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Shade1982

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Everything posted by Shade1982

  1. I found this in another forum: But the Papyrus logs don't appear to be logging anything related to my problem... :(
  2. That was a good idea, but unfortunately no errors showed up :( Nothing but: bow.nif Block [6]: Redundant all white #FFFFFFFF vertex colors Block [11]: Redundant all white #FFFFFFFF vertex colors Block [13]: Redundant all white #FFFFFFFF vertex colors bow_1stp.nif Block [5]: Redundant all white #FFFFFFFF vertex colors Block [10]: Redundant all white #FFFFFFFF vertex colors Block [12]: Redundant all white #FFFFFFFF vertex colors But that seems rather normal, since my other files give the same message.
  3. Hey all, I just found out SSE has it's own forum. I have been posting in the old Skyrim forums :P. I have a rather odd issue. I have created a set of custom weapons for myself. However, one of them, the bow, has the tendency to crash my game when I switch it. The issue seems to be worse when I use the favorites menu. I have checked the weapon object, the weapon static object, the enchantment, the references in the nif file and the corresponding texture files. As far as I can tell, there is nothing wrong. Is there any way, like an error log file, I can check to see what exactly causes the crash?
  4. You read right. You can install your own graphics card. What you need to know is the type of slot your motherboard has available. That way you can find a compatible graphics card. Take a look at http://www.playtool.com/pages/vidslots/slots.html. It's a rather long read, but if you skim through the technical stuff, it explains it quite nicely. Anyway, most modern desktops will have a PCI-Express x16 slot for video cards. So, look for that. PS A friendly piece of advice. If you have absolutely no experience with doing stuff like this (and it sort of sounds like that, no offense :tongue:), ask someone else to do it. You can really mess up your computer if you damage your motherboard or any of the other hardware near it.
  5. Well, that does fix the script stopping when it runs into double items, but it doesn't appear to actually equip the second (or first, I can't really tell of course) weapon. Unfortunately, I've run into another snafu. The dual sheath option requires SKSE, which isn't released for SSE yet. And I just found out SSE has it's own forum and I erroneously assumed both games would be in this forum... So, I guess this is on hold until SKSE64 is released approx. mid-march.
  6. Well, your advice really helped. I had already tried a different version of that script (funnily enough, one of yours apparently), but that didn't work. I found the following issues with my mod: I wasn't testing with a clean save, even though I really thought it was. Apparently, even being in the same world cell as where my indoor cells are linked is still not clean. The script stops working when you try to equip two of the same items. Like in my case, two of the same sword (which was intended as a dual wield configuration). My own script definitely doesn't work like that :P.By the way, for anyone reading this. I am doing this in SSE, and it still works :smile:.
  7. Well, I haven't used it myself, but you could try this http://www.nexusmods.com/skyrim/mods/69905/?. That *should* help you.
  8. The new Creation Kit is installed through the Bethesda Launcher. Any other is most likely the old CK.
  9. I don't have any real experience with the way you are using the creation kit, but an idea of the top of my head would to split up your project in multiple esp's and each work on your own esp? For example, you are working on a house. You can make the first and second floor in separate esp's...
  10. As an addendum: I know there are already several mods out there that already do something like this. Unfortunately, I haven't been able to isolate this specific part and I don't want to include an entirely different mod.
  11. Hey all, As a follow-up to this: to avoid hijacking someone else's thread. Like the topic says, I've been trying to edit the MannequinActivatorScript so I can also equip weapons on the mannequins with as little change as possible. So far, this is the change I've made according to the advice I got and using similar scripts as examples. It's the basic script, with my changes in red. But it doesn't work. Instead, the mannequins now lose all their equipment. Can anyone tell me what I'm missing?
  12. That is the one I was talking about. Now I just have to figure out how to be able to get them to equip weapons as well. But that is a different issue entirely :).
