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cecil101

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Everything posted by cecil101

  1. The startup version you need is 20.2.0.7 In Nifskope.... Go to Settings, under Render at the top Under the General tab, change whatever version is there to 20.2.0.7 Restart Nifskope and see if version had been sucessfully changed. Should be good to go afterward.
  2. If you find it easy then you either have spent a long time working with this CK, and previous ones... Or you dont do that much with it. In my case, im working on my 2nd mod ever, for any game.... using any creation kit for the first time ( as my first mod the creation kit was unavailiable). And i believe my sig is to the point, considering how much 3rd party software you need to work along side the CK to get proper results. and i think your link was a little ironic.... considering im asking for somthing, that according to you should be easy to answer, yet all you can do is point me to google...
  3. I just wanted to ask what exactly you need to do, including settings, to make an interior cell a "player home." What types of chests to use, what bookshelf type, does the cell need to reflect player ownership? These kinds of things I need help with, so I dont make a square wheel :)
  4. That didnt work... besides it says "generate LOD land textures" which is completely different from object LOD. Thanks anyway for trying.
  5. Thanks for the idea karaTES..... Ill give it a try and get back to ya!!
  6. Well it sort of worked ... lol, kudos to you for helping. I got the creation kit to generate LOD, but it only goes as far as 60.7% then stops....i let it go for 8 hours after reaching this point then stopped it. however when I load up in game or re-load the CK, it seems to have worked 100%, with 1 problem.... 4 of my 11 custom architecture model's LOD are translated over the x and y axis. This translation only effects the LOD object, and does not rotate it. I double checked my models and found no errors there, in reguards to different node/ scene root points. This movement of the LOD object seems to have no consistencies... And I have regenerated it about 12 times. Any thoughts on why the 4 object's LODs doesnt work properly?
  7. I did find one "tutorial" on how to create object LOD, but it didnt work... It came from the creation kit wiki. So, are there anyother ones out there that anyone knows about? Maybe even a FO3 one lol? Time is non-issue on a workaround for the CKs shortcommings... although an "easy button" would be prefered lol i already have almost 2 months invested and if i cant get this LOD sorted out, all my work is worthless.... al those baseball games of my kids' i missed because of me looking for CK workarounds....
  8. any work arounds avaliable that you have found?
  9. hmm, thanks... ill expirement with this and hopfully it works out. If not ill be back lol
  10. is this a custom character? If so check how many times it's used... you may have accidentally deleted it.... if you search for it while in the area you put it in and it doesnt show up, then its not there.... if this is a "unique" npc, try putting another one in there, save and reload... if it throws an error about there being 2 unique actors then your actor may have been moved to location (by accident) under something.... like clutter or something. Also, does it show up in game? if so then its a bug... a strange one because ive never heard of this issue before so its unlikley a bug.
  11. I am having issues trying to make statics not disappear. My issues are weird... to me anyway. I have changed the landscape of tamreil in some areas and added some custom architecture. My issue is that some of the statics (mine and vanilla) do not load at long distances, and sometimes will disappear after you enter the area, leave, and reenter. the vanilla statics at a distance show up as the origional, only when you move close do they change to the new landscape. my custom architecture only shows up when close, then disappears later intermittently as stated above. How can I fix this issue? I just plane dont know what to do.... everything I tryed to find out on my own doesnt pan out.
  12. Im making a mod that changes about 20 cells, including landscape and custom architecture. So I am attempting to re-generate the world LOD. Trying to re-build world LOD for Tamriel static objects and I keep getting the below error... Anyone with any information, please help :) I did find a "how to generate world lod" guide on the creation kit wiki.... However it did not fix this issue. ----------------------------------------------------------------------------------------------------------------------------------------------------------- Using 4 processors/cores. Creating queue of files to be built... Building 2304 chunks at level 4. Building 576 chunks at level 8. Building 144 chunks at level 16. Building 36 chunks at level 32. Building object texture atlas... Texture atlas build failed with the following errors: LOD diffuse texture '..\Source\TGATextures\lod\MtnRidge02LOD.tga' and normal texture '..\Source\TGATextures\lod\MtnRidge02LOD_n.tga' are not the same size (but should be). Waiting for build worker threads to finish... Build canceled. All worker threads have been terminated. 0 LOD object triangles. 0 were rejected (0 degenerate, 0 under landscape). 0 total LOD object vertices. No major issues detected. Thanks again for any help. Edit : I did check to see if the 2 meansioned files were the same size .... Both are exactly 262,162 bytes.
