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Everything posted by Eluwil
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I'm trying to move a rowboat back and forth from a larger ship to shore everytime you activate it. The first time I activate the boat everthing works fine but the second try it seems to have fadeOut and Timer issues. the boat teleports immediately to the coordinates and the starts to fadeout and in Also when I try to position the Rowboat back to its original location it bugs out and spawns at a 45 degree angle. I tried using the SetAtStart function but it doesn't seem to work as the boat doesn't move. I've remade the script to test it out with just the rowboat and no extra statics to move. This is the test script: ------------------------------------------------------------------------------------------------------------------------- begin "ABE_RowboatTest" short state float timer if (OnActivate == 1) if (state == 0) FadeOut, 2 set state to 1 Activate endif if (state == 2) FadeOut, 2 set state to 3 activate endif ElseIf (OnActivate == 0) if (state == 0) Return elseif (state == 2) return endif endif if (state == 1) set timer to (timer + GetSecondsPassed) if (timer > 2) Position, 61356, 184369, 2, 11 FadeIn, 2 set state to 2 elseif (timer < 3) return endif endif if (state == 3) set timer to (timer + GetSecondsPassed) if (timer > 2) Position, 61174, 184920, 2, 314, FadeIn, 2 set state to 0 elseif (timer < 3) return endif endif End ------------------------------------------------------------------------------------------------------------------- Since I couldn't move it back to it's original place within the editor I now moved it to a different location and am trying make the boat position between those coordinates, while fading out and then in again. fadein only works propely the first time though. any Ideas? and does anybody know how to get the SetAtStart Function to work?
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Setting the journal through a book
Eluwil replied to Eluwil's topic in Morrowind's Construction Set and Modders
Finally got it to work, I had to make some adjustements to "lgnpc_fq_JobashaBookScript2" to make it work Here is my script: ----------------------------------------------------------------------------------------------------------------------------------------------------- Begin ABE_Lettertomertenscript short readNote short PCSkipEquip short OnPCEquip if ( readNote == 1 ) return endif set PCSkipEquip to 0 if ( OnActivate == 1 ) ; if note is in world Journal "ABE_ACM" 80 set readNote to 1 Activate endif set PCSkipEquip to 1 if ( OnPCEquip == 1 ) ; if note is equipped from inventory Journal "ABE_ACM" 80 set readNote to 1 set OnPCEquip to 0 set PCSkipEquip to 0 Activate endif End ----------------------------------------------------------------------------------------------------------------------------------------------------- I had to get rid the of the menumode section in order to pick up the note on the first try. I also removed the GetJournalIndex requirement so that the journal will always be set when the Player reads the note. Thank you for your help! -
Setting the journal through a book
Eluwil posted a topic in Morrowind's Construction Set and Modders
When the player reads a certain book or note I want to set the journal so that the quest can progress. The only way I have been able to do this is with the OnPCAdd Function but I want the journal to be set only when the player reads the note. what functions should I use in my script to set the journal upon reading? Thank you in advance. -
Awesome, thank you for the informative anwser!
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Is there a certain scripting function that allows you to move npc's to different locations, to move them to a specific place within a different cell to make it look like the NPC travels to different places throughout my quest. I want to do this both in the Exterior world and certain interior cells. The only other idea I have is to make multiple copies of the same NPC with slight variations in their ID and then disable and re-enable them throughout the quest so there are no NPC's who look and are named the exact same way.
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It's better to not run modding tools through MO2 if you can because it's just another program you now have to work your way through, which is unnecessary and just bad habit. I've managed to run Creation kit without MO2 by installing it in the Data Folder However this is the Skyrim Special Edition 64 bit version. But it could also work for the Lite Edition.
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- creation kit
- mod organizer 2
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I'm trying to get a guard to run up to me, speak with me and then I want the PlayerCharacter to follow the NPC to a location. What Ai packages do I need to use? I tried escort but that just makes the NPC follow you, I want it the other way around. I already managed to get the NPC to walk up to me through the ForceGreet Ai Package, how should I continue? I want the NPC to travel to an XMarkerHeader but to wait for the PlayerCharacter if you fall behind to far.
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I have created a 120x120 border region / worldspace and was told 124x124 is the worldspace limit if you want to properly generate LOD, I thought I read somewhere that you can create larger worldspace than these dimensions by creating border regions that overlap one another. I've tried this but it didn't work. Does anybody have any suggestions? I generate LOD with SSELodGen (XLodGen) through Mod organizer 2, couldn't get it to work another way.
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These are good tips and was exactly what I was looking for! no link to a tutorial video I'm guessing? In any case thank you very much this will be incredibly Helpful!
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I'm not looking to auto generate my worldspace or add new modding resources, I'm looking for a guide that tells me how to make my worldspace detailed and up to vanilla standard, how to make forests and city's besides just placing trees, houses and roads.
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I have created a fairly large worldspace and can make quite detailed mountains already but I have been unable to find tutorials for detailed landscaping like placing trees, plants, harvestable ingredient, animal spawn points. And I mean a more specific focus on how to create a detailed landscape more so than how to place theses objects into the game. For example I have made a town with roads and buildings but it still looks bland and undetailed. Anybody have any good suggestions on where to find tutorials?
