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Everything posted by scorrp10
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SSE How to Randomly remodel bandits through Leveled NPC?
scorrp10 replied to pxd2050's topic in Skyrim's Creation Kit and Modders
I took a brief look at your mod, and I am sorry, but it is a major mess. Missing textures, missing head parts, wrong texture paths.... It references non-vanilla resources from all over the place that your mod does not include. What the heck is skin_8? Head meshes are in test_RBQ.esp but point to tint masks under Ugly_Zodd? Requiring High Poly Head as master? Why two separate .esps? Anyone trying to install your mod as it is, a pretty much guaranteed game crash. My suggestion: read up/watch tutorials on properly creating and packaging an NPC (follower) mod. Then you can start playing with Levelled characters and Actor templates... -
A 'path' just describes location of a file or folder in a file structure. A path can be absolute, i.e.: C:\Program Files(x86)\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\clutter\Coin01.nif Absolute paths are generally a nightmare to work with, cause they can be quite long and offer no flexibility. So typically, relative paths are used. In Skyrim, a path to any resource file is location of that file relative to 'Data' folder in the Skyrim Special Edition(SSE) folder. So, for the above file, relative path would be meshes\clutter\Coin01.nif. And now the real important part: For the mod to install properly, every resource file must have exactly the same relative path in your mod folder as it has in SSE\Data. So if you want to make a mod that replaces meshes\clutter\Coin01.nif, you make a folder on your desktop, named, say, 'CoinMod'. In it, you create 'meshes' folder. Inside that , you make 'clutter' folder, and in there, you put your new 'Coin01.nif'. So relative to your CoinMod folder, your file path is now also meshes\clutter\Coin01.nif. How do you find a path(location) of a specific file? In CK, you need to look up the form of the item that interests you. I.e. if you look up 'Gold' in MiscItem category, there is 'Gold001', and it references a model 'clutter\Coin01.nif'. Note that it does not have the 'meshes' part. This is because that field describes a model, and all models are under meshes, so that part of path is implied. It will be same with textures. Now, about them textures. If you click 'Edit' next to Model, you can see that one can assign alternate textures to shapes in the model. If in 'MiscItem' you look up 'GlazedBowl' you can see that GlazedBowl01 and GlazedBowl01Nordic use the same exact model (Clutter\GlazedBowl01.nif), but Bowl01Nordic uses 'NorBronzePots' TextureSet. If there is an alternate texture, you can look up that TextureSet form. It will tell you the files. Otherwise, you need to look for that model file, potentially extract it from a .bsa, open it in NifScope, and check textures there.
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[SSE] A Skooma/Drug Warehouse would be cool
scorrp10 replied to HeyMrNoOdLeS's topic in Skyrim's Mod Ideas
If CK crashes every 5 min, it sounds like you don't have all the proper CK fixes installed... -
Proof of concept. What we got here: Added an extra branch of player dialogue to 'DialogueRiverwood_Revisited', with 4 random responses for Alvor and 3 for Sigrid. Each TopicInfo calls a script fragment, but you can see that only two scripts are included, illustrating two different cases. Alvor: All four responses call the same 'Fragment_0' function within same TIF_Multi_05005902 script, but each response loads the 'Ingot' property with a different item. Sigrid: All three responses use the same TIF_Multi2_0500AA06 script, which includes three fragments, and each response calls a different fragment. When you test it, remember - it is random, so it CAN be 'streaky'. Sigrid gave me the same response first 6 times before choosing a different one.
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Modding From Start - Steam or GoG Galaxy?
