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Zenmuron

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Everything posted by Zenmuron

  1. This problem began in July of 2012 and has steadily gotten worse and Valve has NOTHING to remedy the situation. I have had multiple help tickets open only to get copy and pasted replies followed by sorry we can not help and are now closing the ticket. You can update everything and go into offline mode and it will work fine for a week or so then it goes right back to the same problem. They have implemented some sort of time code to FORCE you to go back online to validate with out telling anyone. Very stupid way of doing business. Since 90% of the games sold on a Steam are single player and have no need what so ever for an active internet connection.
  2. Think the Moonpath to Elsewyr is about the closest to the big mods you are thinking of so far. I made a few mods then started working on a village with quests and factions blah blah, friggen thing is taking FOREVER. The CK is not even close to anything resembling efficiency. The amount of steps to do the simplest thing are nearly idiotic.
  3. http://oblivion.nexusmods.com/users/54451 Someone go do some poking or try and get permission to do some conversions for those armors. I remember using this one for a while, http://oblivion.nexusmods.com/mods/33823
  4. http://skyrim.nexusmods.com/mods/10304 Think there are a few others. That one came to mind.
  5. Got it sorted out, just exported from the .ESP without having to make an ESM cuts down on some file size. Thanks for the input folks. Now if only setting up behavior packages was not so complicated. Anyways, I should be uploading a public beta in a few days. Work load has gotten a bit heavy, not much time to work on mods.
  6. Seems like that saying "The more money they have the less common sense they have." is ringing true. As for the forehead it wasn't doing that until I did the exports. But yes setting the color to average does fix it. Think I am going to run to the liquor store. This aggravation calls for rum.
  7. Yeah I actually noticed that about 10 minutes ago. One of the exported NPC facegen files was showing up with dark forehead. I redid it twice before deleting it and doing it a third time. Really starting to feel like I should be giving Bethesda the finger. I will try to load up a back up and do exports ONLY with a ESP set and see if that works. It does not take to long to export files but it is a serious waste of time for something that should have been fix 5 months ago. Also why does the ESM file become twice the size of the ESP when they both use all of the same resources. Also if you only load up the ESM without the ESP in game all of the landscape edits revert to vanilla standard. I never had to do all of these bug fixes and extra step on other toolsets for other games. You would think a triple A studio making millions and millions could devote some of those resources to the one thing that gives their game any sort of replayability and staying power.
  8. Fix the NPC face colour If the CK didn't have a bug related to new NPC faces (their face colour doesn't match their body colour) your work will be ended here. But until the CK is fixed there is still another step to do. The only way of making your NPCs face look right is to follow this steps: Convert your plugin to an esm file. You can do that using TESVSnip Open your esp file in TESVSnip (Select the menu option File -> Open and then select your esp file) Expand your file Double click on the TES4 record and a window like the one shown in picture Convert an esp to an esm will pop up. Check the 0x00000001 (Esm file) flag and press the button Save. Save your plugin as an esm by selecting File -> Save, enter a name for your modified plugin and select type Master file (.esm) Load your new esm plugin into the CK (now you won't be able to modify it, but that is fine) and wait until the CK has finished loading everything. Locate your merchant and open his details window. Go to the Character Gen Parts tab and change something there, for example the lips colour setting the interpolation to 1. Press the OK button to close the NPC details window. Locate your NPC again in the Objects window, select him and press Ctrl + F4. The CK will ask you if you want to export the face gen data for your NPC, answer Yes and wait until it is done. This will have generated two texture and one mesh file: The textures will be located in the folder: \textures\actors\character\facegendata\facetint\MyPlugin.esm\ (with the name of your esm file instead of MyPlugin.esm). One of them is a .tga file and the other a .dds file. You can delete the .tga The mesh will be located in the folder: \meshes\actors\character\FaceGenData\FaceGeom\MyPlugin.esm\ Close the CK without saving the changes as you only wanted the texture and mesh files that have already been generated. Now your merchant's face will have the same colour than his body. ^ The above is from the TES wiki. ^ OK so does all of that really need to be done or can we just export the facegen files from esp in the CK without having to make a ESM file. I did not really want to have to have my mod reliant on ESM. Just bloats the file size bad enough I have to now include a pile of meshes and textures because BETHESDA IS TOO LAZY to fix the CK. Now I did all of the steps listed above and it does work but now I am looking 12 DDS files 12 meshes a ESM and ESP when all I should really need is a ESP. Sounds like a pain in the ass for future updates to me. Hopefully I can just work on the ESP and only upload that for updates. ... Unless I add more NPC which then means I have to make a new ESM and do all of this exporting over, am I correct on this? This went from a 2.6 meg file to a 11.9 meg file ..... Thoughts, opinions, links to tutorials regarding to fixing F'd up face colors. All helpful at this point. I keep hitting snags and road blocks every time I think I am close to open beta, *slap* new problem or the CK has an error then crashes, and saves over the backup because it crashed..which sets you back HOURS of work. So I have been saving backup to my desktop after each session of working on this.
