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bananakillerBRO

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Everything posted by bananakillerBRO

  1. I've been coming to this site daily for well over a decade now. I've seen the UI change countless times, and while it's usually taken me time to get used to new changes, I always found that they were ultimately for the better. The latest update however, is pretty bad. I don't mean to downtalk whoever worked on this, and I certainly do not wish to be a downer. As a user I always appreciate how dedicated the staff here are to providing a fantastic experience for us, and (most) of the decisions they make seems to reflect that. Though, the headstrong attitude of their communication can sometimes leave much to be desired. While this new update has the best of intentions I'm sure, it is leagues worse than the previous UI. It's smaller, actively harder to read, and devoid of any and all personality. I was already a bit miffed that they removed the colors of buttons on certain game's pages, but now every bit of identity has been scrubbed. I feel like I'm browsing a something like epicfreefortnitemods.net or something than anything else. Outside of the aesthetic differences, which are subjective, I genuinely find it difficult to read the font when it's contrasted with such a strange choice of gradient. I hope that we will get the option to rollback to the previous layout, or have the update rolled back entirely. This UI feels like it would work wonders in Vortex, something that is made to be a streamlined app, but it simply does not feel good to use for regular browsing.
  2. I've been coming to this site daily for well over a decade now. I've seen the UI change countless times, and while it's usually taken me time to get used to new changes, I always found that they were ultimately for the better. The latest update however, is pretty bad. I don't mean to downtalk whoever worked on this, and I certainly do not wish to be a downer. As a user I always appreciate how dedicated the staff here are to providing a fantastic experience for us, and every decision they make seems to reflect that. While this new update has the best of intentions I'm sure, it is leagues worse than the previous UI. It's smaller, actively harder to read, and devoid of any and all personality. I was already a bit miffed that they removed the colors of buttons on certain game's pages, but now every bit of identity has been scrubbed. I feel like I'm browsing a mod site for Oculus than I do anything else. Outside of the aesthetic differences, which are subjective, I genuinely find it difficult to read the font when it's contrasted with such a strange choice of gradient. I hope that we will get the option to rollback to the previous layout, or have the update rolled back entirely. This UI feels like it would work wonders in Vortex, something that is made to be a streamlined app, but it simply does not feel good to use for regular browsing.
  3. Hey all, have kinda a weird issue that I don't know how to solve. I have this Skaven companion I'm working on, and for some reason when he talks he bounces up and down. It's ONLY when he's making noise however, and lulls in the dialouge doesn't make him bounce at all. He's very kitbashed, so I thought it might have something to do with one of the parts I slapped on him, but I've tested him with vanilla assets and he still bounces. this is far from my area of expertise, so I was hoping to get some advice on how to fix the little bastard. Here's the nif if anyone wants to take a look. https://cdn.discordapp.com/attachments/1119096555429965875/1194179067667288115/ShitRatEyeballTest2.nif?ex=65af68ec&is=659cf3ec&hm=137462e720632b06b0680cc8c2c3257f3a58f4cd8c78fa809e1b90595fe056b2&
  4. Howdy! I'm looking to hire someone adept at navmeshing to go over a few areas in a mod I'm working on. There are eight cells in total, and all of them have very simple layouts. I've done some navmeshing myself, but frankly I simply don't have the proper temperament to draw triangle after triangle. I hate triangles. DM me if you are interested or reply to this post and I'll reach out to you!
  5. Hey all, I'm having an issue with introducing a dragon to a worldspace I made. I've navmeshed the area, but the dragon still keeps flying under the earth and through the mountains with reckless abandon. What's the process for making an area "dragon friendly"? I've added dragon markers to a few stops along the area and plenty of spots for him to land, which he uses frequently in testing.
  6. GOOD NEWS !!!!!!!! I was able to get that pesky master file removed! I only ever deleted that mod's particular refs in the CK itself, but as it turns out, that doesn't work. Deleting those refs DIRECTLY in XEdit however worked perfectly! Still working on the navmesh, but with your advice I'm sure I'll get it eventually! Thank you so much for all your help brother!
  7. Now that I think about it I did make some landscape edits outside of Riften in the master esp. Am I past the point of no return for removing this master?
  8. That was more than helpful brother! Super in depth and easy to follow! I'd be a liar if I said I was a good navmesher, I usually just auto-generate it and hope for the best. I'll follow your advice and start tracking down all the problem triangles! As for removing the master, I'm afraid I've already looked into that thread and was met with mixed results. I've been able to remove masters in the past by removing all prior references and using XEdit, but tethras.esp seems to want to hold on for some reason or another. I've deleted all objects and quests associated with that esp, but I'll take another look and see if I've missed anything.
  9. I went on ahead and tried the fasttravel function, but that didn't seem to work either. Whatever is going on with this worldspace, my companion HATES it. I can also confirm that both doors are physical, they're the big ass wooden doors those imperial dogs like to use. Thank you so much for agreeing to check out the esp! I appreciate ya taking time outta your day to help a brother out! The drive includes two .esps. The main one I'm trying to fix is Trek, and I stupidly included another companion mod I'm working on as a master esp so I could copy and paste generic idle dialouges instead of setting them all up from the ground up. Now I can't seem to remove it as a master... : l If ya have any advice on that front it would be a big help, but right now my main concern is with the worldspace. The problem worldspace is KORSHuntingGrounds. Thanks again! https://drive.google.com/drive/folders/1txpNZE2UgUaDivvfVnF2VAm69URc5dnk?usp=sharing
  10. I can confirm that the worldspace's navmesh has been finalized. Would it help if I included the .esp?
  11. Hey fellas, I'm having a small problem with a mod I'm working on that I could use some help with I have a custom worldspace made, fully navmeshed and all that good s#*!, but my follower can't follow me inside past the load door I've already made sure to have that little green triangle outside the load door so that he can get in. So far he can enter all my custom interiors just fine, but he seems to be stumped on how to enter the custom worldspace Any ideas as to what could be causing this?
