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ShadowCrosserX

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Everything posted by ShadowCrosserX

  1. Unfortunately no, no errors or warnings in the CK. I should also mention that I can unlock and use the word successfully via console commands. It seems to be an issue related to dragon souls somewhere, perhaps?
  2. Hello, I've been experiencing a bit of a problem with a new instance of a shout, set up inside of the Creation Kit. Whenever I try to unlock the shout by pressing the 'R' key, it instantly produces a CTD. I do not even get the typical UI menu pop up which asks, 'Unlock Shout?' before proceeding, just a straight crash and that's it. I have a few screenshots provided with my set up, as well as a video reproducing the crash. Currently, my set up for my shout includes: A Shout Form consisting of 1 out 3 words of power, the remaining 2 left as blank.A Spell for the Shout A related Spell Effect A Global, with the constant unchecked and left at 0. A Word entry, storing it's translation data. A functional word wall in which teaches the player the word (see video). The shout Spell is placed inside of the vanilla Shouts FormList. As of now, it has been a few days of me tugging at my hair. :sweat: I am just unsure at this point what it could be. Any assistance would be greatly appreciated, thank you! :D Video URL: Image:
  3. By 'General Stats', what exactly do you mean? In-game, or in the Creation Kit when viewing NPC's, armor, weapons, spells, etc.? If you are referring to the Creation Kit (which I safely assume as this is posted in the Creation Kit/general modders help section), here is a step-by-step list on how to edit stat properties for items and NPC's: Step 1). Go into the object window (the window which contains reference ID's and all of the available assets (whether imported or vanilla). Step 2). Find your item or actor and double click on it. Step 3). A seperate window will pop-up, showing multiple tabs with a multitude of options. Hover over the sub-panel named 'Stats' (if your wanting to edit Health, Stamina, Magicka, class presets, hostility levels, etc.) or 'General' if your wanting to edit general things about the item or NPC. Step 4). Click 'Apply' after your changes are made (or if there is no such option, simply click 'Okay') Step 5). Save your plug-in, and test on PC or console. :)
  4. When you view the shield's texture set in in the Creation Kit, do you have all of your required textures (normals, diffuse, roughness, blood data, etc.) filled in the appropriate fill in boxes? Also, some types of items such as weapons have blood damage/general damage texture options when viewing the item in it's general properties window. As I am not in the Creation Kit right now as of typing this, I cannot check to verify, but if I am wrong, please correct me. Side Note: I've had a similiar issue with a custom dagger model I was making.
  5. Depends, is the NPC you want to have attack another actor an actual follower, or just a standard NPC? If it is a follower, talk to the follower and say "I need you to do something". An aiming marker will appear as your crosshair, aim it at an enemy and they should then commence an attack. If it is not a follower, you'll need to do some scripting, but as I am not a fluent programmer, I cannot explain the process for that.
  6. Greetings, I have kind of an issue with generating LOD (Level of Detail) for my custom worldspace. I've followed a tutorial made by the same maker of Falskaar, but I've heard that his method of generating LOD via Oscape and Creation Kit is outdated, according to one of the department leads in the TES Renewal team in charge of making Skyblivion/Skywind. In short, as I couldn't figure out how to setup XEdit's LodGen tool, I decided to go with using Oscape. I extracted all meshes and converted the appropriate .DDS textures to .TGA via a command line prompt (within a batch file), and set up my files according to the instructions provided in the tutorial video. Well, after generating and installing my LOD using Oscape, the render distance is still the same as if LOD isn't used in my worldspace. I can only see a mountain until I get within around 15-10 feet of it, for example. Same can be said with general landscape, trees, and all of the various object LOD. In short, I can't get my LOD to show up in-game. Any help would be greatly appreciated. **Side Note: Screenshots of my mod setup and file locations will be shared once I am able to update this post later today. Sorry for the inconvenience.
  7. Hello, I'm having an issue with a custom dagger I'm making, as seen here: https://imgur.com/a/rHsu2 Whenever I equip the dagger with my right hand, it is invisible (AKA, will remain on the hilt). However, if I equip it with the left hand, everything works normally. In the Creation Kit, I have set it up so that the equip type is set to 'Either Hand', so I'm not sure what is going on. Also, setting the equip type to 'Right Hand' does not help at all either. It still produces the same issue. I have tried searching online for hours but have not found any help regarding this precise problem. Any assistance would be greatly appreciated. This issue has been holding me back for almost 2 weeks now. :mellow:
  8. Hmmm, I was using a different mesh because based on the guides I was reading, you would supposedly have a different model for the 1st person view. I've actually tried using the same mesh before, but that rendered the weapon unable to appear in game (physically, at least, as it would still technically show up in the inventory). (12/31/17) Update: It seems that the first person view is working after all, well...sort of... See, whenever I equip the dagger with my right hand, it is invisible (AKA, will remain on the hilt). However, if I equip it with the left hand, everything works normally. In the Creation Kit, I have set it up so that the equip type is set to 'Either Hand', so I'm not sure what is going on.
  9. Hey, I'm having a problem with a custom dagger mod that I'm making. It appears that whenever I try to look at the newly added dagger in the menu or in first person (when equipped), the dagger does not show. The dagger does, however, show whenever I drop it onto the ground. I have already set up the 1st Person model for the dagger, as seen here: https://imgur.com/a/rHsu2 (Link includes more screenshots, so be sure to see those as well) This is a very wierd issue, because I have searched this up online and found that as soon as people add their 1st Person model to their weapon/armor/any other object, their issue seems to be resolved, but mine isn't. Any help would be greatky appreciated! - Shadow _____________________________________________________________________ UPDATE: (12/31/17): It seems that the first person view is working after all, well...sort of... See, whenever I equip the dagger with my right hand, it is invisible (AKA, will remain on the hilt). However, if I equip it with the left hand, everything works normally. In the Creation Kit, I have set it up so that the equip type is set to 'Either Hand', so I'm not sure what is going on.
