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Kohdi

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Everything posted by Kohdi

  1. Hello all, hopefully a simple request, I'm looking for a way to call up a custom animated title like those that display when a location is discovered, a shout is learned, or a quest is started. I can find where the text strings for these messages are, but all my digging has revealed no way to actually call it in a script. I'm sure it's something painfully obvious, but any help you may be able to provide is appreciated!
  2. I should clarify, this actor is a creature, so there won't be any facegen, skin tints, or armor to get in the way.
  3. Hello all, Odd question for you, but does anyone know a way to make an actor immune to any weather, fog, or lighting effects? For instance, if it's hazy out, I want this character to be completely visible from any distance through the haze, to cut through it completely, as though the weather does not affect it. The only important textures on this character are the glow maps, so not being able to see diffuse colors is not a problem. Any help is greatly appreciated!
  4. Hi all, I've been working on a weapon retexture, making my own textures from scratch, and while I think I have the basics and some of the advanced concepts down I'm having trouble getting my normal map and cubemap working together. In-game the specular/cubemap effects show up fine, but it seems like the details which should be visible thanks to the normal map are not being applied, giving the surface a lack of depth. In NifSkope I am unable to get the sword to render its applied cubemap/normal map, as has been possible in the latest version(s). Other custom weapons and vanilla weapons render their textures effortlessly, and I have been unable to find any difference between their .nif settings and my own. Any help on resolving these issues which may be offered is greatly welcomed!
  5. I've given up on this problem, and instead moved my modding location a bit further downhill, to what's ironically a better location anyway. It's proven beyond my troubleshooting skill and energies, so I guess I'm not building anything in snowy areas. If anyone finds this topic and replies, I'll check back now and then, and would be immensely thankful for an idea. Likewise, if I somehow find a solution, I'll document it. If not, abandon all hope ye who enter here.
  6. So, to recap- The problem: certain landscape meshes (mountains/cliffs/caves) with snow overlays will not display the rock surface within the Creation Kit. Cave floors using different textures and certain other landscape meshes are not affected, with no pattern found. Non-snow meshes are not affected. Things not affecting this problem: -Mountain/cliff/cave meshes or textures (including parallax) -ENB presence -SparrowPrince's Better Dynamic Snow -Any settings related to mipmaps or decals Suspected culprits: -Launching Skyrim without Steam open, resetting various custom/necessary .ini settings -Final Creation Kit update Where the problem likely resides: -SkyrimEditor.ini and SkyrimEditorPrefs.ini in the root Skyrim folder Please please please, if any of this sparks an idea, any idea at all, feel free to post it. I'm only one person, and not a particularly masterful troubleshooter at that. Until I post otherwise, I'm still working on this problem.
  7. Another update: I've confirmed that this isn't a problem caused by using an ENB; it persisted even after I removed mine from my Skyrim folders. Also, I've been looking through the SkyrimEditor.ini and SkyrimEditorPrefs.ini files in the main directory, as these now seem the most likely candidate for a bug happening in the Creation Kit but not in-game. Is anyone familiar with these files? I can't find much literature on them, and to my untrained eye, their settings seem alright. EDIT - A quick addition: I had not thought to check before, but now I realize this is only happening to meshes with a snow overlay. Decals, perhaps, or alpha maps? I'm not sure of how the overlays work, but I'll investigate this trail further. I'll keep posting here until I figure it out or until someone responds, surely I can't be the first person in three years to encounter this bug.
  8. An update: I've tried replacing my rock/mountain meshes with vanilla, non-parallax versions, and this has had no effect. Also, it appears this happens with specific meshes, not just random mountain pieces, and may be related to textures because one of the meshes, a light-snow cave entrance, still shows the dirt-textured floor while the rock is invisible. The few problem meshes I've identified are invisible in both Tamriel and other worldspaces. I've tried editing any values in the CK that look like they might be remotely relevant, to no avail, which makes me think it's a line that was written out of my .ini files completely (if that is the problem). Again, everything is fine in-game, and in NifSkope as well, the only rendering problem is within the CK. Please, anyone with any idea that might help me out, get in touch! I finally have some time for serious modding but this has made it sadly impossible to continue.
