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TheGreenLion

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Everything posted by TheGreenLion

  1. The DLCs have their scripts stuffed into their own folders inside of the Source folder. To get the CK to find them, you'll want to take the contents of those folders and move them to the main Source folder.
  2. Not only that, but you won't find support here. Time to walk the plank matey. :pirate:
  3. I wouldn't know, but it doesn't look like the same texture and the colors don't match up. If it looks like that in the CK, it should look like that in-game unless it's a different model or pathing is messed up perhaps? Sorry that I couldn't be very helpful. :confused:
  4. It will detect loose scripts just like you'll be able to point at loose meshes and textures for items. They aren't used in your mod, but it detects them as available resources. The DLCs have their Source scripts in separate folders initially, which the CK won't detect unless you move them into the main Source folder. Same applies to BSAs, the CK can't find them inside of the BSA but it will find them if they are extracted.
  5. That's SFO for you...lots and lots of grass. So anywho if you're interested in fiddling with the size of the monster grass you can modify the value in the Skyrim.ini located in Documents\My Games\ Skyrim (or somewhere like that). You'll see a category labelled [Grass] and beneath it a value: iMinGrassSize=30 (yours will likely be a lower number, judging on the size of the grass. Mine does alright at 30.) I would try changing that value higher and test your FPS (and if I got it backwards and the grass gets bigger rather than smaller, lol!) to see if it helps.
  6. More than likely it put something in the wrong spot, BOSS is pretty awesome but it's not perfect for maintaining a crash-free load order. But yes, posting the BOSS log is the best thing you can do right now if you aren't able to resolve or spot the issue yourself.
  7. Can you be a bit more specific? What mod are we talking about here?
  8. Alrighty, got some progress done on the Interior! So far just the main living space is roughly complete, the bedroom and possibly some 'hidden' crafting stations will be my next task. As before, feel free to comment or offer suggestions! Interior View from Door View of Fireplace, Kitchen Closeup of Desk Demo of Daylight Most of these images are just examples, more than likely the final product will change such as the back door being removed since I found it to be much smaller than I had thought and wanted a little kitchen area, lol!
  9. Holy...thanks for that link Ghosu! A drag and drop .pex decompiler?!?! :ohmy: :dance:
  10. *Most* mods are okay to load in a current playthrough as long as you haven't had them in there before. But, make backups of your saves and test things first to see if there are problems and if you like it. Removing mods in a current playthrough is generally a bad idea, more specifically mods with scripted events/behaviors because the scripts get 'baked' in and will produce errors when the game can't find the scripts anymore. Many authors will state whether or not it needs to have a fresh game to work (such as Civil War Overhaul) so be sure to read those description pages!
  11. Good gravy...Auriel's Bow has all kinds of stuff running under the hood doesn't it? Good luck Ghosu...hopefully someone can help make sense of it. Yikes, lol! :ohmy:
  12. Right-click on the Enable Parent marker, highlight Select Enable State Children and then hit 1 twice with the Render Window active to hide em. :thumbsup: It might also affect items that are meant to be disabled when the marker is enabled but it should help narrow your results by quite a lot.
  13. Thought I'd share a peek of my current project: Sanctuary of Steel. Disclaimer: The texture replacers I use may be different from yours. Backstory: Nada yet, I'll come up with something. May be blacksmith/warrior/hunter related? Some interesting locations nearby to draw on. Theme: Barbarian/Hunter Size: Small (I'm thinking enough for two, but no more than that.) Location: Falkreath area near Evergreen Grove. Just cruising around minding my own business and wandered in on it. It's NEAT. Fun Fact: Made of statics placed by hand...no house models here. Overview Front Porch Back Porch Window/Architecture Detail Smithing Area Feel free to comment, offer suggestions, advice...going to be a little while in development. So far just the outside has been worked on, but the way I've built it will help on the interior to keep the dimensions exact. There won't be any magically expanding interior, what you see is what you get. Unless I make a basement (it will still be small). One thing I will be doing is trying to stuff as many fun features in as I can come up with to make it enjoyable to just be there and roleplay a bit. In any case, there it is! I'll be adding more as I go, but for the moment I won't add anything DLC related. :smile:
  14. You didn't perchance see a stickied thread at the top of this forum called DO NOT BUMP THREADS!!! did you? :smile:
  15. You need to set up a crafting recipe and temper recipe for each item. Expand the Items tree and go down to Constructable Object. You should be able to figure it out by poking around with one of the armor types you'd like to emulate. Good luck!
  16. Xilante was working on a mod that 'disabled' the rain effect under roofs, might be of use for some info: Rain and Snow clipping. Also started on Physical Rain and Snow, both mods have been abandoned though. For what reason I can't really say for certain.
  17. Found out something entertaining on a hunch. The windows in question do not appear in-game where it does in the CK. Found them inside of the building in-game...hrm. Not looking so good right now, especially with the collision data from the walls still attached. How might one go about getting rid of the excess and get the window to show up in the proper position?
  18. Alrighty so I'm working on a little project and I wandered upon Windows Resource Pack by lazygecko. In his description it simply states that to use them, a new static should be made and pointed to the model in Data/Meshes/Window. Works well in the CK, but in game they are invisible. When I load up the cell I get this warning: ANIMATION: STAT 'window\wrwindow04.nif' has a controller that targets the root 3D. :huh: Apparently this has something to do with the leftover collision bits from the wall it was rescued from, is this sort of thing a simple fix? If so, how might I be able to do that? Is that even the cause of the windows being invisible?
  19. Another basic way without making a package is to LinkRef the 'follower' to the 'leader'.
  20. There is a difference between a request and an idea. None of our posts are 'requests' they are ideas for the author to ponder in development. I'm sure he/she knows whether or not any of those should be considered without someone else stepping in. The point of posting a WIP is to not only show that you've got something interesting in the works, but to get feedback and ideas on the current progress.
  21. Unfortunately there isn't a 'piracy detector' built in to any mod, if they have a squeaky clean rip of Skyrim up to the latest version they'll be able to use any mods that we can. You can't really stop it that way anyway. The best thing you can do is not participate in anything to do with pirating software.
  22. Hrm, that would be a little odd. The javelins would make sense to have a perk branch in Archery, but the spears would make more sense in one-handed or two-handed (eventually). Maybe there could be perks in all three, allowing the player to take whichever branch they plan to use or be a 'spear master' and load up on all three. Trouble will be with any mods that alter those branches, so it might be best to have them affected by the existing perks. Not super immersive but effective (or so I would think).
  23. Very cool, love the animations! As samnilsen commented, I'd also like to see some sort of two-handed spear animations. One thing (and it's more a personal preference) I would have liked was to see a proper 'overhead' style for the spear. I'm thinking held as the javelin is held, with strikes coming from above the shoulder. I know nothing of animation so I don't really know how doable that sort of thing is, perhaps it could replace the backward slashing and strafing? In any case, it looks very promising and it will be exciting to see how your project develops! The spear was arguably the number one 'go-to' weapon for many warriors of those days, so it sometimes baffles me that the weapon sees very little air time in RPGs but is always in a Strategy title like Age of Empires or Lords of the Realm.
  24. Make sure for your animation mods too that you've patched it with FNIS. I forgot to patch mine and had a great view of the horses backside when I started a new game. Pink/purple textures are a sign that rendering is being bogged down (usually high res/quality textures in abundance) or they are missing if it's always pink/purple. The rest doesn't sound particularly familiar though.
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