  9. So I tried what you said chokehold and I am still missing the meshes in game. I dunno maybe the CK is just screwed up. I seriously do not remember deleting anything in the object window I mean it gives you a pop up warning. I deleted some stuff just to see if the ignore methods work. I do not remember ever seeing that warning popup. After trying this and many other "fixes" I beginning to suspect I may need to try the duplicate cells thing and just start over on the edited world space. While combing through the deleted section I also noticed that the floor piece for the Riften orphanage is marked as deleted as well. Now I looked at the piece and it is NOT deleted in the toolset and I can drag and drop the piece into the render window. However in game, all gone. Maybe my toolset broke itself. Going to make some back ups and try a few things. Nothing like a major hang up to slow things to a crawl. Wish things would just work like they are suppose to. The more I use the CK the more I find out I really hate it. So many extra steps for the simplest things. The mannequins and weapon racks come to mind, Bethesda knew everyone would be using them in the thousands of player homes so why not have them setup for drag and drop rather then having to use markers, activators, an object then link all three of them together one by one, one at a time. 9-12 steps or one drag drop and position. I have used many editors for many games and this one is with it round about ways of doing things is driving me up the wall. Really trying not to curse Bethesda's name atm.
  10. I do not even have the deleted references showing up anymore after trying out the method I mentioned above. I did make a back up copy of my mod and will try it in the order you posted and see if that works.
  11. This is from the creation kit site. Go to File > Data and locate the plugin in which you saved when that deletion occurred. Click "Details". Somewhere in that list is the NorBridgeCage02a base object - there should be a D next to it in the deleted column. Select that line, hit delete and hit OK. This forces the Creation Kit to ignore that change when it reload the plugin. The next time you save, the plugin will be modified and the object should be restored. I tried this as well. Still missing. Both in game and CK. Object still comes up if you type it in, marked as deleted.
  12. Can anyone confirm if what flobalob posted works? I gave that a shot and was still missing the deleted object both in game and in the CK. I also tried selecting only the deleted references setting those to ignored. Did not seem to have an effect for me.
  13. Yeah I checked, object still deleted in the back up. I am looking the details section in the datafiles tab, I found the deleted mesh, trying to figure out how to restore it with out having to open my mod not set to active and create duplicate cells. There has to be a way to fix this or restore a deleted object. Showing the object is used 6 times in skyrim, WRIntRoofSTCorL 6 deleted references. I saw on a post that someone said to restore or undo the changes in the details in the datafiles menu. I am not seeing a way to do this. I can not click or right click the reference, I just see a More Info button and Close button. If I select the deleted reference in the files details window and hit the delete key I get the following message " You have chosen to toggle the 'Ignore' flag on one or more items in the current file. Ignored objects are not loaded in from the file by the editor or in game. This means that any object marked as ignored will be lost during any Save, including a merge to master. Do you wish to continue? I clicked no. Sooooo that is where I am at. Trying to find out how to un ignore or restore WRIntRoofSTCorL. Stupid thing is it still comes in the CK just marked with D after it.
