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rockyourazz

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Everything posted by rockyourazz

  1. Hi mukialedori... I don't know what piece of furniture you are talking about - I can't see HHbench in my CK and I have all three DLCs (maybe ruinsbench ?)... But anyway... you don't need nifskope to change seating arrangements. there are some options: 1) If it's already a furniture: Just duplicate the furniture you want to change and rename it. Then go edit the seating arrangement by ticking the corresponding boxes in the bottom left of the object's tab. 2) If it's a static object OR if It's already a furniture - but just doesn't seat the number of people you would like: This time you need to duplicate "some" activator object (not static or furniture...). After duplicating some activator and renaming it - open the base object with the model you want to use (press edit base object... btw when exiting this window press "cancel" not "ok" to not make "an edit" to the bethesda original object...) and look up the model's file name and location... copy the full path+filename... exit by pressing "cancel"... now go to the activator object you created (by duplication or right-click "new" in the activator tab of the object window) and edit the activator by changing it's model file name to the one you copied (remember to "ok" this path+name while in the right folder "meshes" {am I right? haven't done this for a while... if it shows the model I was right - if not try "data"... but i'm ~90% sure it's meshes})... this time exit the window by "ok"... Now you need to use one (or more) of the "invisible" furniture objects (write invisible in the filter). If these invisible chairs don't suit your task - you can duplicate one of them and rename it to edit the sitting arrangement by ticking the corresponding boxes. place them the way you would like. Now you need to "connect" these two together using a script attached to the activator (the one that holds the model). edit it and add a new script (and name it): (Here would be your script's name...) ObjectReference Property FurnitureMarkerREF AutoActor Property PlayerREF Auto Event OnActivate(ObjectReference akActionRef) if akActionRef == PlayerRefFurnitureMarkerREF.Activate( PlayerREF )endif EndEvent After you created and added the script to the activator - go inside the script properties... auto-fill the PlayerREF property... now edit the FurnitureMarkerREF property and select the invisible furniture you placed on it... press "ok"... If you use more than one invisible furniture with a model: You will have to do the same thing multiple times and change the script a bit... for example if I have 3 invisible furniture on a model: ObjectReference Property FurnitureMarkerREF01 AutoObjectReference Property FurnitureMarkerREF02 AutoObjectReference Property FurnitureMarkerREF03 AutoActor Property PlayerREF Auto Event OnActivate(ObjectReference akActionRef) if akActionRef == PlayerRefFurnitureMarkerREF01.Activate( PlayerREF )FurnitureMarkerREF02.Activate( PlayerREF )FurnitureMarkerREF03.Activate( PlayerREF )endif EndEvent Hope this helps - It should work... just remember to move them all in one piece when you do... not sure but maybe after moving them you might have to re-enter the selection for the invisible furniture (just clear the value...ok and exit... re-enter the window and edit it again...ok and exit...) PS I have seen NPC's sitting in chairs I created this way - even though there is a condition for it to be used by the player only... but if you would like to make sure it isn't "supposedly reserved" only to the player you can simplify the script even more to these 4 lines (if only 1 invisible furniture is used...): ObjectReference Property FurnitureMarkerREF Auto Event OnActivate(ObjectReference akActionRef)FurnitureMarkerREF.Activate( PlayerREF )EndEvent mind you I never did this and haven't tested it like this - don't blame me if your computer suddenly expels smoke and explodes or all hell breaks loose :tongue: ... but I wouldn't worry... EDIT:@Tamira :laugh: Yeah... sorry about the length... it's is likely to take you less time to fix it than read this...
  2. Cool... good to hear you have found a creative solution... scripting open up a whole new dimension of fun modding possibilities :) And Matthiaswagg is a very helpful guy... I have read many of his posts when looking for answers for questions about modding...
