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dogsbody58

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  1. For the next guy who comes along: Fallout requires that the top level node be labelled "Scene Root". Since the export scripts aren't optimized for Skyrim, they will create that node above everything else if your root node isn't called "Scene Root". You can just select the next node down and use the nifskope function "Crop to selected" (or something like that) and you're good to go.
  2. I'm trying to modify the chaurus mesh, but on export from blender, I'm getting an extra level of ninodes. Toplevel node is "Scene Root", second is "Chaurus", then my NiTriShape, BSDismemberSkinInstance and all the rest are under there. This does not make Skyrim happy. Any ideas about what's causing it, or how to fix? I'm using the instructions at http://tesalliance.org/forums/index.php?/topic/5639-creating-skyrim-armor-in-blender-tutorial-series/ -- they've been working fine for a bunch of other stuff, I'm just stuck on this one.
  3. I'm working on a mod dealing with creatures, so I want to call them up using player.placeatme so I can see what they look like. But skyrim refuses to recognize the formID I type. I think I heard something about the formID including the load order when it shouldn't or it doesn't and should--anyway, I can't get my animals to show up. Vanilla animals do using their BaseID's. I figure it's something simple and stupid. Can anyone point me the right way?
  4. Well, dayum. Read your link and now your post makes sense. Yup, what I was trying to do won't work. I guess I'll try out "emsification."
  5. BTW, Matthiaswagg, thanks for the info. What you said is total gibberish to me (what's the difference between a master and an esp?), which is actually useful. I'll go read your link... this looks like something I need to understand.
  6. Hah. When run from MO, CK writes changes to MO's overwrite directory. The overwrite directory is always loaded by MO. So I bet I had bad files in the overwrite directory, turned off my mod thinking that my changes had been stored there, and they were loaded anyway.
  7. BTW, I'm a save freak, so going back to old saves is NP. I'm more interested in what's going on with the setup. I've backed off and am working through the modding documentation more carefully, I'll see if that doesn't make things clearer.
  8. No, didn't notice a SkyUI Error. And now the whole thing is working (without my mod)... not sure what's different. I did reboot in there, but didn't reinstall everything. This whole setup is pretty fragile.
  9. Total noob question here, I'm hoping there's a simple fix to what I've done. I thought I'd fiddle with the dialog in another mod. I'm running MO and LOOT, so I put the Creation Kit in MO and ran it from there. Selected the mod but no "Active mod". Changed a few lines of dialog. Saved, CK asked for a name, gave it one. Found the resulting esp in the overwrite folder and moved it to a new mod folder. Refreshed MO, enabled the new mod. Now my Skyrim setup is totally rogered. Trying to reload a save gives me the "this save depends on deleted content" message. If I keep going I get "Skyrim Script Extender is not running" message, then "SkyUI can't run". Nothing works. So I decide that was a bad idea, and remove my new mod. SAME BEHAVIOR. I've apparently screwed up the original setup somehow, but I've no idea how. Any idea what happened and what the simplest fix might be?
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