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Everything posted by Syntia13
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texture for girl's clothing - how does it work?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Hm. That's good to know, but it's not it in this case. I just checked in nifscope - there are indeed two meshes in the child clothes nif, but one is for 'body' (a tiny bit of neck), which is linked to body texture. The dress itself is a single mesh, only shaped to look like separate tunic and skirt. Also I discovered that nifscope has the magic skirt painting ability as well. I assigned several of the 'skirtless' textures and same thing happened as in CK. : What puzzles me the most is where did the leather skirt came from (the second set). It could be argued that the skirt in the embroidered (first set) dress is just a repeat of the bottom of the tunic, but in leather dress there's nothing in the dds that looks like the skirt that shows on the mesh. Color me confused. -
I have a technical question regarding textures for girl dresses. Both in original Hearthfire files and most files in texture replacers for kids' clothes (like dovahkinder), the texture only covers the 'tunic' part of the dress, and the space where 'skirt' texture should go is empty. And yet in game the entire thing shows correctly. How does that happen? And, (for me) more importantly, why doesn't it always work? I'm currently playing with a child's clothes mod, and when I create texture sets, sometimes in the preview window CK magically paints in the skirt that I know is not there in the dds file I set as diffuse map, but sometimes it doesn't, and the girls run around in pretty colorful tunics over skirts black as midnight. I see no difference between the texture sets where it does and doesn't work, but there must be something. What am I missing? (I know I could just add the skirts to the dds, but it just bugs me. HOW does this work? Where is the skirt coming form?)
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LE Seranaholic red eyes for all vampires
Syntia13 replied to Megahypernova's topic in Skyrim's Mod Ideas
[...my long post about why it isn't that simple...] Huh. You know, after typing my long-winded answer I started thinking about it some more, and the more I thought the more doubts I had, so I went and checked and it turns out, you were right. The exported facegen dds only stores skin tone and tattoos, not eye color; so just dropping appropriately named textures in the right folder does change eyes in-game, even on playable races. So the 'mod' only needs two texture files and a tiny esp that makes sure that all vampires use the 'right' kind of eyes. It IS that simple. :)- 6 replies
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LE Seranaholic red eyes for all vampires
Syntia13 replied to Megahypernova's topic in Skyrim's Mod Ideas
It would be true in case of werewolves (in beast form), because the all use the same model which game puts together as it goes. With vampires, there are two problems: 1 - majority of vampire NPCc instead of humanvampires use humandemon eyes (the fully black) ones, and I didn't want to mess with those, as I'm not sure what else uses them; 2 - all NPCs that belong to playable races have pre-prepared nif and dds files for their heads, packed in skyrim.bsa; they take precedence over loose texture files. So if you want to change appearance of existing NPC, you need to change it in CK, and export facedata (ctrl+4) to create new nif and dds, which will override the ones from bsa. And yes, that concerns both named NPCs and generic bandits/guards/whatevers that get randomly spawned. I found that out while making a DarkNords mod. It took me a while to realize why people who where properly brown in CK, in game were wandering around with brown arms and white faces. ;)- 6 replies
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Creation Kit stopped working - anyone else have this problem?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Well, now that I got CK working, I run into another issue: CK now refuses to let me drag additional files into the 'create archive' box; If correctly identifies entirely new files used in a mod, but won't let me add any additional files, like facedata (nif and dds files) of existing NPCs. Do I have to go back to the ancient archive.exe file? Will it even still work? @madutka - I honestly have no idea where all the problems are coming from. Did you try to end "get windows 10" in the taskmanager AND running as Admin? -
LE Seranaholic red eyes for all vampires
Syntia13 replied to Megahypernova's topic in Skyrim's Mod Ideas
Hey, I did a thing. I'm not sure it works. Creation Kit has been acting up lately; first it started crashing, now it refuses to let me drag additional files into the 'create archive' box; I had to make bsa file using the old archive.exe, so I'm not sure if it'll even work, but I'm too tired and frustrated to do any testing today. Hope it works: http://www.nexusmods.com/skyrim/mods/75651/?- 6 replies
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Check this thread: https://forums.nexusmods.com/index.php?/topic/4089310-creation-kit-stopped-working-anyone-else-have-this-problem/ and try NexusComa's suggestions, maybe some combination will work for you, as it did for me. Out of scientific curiosity, what system do you have?