  3. Hi... There are many ways to do this... but in your case I think you could use the event of when the key is inside the player's inventory and the player is in the object's cell (interior or exterior)... I haven't tested it yet but maybe something like this (this script should work... (edit: it compiles and should be ok)): Actor Property PlayerREF Auto Key Property TheKey Auto ObjectReference Property TheObjectsParentMarker Auto bool Property KeepChecking = True Auto Hidden EVENT OnLoad() IF KeepChecking IF PlayerREF.GetItemCount( TheKey ) TheObjectsParentMarker.EnableNoWait( False ) KeepChecking = False endIF endIF endEVENT After you created the script -just create an Xmarker in the same cell your objects are and add the script to it... after that just auto-enter the "PlayerREF" property, Choose the breezehome key for "TheKey" property, parent all your objects to a new (other) Xmarker that is "initially disabled" and enter this parent marker in "TheObjectsParentMarker" property... When the game starts the objects (and their parent marker) would be disabled... but the other marker with the script attached to it would be enabled... so everytime the player enters the cell that marker is in - it would load and check to see if the player has the key to breezehome... once the marker gets loaded and finds the key in the player's inventory - it will enable the other parent marker with the objects and they would display from now on... and the script will not check for the key anymore...
  4. You could probably try editing an existing havok crate (or something similarly shaped as you model) and change his polygon model (copy over...) with your model in nifskope... after that you may need to tweak your own model geometry to adjust it to the collision mesh you are "highjacking"...
  5. Hi... welcome to modding... I think you might have changed something in your main skyrim.esp file and need to either reinstall the game or if you have backups - just copy them over the game's vanilla .esp and .bsa files... I suggest having a backup folder with the vanilla .esp and .bsa files... for cases such as this and more that could pop up on the way... especially for modders :wink: Good Luck
  6. You may want to create a collision plane (or box or sphere...)... select any object roughly the size of your target object you would like to make the player collide with... then just view all markers with "m" (or just collision planes - it has options in the "show/hide" window under the "view" tab)... and then there are 3 boxes you can press right on top of your render view (the group of six at the right most end... the 3 on the left end of that group...) - that is how you create the collision plane/box/sphere... you then shape it the way you need... and on and on... You might want to also look into creating a correct collision for your nif objects.... I tried once in the past and gave up - can't help you there... but there is info on the web...
  7. Hi again griphonaerie, I am not that familiar with worldspaces - but maybe you could try using one light (with shadows on) and no terrain at all - and have just a custom "floor for your cave (with strategically placed openings) ... and then light the whole worldspace from under (not top like the sun...)... that way you should have the lighting fade to black when it goes to the top of the cave... and just use FX objects for the light shafts from the top of the cave... Or just simply use one light with no shadows and make the top of the cave higher than the radius of the light... then use fx to simulate the light shafts...
  8. I sense you are talking about an exterior... You can just use any static geometry to cast shadows - if I need shadows I would use a simple floor panel... and when I needed a nice cave I took a static rock I liked, edited it to have a hole in a 3d program, flipped the faces in nifskope so the textures will face the inside... and put it together with an un-flipped version of it at the same spot to get the outside texture too... worked well for my needs... I don't think you should expect pitch black in an exterior during daytime (I think it's only as dark as the shadows are in that space) - but at night it will be very dark... You could also ask around the more skilled modders how you can change the imagespace with a trigger... I think that will get you a darker cave during daytime... and more control on the lighting conditions... If you are up to it you can try yourself... take a look at this: http://www.creationkit.com/ImageSpaceModifier_Script
  9. Hi nexus users, I had a problem and I think I found the reason so I figured I leave it on here if anyone had the same problem or wondered why papyrus is giving them problems about a "non object"... Here was my problem: ------------------------------------------------------------------------------------------------------------------------- I would really like some help with a certain kind of script log error please... I have a simple script that enables/disables objects with a trigger (OnEnterOnLeave) and it is causing the same errors and warnings that repeat themselves in the log and I wish to fix them: " Error: Cannot call IsEnabled() on a None object, aborting function call " (also the same with EnableNoWait() or DisableNoWait() ) And it follows with a warning like: " Warning: Assigning None to a non-object variable named "::temp2" " Here is a sample from the log: -------------------------------------------------------------------------------------------------------------------- The problem was that the script had multiple object property entries - and not all of them were filled... the code itself went through all of them no matter if they were filled or not... hence when the code went through the lines concerning these unfilled properties and trying to ask it if "IsEnabled()" or tell it to do something - it would not be able to find a proper object to do so - hence the "non object" error... apparently papyrus does not automatically skip empty properties that are referred to in the code of a script... unless you tell it to... The solution was to have a bool property which controls if the property is used and if the code should be executed... I do not see these errors any more (every other error but this :smile:) and have helped... well... myself :smile: ....(I will thank myself privately later...)....hopefully this helps someone else too... * This problem has been resolved - if the moderators think so they can mark it as solved (...or delete it if it is unnecessary clutter...)