  14. So I have been working on village with shops and player house kinda near Riften and I was testing my mod. I decided I needed some more followers so I ran around gather them up and when I went into Breezehome (vanilla un modded) 2 of the roof panels are gone. Just empty air. I did not open or click on Breezehome in the CK when I was working on my mod and it uses no resources from it. If I unload my mod and check out breeze home its fine. I am guessing I some how deleted the tileset piece that is missing. Looking in the toolset there are now * marks on the EditorID tab for a few whiterun buildings only on the editorID not on the Name tab which shows which cells I have opened in my mod. After opening up breezehome in the CK sure as s*** 2 panels for roof corners are gone. However there is no items in the object window with *D after them showing something was deleted. Anyone have any kinda of information on how to fix this. I have put A LOT of time into the mod I am currently working on, consists of a large amount landscape editing and re nav meshing as well as 7 new interiors cells plus all of the shops, merchants, npcs, idle markers and bazillion objects I carefully placed. I am nearly completed with the mod and was heading into the testing phase and found this problem. I literally only have some minor tweeks and dialog and quests to finish up on 2 week project. I do not want to have to scrap this because of some random fluke with 1 single missing static mesh that is used in half a dozen cells. I believe the missing object is WRIntRoofSTCorInL.
  15. Question is there way to remove or silence a sound attached to an FX? IE remove the sound from a waterfall or burning embers. I see in the edit base that there is a drop down of other sounds to choose from but is there one that is silence or a way to have no sound selected? Working a village with some quests and a player home and I have some hanging braziers with that blue fire ember FX in them and the sound is rather annoying. Same thing with the water sound on the FX I am using for the custom built shower. I did some searches and scrolled down the forums and just wasted and hour of time.
  16. Ok so I think I figured out a fix. I had to edit the terrain a little and move the meshes a bit then hit the checker again which then finally gave me the error messages so I could track down some bad triangles. I then refinalized the nav mesh in all 4 cells bordering the -2 border. Unloaded and reloaded the mod then went in and tested and boom NO more CTD passing the -2 wilderness border. I dunno if the toolset just got stupid after the 1.6 patch or what.
  17. So someone posted they were getting a CTD when crossing the bridge on my mod Helms Haven. I did not update to 1.6 or play Skyrim for a while when I did I had been fast traveling and not using the bridge. Then low and behold I get a desktop in my face. Then I remembered that post in the comment section and opened up the CK and have been poking around and redoing my nav meshs and looking for errors. I can not find them. I have redone the nav meshes. Refinalized the nav meshes, checked the cell borders and it is still crashing. I tried jumping off the bridge and going around both up and down stream and it seems like anywhere along the cell border -2 -14 to the east CTDs. My mod only changes like 2 feet of the cell border. How the hell am I suppose fix that? I have been scrolling through forums and what not and I have noticed a lot of people are posting for help with errors on the -2 border. Did the 1.6 update selectively screw the pooch on that or something ? If anyone has a fix/info or wants to take a look feel free. http://skyrim.nexusmods.com/mods/13611 I am at a loss at this point. Yeah I can fast travel and what not but new players using my mod taking the bridge to the house to get the fast travel marker are SOL at the moment, that is if this affects everyone.
  18. Yeah not a problem man. I was just seeing if there was a tutorial out there. I have been tweaking and working on it most of the day. When npcs are set to idle they are using the entire house now. I even have them going and standing under the fountain and they are sitting around the pool with their feet in the water now. Just a few more adjustments and I think I am ready to repack and upload. I will just make this part of the house optional since I did not edit anything else in the house. If players choose to upgrade, it just adds a new hallway and large bath house style room. I moved 2 wardrobes and tested them and my stuff was all still in them. Now I just need trigger script for them to strip down when they go in the pool. Which I could figure out how to have the steam FX only be visual and have no sound. I did not see a blank sound to choose from when editing the base. But going by half of the screen shots on the Nexus most female followers are pretty much in naked already. I have not played around with papyrus much yet. I am sure there is a way to to have npcs walk to a wardrobe and change into something then get in the pool. Do not know if I will bother getting that far into it. Most players just pose and dress followers how they like. I tested out the house with 3 followers on sandbox everything seems good other then 1 or 2 lean markers need to be scooted out a bit.
