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Ainulindale

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Everything posted by Ainulindale

  1. Hi all, Bit random this, but I suddenly noticed that my HighResTexturePack01.esp is no longer appearing in my load order in NMM (or the normal skyrim launcher). I've got things using it as a master (e.g. the unofficial high res patch) and the game still runs fine, but I cannot run things like the reproccer as they detect it as missing. Packs 2 and 3 are still there, no issues. The weird thing is that HighResTexturePack01.esp is still present in my data folder, along with the bsa file, just like 2 and 3. I tried verifying the cache via steam, I tried removing the esp, then verifying the game cache to download a new version, still nothing shows up in NMM. As it stands I can't run the reproccer, meaning I can't use or update several mods unless I first uninstall the high res DLCs. Anyone have anything similar happen?
  2. Quick vid of the final(ish) exterior area complete with fully scheduled bandits working, patrolling, eating, drinking, sleeping etc. Plus a before+after style look at the exterior as a whole I've also updated the first post with current progress.
  3. Solved! With thanks to anamorfus at the ELFX mod page, the trick is when using any esp as a master file, you have to esmify it with wrye bash first before you can save any edits in the CK, then espify it back again.
  4. Hi all, Run into a vexing issue, i'm editing an exterior cell (valtheimkeepexterior03) and saving as my mod, all working perfectly. The issue crops up when it comes to running my mod alongside ELFX - specifically the exterior module, which makes some changes to the lighting of the cell. You may remember that Redguard bandit that stops you going along the road outside Valtheim Towers, next to a cooking pot. The exterior module of ELFX adds a light source to that pot. In my mod, i've removed that cooking pot (who cooks in the middle of the road? Honestly...), however with ELFX installed, obviously the light source added by that mod stays in place, resulting in a mysterious light outside the tower when in game. Now it took me a solid few weeks to even think that it was another mod, not my own, that had added this light, so I felt pretty triumphant when I found the cause, surely all I need to do now would be make a small compatibility patch! I loaded up the creation kit with ELFX (main mod plus exteriors) as well as my own mod as masters, deleted the light, saved as a new plugin, and placed at the bottom of my load order. Unfortunately, it didn't work, in game the light is still there. I used Wrye Bash to set ELFX, ELFX exteriors and my mod as masters to the patch, no difference. Loading up my patch in the creation kit, the light is still present, despite having deleted it. I noticed that moving it around, changing the size / intensity etc, the mod would never give the * symbol indicating an edit had been made. If the light is deleted, then I get the *, but seems to make no actual change in game, or when reloading it in the CK. Making any changes to anything else in the cell, including other light sources, gives me the * symbol, plus works fine in game, so it just seems this one light is being persistent no matter what I do, I cannot move it, delete it, increase it, anything at all! Anyone got any suggestions? Cheers! I can provide pics if necessary.
  5. Just got a new laptop (and can now record ultra graphics in 1080p at 60fps!) and moved all my mods, saves etc over, and been working on more of Valtheim. I've spent so long on the level design that i've forgotten some NPC editting stuff so will have to go back over a lot of tutorials! Anyway expect an update video this week :]
  6. Still plugging away at it, this first area became far bigger than I planned, plus i've had work and exams coming up. There's a couple modding videos on my youtube channel featuring progress for those interested, and i'm hoping to have enough to show a full Valtheim trailer in a month or so.
  7. Thanks a lot, that series was exactly what I needed, now got myself a nicely de-horned helmet working in game!
  8. Right, I had a bash at trying things myself, got as far as importing the nif into blender but actually editing the mesh is beyond me at the moment, so if anyone is willing i'd be very appreciative! Main things I need at the moment: The horns taken off of Yngol's helm (to make a Magneto style helm) The 4 lumps taken off of the banded iron shield (for a smoother circular Captain America style shield) Otherwise if anyone knows of a blender tutorial that might be useful in editing existing meshes? Thanks all
  9. Hi all, I'm making a series of armour sets based on marvel characters, mainly working from retexturing existing armours, but for some i'm going to need some mesh edits which I can't do myself. I've had a look at some tutorials and might give it a go but i'd rather get on with the texturing if someone is able to help me out! It's just things like removing horns from helmets, reshaping bits and pieces, adding capes etc, i'm not looking for any complete redesigns or scratch built stuff. Please reply here or message me if you can help out, cheers!
  10. A long awaited update! Time has been short so haven't gotten as far as I'd liked but majority of the work on the underground of Valtheim is done.
  11. Right, might have a clue now, I extracted all of the dbarmor textures and meshes into their respective places within the skyrim Data folder, meaning the game will load from there, and these would be the vanilla sets. Suddenly when I load the game, the armour is lacking both the cowl and the belt, shown on the left of this picture: http://i.imgur.com/GLD1Gjl.jpg Renaming the dbarmor folders (so the game won't load them, and will load whatever it's set to load as usual), and the belt and cowl is back, as in the right side of the picture. Now I did some searching and found hints (http://forums.nexusmods.com/index.php?/topic/880142-male-shrouded-armor-from-loading-screens/) that the armour was originally meant to have those elements (shown in the dunmer assassin loading screen) and weren't included in the final cut for some reason. My question then would be, how do I find out which mod adds them back in? Like I said the only dbarmor textures and meshes in my data folder are the ones I extracted from the vanilla skyrim BSAs, and these load the belt-less version. None of my armour mods list any changes to the shrouded armour either. Is it perhaps included in an unofficial patch? EDIT: SOLVED! - It was added back in the unofficial skyrim patch! Had to manually search through every likely BSA on my mod list... but there it is!