  9. Hey all, Just recently I've been having a problem with the CK in which mid-size landscape objects like rocks, dirt cliffs, and smaller mountain pieces go invisible, even after refreshing (F5), changing the cell, or exiting and re-opening the CK itself. I can see shadows cast by the objects, and can select them in the render window, but I just can't see them. This makes building anything outside essentially impossible. This only appears to happen in the Tamriel worldspace, although I have not checked any others except my mod's to verify. I suspect this started happening after I accidentally opened Skyrim without Steam open, which starts SkyrimLauncher.exe, which wipes out custom .ini settings. Maddening, but that's a topic for its own post. I thought I had fixed everything since then, but I seem to have missed this. Does anyone know of any settings in the Skyrim .ini files which could be causing these objects to fail to render? I have more than enough system power to display them, I'm almost certain this is just some weird settings issue. Thanks for any and all replies!
  10. GreyFox77, you're a hero. 3-4 days is just fine, working on this mod has taught me patience above all. And yes, I'd like the sword to still be equippable, and the broken fragment as a Misc object if possible. I may be able to add a simple collision mesh to it myself if that proves a problem. I'll send you a PM shortly with more details. Thanks again!
  11. For a very long time now I've been looking for someone who might be able to help me with a project - I have a specific sword mesh which needs a broken blade. I'd much prefer this to be a true mesh edit rather than an alpha-map workaround. Also, if possible, I'd like the broken-off blade segment saved as a separate object so I can add it into the game, but this is not necessary. I've attached a picture of the sword in question for your consideration. If you think you can help me with this you have no idea how grateful I'll be, please leave a comment here or send me a PM and I'll respond as quickly as I can. If you're interested I can offer you the chance to beta-test the mod this is for, and I would of course add your name prominently in the finished mod's credits. Thanks for any and all replies!
  12. Ordinarily I do have Steam as a startup program, but I had manually closed it and forgotten. I may look into the script option though, thanks very much for the response!
  13. Hello all, So, I made the fateful mistake of trying to launch Skyrim without double-checking Steam was open, and so the default loading menu came up and automatically reset my graphics settings to "low" (I previously had things custom-tuned and turned all the way up, no problem. GTX660, 8GB ram, i5 2500k processor.). Now, when trying to start the game, I get a CTD before the menu finishes loading. I've gone through my skyrim.ini and skyrimprefs.ini to try to replace all the settings this messed up, but so far nothing has helped. Are there known variables that are changed in these situations that might cause an instant crash like this? Any help you can provide is greatly appreciated. Also, I should ask, is there any way to turn off this idiotic auto-settings feature so it won't happen again? EDIT - Apparently this also re-enabled several disabled mods in my load order, which was what was causing the crashes. That problem has been fixed now. Still, is there a way to turn off such an irresponsible feature?
  14. Hello all, long story short I'm looking for someone who can help me edit a sword mesh (will be provided) so that the blade is broken off 2/3 of its length from the hilt. I would really like this to be a true mesh edit instead of an alpha texture workaround. Also, if possible, having the broken-off piece of blade made into a static/havoked object would be great, but is not necessary. I will be able to handle all the CK implementation and such, I'm just no good at 3D work. If you think you can help, please don't hesitate to comment or send me a PM, and I'll be sure to give you full credit for the edit once my associated mod is finished! Many thanks!
  15. Thanks for your reply, and yes, there are a few resources like that in the game files which may come in handy for re-using their collision meshes and such, but I already have a specific sword model which would need breaking, and it is much different than the typical iron longsword. If anyone will help I'll be sending them that sword and its associated files in the context of the folder structure for my mod, to make things as easy as possible.
  16. Thank you for the link to that tutorial, but unfortunately I have no ability to use or learn Blender, so I am still relying on the gracious and experienced assistance of a fellow modder to accomplish this. Again, if anyone at all can offer their help, please don't hesitate to get in touch.
