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jucoking

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Everything posted by jucoking

  1. Hi Rasikko and Smashballsx88, Thanks to your help I have released my mod (a remake of Castlevania II: Simon's Quest) which can be found here: I have thanked you both in the "Credits" section, but please let me know if you'd like me to add anything else to give you credit (such as links to mods or pages). I want everyone who contributed to know that I really appreciate the help.
  2. [RESOLVED] Tweaked settings in xLODGen (SSELODGen)
  3. I was first using Oscape but then started using xLODGen. I actually just fixed the tree problem by tweaking the settings, but now I'm getting black terrain in the distance. Any ideas?
  4. Have you ever seen or had this problem (black boxes around trees)? I have attached a screenshot. Also my distant land textures are just black. I wouldn't normally post it here but I'm pretty desperate and LOD generation has not been straightforward at all, that includes using xLODGen.
  5. I have attached a screenshot of what my LOD trees look like. If anyone has a fix for this please let me know. You might also notice some BLACK ground textures that are not displaying correctly as well, I have no idea how to fix these problems and appreciate any help.
  6. Has anyone else encountered this issue? It has taken me more than a month to try and figure out how to generate some kind of decent LOD and now that I have it, the damn trees all have black boxes around them. In the time since I began finalizing LOD for my custom worldspace this has never happened before. I will attach a pic later when I can get to my computer. It only affects the trees that are supposed to be 2D billboard trees in the background (LOD trees).
  7. I don't know what form 44 plugins are, but according to the procedure I linked above, this supposedly can be done. I even spoke with the author of the tutorial and they told me the same thing... to make a copy of my SSE plugin to use with OLD CK. All that in order to use OLD CK to generate LOD. I have also tried copying OLD CK into the Skyrim SE folder to get it to work that way but that comes with it's own set of problems. When I do that, I get an error stating that "bUseVersionControl" is turned on and that to proceed it needs to be set to 0, but I have checked every .ini file and the one that has bUseVersionControl is ALREADY set to 0. It's such a headache.
  8. Do you get good results with that? I've tried it before and distant terrain comes out looking black until you get close. Is there any advice or a guide you can link me to that will help with the process? I'm at wits end with LOD.
  9. Any progress on this? Is it working well for you? I am having a helluva time generating LOD for my custom worldspace and am looking at all possible fixes.
  10. This has, by far, been the biggest headache of the entire modding process. I have tried multiple ways to try and generate some kind of LOD with varying results, but nothing has been satisfactory. I have tried xLODGen, OScape, DYNDOLOD, TESVEDIT, and the built-in Skyrim SSE LOD generator. I can't release something if it's ugly and it always turns out wrong. Most recently I have been following LOD generation directions from here because it seems to be the most recent (2017): https://bethesda.net...e?language[]=en In this tutorial for SSE, the OLD CK for vanilla skyrim is required and is available from STEAM. I have tested the old CK alone with vanilla skyrim and it works perfectly fine. Where the problem begins is when I make a copy of my plugin (per the instructions in the link) and try to open it in the OLD CK. CK won't progress any further than "initializing archives...". So I figured I might be missing some essential files from the plugin so I copy the data folder in Skyrim SSE and paste it into the vanilla skyrim folder which gives me some kind of error about "STRINGS" (I have attached the image of the error below). If anyone.....ANYONE.....knows a reliable way to generate LOD SSE please let me know. It's the last step before releasing my mod and it's been an extremely discouraging process.
  11. This has, by far, been the biggest headache of the entire modding process. I have tried multiple ways to try and generate some kind of LOD with varying results, but nothing has been satisfactory. I have tried xLODGen, OScape, DYNDOLOD, TESVEDIT, and the built-in Skyrim SSE LOD generator. I can't release something if it's ugly and it always turns out wrong. Most recently I have been following LOD generation directions from here because it seems to be the most recent (2017): In this tutorial for SSE, the OLD CK for vanilla skyrim is required and is available from STEAM. I have tested the old CK alone with vanilla skyrim and it works perfectly fine. Where the problem begins is when I make a copy of my plugin (per the instructions in the link) and try to open it in the OLD CK. CK won't progress any further than "initializing archives...". So I figured I might be missing some essential files from the plugin so I copy the data folder in Skyrim SSE and paste it into the vanilla skyrim folder which gives me some kind of error about "STRINGS" (I have attached the image of the error below). If anyone.....ANYONE.....knows a reliable way to generate LOD SSE please let me know. It's the last step before releasing my mod and it's been an extremely discouraging process.