  12. I used to be in charge of a modding section for a medium sized forum. People would argue that because someone made good mods and contributed, this give's them a free pass when it comes to behavior on the forums, including using other peoples work without permission. People tend to forget the "behind the scenes" effort that greatly improves modding - running the servers and forums, providing a massive service, for free. Someone exploits that, breaks the terms that they agreed to when using the nexus, why are they owed anything?
  13. Hi all, I've been playing with retexturing to see what I can manage, and have been enjoying it a lot more than I expected, but i've hit something i'm not sure about. At the risk of being oddly specific, i'm retexturing the dark brotherhood male shrouded armour, however the belt that goes over one shoulder is missing in game, though it's present in the texture (extracted from Skyrim-textures - dbarmour_male_torso.dds). http://static2.wikia.nocookie.net/__cb20121011014022/elderscrolls/images/b/b1/TESV_Shrouded_Armor.png is an image of the armour showing the belt (diagonal over chest and over left shoulder). Now i've loaded dbarmortorso_1 and _0.nif in nifskope, and the model displayed doesn't have this belt either. I've hunted for some random nif file that might have it but no luck, can anyone shed any light? EDIT: Well i've opened all of the dbarmor 'nif files in nifskope - the belt is present on the female armour and I can't find it anywhere else. Also in-game the male armour loads with the cowl over the shoulders from the shrouded cowl model - even when the cowl isn't worn (which adds the hood of the cowl). Does the male armour model know to "borrow" these elements from other .nifs? At the moment i've purely edited the dbarmor_male_torse.dds and applied it to dbarmortorso_1 and _0.nif, in game it loads the bare armour, no cowl or belt.
  14. You can make your own outfits and classes, and then select those from the drop down menus on the NPC window, have a look under the character menu
  15. Right, made progress! I think NPCs have an inbuilt inability to use illusion magic, since mainly spells are designed for use by the player, or by enemies, aimed at the player, thus illusion is useless - they never trigger anything saying "this would be a good thing to use" With that in mind, I played around with adding my frenzy effect to a destruction style effect in the voice power. This took many, many tweaks, fiddles and erroneous trials to get working (I'd get results ranging from no shout used, to crashing the game when spawning him - and using the shout with the player character would either work, not work, or crash also). I decided to simplify it, make a tag-on frenzy effect for unrelenting force, rather than tagging something onto my custom effect. basically I made my frenzy spell into an aimed, rather than on self, power. Combined with unrelenting force worked in game, again after many failed tests. basically I think it requires at least a projectile for the NPCs + physics to realise they're involved in the effects, not entirely sure, but without the projectile, it crashed, with, it worked, and I could turn all other FX off. So in game i've got a guy that will shout silently, with a slightly subtler unrelenting force air-blast effect, that causes everyone within a large radius of where the shout was aimed, to become frenzied. I'd like to get the effect completely invisible, so more fiddling required, does anyone know of a suitable "dummy" FX? Many citizens of Whiterun died to bring us this information.
  16. For your second question, have a look at bandit wizards etc as guides - they use a magic based combat style (in the AI Data tab), also make sure they have spells in their spell list to use
  17. Still working on the underground area, which is taking some time, plus i've got some uni work to do as well. Will make another vid once the underground is finished, then I just need to finish up the bandit routines and get the hirelings working properly. Also if anyone could lend a brain to this i'd be much appreciative :]
  18. I personally give myself a que, so I start recording audio, and in game say "3 2 1 record" just as I hit record video. Makes it dead easy to line it up, then edit out the first seconds. Always go through the video as you edit and make sure the audio is still aligned, a slight mistake can ruin the rest of the video.