  19. I made myself a hotspring in my "homebase" I created, I have those sit (sit cross legged, lie down, etc...) markers all around for the NPC's (and they seem to use them in "sandbox" mode just fine) but I don't think they are for the player to use at all. The way I made it so I (the player) can sit down in the spring too is to put a bench under the water, or sort of embed the bench into the cliff edge. Just be careful not to "embed" it too much or you wont be able to activate it as the player. The Nordic Ruins benches seem to be ok for this, they kind of look like smoothed out rock already. The NPC's have real issues pathing around these if you stick them into a step or something like that, but other than that it seems to work just fine. Only other way I think is to use the Dovakiin Relax Too mod. I hope that helps somewhat. :) I did just take a screen shot a few minutes ago that may help illustrate this.... let me see if you can see the bench. I'll edit this post if it is any good as an example... yep you can see it just fine, this is my idea: Yeah did pretty much the same thing. Works with the dovakin relax and what not. I was just trying to figure it out so I did not need dependency on an other mod. I actually have the stone steps in my pool to sit on but they are set up default for 3 seats. I wanted them as two and for cross legged. I put a stone dwemer table at a slight angle in the water with a laydown marker and it works just not with out going into relax or sandbox. They lay down and are partially out of the water. I did notice NPCs have a very hard time sitting on an edge or steps.
  20. I am working on an update for one of my mods and I put in a bunch of invisible chair markers. They do not get a "use" or "sit" when you move up to them. They are marked for player. I am pretty sure I need to link a activator to them but I can not find a tutorial for this. Making something similar to the Darkwarter Crossing hotspring where the npcs are in the spring relaxing. Would like to have it so you could sit down at the edge of a dock or pool. I could use a laydown activator as well. Relax not sleep. Links to tutorials or some info would help out. I did some searching around the net and came up empty.
  21. Hey I am doing a an update for one of my mods and I put in a bunch of invisible chair markers around the edge of a pool. They were marked for player but do not give a "use" or "sit" when you move up to them. I am pretty sure I need to link them to some sort of activator but I can not find a tutorial on how to do this. Anyone have a link or some info to help out? Also I need a lay down activator. Relax not sleep. Doing something similar to the the Darkwater Crossing hotspring. It has NPC relaxing in the hotspring.
  22. Think I got it now. I did not re-finalize after I cleaned up my meshes. Did not have the green triangles. Thank you. Problem solved.
  23. Working a housing mod. I have everything done and working. Nav meshes are all good and error free. Triggers and idle markers seem fine. All crafting, all racks, all furniture working fine. Hell I even got dragons to land on my roof and burn my goats to death. But for some reason followers will not come inside the house. This is all that is holding up the works for upload. My front door is near a intersection of 4 cell borders which was a very piss poor snafu on my part however all of the cell borders are good and the followers can move past them just fine. I have looked at other player houses which followers do follow into. I noticed quite a few of them have poor nav meshing and the followers do not get around very well. I fixed one that I saw had poor nav meshing just to test and see if I had gotten too anal with my nav meshes but they worked fine followers moved around much better. So I dunno what the deal is. Is there some sort of setting or marker I need to add to my cell so followers will enter? I did not see anything like that on other mods. I have tried mimicking settings from other mods and from what I saw already had my settings the same. Any info would be helpful. Also I am looking for some tutorials on idle markers and or a proper tutorial on player housing.
  24. Problem has been resolved. Thank you all for your information and input.
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