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Everything posted by Jadak
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You can jump to a specific object. Here's how. 1: In game, go to the area you want to find, and look for a rock or tree or other object. 2: Bring up the console with the ~ key and click on your object to show it's ref ID number. (make sure it's not '14' which is the player and doesn't begin with 'FF' which are objects generated during play) 3: Write down the number and quit Skyrim. 4: In the CK, on the 'Edit' menu, choose 'Find Text' 5: In the search box enter the number you wrote down and click the 'Find Text' button. 6: Click the tab that say 'Objects, Etc', you should see the object you picked in the results below, double-click it to jump to it in the Render Window.
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Shameless self plug - The Cascade House Not exactly in the reach, right in the border area where the tundra, the reach and the mountain valley south of Solitude all come together. Semi-isolated, right along the road, but it's a walk to get to any towns, and the nearest ones are both small. Long way from any of the capitals. Small and lore-friendly. Something you'd describe as 'quaint'. Only about the size of the Markarth house inside, but has all the amenities. Meant to be a nice place to live but not give the impression that a wandering adventurer lives better than a Jarl.
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There's a menu in the main CK window called 'World', what you need to do is create a new worldspace. Once you do that and get it set up with the appropriate settings, you can find it in the drop down menu above the list of cells in the cell view window. You'll get a lot of cells marked 'Wilderness' that should all be flat and empty. Same basic concept as the Sovengard world.
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How to rename an exterior cell back to Wilderness?
Jadak replied to PalateSwap's topic in Skyrim's Skyrim LE
From the 'Open file' dialog, hit the details button to show all the records in your mod. Click the one's related to the modified cell and press 'Del' to ignore them. Next time you save the mod, the modifications should disappear completely, and the cell should not even show as being modified. This is better than just renaming them, which would leave 'dirty edits' and potentially cause conflicts with other mods. You can do the same thing easier with TesVSnip, and almost certainly with Wyre Bash as well (although I'm not familiar enough with Wyre Bash to tell you the steps involved). -
As to adding new categories to the crafting menu, the short answer is that you can't. They're hardcoded in. There have been a a couple mods that renamed existing underused categories (like 'Falmer') and used them for other stuff. But that's kinda a bad idea too for compatibility reasons. As to making new types of crafting stations, that's totally possible, I had a loom in a mod I was working on that worked perfectly. Didn't release the mod yet because I ran into some unrelated problems. All you have to do is Create a new keyword like 'craftingTypeLoom' and attach it to the loom object, then choose it from the drop down selection box on the recipes. Your new crafting station will use the same catacories from the forge if you also attach the appropriate 'craftingmaterial*' keywords to the finished objects, otherwise everything will just be in 'Misc'
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A few that I'd recommend: Balanced Magic Sustained Spells SkyUI Ultimate Follower Overhaul Aquisitive Soul Gems JaySuS Swords Blue Stripes Commando Armor The Witcher 2 Armors Triss Armor Retextured Dwemer Mechanical Equipment And of course I have to plug my own two mods: The Cascade House Craftable Monk Hoods
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There's my Cascade House, similar to Riverside Lodge. Purposely designed to have all the useful stuff, but not be overly large.
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There's a Sustained Spells mod out there that does something similar, only instead of reducing magika pool, it reduces the recharge rate to approximately account for the cost of casting the spells over and over. I use it, it's seems fairly balanced.
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This is caused by a a 'depth bias' set too low on the light object. Edit the light object in the CK and go to the 'Light Data' tab, there's a slider for depth bias. Click and drag it till the stripes go away. Only change as much as you need to to fix it, setting it too high causes a different bug.
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If you just turn on the havok simulation in the CK (Alt-H) the items will fall and settle according to physics just like they would in the game. If you do this in the CK and wait for them to settle naturally, they usually don't bounce around at random. The main cause of this is actually that dropping them down with the 'f' key sometimes puts them just a bit too low, so it's actually slightly inside the table/shelf/floor/whatever. Then as soon as you load it in game, havok detects the collision between the two and the clutter item 'bounces' off and ends up flying across the room. You can stop this by setting the flag, but then as soon as the player touches it at all, even just bumping into it, it will go back to havok rules. Raising the item slightly above the surface and turning on havok to let it fall naturally works best for me, and if the player bumps it while walking past it will usually just wbble a little, not launch itself across the room.
