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Rynas

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Everything posted by Rynas

  1. The Kids Are Alright SE (TKAA) implements custom child races, so you can study that to see how it's done. It looks like you change Runa to be the adult Nord race and reduced the scale to make her smaller. That is going to cause problems sometimes when certain animations are playing because the scale will be reset to 1.0 in-game in some situations. The "reliable" way to do it is to make a new race with your own custom skeleton and reposition the joints to your desired shape. You put a skeleton file somewhere, then you make your new race use the new skeleton (using the CK or SSEdit). You can look at TKAA to see how triptherift did it (you need BSA extractor to unpack the files). There may be other mods that do it too. If you want to use CBBE then you should probably use XMPSE skeleton and of course use your custom femalebody_x.nif, femalehands_x.nif and femalefeet_x.nif files (where x = 0 and 1) that you generated in BodySlide.
  2. I would start with getting to know the Creation Kit better and learning how to repurpose existing meshes/objects into objects that do or look like what you want. Learning how to model, texture, and animate 3D art for games is a very long process. Many studios have full-time professionals for each part (modeling, texturing, animation, plus possibly others), so be prepared to spend a lot of time (a year or more) if you want to be good at all of them. So I'd start small and build up to it. You can get Autodesk products for free if you're a student (educational license). I personally find Maya and 3DS Max much easier to learn than Blender. But there is still a very steep learning curve. On top of that, Bethesda's Creation Engine is idiosyncratic and doesn't have built-in integration with basically anything else, so getting something into the CK isn't as simple as just exporting something from Blender/Max/Maya and importing into the CK. It's a complicated, poorly-documented process and some things seem impossible to do, which is probably why you don't see too many mods with custom objects out there. Many of the things that look like new objects are actually just mash-ups and re-textures of meshes that are already in the game.
  3. Sorry if this is hijacking, but can someone explain what a reference collection is? The CK wiki only seems to have a single page on it with basic info: https://www.creationkit.com/fallout4/index.php?title=RefCollectionAlias_Script Is it basically a fancy array of ObjectReferences that works like an Alias? How does indexing work? E.g. if I have a RefCollectionAlias myRCA with the following refs: Index 0: myObjRef1 Index 1: myObjRef2 Index 2: myObjRef3 ...then I do "myRCA.Remove(myObjRef2)", will myObjRef3 have an index of 2 or 1?
  4. I'm not new to modding but haven't really paid much attention in the past to cleaning things up when uninstalled. I also haven't done much with quests. Generally, if a mod places custom objects in the world (either dynamically or by directly editing a cell), it seems that these objects will simply be removed if the mod is uninstalled. Is that right? Does this apply to quests? For example, if my mod adds MyQuest to the game and I save the game while the quest is active, when I uninstall the mod and reload the game, is the quest simply gone, along with any memory/resources devoting to tracking its stages, ReferenceAliases, etc.? If MyQuest has a script attached to it that is still running when I save the game, then I remove the mod and reload the game, will the script stop running, or will I constantly get logfile messages saying the game can't find the script's .pex file? If the MyQuest script periodically checks for things (using StartTimer() and Event OnTimer()), does ending the quest also stop the script? If MyQuest attaches scripts to some of its ReferenceAliases, do those scripts stop running automatically when the quest ends? If my mod spawns custom objects with scripts attached (like a light that turns on when actors are near it), do those scripts stop running when the mod is removed, since the objects they're attached to no longer exist? Basically, I'd like to figure out some "best practices" for mods that improve compatibility and clean up after themselves to avoid long-term problems.
  5. Is this vanilla or the 1.5 beta? Today's 1.5.154 beta update seems to have screwed mods for everyone, so a reinstall probably won't help.
  6. Just downloaded the latest v0.250, and it works. Thanks for the heads up!
  7. I recently reinstalled Win 7, along with Skyrim, a bunch of mods, and the CK. The CK, which worked fine on my old installation, stopped working. On startup, when it got to the "Initializing windows..." step, it would immediately crash ("Creation Kit has stopped working"). My new install was running ENB v0.250. I had v0.246 on my old install, which was still sitting on an old drive. Copying the v0.246 d3d9.dll into my new Skyrim directory fixed the problem. I'm not sure if this is a problem with the latest ENB version or with the CK, but I figured I'd post it here in case anyone else is having a similar problem. AFAIK, there's no ENB mod that specifically requires the latest v0.250, so I'd guess that v0.246 would still work fine in-game for most people.
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