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ErianDragonborn

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  1. Hi! For a mod I'm working on, it is essential that the NPCs follow a quite tight scedule. I've devided it in blocks of 1 hour and have them for example walk from one place to the next in an hour (a distance they can make when walking fast), have them have a conversation or say something and then move on. I've encountered 2 problems with this. 1) NPCs stop walking and just stand there. This is a bug that is mentioned a lot, but I was wondering if there is a way to make it happen less frequently. I've noticed it most often when NPCs are moving from the Temple of the Divines in Solitude. If I am in the temple with them and walk out with them, there are often at least some that will stand still in the bit where the marriage will take place. They don't do anything. If I then walk to where they have to go to (it's usually half an hour later) and wait for 23 hours, they do all turn up at their destination. 2) Packages start at an unreliable moment (or not at all). a) Some packages require an NPC to say something quite long. It will take a full in-game hour. I can't devide it into sentences, since that would sound very bad. But when I enter the temple at 12.15 and someone should start speaking at 12.00, they will just stand in the right place and be quiet. (I use the 'say' package and have them speak to themselves) b) Also, if they have to move from the Temple to the market from 12.00 to 13.00 and I use wait to arrive at 12.30, they will often start leaving the temple at 12.30, giving them 30 minutes less to get to the market, which might not be enough. Is there any way to make the schedule more reliable? I know that it's Bethesda NPCs and they are not quite easy to work with but I want to make the best of it.
  2. Hey! THE QUESTION: How do I make a properly skinned mesh for anything other than human armour/clothes with Blender 2.7+? THE EXPLANATION: I've been trying to make some horse armour, a new bow and a new skin for a werewolf, but I'm running into the same problem for all. I'm using Blender 2.7+ (currently 2.78) and exporting nifs is going all fine, but it doesn't export any skin data. Last week I installed Blender op my new PC. Before that, it always threw an error when I tried exporting the mesh and skeleton. Now, it doesn't do that. But it does export only the NiTriShapes, even if I have the skeleton selected during export. For normal armour, I have used Outfit Studio, and it works very well. However, when I use the same process for weighting and exporting anything that doesn't go on a human, the result looks terribly weird. All the joints seem to be in the wrong place. It's all streched out. How do you guys do this?
  3. @cdcooley Thanks! It was working with 'wait' but I already had my doubt on whether that was a stable solution. I will use RegisterForSingleUpdateGameTime. There is one thing I still need to know (but can probably test it): Does it still update, even if the cell is not loaded? edit: it is fine if it updates as soon as the cell is loaded.
  4. I have to enable an x-marker after a certain time (2 in-game days or a real-life hour or so after activating a lever) and I have a few methods. I am not sure however which one I could best use. 1: I know I can fire a script with the lever and use 'Utility.wait()'. This will register real time and will pause when in a menu. - Will this keep ticking even if you are in a different cell / location? EDIT: - also, will this reset every time the script is fired again? i.e. I activate the lever and check that I want to enable marker A Then the 'wait' thing kicks in and waits for 60 seconds After 30 seconds I pull the lever again and choose to enable marker B What will happen? Will A be enabled after 30 seconds and 30 seconds later B? Or will B be enabled after 60 seconds, or 30 seconds? Or will A be enabled? 2: There is a way to use in-game time too, I can save the time at which the lever was pulled and check the current time with that time. - Is there a way to do it like this without registering for update? Since I think that would take quite some computing power. 3: Are there methods I have missed? These are by using Papyrus, but maybe there also is a way using the built-in logic system?
  5. Hi! EDIT: It is solved somehow. I have done two things: 1: add a lod file with the same name as my worldspace 2: completely reload the cell rather than just restarting skyrim I don't know which of the two solved it. The problem I have is the following: Mountain meshes kindof slide out of view if you get too far away. They don't instantly disappear. It is more like there is a large bubble around you and you can only see what's inside. I have tried / I think: 1. I think this is a LOD issue, but I am not 100% sure. The terrain goes on indefinately, but mountain ranges disappear. 2. The lighting template has the maximum near, far and clip distance. It can't get larger. 3. I used Skyrim mountain meshes so I'm assuming that they have LOD objects assigned to them. More specifically, they are the DLC2 mountain meshes. I don't really want to generate a full LOD for the worldspace. It seems quite unnessecary since I only want to make the mountains remain visible. I care less about the rest.