  10. Thanks Matthiaswagg :) ...Sorry about your computer I don't know if you have to format after your computer broke down or need to get a new one... but if you want to use photoshop (or other trial software) more than the trial period from now on with your new computer I suggest you use your c: drive for the OS and software only and then you could shadow copy it before installing trial software (but after installing all your basic software and updates off course...) and restore it after the trial period ends to install and start over again. I have acronis true image and have used it for this before and it works very well for me when needed... windows backup should work too (just more cumbersome to restore with)... you could also try to backup just your windows registry before installing trials and restore it after the period ends to "reset" it (didn't try this one with photoshop - might work)
  11. I saw this and I have an urge to write here - sorry if I am butting in... newbie ranting... I almost finished combining two house mods that I liked into one and adding a little something too (first mod)... got confirmation from the modders some months ago - one I asked (vlindrel hall reborn by venatoris) and the other wrote on his page that you could mod it and release but give credit (vlindrel hall TNF by goatk) ...thank you both :smile: didn't release...yet... shy :smile: Also working on my own dwemer mansion in markarth - been under construction since talos knows when... It currently has room for you plus 6 kids and about 22 followers (for now) to live comfortably in a luxurious markarth mountaintop mansion :smile: Enjoy one of the most beautiful views in the game IMO... with the "natural" changing world lighting which I like... in a house that feels like a real-ish house (hopefully) with less huge trophy halls and more livable rooms... with trophies and displays :wink: The whole house is completely in one of the markarth city external cells so there is no loading all - run right from the city gate into the mine and up a lift to the house seamlessly - fall straight down the top of the lift or roof to the city streets - splat!!! (virtual fun!). It has all amenities I can think of (and more) and should have a mine with ore for glass armor under the house, an alchemy patio garden, roof garden,ice garden with ice sculptures, a library-museum, temple, training basement with dwemer training machine (anyone knows how I could make it release havok-driven beach balls?), machine room,waterfalls that goes through the house and power it, a rooftop stone-glass cave with special water, showers and toilets, and more, and hopefully some nice artwork throughout the house. I am planning on having a dwemer spider helper and some weird dwemer AI (he has a few problems with the spider) that requests silly nonsensical things from the dragonborn at first just to test him till the house gets used to you... and trusts you as the dragonborn and as a friend... and opens its doors to you and your friends... literally :smile: It is a looooong WIP (on my newbie skill level) and I am still fleshing it out and working on the main building and the performance and the "special" scripting stuff... Nobody really knows me here (again... sorry if I am butting in) - but maybe if I write about it here it will get done quicker :smile: Thanks for asking and giving me and others an opportunity to talk about this stuff...
  12. Hey ac3s, First I want to say I just read your mod page yesterday - looks more than great - good job :smile: I am working on an external house and I had the same problem... My solution was a "personalized" "LOD" system using trigger boxes to partition the external space with what the player sees... It saved my mod... for now... still work in progress... but I would be honored :smile: to help out... it would be the highlight of my modding career as of now :smile: ( am kind of a newbie) I first did it with a "general" "LOD" system with markers for each area\room that takes ALL objects and switches them on or off... but after a few days I found it was more useful to designate the objects to different LOD markers - One for Stuff you see from the outside, a second one for shared objects (shared walls and architecture) and a third one for internal objects in the room... then a fourth one who is a parent to all for when I need absolutely all objects shown... Your house is an internal cell so you maybe won't need all that... but it could help with the outside - I know it helped my lag in my external cell... I wish you much luck and fun with your mod - I wanted to download it but will maybe wait till I finish my own house... It is taking almost as long as building a real house :smile:
  13. I second that... If it is a road and monotonous outside part I don't think you need so many triangles - it seems too time consuming for me at least and with no real effect in the game - you don't have to continue the pattern so finely where you don't need the detail.
