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aonach

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Everything posted by aonach

  1. Thanks for the response. I'll tell you of my adventures in case it helps you out. What I found when I dug into SSEEdit was that I could go line by line through all of the resources used in my mods and delete those belonging to the unwanted/uneeded masters. After doing so, I "cleaned masters" for the mod and saved. Then I re-opened the mod in CK and CTRL-deleted the dependency from the parent masters list when loading the mod. I could then re-save the mod with no issue. I was even able to rescue the "ruined" mod in this way. What I also found was that Sneak Tools had somehow hijacked some of the moveable statics I was using. Re-installing Skyrim and CK fixed this, but I still had to delete the references in the Sneak Tools mod using SSEEdit (possibly damaging it- we shall see) I have no idea why Apachii Sky Hair ever became a master for any of my mods, but I found that CTRL-delete get rid of it without a problem.
  2. I have a few different mods I'm working on, and I noticed a couple of days ago that somehow, inexpiclably, a couple of them had developed a dependency on the Apachii Sky Hair and Sneak Tools mods- Neither of which are mine; neither of which were ever opened in CK. Now I've got SSEEdit open, trying to clean out this dependency on these mods. I already tried simply deleting the masters from my mod's dependancy list in CK, but all that did was cause CK to crash every time I tried to load the mod (even non-active). If that mod is ruined, so be it, but I have three others with the same problem. How can I rescue my mods from the evil clutches of Masters they never asked for, don't need, and don't benefit from? I'm digging in to every tutorial I can find and learning lots of things that aren't helpful at the moment. Anyone know where I can find what I need?
  3. Thanks a lot. I think that should sort me out. Hopefully making a master is as simple as the creation kit wiki makes it sound.
  4. Hi All, Trying to create an item that can exist in multiple mods independently or together without ending up with different inventory listings for each version. For instance, say I want have certain arrows to be available for crafting in a general weapons mod, but I also want the arrows available for crafting within a house mod without the general weapons mod also being installed. Is there a way to do this in which the game recognizes them as the same thing when both mods are installed?
  5. I've checked that stuff. The respawn boxes (in the main reference window and in the base actor window) are unticked. In fact, they are unticked and greyed out. The bandits inside of the home do not respawn, because it is a no reset zone. The bandits just outside the door, however, do.
  6. Hi all. Looking for a little assistance in building a player home which you have to kill some bandits to "earn". How do I set these bandits in the CK so that they never respawn after being killed the first time?
  7. Thanks for the quick response. I had figured it out about 5 minutes after asking about it. Really, it was the only thing left to check. Never would have guessed.
  8. Running into the same problem. Did you ever figure it out?
  9. Thanks for the responses, but what I'd like to do is apply something more immersive, similar to the "harvest Mer blood" option from the Dawnguard DLC (where it shares an initial dialog box with "Search"), but change the option to get rid of the corpse instead. Then I could attach scripts to delete the body, make some time pass, and/or even cause a grave to appear nearby. Any advice in that direction?
  10. So I have a player house mod I'm building which I want to pre-populate with some dead bodies. While I know that enemies you kill yourself fade away rather quickly, I also know that dead NPC's (even in the middle of Whiterun) can stick around for weeks or more in-game. Is there something I can do in the CK that makes dead bodies disappear when the cell is re-loaded or, better still, a certain trigger or quest setup to get rid of them? A dialog box on activation that says something like "bury Sharon in the back yard" or "toss rotting corpse into river" would be the best.
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