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NexBeth

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Everything posted by NexBeth

  1. That didn't work. Maybe I'm setting up wrong. I'm trying to turn sound on at midnight and off at 4am. It's weird because I followed the conditions for the frogs sound which turn frog sounds off and on during certain times of day.
  2. The conditions tab isn't available for input unless the sound conditions are checked.
  3. I'm trying to set a condition on a sound marker so that it will go on and off at certain time. Should be straightforward enough as there are examples of this on other sound markers in the vanilla game. Does anybody know why this isn't working? Basically the marker stays on all the time. The 0.00 Value means midnight. Thanks
  4. You don't need to start a new game to test your mod. That would be pretty tedious to do. In case you didn't know, simply bring up the console using the ~ symbol, then type in coc, followed by a space, then the name of the cell you want to enter. When done then close the console by hitting Enter. coc XXXXXX You can't realistically test accurately using saves. If your cells are linked to other cells, including the exterior worldspace, then yeah they can leave unless you have an AI package that tells them to stay in that cell, or to only do things in that cell.
  5. If you have your cells connected to other cells, including the exterior, then the NPCs can leave the cells. About being dead. Not sure. That is pretty weird. If you're testing your mod, it is better not to count on game saves as events will remain baked in the save.
  6. I have a mod that I've made a good deal of terrain, tree, and object changes to exterior cells where the mod is located near Anise's Cabin and Riverwood. I'm looking to only generate vanilla style LOD for these changes and used SSELODgen to do so (excellent results BTW even with the baseline settings used). The problem is that lodgen generates files for the entirety of the worldspace (in this case tamriel) and I have no idea which files are specific to my mod. I posted my problem over at SSELODgen page and zilav suggested that I use dyndolod as it can show me LOD files using in-game MCM where the player is located. For me this is an extreme solution since I have never installed this program nor read through the massive documentation and, in the end, I'm not really going to use the program except if it can help me out with sorting through lod files specific to my mod. I see some mods that contain terrain files added where landscape alterations have been made. Is there a simpler way of getting my LOD files? Thanks.
  7. When you open up the CK with your plugin, are you clicking on Set as Active File in the Data Window? When you open up the actor New or Add AI Package tab, are you also clicking "OK" to close out the Actor and then clicking SAVE?
  8. You can create followers and NPCs in the creation kit. https://www.youtube.com/playlist?list=PLiPgFWIHsr8WfQPFGvPmhcbpbr44ZCr_b
  9. Typical errors that the CK always displays when loading up. When working on your own mod, it is best to look at those to see if there are references to your work, but for what you're doing, not necessary. Perhaps they are reference to the mod you are trying to change.
  10. My understanding is that the feature is disabled.
  11. Yes. You need to look at all your references that are highlighted and go through to see which ones should not be there, such as in a vanilla cell that you'd visited. The referenced cell should be identified so you can easily see the vanilla cells changed and if you did not intend to make the change, then delete it.
  12. Yes, if you are fiddling around in vanilla cells while you're modding your cell, then any little thing that you in the cell will then become a "change" applied to the cell when your mod is active. You'd then have to go to XEdit, open your mod and delete out those references. This can happen quite inadvertently.
  13. Is it possible you have another mod installed that may have also altered that nif?
  14. When you go into the game to look, are you using a saved game? If so, that may be why you are not seeing the change. Try using the console and coc from main menu.
  15. To alter original nifs, you have to unpack your mesh bsa, edit, then repack it with the edit you made and that will change every instance of this armor in the game (if it's going to remain in the original bsa directory). Or you have to duplicate the nif, edit it, then place the nif loose in your mesh directory. Do you see the edit you made in the CK?
  16. So you altered the vanilla nif then added your created texture to texture directory? No changes to the name of the nif?
  17. That is a lot simpler than the one I am using and I don't have the player unequipped. Do NPC re-equip once they leave the trigger? Thanks for sharing!
  18. I would be very interested to know what the final working result is here. I've been trying to find this for a long time. Also, from my understanding, while NPCs will reequip once leaving the trigger, the player won't so that needs to be done manually every time the gamer want to re-dress.
  19. All I can think is to uninstall everything and make sure your skyrim directory is gone as well as the directory in your Game folder and download all anew. Setup CK first without making ini changes. You said you downloaded skyrim again, did you clear out everything everywhere?
  20. I don't know where the candles came from, but they're not originally on the bench. Also, Severin Manor isn't a heathfire type home. No building. No kids and only DLC2 spouses allowed. It's pretty basic.
  21. So what happens when you click on the render window and press F5? Have you used the CK prior to this without issues? What do interior cells look like? Did you use the Bethesda.net launcher to download and set up the CK? What ver. of Windows are you using?
  22. That will likely resolve your issue. In order to test mods, you can not use an exiting save.
  23. Well, the obvious question would be when you go to look in-game are you using coc directly from the main menu to enter your cell and not using a previous save-game? What were the candles that are floating sitting on? Did you move them somewhere in the CK? The others probably havoc-ed and scattered.
  24. I have done some work on it for SSE, but I've actually been working on another rather large home mod which is pretty time-consuming.
  25. I've attempted to edit a small area of BleakFallsBarrow01 for my mod adding a few building kit pieces to add a small room. Everything is fine in CK but when I go in game, most of what is added is not visible BUT it is there invisible because I can walk on the floor I added and enter through a door I added from another cell. If I walk over to the other side of the room on invisible floor and look around I can suddenly see my additions, except the barred door I added on the other side of that room (where I just walked over from and which WAS visible while I standing near it.) If I move away, everything disappears again. I do enter cell via coc no save game. I checked for occlusion planes, none. Modding never ceases to amaze. Any insight appreciated. Edit: Looks like the problem is portal/room markers. Heads up to anyone ever experiencing this.
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