  13. it must be something with the edited helmet mesh itself... Sounds like nothing to do with "how" you put it in game.. Unfortunatley I have never modded a helm, so I cant be of any assistance.
  14. whats this navmesh bug you speak of??
  15. navmesh bug? There is a bug with the navmesh system??
  16. I am creating a whole new town, and am currently stuck at the NPCs... I cant seem to get them to follow a certain routine. so far i have 3 NPCs... 1 Guard: He wont follow the specified patrol markers 1 Farmer: Wont leave his house to go "work" at the idlefarmermakers.... Just idles in the house then goes to sleep (lazy bastard lol) Point is, I just cant get them to do what i am needing them to do, when they need to be doing it... can anyone help? there is something im missing.
  17. When I place stuff in the tamriel world space it doesnt show up in game.... or it does, then dissappears. this issue is intermittent. When I delete stuff from the tamriel world space sometimes they appear at a distance. sometimes they even show up in the CK after they've been deleted. I cant seem to figure out how to have my custome changes reliably show up in game. wheather its deleted items reappearing, or new ones not showing up. I just cant get it lol.... anyone know how I can get this to work reliably?
  18. I need help learning how to make collsion work with custom models.... I'm really flying blind here, so any help will be appritiated :) I use blender 2.49 and latest nifskope. So, if anyone knows how to make custom collision work in skyrim please tell, or link a tutorial.
  19. I cannot make a tutorial at the moment on how to do this, but i can tell you that all you need to do is create 4 copies of the _0 and _1 nifs. and just link the different textures to the different nifs you want. just name them seperatly and put them in the CK to inject them into the game. maybe try a different BSA unpacker.... Here is a resource I created for BSA unpackaging.... its not a tutorial but it does help with some common troubleshooting. http://forums.nexusmods.com/index.php?/topic/525514-bsa-unpackaging/page__p__4281986__hl__%2Bbsa+%2Bunpacker__fromsearch__1#entry4281986
  20. I can try, but it may take a while... Let me know if you find someone in the mean time. Sorry I cannot jump right into your project, as I am currently working on one.
  21. I can try, but it may take a while... Let me know if you find someone in the mean time. Sorry I cannot jump right into your project, as I am currently working on one.
  22. I am having trouble with collision data for architecture models in skyrim. everything "looks" good in Nifskope but for some reason I get CTD just as the LOD object is about to load .... I created the model and the collision data using Blender v2.49. A few things Ive done to give you a better idea of what im working with: 1, my LOD nif is just a copy of my actual nif stripped to just the BSfadenode and the trishape data. 1a, I also tried to make the LOD nif an exact copy of the actual nif... that didnt fix it either. 2, I export with FO3 settings.... I dont know if that is the right way to go about this. 3, the actual architecture model is more or less a redo of a vanilla mesh, so when I go to compaire them the only difference is (besides the trishape stuff) the final section of the collision nodes.... where on the vanilla mesh is "bhkCompressMeshShape" on mine it is "bhkPackedNiTriStripsShape" I am new to modding architecture and object collision data, so I dont know if I am doing this right... So if anyone can give some advice,point me in the right direction, link a tutorial, or even make a quick one :) I would really appriciate it.
  23. Im still having issues with this... any help please
  24. I was wondering how to go about changing the meshes in the architecture of skyrim. is there something, or a process, that needs to be done? I am familiar with armor models but thats about it. Maybe just point me in the right direction :)
  25. below is the URL to my CK tutorial.... please add to list. http://forums.nexusmods.com/index.php?/topic/556420-tutorial-custom-armor-in-ck/
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