in game. I still get detected while sneaking in front of it. And from what I've read, the Doesn't Affect Stealth Meter flag has not been working for a long time, either. So just gonna call this one a wash and move on before frustration causes me to quit modding all together. :happy:
  23. I've been making some follower npc's with combat pets. Currently just a scholar with a dwarven sphere, and a hunter with a wolf. The pets are just Ally rank npc's with a close follower package, similar to Aerin/Mjoll. They function properly except for one facet: I cannot stealth in front of the pet npc. I checked the box for Doesn't Affect Stealth Meter, which didn't do anything. Apparently I don't understand what that function does. Do I need to write a quest to add the pet as my teammate? I wanted to keep this general so I could use it with more characters, but unsure how to approach the script, and if it could be added to the DialogueFollower quest. Like, once the npc is a follower, it would add the pet. If I used an event, like if Shaggy.IsPlayerTeammate() Scooby.SetPlayerTeammate() endif Then how would this fire, where would it be placed, and what about turning it off? Or should I add some Keyword to the pets and use a script to set team (to keep the actors non-specific). But then what about detection when the pet's master becomes a follower/gets dismissed? Probably overthinking this as I don't have enough knowledge/experience with CK yet. Any comments/suggestions would be most appreciated.
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