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LE Seranaholic red eyes for all vampires
Syntia13 replied to Megahypernova's topic in Skyrim's Mod Ideas
Hmm. I'll see what I can do. Give me a few days.- 6 replies
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Creation Kit stopped working - anyone else have this problem?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
@NexusComa: Ok, so I experimented a little with your advice, and what worked for me was setting the CK executable to 'run as admin', in conjunction with turning off "get windows 10" (by 'end process' for GWX.exe in task manager). I can get back to work now, thank you! @Bleahster - oh, you have win 10? Huh. So either our problems have very different causes, or the 'get win 10' prompt was only a minor factor in mine. Try setting CK to run as admin and let me know if it works for you. BTW, how does Skyrim work with Win10, and is it worth all the fuss in general? -
Creation Kit stopped working - anyone else have this problem?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
@Bleahster,what system do you have? I have Win 7 Home premium 64 bit, @Madrias has Win 7 pro 64 bit. Maybe it's Window's fault? @Aragorn58; I was actually in offline mode when trouble started, since after last update that was the only way to run two instances of CK at the same time, and I needed to compare some data between mods. Since then I tried to run CK both with Steam online and offline, it makes no difference. I get instant crash upon loading any file, even only skyrim.esm. -
LE Just want a game dog to look like my dog
Syntia13 replied to nekobishi's topic in Skyrim's Mod Ideas
A retexture alone is relatively easy to do, it's just a matter of modifying an image file, I could do it if you provided several photos of your dog. Getting the shape right would be more problematic, although there are several mods which add entirely new dog meshes, I could try to find one that match (again, I'd need to know what your dog looks like). The biggest problem is adding the modified dog into the game - that requires Creation Kit, and mine currently refuses to work, and until/if I can get that resolved I can't promise anything. Okay, my CK is back online, if you still want the mod let me know. :) -
Hello everyone. Last week I started working on a new mod, happily tinkered with it for a few days, and then two days ago Creation Kit went on strike. I can start CK with no problem, but every time I try to load a mod - any mod, I tried several, both complex and very simple ones - CK stops responding, and after a minute or so a 'creation kit stopped working' box pops up. What could be the cause of it? Was there any new update from Steam? I know that one of their 'updates' made it impossible to open to instances of CK without a bothersome workaround. Could this be a similar problem, did anyone else experience this? EDIT 15.05.2016: with your kind advice I got CK working, but run into another issue: CK now refuses to let me drag additional files into the 'create archive' box; If correctly identifies entirely new files used in a mod, but won't let me add any additional files, like facedata (nif and dds files) of existing NPCs. Do I have to go back to the ancient archive.exe to create bsa file? Will it even still work?
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Hello everyone. What I want to do is to create an object that looks like a an NPC 'frozen' in a chosen pose. E.g., like the trophies in Hearthfires houses, (roaring bear, skeleton with a raised sword, etc), or like the very 'lifelike' toys/action figures I've seen in various mod videos. My question is, can I pose, freeze and export an NPC-shaped object from within CK, or does it require knowledge of external 3d modeling software?