scorrp10 replied to EpiceneBlue's topic in Skyrim's Skyrim SE
It is not 'being broken all the time'. 1.6.353 was Jan'22, then 1.6.640 was in Sep '22, and no changes since. And if Bethesda decides to update again, pretty sure update will go out to both Steam and GOG - so neither platform is 'safe' from it. At least on Steam, you can block it from updating. -
Definitely can, but that requires some SSEEdit chicanery. Think about it. After adding a script fragment to a TI, you can go to advanced tab and rename the script to whatever you want. It is NOT tied to your TI fromid. And you absolutely should be renaming your fragment scripts to avoid conflicts. Say you added script fragments to your 6 alchemy topics and have 6 separate TIF pex and psc files. Each with a function Fragment_0. Create a script that extends TopicInfo and put all code from those 6 into it. For scripts 2-6, you rename functions Fragment_1..5. Consider looking at some QF_ scripts for example of how multifragment scripts look. If some fragments are exactly the same, you can get rid of duplicates. Compile in CK using script manager. Save/exit. Go into SSEEdit. In your plugin, go into your topic infos. You will see they have VMAD section indicating which script is attached, and which fragment is called. Here, you can change them to reference your combined script and to call a different fragment. You probably should avoid messing around those topic infos in CK after that.
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[SSE] Looking for someone to make me a tomahawk from these images
scorrp10 replied to Berekona's topic in Skyrim's Mod Ideas
Quality 3D modeling is not entirely free. I suggest going to CGTrader.com, look for tomahawk 3D models. Most are in $3-$10 range. You might find something close enough, or you can contact the author of a model you like to see if they can take a commission. Once you have the model (typically a .blend or .obj and .png textures), it is fairly trivial to get it into the game. -
You sure it was not 'summon dremora butler/merchant'? (One of Black book powers) Or Conjure Ancients?
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SSE Help with this CK error
scorrp10 replied to KingJakker's topic in Skyrim's Creation Kit and Modders
Cheers. -
SSE Help with this CK error
scorrp10 replied to KingJakker's topic in Skyrim's Creation Kit and Modders
Do you have CK Fixes installd? This is a video on how to get CK set up to work today (one essentially needs to install some additional updates after installing CK fixes) -
Pretty sure that's a standard SkyUI thing.
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How do I mod the amount I can invest into a Merchant? (Moved)
scorrp10 replied to AlteriusZhang's topic in Skyrim's Skyrim SE
The value in the .esp is the base value of your global. Only relevant when new game starts. Else values of globals are stored in the save. Try starting a new game and use 'help InvestAmount' console command to check global value. Can also use 'set InvestAmount to 3000' command in a running game. To elaborate, if one wants to make a mod that affects a global value and have it work on a game in progress, one has to change it via a script. GlobalValue Property InvestAmount Auto ... InvestAmount.SetValueInt(3000) The question is how to get this script to run. There is a number of ways, but probably the nicest would be to add a new Top-Level Player Dialogue branch to the InvestorPerk quest. Starting topic: 'I would like to change the invest amount to 3000' with a single generic shared response (I.e. 'Of Course') Conditions: Speaker is in 'JobMerchantFaction' GlobalValue 'InvestAmount' != 3000 Add a script fragment to set the InvestAmount to 3000, and add the property to the script. Then in game, when player has the Investor Perk, and talks to any merchant, and investAmount is not 3000, there will be dialogue option to set it to 3000. A more advanced method would be to have starter topic just be the 'I want to change investing amount', with a single 'Of Course' response, that leads to a bunch of topics for, say, 500, 1000, 2000, 3000, 5000. -
SSE How to edit the color of a glow effect?
scorrp10 replied to Vaz2008's topic in Skyrim's Creation Kit and Modders
Cheers! -
[SSE] NPC Patches for Nether's Follower Framework
scorrp10 replied to gaoptimize's topic in Skyrim's Mod Ideas
In most cases, follower mod authors copy Actor record of an existing NPC they want to emulate, and go from there. But if a mod author could not be bothered to edit a follower's combat characteristics (which would affect how follower will behave for 100% of users) , good luck getting them to create some special format file for the potential 25% that may use NFF. -
[SSE] NPC Patches for Nether's Follower Framework
scorrp10 replied to gaoptimize's topic in Skyrim's Mod Ideas
Why would it need a 'characteristics file'? All those parameters are right there in the 'Actor' record of he follower mod. The whole point of NFF being able to change those is so that user can set them the way NOT intended by the follower mod author. -
For CK, there are a ton of YouTube totorials one can learn from. And there are a fair few for NifScope as well. Looking at this mod, .esp actually already has all the needed forms created (texture sets, armor addons, armor) - but they are pointed to default meshes/textures and are not actually being used. So making the needed changes took a lot less time. Anyways, here is the repackage. It is specifically for her 'Unarmed' variant. A few notes: Install: install via mod manager. Just have it overwrite everything in your Tifa mod. (Or you can just uninstall original Tifa mod first) Skin: I chose the Diamond skin settngs that I thought worked best. If you want different settings, or other skin, you just: Download that skin via mod manager Install, go through fomod, pick your choices. Do NOT Enable/deploy. Instead, go into that skin mod staging folder, textures/actors/character/female, and copy everything from there to 'textures/Tifa Body/Skin' Body: In BodySlide, there are 3 items: Tifa Body, Feet and Hands. You can use those to build her to whatever preset you want. Any clothes you put on her should be built to that preset as well. I included a 'Tifa' preset which is just a copy of CT77-Body preset. The included prebuilt meshes use that preset. Head: I fixed a couple things. The face tintmask path was wrong - fixed. Also, the hairband textures were pointing into KS Hairdo's directory. I corrected it and included hair band textures in the mod.