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I have created a 120x120 border region / worldspace and was told 124x124 is the worldspace limit if you want to properly generate LOD, I thought I read somewhere that you can create larger worldspace than these dimensions by creating border regions that overlap one another. I've tried this but it didn't work. Does anybody have any suggestions? I generate LOD with SSELodGen (XLodGen) through Mod organizer 2, couldn't get it to work another way.
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- lod
- worldspace
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From what I understand most people use photoshop but I don't want to pay just for heightmap editing. Alternatively I could make a trial account and keep making new ones after they expire but this seems like too much effort. I heard people suggest you could use gimp for the heightmap but it may not be compatible with the Creation kit? Does anybody use Gimp for their heightmap editing?
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- heightmap editing
- gimp
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[LE] Generating LOD for custom worldspace
Eluwil replied to Eluwil's topic in Skyrim's Creation Kit and Modders
Yes I finally got it working! I had to Download xLODGen from this site: "https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/". This executable also has a terrain generating option, while SSELODGen does not. https://thephoenixflavour.com/resources/sselodgen/ this is the guide I followed (only the installion part) but I made my output directory the same as the old SSELODGen directory, works just fine, make sure you delete any old meshes and textures since only new cells and lod's will be generated. Now I can finally get serious about landscaping. Thank you so much for all the help and tips! -
[LE] Generating LOD for custom worldspace
Eluwil replied to Eluwil's topic in Skyrim's Creation Kit and Modders
SSELODGen generates the objects and trees just fine but there is no landscape so I use Oscape for that. I don't think SSELODGen is the problem. I am already not running Oscape through MO2 but the problem still persists. I created a border region of 60x60 around my worldspace to make it square, but Oscape says my worldspace is -32;-64, 28, 60 and I don't know why, could this be the problem? I only ran Oscape in the next screenshot without SSELODGen and the terrain is still weird so I don't think it has to do with SSELODGen. There isn't even supposed to be a giant mountain of sorts where you see one in the lod -
[LE] Generating LOD for custom worldspace
Eluwil replied to Eluwil's topic in Skyrim's Creation Kit and Modders
allright I forgot to move the meshes and textures folders from my SSELODGenOutput directory to my SSE data directory, now I can finally see the object LOD and it looks amazing but I still don't have generated landscape. I tried using Oscape and used the Falskaar author tutorial (the video above) but it didn't do it right I see strange black walls and the terrain is black and in other places non existent. there are also huge platforms of land that have appeared and look black I've attached a screenshot of the issue, it should be fairly obvious what the problem is. just to make sure, the X (and y) axis can be 64+63 = 127 cells wide making the worldspace 127x127 if made into a square? i'm no longer running creation kit and Oscape through MO2 but SSELodGen is and the other tools are as well but I'll try to avoid this as much as possible from now on. -
[LE] Generating LOD for custom worldspace
Eluwil replied to Eluwil's topic in Skyrim's Creation Kit and Modders
I ran the atlas and tree lod seperately, but no lod was generated. I'm currently running SSELODGen through Mod Organizer 2. But my world space is larger than 64x64 and I heard this might be a problem. I deleted the extra cells, there were no objects in them and ran SSELODGen again, this time object, atlas and tree lod at the same time. It still didn't work. do I have to delete the lodsettings and terrain files before I can run SSELODGen again? Also, I did not run the tamriel lod at the same time as my own plugin, should I? -
[LE] Generating LOD for custom worldspace
Eluwil replied to Eluwil's topic in Skyrim's Creation Kit and Modders
Thanks for the reply will try these out! Do I have to look for SSE specific tutorials or do these tools work both with original skyrim and SSE? Could I use this tutorial for example: -
[LE] Generating LOD for custom worldspace
Eluwil posted a topic in Skyrim's Creation Kit and Modders
What is the best Tutorial and or tool to generate LOD for an entire custom worldspace, I want to get better at landscaping but have difficulty seeing if I did well without lod. All tutorials I come across are outdated. -
Missing Meshes/Art file during creation of mod
Eluwil replied to Eluwil's topic in Morrowind's Construction Set and Modders
The Art files can be located in the Morrowind.bsa archive in the morrowind directory but you need a program to be able to unpack it, alternatively if you have the construction set cd you can simply find all the resources and meshes in the data files folder, I did it like this myself. -
I have accidentally deleted the Art File of terrain_rock_wg_08 during construction of my mod and I don't know how to get it back, I can't find the art files in my game directory. If I play the game or another mod the art file is still there and I get no warning, so I must have deleted it from my mod specifically. This is the specific warning that I receive: "Model Load Error: Meshes\Add Art File cannot load file in Meshes\Add Art File Will use the default object Marker_Error.NIF. Continue Running executable?" Thank you in advance for helping me.
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[LE] Quest item spawns in inventory (CK Tutorial)
Eluwil replied to Eluwil's topic in Skyrim's Creation Kit and Modders
The Thief alias was indeed pointing towards the player. Everything is working perfectly now, thank you so much! -
[LE] Quest item spawns in inventory (CK Tutorial)
Eluwil replied to Eluwil's topic in Skyrim's Creation Kit and Modders
I didn't create a player alias in the quest alias tab if that is what you're referring to