  12. Quick question lads, I'm having a problem with companions not following me into custom interiors I've made. They're all fully navmeshed and I've made sure the piss marker is well away from any level geometry the player or npc's could get stuck in, but when I enter these new cells my companions seem to simply stop existing. Any ideas on how I can fix this?
  13. I FIGURED IT OUT!!! So, while pondering my issue some more I remembered that there's an NPC who dies after closing dialogue in Ill Met by Moonlight. So I did some digging in that quest and found the exact fragment I needed to kill my actor. I just had to replace the reference and put the fragment in QUEST STAGES, not in the topics section. The fragment is- Alias_Marious.GetActorReference().Kill()
  14. I can't seem to add new properties to the script at all now, each time I close the box the new actorbase property I've added simply doesn't take root. What am I doing wrong? (Sorry again for my weak response times. Work has been a real ball-cracker lately and I haven't had time to check in on the nexus)
  15. Sorry for the wait! Here's the full psc ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 3Scriptname TIF__060C24B7 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_2Function Fragment_2(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODEGame.GetPlayer().Additem(AAADockKey, 1);END CODEEndFunction;END FRAGMENT ;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODEGetOwningQuest().SetObjectiveDisplayed(20) GetOwningQuest().SetStage(20) Marious.Kill();END CODEEndFunction;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Key Property CidhnaMineJailKey Auto Key Property BattleBornFarmKey Auto Key Property AAADockKey Auto Int Property DIe Auto Actor Property Kill Auto Actor Property Kill Auto
  16. Right now the error reads as follows- Starting 1 compile threads for 1 files...Compiling "TIF__060C24B7"...E:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__060C24B7.psc(38,15): script property Kill already definedE:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__060C24B7.psc(38,15): script variable ::Kill_var already definedE:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__060C24B7.psc(38,15): script property Kill already has a get function definedE:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__060C24B7.psc(38,15): script property Kill already has a set function definedNo output generated for TIF__060C24B7, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__060C24B7
  17. Hey fellas, got a problem I could use some help with. I need an npc to just drop dead when they finish a specific topic. So far I've checked the CK Wiki, and sadly didn't find anything especially detailed. I tried following the instructions on the wiki, but it left out a few important details regarding properties. So far, the papyrus fragment for the dialogue looks like this. Game.GetPlayer().Additem(AAADockKey, 1) Marious.Kill(Player) I was wondering if anyone might have some advice on where to go from here? Every time I try to compile the script it fails on me.
  18. hey fellas, I have a quick question about adding new meshes. I downloaded a huge ass resource pack off the nexus for decorating my house. I use resources all the time, but I gotta admit, adding each new mesh one at a time for multiple .esps is starting to get tedious, especially when I have to do it for over 100 new assets Is there a way for me to just add an entire mesh folder into the CK at once instead of one mesh at a time? I'd finally be able to just focus on decorating instead of spending an afternoon assigning ID's to 30 different types of cups
  19. No worries! I'll start messing around with those ini settings tonight, I'll see if I can make any headway
  20. Could I borrow your ini file? I haven't made any manual changes to mine, so swapping it out for another shouldn't cause any unseen issues.
  21. So, I'm having this strange issue with my Commonwealth, where the LOD is abhorrently visible, and doesn't unload long until after I enter a cell. I've tried validating my files, and unistalling any mods that affect the Commonwealth worldspace, but so far nothing's worked. I figured I'd ask around here and see if anyone might have any suggestions. I'll attach an image of what my game looks like. Oddly enough I don't even have a mod that gives the Commonwealth autumn trees, so their presence is strange in of itself.
  22. Ok, weird question, but hear me out. I wanna make a Demon Door mod for Skyrim, inspired by the Fable series, where there are various sentient doors that will open for you once you complete the door's requests. I think the best way to do something like this would be replicating the talking activator on the DB's Black Door. The only problem is, I have no idea how to make a talking object. How would I go about making it so the Door can speak to the Player?
  23. Hey all, just had a quick question about getting my files in order for my companion mod I've been working on. I used a lot of resources while making this particular mod. Unfortunately, I'm a bit of a moron, and didn't make special folders for my mods, but instead just copied the resources as they were packed, and drawed upon them from their default file locations. Now I have the mod ready, but I can't tell what folders house my resources, and what folders are unrelated to my mod. I was just wondering if there was a way to extract the files tied to my .esp, a tool of some kind or a function in the CK I don't know about? I can uninstall everything other than my mod and go from there, but I'd rather that be a last resort.
  24. Hey all, just had a quick question regarding CK Dialogue. I'm currently working on a companion mod, and I just got done writing 60 lines of dialogue for him. Now what I need to do is transfer all these lines to a Google Doc so I can send them to the companion's VA. This process, as you can imagine, takes awhile. What I've been doing so far is recording dummy dialogue in the CK, then going to LazyVoiceFinder and use its copy text feature to copy all the dialogue at once so I can post it to the Google Doc. This process however, is still very monotonous and time-consuming. So, I was wondering if there's a way for me to expedite this process? Whether that be by creating a bunch of dummy dialogue all at once, or copy and pasting of the topic info. If not that's fine, I'm just curious if there's a way to make this part of the process go a bit faster, as I still have about 200 lines of dialogue I'm going to have to write...
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