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I am afraid you found A way to fix it - via that variable condition - which I am fairly sure is reserved for carriage drivers arriving to major towns. The takeaway is by changing this, you might have broken something else. Kibell worked not because he had value 3, but because his lore option is part of generic Markarth dialogue quest, not tied to carriages. And other drivers should have had the option by simple virtue of being loaded aliases under carriage dialogue quest...
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Also note that the the above will have her body in that shape if she is naked. If you want her to have same shape clothed, you will need to rebuild her clothes in BodySlide using the 'Tifa' preset from step 4 above. Another option is to use OBody, but that is a bit more complex. P.S. If you tell me: Which variant you chose (melee/unarmed/one of replacers) Which body system you favor (CBBE, CBBE 3BA, BHUNP) Which skin you want to use (and with what options) I can re-package it for you. Here, fixed face tint, CBBE 3BA body using 'The Nordic Bombshell' with Demoniac skin.
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Generally, what is involved in creating a custom body for an NPC: 1. In the 'textures' and 'meshes' sections of the mod, create folders for body textures and meshes. (I.e. in this case, under Data\textures\Tifa Body\ and Data\meshes\Tifa Body) 2. Downloading the skin texture mod that you want to use. A good idea is to use its FOMOD to pick the options you want, but not actually deploy the skin. Then go to mod's staging area, and copying all the files from textures\actors\character\female to the NPC's body folder (i.e. under Data\textures\Tifa Body\Body) 3. Creating 3 projects in OutfitStudio: For each, load the body part reference (i.e CBBE body, Hands, Feet) and save these like this: Display Name: Tifa Body Torso (Hands, Feet) Output file: femalebody (femalehands, femalefeet) Output Path: meshes\Tifa Body\Body (same for all) Select low/high weight output Slider set file: Tifa Body.osp (same for all) Shape Data Folder: Tifa Body (same for all) Shape Data File: femalebody.nif (femalehands.nif, femalefeet.nif) 4. Then, in BodySlide, select a preset you like, and save a copy of it, named 'Tifa Body' Build the 3 Tifa parts you created, to this preset. 5. In Creation Kit, load the mod. You want to create copies of Texture Sets 'SkinBodyFemale_1', 'SkinHandFemale_1', 'SkinHeadFemaleNord', named something like 'TifaSkinBodyTx', TifaSkinHandsTx, etc In those texture sets, you change the file paths. I.e. for Diffuse, SkinBodyFemale_1 uses textures\actors\character\female\femalebody_1.dds TifaSkinBody should use textures\Tifa Body\Body\femalebody_1.dds 6. In 'ArmorAddon' section, find 'NakedTorso' and make a copy of it, i.e. 'TifaSkinTorsoAA' Under Female Biped Model, select it to use 'Tifa Body\Body\femalebody_1.nif', and change SkinTexture to use 'TifaSkinBodyTx' Do same for 'NakedHands' and 'NakedFeet' (For feet, also use TifaSkinBodyTx texture set) 7. In 'Armor' section, look for 'SkinNaked' - make a copy (TifaSkinNaked). Uncheclk 'playable'. In Models, check 'show All', select everything and delete. Then use right-click - New to add 'TifaSkinTorsoAA' as well as addons you made for hands and feet. 8. In 'Actor' section find the form for Tifa (use filter box), edit it, an under 'Traits' tab, change the 'Skin' (under 'Race', not 'far away model') to use 'TifaSkinNaked'. Save, and close CK. Next, you need NifScope. In its settings/resources, make sure to add the path to Data folder in SSE home. 9. The location of file you need to edit will depend on which version of Tifa you installed. I.e. if melee, it will be meshes\actors\character\facegendata\facegeom\Tifa_follower_melee.esp\00000807.nif Open it with NifScope, no worries if it kinda looks messed up. You wanna dive down: BSFadeNode - BSFaceGenNiNodeSkinned - AAAGirlHeads - BSLightingShaderProperty - BSShaderTextureSet. Any textures using a file from actors\character\female should use same file from Tifa Body\Body. Also, it looks like the tintmask path is messed up on ALL head variants (stil pointing to a file under Data\SKSE). I.e. if you chose the 'Tifa-melee' version, it should use actors\character\facegendata\facetint\Tifa_follower_meele.esp\00000807.dds
