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Noobo

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Everything posted by Noobo

  1. There should be two grass textures you can paint. One with actual grass blades and one without. Take a closer look at your texture painting options Trees are fauna/static objects that need to be placed by hand. that or you generate region randomly with the region editor
  2. From memory there are two statics like that. One is a whiterun door box, the other is a plain black panel go into your object window static category and search up 'black'
  3. Start using the gizmos and snap to grid to align objects to avoid spiderwebbing (gaps that let you see into the void) Use rotation snap to ensure everything aligns nicely (just make sure that the objects original rotation is at 0, 90, 180, etc, if not double click and manually add the values) You can also reposition objects on axis. (I believe its holding z,x, or c then dragging) Below isn't an exhaustive list but you might find it useful http://tiarum.com/wiki/Skyrim_CK:Creation_Kit_Keyboard_Mapping
  4. Skyrim from memory is 64x32 cells. But a large portion of it is not playable Also note that your worldspace needs to be a mutliple of 32, or weird things happen with the LOD
  5. You may need to delete your .lod files and regenerate. Delete Data/Meshes/Terrain/Worldspace/[Everything], Then regenerate LOD
  6. Yep. CK will not generate for you an even dimension , every time you move to the 'edge' cells CK will generate more for you. To draw out an even square go to the regions tab and create new large region around the landmass. Check this link: http://www.morrowind-oblivion.com/oblivion/oblivion_scenery_tutorial.php (even though its for morrowind skyrim is pretty much the same. Just ignore the random generating parts and look at step 4-5)
  7. Your worldspace dimension isn't 32x32. Thats why the land is refusing to generate properly. Your worldspace needs to be a square or rectangle that has a dimension which is a multiple 8 (i believe) in order for Oscape to generate land LOD.
  8. Normally if you CTD right after the Beth Logo plays then it is a problem with missing its masters. Go through the list and see if there are any .esm dependencies that your load order doesn't have. i.e. If you have a 'dawnguard vampire mod' which needs a dawnguard.esm, and you don't have dawnguard. Then you need to remove the mod. Same deal with .esm from mods like Frostfall or Apachi Hair
  9. You could have searched "flintlock" and this: http://www.nexusmods.com/skyrim/mods/26653/? would have come up
  10. Haha looks like Ellen Page. Its always nice to have custom voiced companions. Definitely looking forward to its release.
  11. Your best bet is non-english websites. I remember downloading it from the Russian website Modmaximus
  12. You need to run the FNIS generator (the 'for users' version) every time after you install or uninstall any animation mods. Doesn't matter whether you delete it or not.
  13. Looks like one of Kurese's armours. Don't know which one though
  14. Worldspace mods consume huge amounts of time and effort. Something most people have in short supply My advice is the same as Ghosu's, make 'stuff'. Start working on your idea, build your worldspace, and when you have enough work for show release some screenshots and videos - That should catch the attention of other modders.
  15. Hi ValenaX. Welcome to Nexus! To answer your question. Yes, most of what you want to do is achievable through the CK. It sounds like you want to create a large quest mod and/or worldspace. The first step is to get familiar with the CK. Follow these tutorials: http://www.creationkit.com/Category:Tutorials You should have a decent grip on CK after finishing these. From there you'll have a good idea of what you can make and the work involved.
  16. I understand your frustration when it comes to making a worldspace. If you want advice, it will help if you write clearly. It also helps to not sound like you're venting. 1. Outline your problem (i.e. "I can't get into my worldspace using the console.) 2. be specific when describing the problem (i.e. "I see this, this and this, but I can't see this) 3. Actually ASK for help (i.e. "what should i do? Am I missing anything?") Regarding your above problem. What do you mean that one cell is loaded? Do you drop off the world when you reach the end of the cell? or can you not see any further than a single cell?
  17. The solution was in the 'pinned' section of this forum page. Right at the top. http://forums.nexusmods.com/index.php?/topic/810472-workaround-skyrim-dialogue-bug-fix/
  18. I've had a similar problem with interiors to exterior Worldspace crashing. Have you recently changed the parent worldspace? I've found that setting it to anything other than Tamriel or NONE makes my custom worldspace crash.
  19. Merchant inventories exist in a predefined chest which is normally unaccessible because it is placed outside the playable areas of a cell. The mod you've mention moves the location of the chests into the interiors of the cells. For merchants that dont travel this solution is fine. But for the khajit caravans or any other modded travelling merchants it may be a problem.
  20. You'll have to create 4 different worldspaces, then join them via doors or teleport scripts. I don't think you can just 'cut' existing worldspaces into smaller ones
  21. Dance of death has an MCM option to disable enemy kill moves.
  22. Its the dialogue bug. This is the fix: http://forums.steampowered.com/forums/showthread.php?t=2973655
  23. For future reference I found the solution. Just regenerating LOD won't work, the ghost trees will still appear on earlier versions of your .esp Delete everything under data/meshes/yourworldspace and regenerate object and tree LOD
  24. I've recently come up with a problem while working on my custom worldspace. Certain trees have LODs that don't disappear when near. They remain the low texture/ low poly object when I walk up to it. Some trees also display the wrong LOD model There are even trees which I've placed, then deleted (thus they are not an object within the world anymore). Then when I'm in-game the LOD tree is there, despite the fact that there shouldn't even be a tree I suspect that It may have something to do with the fact that I am using some custom tree textures and models from GKB's Green Tree resource. Can anyone confirm that? Anyone encounter a similar problem, or know of a solution? Screens: http://i1279.photobucket.com/albums/y540/arquey/d7533e9e-7301-421e-93e2-91ff0ec648e7_zps4e0b152b.png These are the low quality LOD trees, not the foliage ones (they don't even exist in CK) The Aspen LOD is should be a snow pine LOD http://i1279.photobucket.com/albums/y540/arquey/b83e73d2-c571-4d31-8747-a9840428d373_zps2bd24933.png Same Issue here. More Screenies: because I thought this one looked nice. It doesn't have a problem, just like to share it, thats all http://i1279.photobucket.com/albums/y540/arquey/2013-12-16_00003_zps412ed504.jpg
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