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Posts posted by 37G
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Thanks - I'm also referring to the type of NPC that will be called back to a location or enabled by a quest though - in the past when I've tried the enable/disable dance, I always lose to a competing package or an alias filling
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I'm curious if you guys have experience in removing lots of NPCs, either by deletion or some less destructive means. For NPCs with a smaller role, it seems safe to:
- delete their placed reference & flag their aliases as optional if there are any, or
- move them to a holding cell OnInit and switch them to a 'stay here forever' package
But in the latter case, is there a clean way to ensure they are never pulled back into the game?
Do you try to avoid having the "__ is in use by the following forms" window come up when you delete a reference?
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If you run everything through SSEEdit and right click on the mod > apply filter for conflicts, then expand Lakeview Extended into the Worldspace/Tamriel section, I suspect you'll find heaps of red in that Falkreath area. Up to you if you want to resolve those conflicts, but you can usually get around it by loading the mod way later.
So I used to get crashes in this area too, and for a while I just moved the Lakeview mod (Avant Garden in this case) further down. However, uninstalling / unticking midgame is definitely going to cause crashworthy problems - it's just a mod conflict, if you have backup saves you're all good.
Save cleaning is useful for long convoluted playthroughs with slowly growing problems like script errors, but usually it's only worth removing 'unattached instances' and 'undefined elements'
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Purple textures = the mesh does not point to the correct location, or there is no texture there
Mod authors sometimes mess up textures in the CK when they forget that their custom texture should not follow the same file path as vanilla. Another way they can mess up is if they intended to make an override, but instead edited the mesh or the CK object to point somewhere new, when it shouldn't.
Also, this is a lifesaver for both install and load order https://skyrimseblog.wordpress.com/load-order-structure/
Edit: someone mentioned resetting the .ini files, yeah definitely try that, anyone seeing this later
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No problem I get lost on this stuff all the time :thumbsup:
How about MoveTo but you just place the marker -30000 units away?
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If the base actor is set to respawn, as in that's checked off in the actor window, they will respawn as soon as the cell resets - try this function if you want it to happen fast
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Are you editing a vanilla script? Cause they can break real easily with tweaks like this-
I'm not sure about your error out of context but if you add that ObjectReference Property line in the top property section, and use the same name for your property up there as you do in the script, it will compile -
and if NPCs are moving it sounds like the rest of the script is workingLet me check something on respawning
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Which faces and which armors? First try to arrange everything so that it looks like this: https://skyrimseblog.wordpress.com/load-order-structure/
If it's just a few purple items and black faces then you simply have non-texture mods trying to replace your replacers. Your txt says you're using Mod Organizer, so look for the overwrite tags (lightning bolt) and double click those, look at their 'conflicts'. Reinstall the mods that you think are causing problems, and don't worry about FNIS
NPCs:
What you might have is 2 mods that edit the same NPCs and both provide new meshes. That causes the black face sometimes, depending on how the author organized the mod. If you find out specifics and want to keep both mods, deleting some of the meshes and removing those edits in SSEdit will work (for replacers you need to do both)
Armor replacer:
If by not working you mean it's gone back to vanilla, you just need to move it lower in the install order & load order
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If it's a marker you can add the property and fill it afterwards as E3DemoMarker:
ObjectReference Property killzone auto
And in the script:
[however you reference the target].MoveTo(killzone)
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It's as Guineapigpwr and Selonianth said, to reiterate, you have to use the 'delete' / del key and not backspace or any other variation. Again to necro, but this got past me for ages and doesn't match with any other behavior in the CK
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I know that the Witcher 3 is no longer interesting to anyone
Dude, this game is insanely popular! Have you been over to Skyrim Nexus? You can't scroll 1 page without a Witcher mod :D
Fantastic video
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Hello, bit of troubleshooting, or a puzzle if you will? Main questions:
- Does moving a portable MO2 installation, WITH corrected paths, break the CK, despite not breaking anything else?
- What ini files MUST be present, and paths set, for the CK to work through MO2?
- Does having MO2 on the same drive as Skyrim (but not in the Skyrim folder) cause problems?
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I'm running MO2 as a portable folder and have just moved it to an external hard drive. This hard drive is where my Skyrim SE lives, but the directory lives separate from that folder. The paths are corrected for its new location and the game runs smoothly.
For ages (in its previous location) Creation Kit has worked perfectly using these fixes in the initial setup:
- The 'CKScripts as a mod' trick: everything here
- 'SSE Creation Kit Fixes' mod by Nuukem, with the multiple masters fix
- Adjusted inis: CreationKit, CreationKitPrefs and skyrim64_test
When I moved directories, first, the CK took about 4-5 times longer to load archives. I guess that's normal if the external drive is slower than the internal. Then on loading an .esp, first I got a 'form ids don't match' or 'wrong # of form ids' error, something like that. No masters loaded, and it asked if I want to correct a file header, I said no - that .esp became unavailable afterwards (this makes no sense to me). Is any of this relevant to the move? I have no idea-
This brought me back to the initial setup, where I remember having to launch CK through Bethesda.net once, let it crash, and then it worked. So I did that, and it had no observed effect.
The next time I loaded up an .esp, it just gave me the multiple masters error and did nothing. Haven't gotten that one for over a year-
I then added CreationKitCustom.ini, which apparently didn't exist before, with the allow multiple masters line added. The CK now once again opens through its exe in MO2, can edit things, but it's extremely slow. A bit faster in a profile with almost no mods. I would assume this is just due to it reading from a slower drive, but how does that not affect gameplay or other programs?
Final note: SSedit runs perfectly as if nothing ever happened, and this is also on my external drive.
Update for posterity: editing the descriptions of ESPs in the CK seems to give errors in certain cases... maybe depending which masters are ticked... there doesn't seem to be a rhyme or reason except the side effects of a directory location-change
Best practice for removing NPCs from the game world
in Creation Kit and Modders
Posted
That makes sense. It would be interesting to see how far it goes though, e.g. can hitting one key NPC with a SetCriticalStage spiral out into breaking all AI across your save
I like experimenting with those cursed mods in the space of one game save and virtual folders - and the Alone / Empty Skyrim mod is a more dramatic version of this. As in: if you're going to break something, break it completely