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NexBeth

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Everything posted by NexBeth

  1. Have you gone ingame not using an existing save?
  2. Did you use xEdit? Doing it in the CK won't remove it.
  3. Look in XEdit first to see if you've inadvertently modified the light, in which case you can delete the modification via XEdit.
  4. I've run into a bit of a problem. I'm optimizing my mod but I wanted to do some modifications to what I've already done. Basically I've joined room bounds but can't seem to figure out how to undo the connections to these rooms (I'm going to put in a portal instead). There is a toolbar button to disconnect portals from rooms but not to break the the joining of roombounds. Anyone know?
  5. Well, I've had this issue since I started modding in 2014 and still haven't figured out how to resolve it. For me, gizmos (the W and the 2 variety) are hard to maneuver. When I attempt to move an arrow it does not move incrementally in small units, it basically leaps. This makes it very difficult to do anything where gizmos might be needed such as in optimizations. I have seen enough vids to know that other modders do not have this problem. I tried altering this in Preferences/Movement Arrow Speed but there is no changes when doing so. I thought it might be my problem with my mouse because with SSE my middle button for moving objects in Preview Windows, doesn't work either (even though it does work in Legendary Skryim). However, I recently got Planet Zoo which is pretty much a building game and it does have the same type of gizzos which works as intended using my mouse. Insights appreciated.
  6. Unfortunately, that is normal. You have to move the image around in the window to try to obscure that as much as possible.
  7. Not only do it for mods, but also actually use it as a working part of the mod; particularly if you have the HF planter plots. I also use it for linked storage which will allow you to have several storage points for the same thing throughout your mod.
  8. Yep, the ENB. That's what I was thinking before you even mentioned it. I never use any lighting mods because I pretty much do a lot of heavy lighting work in my mods, and FX most certainly interacts with lighting, so I feel I need to keep it vanilla. You may want to look on the ENB description/bugs/posts page to see if there are discussions there about this problem. Or, just ditch ENB while modding. The other thing you can look at is to see if you've inadvertently made a change to the FX mesh by checking it in XEdit. If so, just delete the item from your mod in XEdit.
  9. Do you have a mod installed that may be conflicting with this? I use the Dim FX quite a bit and have never noted jittering. It does change with time of day. Is it perhaps interacting oddly with collusion from another mesh? Try just moving it slightly, or testing the FX elsewhere (or go to a vanilla cell where the mesh is located to view if the jittering persists in a vanilla cell. You can right click on the mesh in the object window and choose info to get all the cells where this mesh is featured).
  10. Thanks for all the input. Final stages of mod prep. I'll have to look into BSArch. Though, I would say that I have already created a single compressed BSA file (1.12GB) using archive.exe and tested quiet a lot and everything seems to look and run as designed.
  11. What are those flags (ignorance on that)? Is that new to SSE? So, create separate archive using achieve.exe then rename to mod - textures.bsa? And compress all files in both BSAs? I wasn't going to have any loose files.
  12. So if all files are compressed, still keep 2 BSA's--one for textures, and the 2nd BSA for everything else? Is there a reason not to compress other files, scripts, meshes, etc?
  13. Actually I only have 3 tiny wave sounds that are just a sound effect that are on a script to turn on/off when NPCs enter trigger. They sound fine in the BSA I'm currently testing, but I don't want them to cause other problems like CTD, etc.
  14. I'll soon be uploading a mod with a good amt of custom files. I'd like to pack in a BSA. In fact, I already have packed the files successfully using the archive.exe tool. Within the BSA are: Meshes, Textures, Seq, Sound, Scripts files However, I did compress all these files. Now, new info I got from fellow modder is that I should not compress wav files. Also, is there an advantage to placing texture files into a separate BSA: mod - textures.bsa? Any tips or heads up on things to consider would be helpful. Thanks.
  15. I was not aware of that and thanks for the heads up. I will soon upload a large mod that I have compressed the BSA. I won't interrupt your topic anymore with this though, but will post up some question in the SSE forum to get some more insights into this issue. Thanks, maxarturo.
  16. Yep, I forgot what forum I was in. Thanks for the confirmation about renaming tex file. What about compressing the BSA? maxarturo is concerned about bsa file size but he's talking about uncompressed bsa. Is there a reason not to compress it?
  17. Some mods pack 2 BSAs, one for Textures (mod - Textures.bsa), and the other for everything else. I'm not sure how to save a file that has - Textures, because I've tried doing it to pack an exclusive texture file and it fails. Perhaps the file name needs to be changed once you have the BSA? Also, is there a reason not to compress a BSA?
  18. I'm not a scripter, but is this designed for specific actors? "YOUACTOR" Random NPC won't use it without the property filled for a specific NPC?
  19. So in this example, the NPC has to have the goblet in inventory? In your original setup with the script only on the mead barrel, does the NPC also have to have goblet in the inventory? And that one did work, but only for subsequent animations?
  20. You can set the chest not to re-spawn; however, if your idea was to only keep one item of many in the chest to not re-spawn, then I don't know of a way to do that. Perhaps a script.
  21. Well, there is probably a good reason why the developers went with the goblet rather than tankard--whatever that reason is. Tankard obviously makes more immersive sense for mead.
  22. Perhaps when you finish up with this, you'd be willing to release it as a modder's resource. I'd use it, and I know there are other modders who've been trying to get this to work as well. I wonder why it requires a goblet and not the tankard, and if that could be changed?
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