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Help with modding a mod (Better Vampires)?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Sorry, I got cut off from the computer shortly after posting this, and then my attention wandered. @Ceruulean @Dudeman325 - turned out you were both right. It is part of a perk, and is controlled by script. I need further help with this. :( There's a perk called 'Thirst for Blood' (ID 'vampirefeed') and in it, in 'perk entries' section, 'bite' is the first entry. In tab 'advanced', it says it's ruled by Fragment 16 of script PRKF_VampireFeedBeds_000CF02D. Fragment in question reads: Ok. I found the PlayerVampireQuest, which as far as I can tell only contains script PlayerVampireQuestScript and QF_PlayerVampireQuest_000EAFD5. The latter is very short and I think unrelated; the former is very long and contained a section that I thought would provide a solution for me. Here's the section: I used 'edit source' to delete a few lines at the beginning and the end, so now it looks like this: I saved all changes and tried it out on a save in which was made well before I first installed Better Vampires, so there are no 'leftovers' in it. I feed once in conventional way, to get the mod running properly, and then tried the combat bite - it works... but it works the original way, that is, I can bite staggered people who have less health than me, but if they have more heath than me, I get the "Your target is still too strong for you to attempt a combat bite" debug notification. Well. Since I deleted this line from the script, there's obviously some other place where it remained. However I have no idea where, and how to look for it. Help please?- 3 replies
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Hello everyone. I have a question to people with average and above experience in modding Skyrim. I love Better Vampires, but there's one thing I'd like to tweak, and can't figure out how, or more precisely, where to do that. The author discontinued the mod and I can't even send a PM to him, so I figured the general modding community are the people to ask. I'd like to change the 'Combat Bite' (option that allows you to bite a staggered opponent in combat). The way it works now is that my health must be greater than the target's for the bite to happen. The problem I have is that I play as mage-vampire with sky-high magicka, but very low health and stamina, and by now everyone and his brother has more health than me. I have a basic knowledge of the Creation Kit, so I figured I could just remove the condition concerning health level required for combat bite. However I can't find the element where I could make that change. Filtering for 'combat bite' only gave me a 'vampirecombatbite' variable, which is set to 'float', (whatever that means). I tried using function Data-> Mod -> Details and read through the list of elements BV added/altered until my eyes bled, but couldn't find anything that seemed even remotely related. So, help? Please? tl;dr version: I want to use Creation Kit to change conditions required for 'combat bite'. Where can I do that? Thanks for any suggestions. Syntia
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How about Realistic Needs and Diseases? While it has recipes for cooked meals, it also treats all 'ingredients' (vegetables, fruit, bread, meat, both raw and cooked) as meals on their own, providing various levels of satiation - from 'light snack' or 'medium meal' to 'filling meal'. You can also drink water from lakes and rivers if you wish so, or boil it, or make a number of herbal/fruit teas. The mod is also highly configurable, and you can set your own preferences as to how fast you get hungry or tired, if you want the food to spoil over time, and how long it takes, and so on.
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Appologies for necroposting, but this might still be of use to someone: My vampire PC killed all inhabitants of the Whiterun Stables before realizing that she'd look really great on a black horse; without anyone to pay to for it, she stole the horse by way of: ~ [click horse] setfactionrank 00068d78 1 (that's player horse faction) setownership ~ (the horse was given a temporary name by "convenient horse herding" mod, so I don't know if vanilla skyrim would name it 'player's horse' or not. But MyBlackSoul follows the vampire faithfully wherever she goes) Later she found a lonesome chestnut in a smugglers' den and repeated the process. There was a brief period of confusion when the first horse wouldn't let anyone ride it (it lacked any kind of activation message), but loading to another cell and back - in this case entering and leaving the stables - solved that problem. Possibly quicksave/quickload would work too, but I can't be sure. Later yet, (after installing 'horses for followers' mod), the vampire decided to give a not-mod-added horse to her follower, and I tried this: setfactionrank 370022f7 1 (follower horse faction) setownership 5c84d (follower faction) The first test was successful - the follower mounted the horse when she did (after a bit of running around and tripping over a dog, but that's another story). I'll have to play for a bit to see if any problems pop up.