  12. Please don't mix up the two versions of Skyrim. This forum is for original Skyrim. Here's the Skyrim Special Edition forum. For original Skyrim, install the CK through Steam, under Library -> Tools.For Skyrim Special Edition, download it from Bethesda.net.The two versions of the CK are different and each one is not compatible with the other version of the game. For more detailed install instructions, visit CreationKit.com. I don't believe that's entirely true according to this post for modders: https://bethesda.net/community/topic/75111/ck-32-bits-how-to-generate-level-of-detail-lod-for-a-custom-world-space Sometimes it is necessary to open SSE in the old creation kit if you are making mods and need to generate LOD. However, I don't think that Oldrim will work with CK 2.0 but I haven't tried it.
  13. Ingenious, as usual, ReDragon. I do have one question about this script, though. To test, I am not able to use the "wait" function in-game because it messes with the timer. If I use your script and the FormList, would I be able to "wait" in-game in order to test for the different endings?
  14. Thanks, Ishara. I have been scripting using this register/unregister method to prevent game bloating and slow down from multiple loops running concurrently. At least that's how I thought it worked, but I'm not much of a scripter so I don't know for sure lol. You were correct in saying that this is how I am getting the script to loop continually in order for it to keep checking the conditions to make sure it is all up-to-date. I'm going to be testing this after applying your suggestions and so far it is looking good. I got the "good" ending to show and all that was showing before was the "bad" ending no matter how many days passed. Thanks so much.
  15. I have attached a script to my quest that should track the days spent in completing the quest. It is as follows: The problem I am having is that the only ending trigger that calls is the last one (the "bad" ending), which is only supposed to call when 8 in-game days have passed. The best ending is supposed to be 4 days and the good ending is supposed to be 6 days. Would anyone help me with this script? Thanks in advance.
  16. Using the "Cast" script, it's nearly impossible to accomplish anything because it is so buggy. The wiki states that using the script will bypass player animations and that you should use the "magic (procedure)" instead. I have played around with this quite a bit and sometimes it works, but mostly it won't. Another problem I was having with it is that it doesn't target appropriately and ends up just casting in whatever direction the actor is facing, which might work for you. You could try to replace "cast" with "DoCombatSpellApply" and see if that works any better.
  17. So, the weirdest thing is happening while trying to compile this script...UnregisterForUpdate() and RegisterForSIngleUpdate(10) won't compile. This is bizarre to me because it's a script line I've used a million times and haven't had any issues with it. Any idea on what gives for this script?? UPDATE: My bad...while copying and pasting I accidentally took off the script header. All is well.
  18. Thanks so much for your input. I have decided to keep all doors unlocked at all times because there are merchant NPC's needed in order to progress through the mod. If someone has to wait all night before they can progress or access merchants, understandably there would be complaining because the "wait" function has been disabled. Especially since the ending of the mod is time-sensitive.
  19. Yeah, I'm giving up on it at this point. As far as I'm concerned, "Cast" and it's counterpart "DoCombatSpellApply" are completely and utterly useless. It's impossible to script a spell and have it work correctly. According to the wiki this can't be used on an actor, so I made XMarkers around the arena to target instead and it still doesn't work. As a side note, the UseMagic(Procedure) is equally useless. I can't even get it to work outside of combat, let alone using conditions for in combat. It's sad because I'm almost completely finished with my mod and I have yet to run into an issue I can't script around or find help, but this has forced me to water down my original ideas for a very cool boss fight. Anyway, thanks everyone for your input!
  20. According to the creation kit wiki, the form of a scripted cast is: Spell.Cast(akCaster, akTarget) However, I tried it without the source as you suggested and simply used: Spell.Cast(akTarget) It will compile if scripted this way, however, the spell is still not targeting the PlayerRef. It's just shooting off in front of the enemy.
  21. I have a custom enemy who is casting a spell via script, but when the script fires it just shoots the projectile in the default direction (straight out in front of the actor who is casting). Here is what the script looks like (partial): All of my properties are filled correctly and everything else associated with the script. It all works fine except for the fact that the spell doesn't TARGET the PlayerRef. It is an "aimed" spell that is "fire and forget" and is a slightly altered version of the "Vampire Blood Plague" spell. If anyone has a clue as to why this isn't targeting the player, please let me know. Thanks in advance.
  22. The script required to force decapitation is the following: Credit to ORENJII, creator of the "decapitation spell" mod for helping me figure this out. (https://www.nexusmods.com/skyrimspecialedition/mods/22850)
  23. Can't open the source script from inside cc, so I opened it up in notepad++ but this is all I get...a bunch of jumbled letters and symbols: I thought notepad++ could be used to view papyrus scripts, but it looks useless to me.
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