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Everything posted by Zephur6788
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I made a massive mod and noticing people are having missing texture issues, i checked some of the nifs and made the rookie mistake of not setting the file path to start from the textures folder, so a chunk of people with the mod that dont have the game installed in the programs x86 folder are having issues i have THOUSANDS of nifs in this mod, its too god damn many to go thru and fix, i dont have the time, is there a faster way of doing this>?
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Home making - when should you stop...? Mb wise
Zephur6788 replied to Zephur6788's topic in Skyrim's Skyrim SE
Haha kk well, i already finished optimizing the home so it should work better for anyone. Worse case scenario, i make an optional mod breaking the house into 2 halves. My computer has quieted down a little bit, but i am having some lighting issues now, which i can figure that out. maybe eliminating shadow-cast lights will help -
Home making - when should you stop...? Mb wise
Zephur6788 replied to Zephur6788's topic in Skyrim's Skyrim SE
ooouuu i just watched the first minute of the fox guy and he described exactly my situation! thank you very much, i watch alot of his videos but optimization didnt sound like something interesting to watch haha -
Home making - when should you stop...? Mb wise
Zephur6788 replied to Zephur6788's topic in Skyrim's Skyrim SE
im about half done the home, so no i have not optimized, and dont know anything about it, ill check these videos out -
EDIT: Sorry dunno if this was in the right forum - but this question is in regards to creation kit for Skyrim Remastered heya there I am making a blue palace-sized gem home for The Gemstone Collector mod its getting fairly large/dense in size and i may have to break it up into a main floor and a basement. I REALLY dont want to do it though since i personally dislike homes broken up like that, however my computer sounds like its usin a bit more juice when testing it. im at about 35% capacity, which i think is around 60 MBs of a cell and im wondering where the cut-off should be? 50%? 60%? I have a pretty good gaming computer that can handle this, but for the average player downloading my mod (may not have a computer like mine), where should i try not to go over so it doesnt make the gameplay choppy? is there a certain limit not to go over that is agreed upon the modding community for making homes? and are Xbox1 players not affected by this since the system has a pretty good engine?
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ive waited too long for a tropical skyrim for the SE that ive decided to borrow all the assets and make a tropical island, but damn its alot of work lol
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i figured out how to rescale the mesh and collsion on 3ds max, exported it with the new collision, opened creation kit and as soon as i put the object in the program, it crashed, startin to piss me off lol
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"Don't try to scale the RootNode, it won't be retained. Instead scale individual NiNode, NiTriStrips or NiTrishape" ive done that recently with making gemstones in skyrim, but when you do that, the collision doesnt scale, is there a way to scale it on nifscope?
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okay i FINALLY figured it out, for anyone else wondering, DONT SCALE the BSTriShape of a mesh, or right click, transform and scale that fun and easy way, if you do it that way, the collision keeps the same original size, to scale both at the same time, i found that i had to change the scale in the BSFadeNode, or whatever the name of the top of that tree is called, in my case it was the BSFadeNode worked beautifully!!!!! wooohoo
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So im working on The Gemstone Collector, im tryng to figure out why my gems are floating, its an issue ive had for years!! so i take meshes from skyrim and re-texture them into gemstones, sometimes the meshes i use are sometimes twice as large as i need them. So for example, i took the boar meat, which is huge, and scaled the mesh's size down to 0.500 using transform/scale. when i add it to the game, the gem hovers off tables a few inches or so, looks pretty bad actually, my only guess is that the scale doesnt affect the rigidbody and wondering how i can match both of them so i dont have hovering stones, or stones halfway in the ground, i attached a picture in this example
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Trying to remove purple hue from soul gems
Zephur6788 replied to Zephur6788's topic in Skyrim's Skyrim LE
ah i turned off the glow filter on nifscope and it was invisible, so its gotta be a glow, just dont know where to remove it -
anybody know? im trying to make a gemstone mod and id like to incorperate the soul gems, however they leave a purple hue on all the stones, is it some kind of glow, how do you remove it?
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omg it worked!!! TYTYYTYTY now i can sleep at night!!!
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ahhh yur a genious, or im real stupid, either way, ill give it a shot!
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has anyone tried messing around with the ore mounts yet? i made my own ore mounts and when i set an item on the ore property, the pickaxe takes one strike and stops, and i recieve no items, i tried modifying a pre existing iron ore and tried switching the iron to ebony, and it will only mine iron... are the ore mounts now hard coded??? because i was able to change this when i made "The Gemstone Collector" in the original skyrim
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so ill try and make this quick, im trying to redevelop 'The Gemstone Collector' into a chemistry-core mod where chemical elements can be obtained. some elements, to be realistic, require me to make a custom crafting appliance, and some elements are gathered by luck. so for example, i have a distiller that can capture various gases, some rare than others, you require a bottle to get the gas though. in creation kit, a crafting recipe requires a physical object to craft, not some custom probability list like i use for gemstone mining. how do i do this? one idea i had was to make several bottles named the exact same, and each bottle will have its own recipe, and the probability would be based on the bottles some how, but that means you would have 5 or 6 bottles in your inventory that dont combine, they would be sepate and it would leave the mod ugly looking another backup option i thought of was to copy the mining script, and make the appliance the same way a mining ore works, and that way i would be able to make a probability list and would work, except i would have to figure out how to remove a bottle through the script sumhow anybody got any ideas, any help will be well credited!