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NexBeth

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Everything posted by NexBeth

  1. 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.
  2. 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?
  3. That will likely resolve your issue. In order to test mods, you can not use an exiting save.
  4. 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.
  5. 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.
  6. 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.
  7. First be sure you have the correct weapons racks: WeaponRackCOALeftPlayerHouse WeaponRackCOAMidPlayerHouse WeaponRackCOARightPlayerHouse WeaponRackCOALeftACTIVATORPlayerHouse WeaponRackCOAMidACTIVATORPlayerHouse WeaponRackCOARightACTIVATORPlayerHouse When you position your activators in the CK, be sure that the Rotation Z is not set to zero. Just correct by changing it to 0.0001 if it is. WeaponRackCOALeftPlayerHouse Link to WeaponRackCOALeftACTIVATORPlayerHouse with keyword WRackActivator WeaponRackCOALeftACTIVATORPlayerHouse Link to WeaponRackCOALeftPlayerHouse with keyword WRackTrigger Follow the above process with the remaining pieces
  8. Are the bodies you are using statics? If not, then make them that way. Also, once you have that, use the script defaultDisableHavocOnLoad and assign False to the top 2 properties. The bottom 2 remain default. That should resolve the issue.
  9. Noticed that my pan functionality stopped working at some point. Checked my preferences and everything seems correct. Checked the functionality in OLD CK and it works fine, so it's not my mouse. Anyone have this issue or a suggested fix?
  10. Loose texture files in your Texture folders that share the same sub folders and are named the same as vanilla files may be causing the issue. Take a look at your Textures folder. Uninstalling a mod won't help if you do have loose files as those remain. They'd need to be manually removed. Are the anomalies also present in game?
  11. Do you have a mod installed that changes terrain, landscape, vanilla meshes, etc?
  12. How do you link reference encwisp (0002C3C7) to xmarkerheadings and WispMother when encwisp is invisible in the CK? Looking at the CK the WM is set up with 4 xmarkerheading and 4 encwisps are linked with the headings and to the WM. Seems easy if only not invisible. I ran across another item in the ck which is also invisible (light snow falling). I could place them and move them as long as I didn't click off of them but there's no way to link to the wisps without clicking. Any help appreciated.
  13. When testing it's helpful not to use an existing save. When you get to the startup screen of the game, press ~ to open up the console. Then type in coc exact name of cell. coc xxxxxxxxxx.
  14. There are several bug type creatures you can use that are activators but the zone in the cell shouldn't matter when using them. Go to World Objects/Activator in the Object Window list and type in "critter" in the filter. This will give you several options to choose from and you can play around with which one you'd like to use.
  15. I checked and there doesn't appear to be an unlit version in the game. To obtain an unlit version you'd have to create a static version of the existing torch by unpacking the game's Mesh BSA file where that torch is located and copying the torch nif file . After that, you'd have to use nifskope to try and delete the torch's fire then, if successful, you'll give your modified torch file a unique name and place it back into your Skyrim Meshes directory. Then, you'd have to go into the CK and create your new file as a static. Have you unpacked BSA files or used nifskope before?
  16. http://tesalliance.org/forums/index.php?/topic/6838-ck-basics-lesson-1/&hl=basics&do=findComment&comment=108126 This is where I started and it was absolutely invaluable. Take the whole 4 part course and read everything, including comments and extra credit stuff. As mentioned above, Darkfox has many tutorials that will get you way in to the learning process: Check Creation Kit Tutorials vids https://www.youtube.com/channel/UCtYB2iX9_52X_DNtSIJXyWg https://www.darkfox127.co.uk/
  17. I found several conflicts for my house mod and it was located in a remote area near Ivarstead. Basically came down to me looking at other house mods to see what conflicted. Some users also gave me a heads up once the mod was published. All known conflicts are published on my mod page. Any concern about this for me would be with highly popular mods that I obviously did not want the a lot of users to have to choose between the popular mod and mine.
  18. If you follow Doug's tutorial exactly it will work but it is difficult to get it because when there is one little error you can't ID where it is. I'd suggest set aside a couple of hrs and then go through each step and recheck yourself after each step making sure it's all there. The note does have to have a unique ID otherwise it won't work, as I remember. I've done this twice using this tut but did get messed up along with way both times. You have to just check and recheck until it works. When done right, it goes of flawless.
  19. The above tutorial is the best one I found. However, it's not quick nor simple to set this up so be prepared to spend some time on it if you are totally new to questing. Be sure you have each step in the tut down pack because going back to find the mistake can be a challenge.
  20. Yes, it is possible. You have to use a voice type that is compatible with marriage. Go to the Object Window and under Miscellaneous go to FormList. Type in marriage and go through the voice lists for marriage. They also have to be in the correct factions and so forth. PotentialFollowerFaction, CurrentFollowerFaction, Potential MarriageFaction. Pull up vanilla marriageable follower in the CK to be sure you have everything you need. List of vanilla potential marriage npcs:http://en.uesp.net/wiki/Skyrim:Marriage
  21. Shouldn't Radio Freedom be available in settlements using the applicable radio? I've checked with the Castle and it's playing fine there as well as on the pipboy, but can't ever get the radio to play in settlements (radio is turned on).
  22. And that actually does make sense to me.... :teehee: Thanks again.
  23. OldMansBeard, I was able to get that script fragment into my package with your help, but the item does not come off after the end of the package (unless, apparently, the npc changes to another cell)? I'm assuming that the On End section of the Package needs to be similarly done with an UnEquipitem function, creating another script? Also, is there a way to do this with a generic script attachment so I can use only one script and use it in more than one package? I'm assuming not since there doesn't seem to be an "add" button to the Begin/End/Change tap area. I do not know how to script at all so please forgive my very basic questions.
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