  6. Thanks for the offer! I used the same 'program' but for photoshop. It's supposed to work the same way, but for some reason didn't manage to get good results. Admittedly, increasing texture size from 512 to 1024 did help a bit. I guess I'll have to play around with it a bit more. The shine map (environment map) is generally speaking not the problem. It's armour, so it's supposed to be quite shiny. Only now, the fabric is as well O:) Here again the original and the new version... The thing still looks a bit plasticcy, when compared to the original... But it's a lot better than the thing above. (notice as well the shiny clean armour ^^)
  7. I have been trying, drawing, painting and thatever this whole day and I found that doubling the texture size definitely helped. I am not sure why, though, since the original seems to have the same texture size as the one I was using... Anyway, I've hand-painted (yes, hand-painted) the normal map. I might make a video or tutorial on how to do that. Gave me better results but takes way longer too.
  8. If it's just for exporting nifs, the most difficult thing is to set it up. Then you can just import whatever you want and export it as nif ;) Actually, I may tell you how to do that. (only tested on dwarven helmet, but I think it will work for static items as well. Perhaps other items too, but animated ones probably not) 1. open BodySlide 2. open Outfit Studio from BodySlide (button at the lower right corner) 3. File -> Load Outfit... 4. Choose an OBJ you saved in Blender. 5. File -> Export -> To NIF ... -> Yes (if it asks that you are sure because not all vertices are weighted) 6. Done! Or open in NifSkope to change textures and the like.
  9. Hi! I've been messing around a bit with the Dwarven helmet, but I just can't get the normal maps to work correctly... Since I have been changing some parts in Blender (including the face, which I hate) I had to remap the textures. The new textures don't line up with the old ones, so I cut and pasted the sides but my textures look nowhere near as crisp as they do on Bethesda's helmet. Does anyone have an idea why? I litteraly copied their normal maps and rearranged them... (p.s. because of rearranging, the indents now stick out, but I first want to solve the strange look before getting into that)
  10. I did manage to find a solution that kinda worked for the helmet I was working on but it is a much bigger hassle than seems nessecary... I am thus still looking for other ideas. What I now do is: - import an oldrim Nif into Blender - export to Obj from Blender once done with editing - import the Obj into Outfit Studio (https://www.nexusmods.com/skyrimspecialedition/mods/201/?) - export as Nif from Outfit Studio - import the Nif in Nifskope and add the correct textures etc.
  11. Hi! I'm at a loss. I have been trying to import nifs into Blender the whole afternoon, installing different versions, trying different versions of NifSkope, but nothing seems to work. So my question is: has anyone found a program that works with the Skyrim Special Edition nifs? It doesn't have to be Blender per se, but I will need a free one. And if it is Blender: which versions of Nifskope, blender and niftools do you use? Edit: Just to point out the problem: I keep getting the "array too long" error in Blender 2.49, and apparently the "Unknown Block Type: BSTriShape" error in Blender 2.79 (if I don't edit them in NifSkope, otherwise I get the "array too long" error).... I have tried them with editing the mesh in NifSkope and without editing them... Is my best bet to edit Oldrim meshes and convert those? If that ís possible?
  12. What extention does the image have? Is it .JPG, .PNG or something different? I think .JPG should workd, but haven't tried adding images myself. If it has a different extention, you may load it in paint (or another image editing program) and save it as JPG from there.
  13. I don't know a lot about locations, but what I think krisjay means is that you have to create a new location for your cell. You can find 'locations' under one of the tabs in the menu bar at the top. I don't have the CK opened at the moment, so I cant see which one. There you can create a new location and add the cell your X-Marker is in to that location. The cell is a bit of the world space, by the way. For all rooms, dungeons and indoor things, a cell is what you enter through a loading screen. Every time the game goes through a loading screen when (going to) indoors, you are entering a new cell. When out in the world (but also in cities like whiterun), cells are squares of the world space. The cell you want to link to the location is the cell that contains the Xmarker that you just created, and probably also the one with the map marker/fast-travel marker. The name of the cell is whatever shows up in the Cell View Window. It might well be called 'wilderness' if you are out in Tamriel somewhere. You can rename it to something you are going to remember. That makes travelling to the cell with console commands also easier. I suppose that you can set a horse marker in the location window, but with that I cannot help.
  14. I agree. I intended on adding a piece about the snow elves and the falmer. The Dwemer were quite horrible people, for all we know.
  15. I suspect pretty much any crafting overhaul will allow you to do this. You might want to look for a mod that also works for the DLCs, if you inted on working with their added armour as well.
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