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DavidD

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Everything posted by DavidD

  1. Though it would be circular, wouldn't it? Would it be square?
  2. Hello again. Is there any way to get the current region that the player is in? I really can not find a way to do that. With regions I mean "World->Regions..." in the creation kit. If not, is anything alike that that I could use? Otherwise I guess I have to put up a bunch of triggers in the world wherever I want to check for if the player is there
  3. I guess that would work. I seem to have misunderstood the inheritance. Thank you, I'll test and see if it'll work
  4. Hey there! I'm trying to call a function from another script. Obviously making it global is the way to to. When trying to call it the game thinks it's undeclared. Understandable since it can't know that it is. GlobalVariable property foo auto function func() foo.SetValueInt(1) foo.GetValueInt() endFunction Both get and set will fail so I thought that I could use a local variable. Nope. Global function calling a local function? Nope. Does anyone have any idea what to do? I'm experienced in programming just not papyrus so you don't have to explain like I'm 5 (hopefully)
  5. Hey there! I'm trying to make the salt in the saltpile.nif black. First I tried using texturesets but the texture's alpha properties seem to be gone. What I did is that I opened saltpile.nif in NifSkope and used the same texture (which now worked) but it still shows up in the creation kit without any alpha properties. How/what do I do? Googling anything with creation kit and texture pack just makes "Creation kit with texture pack released" come up
  6. You CAN change the mesh, open it in NifSkope and then save it as an .obj file. Do whatever you want to do and then paste it over the node in NifSkope. It's quite tedious especially now before NifSkope + NifScrips are updated.
  7. I had this. Crashed at certain places or after only a few minutes. I fix it by launching Skyrim.exe from steamapps\common\skyrim instead of launching it through steam.
  8. Ah okay, I posted on their forums.. D'oh well, thanks!
  9. The folders you create will override anything in the .bsa files. If you remove the folders the .bsa archives will take over. So you can just remove it.
  10. A .dll is a "Dynamic-link library" and is used in the programming section of applications/games. Did you mean .dds? Or is it missing a .dll? More info would help
  11. Yes. I think so.. That's how texture mods have always worked, right? If you look at the "Enhanced nightsky" mod you'll see that he tells you to put it in "Skyrim\Data\Sky" and that works. I haven't tried it but it should work if you just create the folders yourself as long as you maintain the structure and filenames
  12. Is it me being bad at using NifSkope or can you simply not look at textures in NifSkope currently? Also, isn't the NiTriShapeData the triangles, and the BSLightingShaderProperty where the textures are? So as long as you only overwrite NiTriShapeData you should be good. Maybe NifSkope does this for you when you paste in a model?
  13. Do you mean the folders are missing from your Skyrim\Data? (Architecture, clutter, dungeons etc.) Just create them yourself. I have Interface, Strings and Video.
  14. To get a texture into the image editing software of your choice you can do this (at least it's what I did): First get a .dds plugin for the program you want to use (so you can open .DDS files which Bethesda use) OR get a .dds viewer/exporter to re-save it as a .png and then convert it back to a .dds when you're done. Now, to extract the textures from the textures.bsa, download FOMM (Fallout Mod Manager). If you do not own Fallout you're going to need to get a hold of the game somehow or get a hold of the .exe files (I downloaded a crack for FO:NV and used that to get it running) and point FOMM to the folder where it's located. With FOMM you can extract the textures, you'll have to do a bit of research on how since I removed the .exe files and I don't remember what I did, just google it and you'll probably find it fairly quick. Once exported, open the texture you want to edit, edit it, save it and remember the structure. If you opened "textures\dungeons\candles01.dds", make a folder in your "Skyrim\data" folder named "textures", inside that put another folder named "dungeons" and in the "dungeons" folder, put the file under the exact same name as the one you openened in GIMP (or whatever), in this case "candles01.dds". You'll also want to update the _n files which are the normals. There are usually plugins for creating normal maps. Quick recap: FOMM Extract with FOMM Open in image-editor or .dds viewer Save changes Create normal maps (optional) Save into Skyrim\Data carefully, maintaining the folder structure
  15. I like in, in FO3 killing a Deathclaw was way too easy. I mean, c'mon Deathclaw, they're supposed to be hard to kill and I like it that way :D also with the new FPS mod you can't really take more than 3-4 hits before you die. I like this a lot
  16. When you launch the game and the launcher pops up you can change the draw distances in the options dialogue, also you can change them in-game if you go into settings.
  17. Check the view->show/hide window. Something may have unticked itself. If not I have no clue as long as you do everything correctly, could you describe how you start and get to that point?
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