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Let's assume that the item you want added to player inventory is a Weapon (say, a bow) and a Weapon form entry for it has already been added, and its EditorID is 'CustomHuntingBow' First, you need to comment out the 'additem' line (prepend with a semicolon), cause game needs to be able to compile the script before you can edit the properties. Then I STRONGLY recommend you rename your fragment script. Above your script code, click 'Advanced', click 'Rename' and change the name to something like TIF_HuldaMarriage_02001D97. Leaving that name as is could cause a conflict. Once that is done: click the script name in Scripts window and click 'Properties' Click 'Add Property' In the popup, select 'Actor' as type, and type in 'PlayerRef' in name. Click OK. Click 'Add Property' again, select 'Weapon' as type, and name 'CustomHuntingBow', OK. Now, you should have 2 properties in your properties window. Click on each, and click 'Auto-Fill'. If you name those properties exactly as their EditorIDs, they should auto-fill fine. In fact, they might get auto-filled as you add them. Click OK to close Properties Window. You will see now that the '+' icon next to script name changed to '+ with pencil' to indicate that it has filled properties. Now, the line in your script (be sure to uncomment it) should be: PlayerRef.AddItem(CustomHuntingBow, 1) Change, click 'Compile', click OK to save your changes.
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More informative console might give that info directly. But if not, it can give you base id and source mod. Then you can look it up via sseedit.
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SSE How to edit the color of a glow effect?
scorrp10 replied to Vaz2008's topic in Skyrim's Creation Kit and Modders
Ok, this is a bit of a longer shot, but looking at say, original Emissive Color of 'glow1' , it breaks down to: R:0,.000 G:0.909, B:0.364 But looking at the Controller, its type states 'Emissive Color. The controller itself is about 2 seconds long, and its Key frame Values are: Key0: (time 0) 0, 0.925, 0.411 Key1: (time 0.16667) -0.01, 0.898, 0.334 Key2: (time 0.5) 0, 0.925, 0.411 Etc. I suspect those values are actually the emissive color values, even though they are X,Y,Z rather than R,G,B So, try going down into the controllers and changing the values on the Keys. Something like Key0: (time 0) 0, 0.250, 0.925 Key1: (time 0.16667) -0.01, 0.220, 0.898 Key2: (time 0.5) 0, 0.250, 0.925 etc. -
SSE How to edit the color of a glow effect?
scorrp10 replied to Vaz2008's topic in Skyrim's Creation Kit and Modders
You have to drill deeper. I.e. under NiNode 'glow1' , NiBillboardNode 'greenlight, and keep going into the tree, under BSEffectShaderProperty, it got green Emissive Color.. Pretty much need to change them all. Drill down into other nodes as well. -
SSE Make follower float above ground
scorrp10 replied to GoldenDragyn's topic in Skyrim's Creation Kit and Modders
Vortex has nothing to do with it. All vanilla animations are stored in 'Skyrim - Animations.bsa' . Animations are generally spread out through Data/meshes structure. I.e. skeever files are under meshes/actors/skeever/animations.