  10. Did you export your texture files as .DDS files? The Creation Kit only reads texture files with that image type. Go into Photoshop (requires a .DDS plugin), or GIMP (require a .DDS plugin, which can be found here: https://code.google.com/archive/p/gimp-dds/#! ) and export each of your textures as .DDS - then set those files into your file texture path. Next Step: Open up NifSkope and load your custom .NIF file, then go to 'Options' > 'Settings' > 'Resources' > Set the file path to your copy of Skyrim or Skyrim: Special Edition (NOTE: Do NOT set the source file path to the 'Data' folder, just select the main game folder). Next Step: Select the NiTriShape of your model in the blocklist > select 'BSShaderProperty' > then select 'BSShaderTextureSet' (if there isnt one, create one by clicking on 'Texture Set' within the Block Details tab (which is underneath your blocklist window. Set up your texture files and they should load properly. Reload the Creation Kit, load back up your project file. The Creation Kit MUST be reloaded in order for the program to refresh your new textures. ______________________________________________________________________________ UPDATE: My apologies, I thought you were making your own mod. I'll still leave this post here just in case anyone else has problems with their own texture mods. Sorry for the inconvenience. Take @Algebar's input.
  11. Currently, I am trying to add a watchtower to each of the three build-able homes from the Hearthfire DLC. This process, in particular, is involving the use of custom meshes and textures. I have been successful in importing the model into the Creation Kit, as well as it's texture files, but whenever I test it out in-game I find myself unable to climb the staircase - pretty much unable to touch any part of the mesh (watchtower). I've tried producing a collision mesh using ChunkMerger [ver. 0.1.55], however, I still find my character walking through the mesh. I've spent about 10 hours reading through tutorials online (as well as consulting the NifSkope wiki guides), but alas, I find myself with no clue on what to do about this. ChunkMerge should have rendered a valid collision, so I am unsure what it is going wrong. Side Note: I understand that ChunkMerger is not the best method of creating a collision mesh, but this is my first time dealing with custom, imported meshes into the Creation Kit.Here is a screenshot of my current Blocklist setup in NifSkope: Please let me know if there is any additional details needed. Many thanks! :happy: _______________________________________________________________________________________ - Additional Details: NifSkope version: 2.0 Dev 7ChunkMerge version: 0.1.55Creation Kit version: 1.5.3.0
  12. Glad to hear that! The problem has been fixed for me as well. I would like to thank all Nexus staff members(forum community staff, website staff, etc.) for resolving this issue. Side Note: I will try and support the site in the future, if I can, to help pay for Nexus's needs.
  13. Here's my results with performing the Trace Test via the command prompt(ran as administrator): Tracing route to nexusmods.com [77.72.3.4] over a maximum of 30 hops: 1 6 ms 4 ms 4 ms 192.168.1.1 2 57 ms 19 ms 38 ms 66.237.50.1 3 98 ms 62 ms 18 ms 76-14-151-17.rk.wavecable.com [76.14.151.17] 4 13 ms 18 ms 19 ms cr1-rhe-b-be-100.bb.spectrumnet.us [208.76.187.45] 5 101 ms 92 ms 94 ms cr1-wsache-b-te-0-0-0-1.bb.spectrumnet.us [208.76.185.112] 6 70 ms 59 ms 35 ms cr1-wsache-a-te-0-1-0-0.bb.spectrumnet.us [208.76.185.78] 7 37 ms 28 ms 28 ms cr1-55SMarket-te-0-0-0-8.bb.spectrumnet.us [208.76.185.24] 8 28 ms 30 ms 28 ms ae4-107.sjc20.ip4.gtt.net [173.205.56.97] 9 38 ms 34 ms 32 ms xe-2-1-6.lax21.ip4.gtt.net [89.149.191.5] 10 34 ms 34 ms 30 ms pni-as3257-lax2.staminus.net [69.197.1.66] 11 * * * Request timed out. 12 171 ms 168 ms 169 ms . [72.8.137.62] 13 211 ms 234 ms 175 ms 77.72.0.6 14 172 ms 176 ms 178 ms 77-72-3-4.hosted-at.kloud.co.uk [77.72.3.4] Trace complete. Note: This trace test was done on the main Nexus Mods website(www.nexusmods.com). I've been looking at my connection for the last three to four days to see if it was on my end. Resetting my router and modem doesn't seem to resolve anything. Nor has flushing my dns in the command prompt helped. In addition, I am able to load all other pages perfectly with no issues. _________________________________________________________________________________ Additional Details: Web Browsers used: Google Chrome, Mozilla Firefox, Microsoft Edge.Current issue is being encountered on both my Windows 10 laptops. Although, I am able to access the site via my tablet.
  14. I've been unable to reach the Nexus Mods website for the past five days or so. I always get an 'ERROR: CONNECTION RESET' in Google Chrome, and in other browsers(Firefox, Microsoft Edge, and IE) I get similar results. It seems that my connection to the website always times out before any sort of content even loads. Although, for some reason I am able to load the site via a mobile device(tablet). Relative Location: United States, California | City: Rocklin | Zip Code: 95677 Internet Service Provider(ISP): Wave Broadband
  15. I've tried many web browsers such as: Google Chrome, Firefox, Microsoft Edge, and even a third party browser called Spark Browser. Unfortunately, for some reason I have been unable to visit(reach) the Nexus Mods website. Relative Location: United States, CA
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