  17. Hello all, I've been hoping for help with this for a very long time now (literally over the span of years), but this is an important part of a project I've been working on for even longer and I cannot let it die. What I am asking is for some kind soul with a skill for editing weapon meshes to help me "break" the blade of a provided model. It would be a clean break, nothing crazy, but with two conditions - the broken sword is still playable (new blood mapping would be excellent if possible), and the broken-off piece of the blade can be made into a simple havoked object. Please, if anyone would be gracious enough to take on this task, leave a reply here or PM me and we'll go over the specifics. I would be infinitely appreciative, and you will receive prominent credit in the finished mod. Thank you for any and all consideration, Kohdi
  18. Hello all, I've got a project in the works that calls for a sword with a broken blade, about 1/3 of the blade's length from the hilt. I have the sword mesh and textures, but I have no skill in editing meshes. Also, it would be great if the broken-off blade shard can be made into a havoked object. You wouldn't have to worry about adding these to the mod file, I can do that well enough, I just need the meshes. If there's someone out there who can help me with this I would be infinitely grateful. If you're up for it, send me a PM and I'll send over the files and more specific details. Many thanks for your consideration!
  19. EDIT - Double posted the topic, sorry about that.
  20. Just an update - I'm starting to think this isn't an issue of eyebrow morphs, but some fluke in the face-tinting system. To illustrate the problem I'm having, here's a pic from the Actor dialogue within the CK (lightened for visibility) - http://img809.imageshack.us/img809/5307/a9lq.jpg As you can see, the whole face except the brow region has accepted its face-tint, and I'm trying to figure out why. Again, anyone who has any input on this problem will be greatly appreciated.
  21. Hello again, I'm working on a custom race project, but I'm running into a problem with getting eyebrows (or more specifically, eyebrow head morphs) to work on an NPC of the custom race. I can get the eyebrow decal to show up, but the browline and half the forehead remain grey while the rest of the face accepts its tint. Upon exporting facegen data for the NPC, I receive this message - FACEGEN: Could not find (and apply) racemorph 'CustomRace' in TRI file 'Actors\Character\Character Assets\FaceParts\MaleHeadBrowsRaces.tri' for geometry MaleHeadBrows_. Understandably the mentioned .tri file does not contain morphs for my custom race, but its head shape is identical to the default human head, and any brow morphs that fit the default head will fit mine. My question is, how can I trick the .tri file into thinking my custom race is in its list of allowed races? I've tried multiple different approaches, including FormLists, custom HeadParts for the brows, etc., but nothing seems to work. And the odd part - a player character created with the custom race does not have this issue, its eyebrows are just as they should be. This makes me think I'm simply missing something in the CK. Any thoughts/suggestions on this would be very helpful!
  22. Thanks for the advice, I'll give that a try (with a backup of course), at least it's a little hope!
  23. Well crap... Guess it wouldn't be the end of the world to move its entrance somewhere else, but I'll keep trying. Thanks for the input, and if anyone else has an idea, please don't hesitate!
  24. Hello all, I've got a rather unfortunate problem on my hands - I've built a custom worldspace from the ground up, including textures, statics, map marker, etc., with the intention of it acting like one of Skyrim's "hidden valleys" - that is, directionally oriented in a specific way to the main Skyrim world. However, I had not yet decided where I wanted its "entrance" to emerge into Skyrim until long after I started building, and now I've found it's exactly opposite the orientation it needs to be (It goes west-east, but needs to be east-west). Does anyone know if there's a reasonable way to simply swing the sky around to the proper position, like rotating the "compass" marker for an interior cell? Any and all input on this problem will be greatly appreciated.
  25. Hi all, just a simple request - I'm using a sword made by Andragorn for an in-progress mod (his permission granted), but my mod's storyline requires that the sword blade is broken off at about 2/3 the length of the blade past the hilt. I'd prefer to do this with the mesh itself instead of making a cheap alpha-masked texture, so anyone who can offer help will be greatly appreciated. If you would like to do this for me, I will provide the sword mesh and textures as well as more specific instruction, and you will be given prominent credit when my mod is released. Thanks for any consideration!
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