  14. Maybe you don't have the visual c++ redistributable needed - most of my problems with applications loading come from this... if not try downloading a different version of nifskope and also try posting in the niftools forum about this you might get more help there... good luck...
  15. Hi... yeah it sounds interesting but it is a bit vague at the moment... It might be more effective if you listed what you needed... If you want to make a location that looks like the movie or if you just want to bring the characters or items from the movie into the game in some fashion, or if you want to bring the game and the movie closer together with scripted quests that somehow relate or make a "standalone" mod ... In any way Good luck - you can have some real fun on the way...
  16. Wow Tamb0, thank you thank you thank you !!! :) I still didn't touch anything LOD related since I am kind of a newbie... guess is shows :) ...crossed my mind though...for real...I'm not a total idiot...I swear... I thank you very very VEEEEERY much for taking the time to answer and wish you great advice... I don't know how to thank you... if you need some help with anything I would be happy to try my best... Thank you again, Roy
  17. Maybe the problem is that you are trying to enter the file location for the nif wrong? I had a problem with it until I noticed I had to go back with the folder arrow to the "mesh" folder and manually enter the wanted nif location like so for example: architecture\markarth\mrkkeepdoorwaymain01_MODEDbyMEorMESHfromGAME.nif right where it asks you for the nif mesh name ? is this what you are doing? This works for me...
  18. Sorry If I am just jumping in... I am quite a newbie... but cant you use a move to position in the position you draw the weapon triggered by the draw and conditioned to last until the weapon is sheathed? Sorry again if jumping in... just a newbie who just learned a little scripting and is a little enthusiastic :)
  19. Hi guy (and girls...just used to it...) I am editing the landscape in markarth and I have come upon another layer of land that is invisible (to me) in the Creation Kit but visible in-game. The land is very low quality textured and you clip right through it. If anyone could tell me what it is or help me get rid of it I would greatly appreciate it... it is displeasing to me and has become a nuisance :smile: Thank you very very much for any comment you could offer about this...
  20. just a tidbit about multiple versions......I have two differently moded versions of skyrim ..... one is always in Skyrim folder and the other in Skyrim2 folder..... when I want to switch I just move them from one to the other and it works for me......
  21. Hi guys....(and girls).... I need a little help with a mod I am working on..... I need to find a way to edit the clouds on the mountaintop at markarth but I'm having a hard time even finding the object for it in the creation kit (if it even has one...) . I have found a ton of SkyrimCloud objects (and the clouds themselves seem to be angle-dependent as the SkyrimCloud objects but I might be wrong...) but I fear it doesn't help me edit the clouds specifically over the markarth mountaintop. I know the MarkarthWorld worldspace has an option for a cloud model if I untick 'Use Map Data' but I don't know what other changes it would bring and if they would be unwanted....and even if I did I don't know how I should go on editing them and in what kind of format...( In Maya? 3DMax? NifScope? Other?) ....Or maybe the clouds are actually somehow coming from the skybox and I need to uncheck 'use skybox' but then how would I patch things up so I would not brake playability in markarth?.....so many unknowns.... system breaking down.....beeeep.....error error......need help please..... I hope someone could share some insight into cloud editing in skyrim.... even if it doesn't directly link in to my problem.... I simply can't seem to find information about it anywhere on my own ( lame? :smile: NO!!! just a little slow sometimes maybe....) Thank....well.....anyone who has some knowledge about this.... Thank you very much in advance :smile: EDIT: Hi.... forgot.... It would be also immensely helpful if I could just clip them somehow (specifically just them...not the landscape and such...) .... would an occlusion plane or something more advanced like that (which I know nothing about :smile: ...but will try to "get a clue"... ) work with only the clouds? or maybe even if I could somehow find them in TESVEdit... Thanks again... EDIT #2: OK.... I finally had the guts to disable the 'use skybox' and the clouds came from there....it got rid of them.... but how do I not get rid of them that way? is there any other way? I don't want to get rid of the dragons.... and just an area of clouds - not all of them.... is there any way?
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