  19. I'm a let's player, ~600 subs, started last May. The raw files you get from recording are enormous (i've filled, deleted, and filled again my 2TB external hard drive with raw video, done about 120 videos), so you will definately need to do some editing and reformatting. I use very basic stuff until I can get the cash to upgrade, but you should concentrate on getting decent steady FPS over "atmospheric" ENBs etc, which sometimes won't look good once on youtube (too dark for viewers to see - it's far different playing that watching), and essentially, a decent microphone. Now mine is pretty poor, and I pay for it with about 2 hours audio editing for 1 hour of actual audio, that's compressing, filtering and manually removing clicking, static etc. Last thing people want to hear is your mouse, or your breathing. I use FRAPS, recording to an external hard drive, so there's very little performance loss in game (though my old laptop can only squeeze about 30fps at 720p), and Audacity to record my voice. Then windows movie maker to edit the video and join the audio in. Things like cutting out loading screens, 5 mins of potion brewing etc. Ideally i'd be paying for a much better mic, and better recording / editing software (and a new computer to play it on!), as these really are the bottleneck in producing decent videos. My current setup is the cheap and nasty way, and my videos aren't the best quality because of it, I've only got this many subs because I play a little differently, do something new, so that's the main point if you want any kind of following - you have to be comfortable talking, and make something you'd actually want to watch. No "uuhhhhmmm yeah i'm gonna just go kill this guy, so uhhhmm yeah I killed him i'm gonna go sell his stuff now". Do some trial runs of 10 mins or so, make sure you get your volume balance right between the game and your voice, think about people needing to watch it while you play, if nothing happens and you don't say anything on a 5 min walk to whiterun - cut it! If you've made an hours video and watching it back you realise half of it is in menu screens buying stuff with only one fight scene where you're mainly looking at the floor, don't be afraid of restarting the whole episode, I've done that a fair few times! As for mods, it's best to keep it trimmed to exactly what you'll actually use / see in your playthrough, and weather or not you want to make a feature of them, are you going to talk about them as you play etc. Overall it's a very rewarding way of playing, but a lot of hard graft. You've got to be invested and interested in your character and playthrough.
  20. the command should be "player.teachword <wordID>"
  21. type "help <name of your shout> 4" into the console and it'll show the ID (other people say use 1, 2 or 3 instead of the 4 so try those if 4 doesn't work)
  22. First thing I would do is set up the spell effect and the spell, and test it as a spell in game (using the console player.addspell <spellID>) just to make sure it works. Then to make it into a shout it's a little more fiddly, first make sure it's a voice power spell, but you can leave the casting as "eitherhand", as it doesn't affect it. Next you need your 3 words or you won't be able to unlock it with a soul in game, so duplicate some existing words and rename them whatever 1, 2 and 3, make sure you've got something written in the name field for each. Then you can set the shout, which will give you options for 3 words, set word 1 as your first word, and the effect to your effect. now you can leave the others blank (NONE) or add further words and effects. To test in game use the console command "player.teachword <wordID>" which you can then find on your shouts menu and unlock (use "player.setav dragonsouls 1" to add a soul if you need one).
  23. Now working on the interior, plus some stuff with the NPCs Having trouble with randomised (level listed) respawnable followers at the moment, not sure the game likes that combo, having a look through some other mods that have achieved it. Also struggling to get the Renegade Overseer to use a custom shout i've made, it's got the frenzy effect, and I think there's something preventing NPCs using some of the illusion school (which would all be useless on the player), so i'm fiddling with that too.
  24. Basically in the editor you've placed them standing up, and when in game the "starts dead" is triggered, so they collapse from a standing position, with no sword hit or anything giving force in any other direction, they usually end up slumped over like this. In the CK, check "starts dead", then hit the Run Havok Sim button with them selected, and it'll apply physics, they fall over, and you can drag them around until the fall in a position you're happy with.
  25. Hi all, Run into a little snag, I'm trying to give an enemy a shout version of the master illusion frenzy spell, and he is so far refusing to play! Firstly, I made the spell from a copy of the frenzy spell, removed it's requirements, buffed its AoE, and removed all the spell effects (basically I'm setting up a riot every time this guy starts a fight, so don;t want to see the spell in action, just the effect on the other NPCs). At this stage I tested the spell by adding it to my player, works great, everyone in the bannered mare has a wonderful time. Next I fiddled around with getting my enemy actor to use shouts, which I eventually managed, adding UnrelentingForceShoutDraugr to his spell list, and giving him a custom combat style with all weapons on 0 and shouts on 10. In game he happily bellows at the locals before becoming the lead role in Julius Caesar Act III scene 1. Excellent, I thought. Next step, turn my frenzy from a spell into a shout, and give it to my NPC. Following the shout UnrelentingForceShoutDraugr, the voice spell UnrelentingForce1 and the magic effect VoiceUnrelentingForceEffect01 as guides, i've made a similar shout, the only difference being the effect archetype (frenzy), the conditions (same as for the master frenzy spell, i.e. won't work on undead etc), and the delivery (self instead of aimed). To make the shout I set Words 2 + 3 to NONE, left Word 1 as WordDragonFire01 (used by UnrelentingForceShoutDraugr, which worked previously) and set it's effect to my spell, and added the shout. In game however, nothing happens. I've played around for a couple hours with changing to word, or making a new one, but from what I can tell they're only for the player to unlock the shouts, not NPCs, so I think i'm barking up the wrong tree with that (which is bad, i'm not a dog), unless there's something I haven't seen with giving NPCs unlocked words? Can't see anything obvious with boss draugr, ulfric or the greybeards, who all use shouts in combat, and as I said, my guy quite happily uses the draugr version of unrelenting force. On further testing, giving my player the shout, spending a dragon soul to unlock it causes a CTD so somethings wrong somewhere... EDIT: Ok, the shout now functions perfectly when added to the player by the console, but the NPC is still refusing Can anyone shed some light on this? Cheers :]
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