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What I'm talking about: When you enter either inventory or shop window, you can select any item and see it in great detail. If you use SKYUI (doesn't everyone?) you can also see what is this item's type, class, material, weight, etc. My question is, how can I change those? 1) I recently decided that while I like this earring mod (http://www.nexusmods.com/skyrim/mods/11130/?), I don't like that inside inventory all the earrings look like a plain, if large, gold ring. I naively thought that changing that would be easy; I spent some hours tweaking everything I could tweak in CK, but I didn't find any neat box named 'pick inventory look here'. It must be somewhere, but where? 2) I created a tiny mod adding few things to Breezehome, including two letters left by the previous owner. To my surprise, even though I created them using a bounty notice as a base, in my inventory they were classified as 'book', rather than 'note'. Once again, search for the value I could change to fix that failed. It's not keyword - both books and notes use the same 'VendorItemBook'. Eventually I deleted both letters and made them again, this time from 'Anise's note', and now they are recognized as notes in-game. However I'd still like to know what am I missing. If I create an item from scratch, rather than editing a copy, is there no way to tell the game what kind of item that is? I did try to google this, and I got plenty of tutorials on using CK for item creation, but none of them addressed these specific issues. I'd be grateful for any tips. (Not related - the spellcheck STILL doesn't recognize 'google' as a legitimate verb? What year is it living in, 1997? Oh, and it doesn't recognize 'spellcheck' either... ah well.) ;)
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Skyrim characters are stiff and don't move
Syntia13 replied to Stirkus's topic in Skyrim's Skyrim LE
Try starting a new game. A lot of mod information is stored in your save games, and if there is some bug or conflict, it's liable to be stored there too, even long after you removed the problematic mod, or reinstalled the game. -
Is it possible to add (not replace) a face texture?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Well, color me surprised. After extended run of trial&error I pretty much gave up - even editing the vanilla texture sets to use custom dds files gave the same frustrating result of the face resetting to game default look after reloading. I eventually said, oh, heck with that, I'll run one game with high-school Nords all over Skyrim, why not. I edited the MaleHeadPart to use the custom (young) texture set instead of SkinHeadMaleNord, convinced that it would affect every Nord NPC out there, I started the game and... SURPRISE! My PC looks exactly like I want him to, regardless of reloading, and everyone else looks just like they are supposed to look, no age reduction included. O_O Huh. I guess this modding thing works in mysterious ways, beyond comprehension of this humble fangirl. Anyway, thank you IsharaMeradin for your insight, without it I'd prolly still be wasting my time trying to make the custom race work. :) Now excuse me it's time to play a boy becoming a man. ;D -
Is it possible to add (not replace) a face texture?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Argh, it appears I spoke too soon. Yes, the new complexion is available in the character creator and doesn't affect any NPCs... sadly EVERY TIME I load a save, the texture is reset to the vanilla default texture and my 19-year-old is instantly transformed into 29-year-old. *headdesk*. I tried setting the new 'youngnord' texture as default, but it didn't help. I went back to the idea of a new race, and got it to display proper texture by deleting all other available ones, but now I'm not recognized as a Nord. (It was weird - all the race-specific dialogs were skipped in the execution scene, which made for an awkward moment when the captain yelled "I SAID, next prisoner!", when in fact she said nothing at all. ;D ) Is there a way to make a custom race recognizable as a Nord (or any other vanilla race) in game? -
Is it possible to add (not replace) a face texture?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Yes! This worked! Thank you, you wonderful, beautiful person! <3 I tried to accomplish the same in a roundabout way, by adding a new race entirely, but for whatever reason the face textures wouldn't show correctly. Now it's perfect! :) -
Hello all. First-time wannabe modder here, please forgive me if I'm talking nonsense and don't even realize it. :) Personally I like the vanilla look of NPCs, and up until now I had no problem with my character looking like they were in their late twenties to early forties, since that was the age I played them as. Now however I wanted to start a new game as a man in his early twenties, but I also want all the NPCs to stay their intended age. There are plenty of great face mods for Skyrim out there, however all of them (at least the ones I tried) have one thing in common - they replace ALL the face textures in game, which makes Ralof and Hadvar look like they belong in high-school, which is just wrong. So my question is: is it possible to add a face texture to Skyrim which will be only used by PC? As in - in character creator the 'complexion' slider goes through the 5 (6? I forgot how many are there...) vanilla textures, and then goes further to a new one, which will apply to my character but not influence appearance of any NPC?