Jump to content

ishmaeltheforsaken

Premium Member
  • Posts

    495
  • Joined

  • Last visited

Everything posted by ishmaeltheforsaken

  1. That's not accurate. The author said that she will not port it. But she's made the source code available to anyone else who wants to do it.
  2. If we couldn't upload edited versions of vanilla assets, almost no mod would be possible. Bethesda have said that as long as you're uploading Skyrim stuff for Skyrim and not porting between games, it's fine.
  3. This would be really easy and maybe a fun thing for you to do yourself. Having six different categories would make it kind of obnoxious to implement, but it's your idea, so run with it. I implemented a class system for Oldrim that had the player choose their major skills like in Oblivion and capped those skills at twice their character level and capped everything else at character level. There are balance concerns: not every skill is equally quick to level (smithing is huge pain in the ass, for example). It's also really annoying to expend a skill book's bonus point without actually getting anything for it because you're at the cap. But overall, I found it to be fun to play, and it did a nice job of creating a more focused concept. The problem with the static caps that you suggest is they place a much lower limit on maximum level than can be found in vanilla. With your exact numbers, the maximum attainable level before one would have to start making a skill legendary would be 41. Furthermore, since only one skill can get to 100, one would only be able to make that single skill legendary. This would not be fun.
  4. XP is experience points. Every time you increase a skill, you gain a number of experience points equal to the skill level you've attained. This is clear in-game by the progress bar toward a level up increasing every time you increase a skill, though the exact numbers aren't displayed in-game. If you use some external utility, though, it makes sense that it might tell you more precise information than does the game itself.
  5. Yeah, if your mod only needs one .pex then it's easy to verify that the CK has got it all, but, for example, it didn't detect ANY of the meshes I needed to package. Just something to watch out for if you make anything where that'll become an issue.
  6. Sorry, I thought it would be obvious that you drag and drop files onto the box, since that's how archive.exe works in isolation XD Anyway, yeah, you add files to it by dragging and dropping them onto the box. It's actually not a good idea to let the CK fill the archive list on its own even if you DO have a real plugin with actual data, since the CK is... not great at figuring out what it actually needs. You'll always want to clear out the auto-generated list and add the files manually. If you've got a lot of files in different folders, it can be hecka annoying (my mod has over 4000 files in hundreds of folders, and the CK decided to crash in the middle of the process), but you can export the list you've made and just reimport it if you need to create the archive again.
  7. Open up the CK, click File, and click build archive (or whatever, I don't remember the exact wording).
  8. There is literally not a single mod that is as important to me as SSE's precipitation occlusion, so Special Edition is where I'm at.
  9. As far as amazing player homes that you have to earn, check out Antistar's Clockwork. It's fantastic.
  10. Then that's the end of it. No one should port a mod without the author's permission.
  11. Message boxes are the same kind of record. It's a box if the "Message Box" flag is checked. Looking through each of your mods looking for the Message that says "hi" is still your best bet.
  12. The vanilla .pex files are all in Scripts.bsa. You'll have to extract them with BAE or similar.
  13. You'd probably have better luck commenting on the file page for whatever mod adds these "Perk Books."
  14. There's really not much detail to go into. Leveled lists are bound by the Rule of One just as any other record, so as soon as you add your items to a vanilla leveled list or a specific actor's inventory, you necessarily conflict with any other mod that edits the same list or actor, and only the last-loaded mod's changes will take effect. What Wrye Bash can do is generate a Bashed Patch that will merge changes to leveled lists from multiple mods so that everything plays nice together. This is the ideal solution for such conflicts. Some people use scripts to add their items to the leveled lists at runtime; this solves compatibility issues, but has other downsides, such as having to run the routine every time the player loads the game. As for actually handling the leveled lists themselves, just open up Skyrim.esm in the CK and you can see how the lists are nested and implemented.
  15. Okay, so, the problem was not what I had thought it was, but I did figure it out regardless. It's a relatively simple fix in the CK, but you should probably alert whoever converted the meshes, because it would be far better to fix it in the mesh. The problem is that the CK expects the different parts of a mesh to be in a certain order. In the case of the guard armor, the armor itself is indexed at 0, and the body is indexed at 1. The UNP meshes commit two sins: first, the indices of the armor and the body are swapped. This is the main reason the game can't swap out the texture set (in fact, it likely IS swapping out the texture set; it's just applying the new texture to the body rather than to the armor). The second sin the UNP meshes commit (the far more serious one, since it's not an easy fix in NifSkope like the first issue) is that it actually breaks the armor mesh into two separate parts. The second part is the very bottom of the hauberk, where the cloth gets kind of ragged. I have no idea why this was done, but I imagine there was probably a good reason for it. Whatever that good reason was, however, it really needs to be a single model part. The CK fix is to edit the ArmorAddon records to account for those two problems (and I'm gonna do that for you and upload the .esp to dropbox). But a plugin fix absolutely should not be required. This is on the original modeler to fix in a good way. [EDIT] Here's a link to the fix.
  16. Yeah I have an idea about what might be wrong. I'll check out the meshes when I get home.
  17. The guard armors have their textures defined via texture sets in the CK. Your problem is in a plugin file somewhere, not in the mesh.
  18. Changing the equip slot of a spell at runtime requires SKSE. One would have to change the equip type of all the spells in the CK to do this.
  19. The scabbard uses a different texture than the dagger itself. Make sure each model part is using the correct path. If you check and are sure it's correct, upload your .nif and textures to Dropbox or something and I'll take a look at it this afternoon if someone else doesn't first.
  20. It's not a check, it's a dropdown menu. I'll be back with pictures. [EDIT] http://i.imgur.com/IfIb7gb.png
  21. That's not a good idea. Who knows what other mods a user might be running that rely on the vanilla effect? I'm also not sure it would have any effect on the spell cost, though I would like to know for sure on that count. @OP: Disable auto-calc and set your own cost. If you want to change the spell cost at various levels, you can add a mod spell cost entry to the Mage armor perks conditional on it being your spell and also with similar "has perk whatever" conditions to the ones on the spell itself.
  22. You're not understanding then. Go to the weather you want to edit, go to the precipitation tab, and change the precipitation from rain to snow. You'll need to do this for each of the rainy weathers.
×
×
  • Create New...