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Posts posted by Fizhy
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This is kind of a weird issue and im not really sure what causes it. Ive placed a water plane in a interor cell but this weird water glitch apperared. It is both in the CK and ingame, so it's an issue while testing out my mod ingame aswell. Would appreciate if someone would share info if they knew how to fix this, thanks :smile:
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Didnt know this was still active, im kind of looking for the part where im able to kill the settlers, but there doesnt seem to be any other mods that let you execute your own settelers (yes, im a sick f*#@)
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Well, the mod isnt up yet, and this is a year later im saying this...
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Nvm, it works! I can hear the voice sometimes, and only some types of bandits use it!
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Yup! they're loose, and im not using a bsa. I thought the file path looked a little weird when scouring through bethesdas bsa files, ( Data/ sound/ voice/ skyrim.esm/ malebandit/ ) where it has a skyrim.esm folder.. looked a little out of place..
Here is a screenshot of how my mod directory looks like http://imgur.com/a/Kltuc
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Hello! Ill get straight to the point, im relatively new to sound modding in skyrim, and i have never made a mod outside of the creation kit. I have made a bunch of sound replacers, replacing the bandit voicelines and i cant get it to work.
I have made the sound files and changed the name to the original name of the voicelines and converted them into .fuz files. I then made the same folderpath in the mod as they are in the game ( Data/ sound/ voice/ skyrim.esm/ malebandit/ ) and put my .fuz files in there.
I later tried to launch the game, having activated the mod in NMM but i still didn't hear them ingame.
Did i do something wrong? I appriciate any type of help that i can get :)
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If you look in the Skyrim mods section of Nexus, you can find a number of converters like this one that converts .wav files to .xwm files (what Skyrim and Fallout 4 use for audio)
Thanks mate! but do you know where to put the audio files themselves? if im going to make holodisk audio?
I think i found a way to do it!
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If you look in the Skyrim mods section of Nexus, you can find a number of converters like this one that converts .wav files to .xwm files (what Skyrim and Fallout 4 use for audio)
Thanks mate! but do you know where to put the audio files themselves? if im going to make holodisk audio?
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Hey! I have had this idea to make a custom music holotape, (instead of a radio station) and i was wondering how to take the mp3/waw file and make it recognicable for the f4 CK.
Im new to audio modding, and i would really appriciate some help :smile:
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It worked! appriciate the help!
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try recast based generation, it's softer, and better then havok as i saw )
Thanks, ill try that!
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I have been experiencing some issues with the f4 CK, i just made a interior and i want to put some ghouls in it. I know how navmesh works (i have created sevral skyrim mods) but everytime i navmesh my room the CK loads about 50% of the verticles according to a info bar and then decides to crash. Is it because of my computer? or something else? I have not tried navmeshing manuallty, but instead i used the havok generator. I appriciate every suggestion :)
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anytime i create mods and activate them through my mod manager and start SSE the loading times increase by atleast 5 times as much.. what is causing this problem? is it because i only activate the skyrim master file and not the dlc ones?
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Forgot that.. seems like noone is interested anyways :(if its for SE all DLC are included in the main game.
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It will probably require dragonborn, because alot of great assets from dragonborn can be used in the mod creation here
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Hello! I am looking for a fellow mod creator who wants to work on a mod with me. Its a revamp of northern skyrim, adding sevrla new foul creatures inspired by the lore and elder scrolls travels: dawnstar. I will start working on the mod as soon as remastered gets released and i was wondering if someone would help me to create some interiors, dungeons. I had this idea of creating glacier caves, which has not been seen that much in the vanilla game. I myself will be working on the new creatures and moddeling as well as overworld stuff and scripting (if necessary).
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"I can't mod so please do this work for me without me telling anything about the project that would make anyone interested. My idea is revolutionary, well, not really but I like to think my idea is the best. As a reward for doing everything for me, you get your name on the mod page."
Thats not quite the thing, i have gotten my mods stolen before and im not falling into that trap again, i need co-creators, thats all, you will get every last bit of info once you get started. I just dont want my mods to be stolen. I do think this idea is good and would make for a great mod, it's similar to my mod "widlings of skyrim" but its more lore friendly and more in-deapth, i will also credit the guy that came up with the idea, its all thank's to him, And i can mod, but i cant create dungeons, thats all. I appriciate your "suggestions?" and im a big fan of your mods, thnx.
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I am developing a new mod that no one has done before, i do not have the skills to do everything on my own so i need some people that will help me in creaton of this mod. i will give you full credit if you stick around and help me with this mod. Thank you :blush:
Assigments:
LORE
DUNGEON CREATING
CO-CREATOR
ADVISOR
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I am acually working on a mod like this right now! i just published my "Wildlings of skyrim" http://steamcommunity.com/sharedfiles/filedetails/?id=512164259 Thats add wildlings from game of thrones to the worlds of skyrim, check it out if you want :smile:
Anybody knows the fix for this CK water bug?
in Creation Kit and Modders
Posted · Edited by Fizhy
Fallout 4, but imagine that it doesnt really make a difference between the CK versions. Im using a water plane in a interior.