  13. Thanks for the reply, I'll give that a go later on. I also found a much easier way to dress mannequins, which doesn't require any extra scripting at all. Place all the items you want your mannequins to use somewhere outside of the player area. Link the world object to the mannequin you want dressed up. Add the default script "DefaultAddToLinkSCRIPT" (or something to that effect) to the world object (not the base object). Don't forget to set the script properties to true. I have no idea what they do exactly, but the description gives me the feeling they need to be set to true.I've tested this method and it works for me. But in theory, this probably only works once (which should probably be enough in most instances), so this method won't work in non-noresetzones.
  14. Your script seems to be exactly what I need, but I'm having trouble with the array syntax for some reason. Could you give me an example of how this should be? Form[] PROPERTY a auto ; add 1 weapon and clothes (9 as max) as default items ; Schwert, Helm, RĂ¼stung, Handschuhe, Stiefel, etc..
  15. That is absolutely perfect. I had noticed that parameter, but thought it wouldn't be used since it wasn't set. Guess I was wrong :P. Only issue I have now is changing the parameter doesn't seem to do anything for activators I already used in my test cell, but that's nothing major :P. Thanks!
  16. Hey all, I created an activator and a script which would show some text in screen when you walked into the activator area (following this YT video ). But the text only appears once (the first time you walk in). How can I make it show every time the player walks in?
  17. Hey all, I'm trying to create a custom item, but I want to add a visual effect to this. I have found several tutorials on creating custom items (I already knew how to do this though) and a few on how to create a custom effect, yet none explain to me how to add an effect to my item. I am not looking for how to create a custom effect though, I'll use existing effects, found in the VFX list (http://social.bioware.com/wiki/datoolset/index.php/VFX_list). I just want a flaming sword (for example). Do I need to use a script or something? Strangely enough, I can find no default weapons in DA:O which have this, so I can't copy it either...
  18. Hey all, I have a problem with three custom NPC's I created. Their face color doesn't match their body color. It seems the body color stays on it's default race setting so it doesn't match the face color... I have found seveal posts about this, but after trying all solutions, nothing seemed to do it. The last one I tried however seemed to help. I converted my esp file to an esm file. HOWEVER, as this DID fix my color mismatch problem, I now run into another problem. My mod changes are no longer overriding the original settings, but are now duplicated alongside the originals... For example, I replaced an old dirty mailbox with a new one in Goodsprings and removed the boards on a normally inaccessible house to create an entrance to my custom house. But now in esm form I can see both versions at the same time... Is there anything I am doing wrong? Or is there another solution to the color mismatch problem? (Options I already tried, but didn't work: 1: "Can be any race" option checked in GECK 2: setting bloadfacegenheadegtfiles=1 in FALLOUT.INI 3: disabling and re-enabling archive invalidation in FOMM) [EDIT] I know for Skyrim this could easily be fixed by hitting Ctrl+F4 to export FaceGen data, however the GECK doesn't seem to work that way... [/EDIT]
  19. I have figured out my problem. I was somehow still running an older Fallout version (1.3), so all mods created/edited in a newer GECK version (like 1.4) would not show up...
  20. I have figured out the problem for me. For some reason I was still running Fallout version 1.3, so all mods created/edited in any newer GECK version (like 1.4) would not load.
  21. This almost sounds exactly like the issue I'm having (topic http://forums.nexusmods.com/index.php?/topic/804072-mod-not-loading/). I also had an old house mod, which I decided to edit. Regardless of what I do, anything edited with the GECK downloaded from the Bethsoft site, doesn't show up in my game... Has anyone found a solution for this?
  22. Hey all, I created a mod with just a small personal house with containers etc, but for some reason the mod stopped loading without reason. There are no error messages of any kind and the mod checks out ok in the GECK. I used clean saves, but to no avail. I have absolutely no idea why it doesn't load, I haven't used anything particularly impressive. Does anyone care to take a look? Please understand, this mod was not meant for publication and is only attached to this post for debugging, nothing else. (Btw, if you see ten posters not loading, that's because I didn't include the textures, which isn't necessary for debugging as for as I can tell)
  23. Nobody knows anything about this at all?
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