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Tundragunner1

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  1. Have nagging problem with custom made shield I am working on. I get a "Must have shield equipped to place it on rack" message when I try to place it on a weapons plaque. I have the shield equipped and can see it in my left hand in 3rd person view. Also tried preplacing this shield on plaque in the creation kit by Linked Ref in the WeaponsRackPlaqueACTIVATOR, but when I enter room the shield falls to the floor. I can equip and place other shields on this weapons plaque so I know it is working. I can also successfully preplace other shields on this plaque via Linked Ref. Can see my custom shield in game and in the creation kit. Am I missing something in the creation kit to get the ACTIVATOR to recognize my custom shield?
  2. I will recheck the tutorial. I wrote down and thought I did exactly what Darkfox127 showed in his video (entitled Static Items and Havok Animations). And I am certain he clicked on the edit value button which does change value to False. He did caution never to check the box next to Havok on Load or Havok on Hit. Update: I went back to the Darkfox tutorials and I did exactly as he described. It does change Havok on Load and Havok on Hit to False (from the initial setting of Default).
  3. Working on mod that has objects on a small table. Edited each object and checked Don't Havok Settle box and added the defaultdisableHavokonLoad script and set both Havok on Activation and Havok on Hit to false in the properties dialog box. Am I missing something here, because this only worked on one of the ten objects I edited. The other nine still go flying when ever Lydia runs into the table. So now this script doesn't work or I have done something wrong. How can I get these objects to stay on the table but still allow player to interact and pick them up (i.e., not have to make each one static). Hard to mod when the Creation Kit doesn't perform as described or intended. I really admire all the great modders out there that can get this thing to work!
  4. Thanks for your reply Di0nysys. This is not the situation I am dealing with here. Added a second post to try and re-explain the concept of darkened patches of texture that I am trying to lighten in the cell I am modding. I wish this was as obvious a fix as you suggested, but it involves a completely different situation.
  5. As I said above in the start of this topic: these darkened areas are not (repeat, not) a black spot caused by using too many landscape textures. The texture applied (by Bethesda) to these patches is clearly visible, it is just darker than normal. By the way, I have added no additional textures to the area mentioned above and I am just modding a vanilla area. I tried applying 2 textures that were already used in the quad, namely, LDirt02 and LPineFforest02 to the darkened areas. No new additional textures were added. Please go check the area I referenced above and see the darkened patches. There are a number of them in this cell and are very noticeable. And they are very different from the black spot that result from exceeding the 6 texture limit.
  6. Got a problem with dark patches in vanilla landscape textures. They are not the infamous black spots caused by the use of too many textures. Appear to be in the vanilla game and any texture I use will not lighten them. Area I am modding is BYOHHouse1Exterior2 (-3 -17). Placing roadchunks that match well with normal (undarkened) LDirt02 texture; however, the areas within the darkened patches makes the LDirt02 texture look a bit odd against the roadchunks. Anybody come across this and know a way to lighten these patches so they appear normal vanilla color? Update: Okay got it figured out. Solution lies in changing Vertex Color put into the vanilla game.
  7. Thanks IsharaMeradin. Found a tutorial using components of your Campfire Stages mod. Have not had time to study it in detail but was going to be my next attempt at this. May I ask you for some assistance and details on your campfire mod? Really only want my mod to grant player ability to walk up and lite the one particular campfire placed in this mod. I really need to study on this some more, but is that possible with your campfire resource? Thanks again for your response.
  8. Thanks for replying. I initially tried the procedure described in this video. It does, in effect, allow player to light a campfire; however there is a noticeable gap in game when the script switches from the unlit to the lit campfire. What I really need is to be able to script turning on (or off) the animation for the campfire flames. Guessing there is not a way to do that.
  9. Trying to figure out a script to activate or start a campfire I added to a mod I am working on. Just want to be able to have player walk up to unlit campfire and light it. Can't get script to work that accomplish that. Any leads or suggestions?
  10. Trying to fix deleted Navmesh problem with the mod Lakeview Manor Road – Hearthfire posted on Nexus (nexusmods.com/skyrim/mods/27377/). Specifically, Navmesh 000F0660 in cell 00009BD6 of that mod. Did extensive search and tried several procedures using both TES5Edit and the Creation Kit but none fixed the problem to my satisfaction. There are a number of rather similar procedures using TES5Edit as illustrated nicely by post made by Rubbermatt in comments section for this mod in Nexusmods. Have a concern regarding the save and backup of cleaned mod using such a procedure in TES5Edit. Using the procedure suggested by Rubbermatt, I can find the information on the missing Navmesh 000F0660 and the associated four deleted notices in the right pane of TES5Edit (two under [02] HearthFires.esm and two under [03] LakeviewManorRoad.esp). I then select and go through the suggested edit and undelete procedure for the top deleted notices in both the [02] HearthFires.esm and [03] LakeviewManorRoad.esp in the right pane of TES5Edit. Following this procedure, when I go to save changes both HearthFires.esm and LakeviewManorRoad.esp appear in the save dialog box. Question – Do I uncheck HearthFires.esm before I save and backup in TES5Edit? From research on fixing this problem, I get the impression that unchecking HearthFires.esm is the correct thing to do. It appears that TES5Edit is making changes to the HearthFire.esm but altering a master seems wrong. Grateful for any help and advice on fixing this problem. Variation on TES5Edit procedure described by MarduKNT in their reply made to a topic in this forum (TES5EDIT - Help Cleaning “Deleted NavMesh Record; started by jyujinkai) uses TES5Edit to remove the deleted Navmesh. Not how this works and have concerns that deletion could cause potential conflicts with other mods and CTD problems.
  11. Would be nice to have a spot on this forum for posts that relate just to requests for tutorials on how to use the Creation Kit. There is a pinned topic under Skyrim Mod Talk entitled Skyrim Tutorials; however, the main point of that topic was a call to list tutorials on the Nexus Wiki. This particular topic has morphed somewhat into posting for tutorial requests, but again, that was really not the main point of that topic. It might be a bit much to have Skyrim Tutorial Requests as a subforum under the Skyrim Modding main section, as I do not know how large the response for modding tutorial requests would be. Maybe it would suffice to have Skyrim Tutorial Requests as a new pinned topic here under Skyrim Mod Talk?? Thinking outloud, but I would hope that there is a place on this forum for an idea to fulfill the educational needs on the use of the Creation Kit.
  12. Is there a tutorial on modding an existing Hearthfire house? I am totally new to modding and admit I am having trouble even getting started. I have spent several weeks studying tutorials, and have some basics down, but none prepared me for what I want to do. I basically want to add custom furnishing and storage to the interior of Heljarchen Hall. I have built the house with the three desired wings. Furnished main hall with vanilla furnishing in game with exception of a kitchen mod for the small back room. Want to mod the entryway as well as the greenhouse, storage room, and armory wings. Loaded Heljarchen Hall into the creation kit (specifically BYOHHouse3Pale) and WOW did I get hit with modding reality. Every item that the vanilla game can add to the house is there. What is best way to proceed? Do I move or delete vanilla items I know I won't be using? As all three options for each of the three wings is present, how do I even know that I am adding items to the specific wings I have built in game? Not sure if the file I am loading is the file I should be using in first place. Do any changes I would make get saved to original file? Well I am an old dog trying to learn new tricks. So if any of you experienced modders could take pity and point me in right direction, I would be grateful! Any good reference on this subject would help me out. Man, have I learned appreciation for all you modders out there!!
  13. I want to increase the shield and weapon display capacity in several existing Skyrim homes. A simple to use mod that would allow player to add a shield and/or a weapon plaque to any unoccupied wall space would be great.
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