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[Tutorial] New Texture for existing Model
Jadak replied to ScarabMonkey's topic in Skyrim's Skyrim LE
It's not necessary to make a textureset for whatever the default textures are in the .nif. You only need a textureset if you want to override the defaults. Hence, vanilla armors don't usually have one, except for a couple that have retexes, like the hooded robes, the hold guard armors, or the penitus occulatus armors. It doesn't matter, just make a totally new textureset if you don't have a base one to work with. Just remember to plug in any normal or specular maps textures as well as the diffuse. -
You can't connect triangles across a cell border in exterior cells, make sure the meshes are lined up and then choose 'finalize cell navmeshes' from the menu, once while in each affected cell. You should now see fat green lines at the places where it's joined them together. This is also necessary to get the navmashes to link up to loading doors.
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The Best ENB? (graphics wise.. not performance)
Jadak replied to DaisukeJP's topic in Skyrim's Skyrim LE
I personally use the Sharpshooter one as well, and love it. I know the Jasmin one is pretty popular too. -
How to get the ghostb;ade effect on armor and weapons
Jadak replied to bagelfromhell's topic in Skyrim's Skyrim LE
Don't have the CK in front of me to check, but I'm like 90% certain the ghostblade is accomplished by retexturing the draugr sword with a texture that uses alpha transparency. There are a couple magic effects that can be applied to actors to make them look like ghosts, but I'm pretty sure it has to affect the whole actor, not just their gear. -
I don't have the CK in front of me right now, but iirc on the properties for your worldspace itself there's a place where you can tell it what the cell coordinate offset is for it's origin. That way 0,0 in your custom wordspace will appear like 10,25 on the world map. Just plug in the cell coordinates where your entrance in located and it should fix that. Let me know if you get it figured out.
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You can configure snap settings in the render window properties (right-click in the render window and pick from the pop-up menu) On the main menu, under the 'View' catagory, you can turn on a preview window that will show items as you select them in the item list, without having to actually put them in the world. You might also want to take a look at the render window hotkey list, also on the 'View' menu. As for finding the ones you want, it just takes a little while to get used to the categories tree and where things can be found, spend a couple hours making random dungeons and houses and whatnot just to see what all the pieces are and you'll be pro at it quick. You should be able to to just click and drag stuff around the render window to put it in position. As for the slowness, if you have a decent system and it's running slow and jerky, I'd recommend making sure you have the latest video drivers, and possible removing any of the ENB series mods, as the CK will render using them. That's what I can think of off the top of my head anyways.
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If you have a lot of them to enable/disable, a more elegant solution may be to place an XMarker and set the 'Enable Parent' property of all your NPC's to point to it. Then you only have to Enable/Disable the XMarker in the script, and all NPC's linked to it will be affected as well. Like if you had a whole squad of Imperial soldiers which are supposed to appear and attack some bandits for example. This also lets you change the actors that will be affected without having to rework the scripts. This is pretty much how the furniture upgrades for the houses work, only with static objects instead of actors.
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how to have multiple retexts of the same armor /weapons
Jadak replied to wraithsmith's topic in Skyrim's Skyrim LE
Yup, new names for everything. Let's say for example your new daedric retex is golden colored. You would take these steps to get it in the game. (1) Create a new .dds file with your retex. For example purposes we'll name it 'daedricarmorgold.dds' (2) Open up the CK and load 'Skyrim.esm' with no active file. (3) In the item window, browse to /Misc/TextureSet (4) Create a new TextureSet record, we'll call it 'tsDaedricArmorGold' (5) Near the middle of the TextureSet editor window there's a list box with spots for the diffuse maps, the normal/gloss map, ect. Click the box for 'Diffuse' and then the 'Edit' button. It will bring up an open file dialog, choose your 'daedricarmorgold.dds'. You should be able to fill in the others with the vanilla textures. There will be at least a normal map (will have a filename ending in '_n.dds') and probably one for environment ('_m.dds') since it's a reflective object. If there aren't maps in the vanilla files for the others just leave them blank. Save the TextureSet record when done. (6) Browse to the /Items/ArmorAddon catagory. Find the record for 'DaedricCuirassAA' and open it. Immediately change the name (in the edit window, don't rename it in the items list) to 'DaedricCuirassGoldAA' so you don't forget and overwrite the vanilla record. (7) Along the left side, there should be several greyed out boxes with the names of the related .nif's in them, next to each one there's a button that says 'Select'. For each mesh, hit the select button, and another window will pop up. In the bottom part of that window is a list of texture slots with blank spaces next to them. There should most likely be only one texture for the actual color. (8 ) Double click the blanks space next to texture in the list, it will bring up a list of the texturesets, locate and choose the 'tsDaedricArmorGold' from step 4. If you accidentally put this in the wrong slot, double-click again, and instead of choosing a textureset, hit cancel, this will clear the entry and return it to default. Repeat for all the models in the ArmorAddon record. (9) Hit ok when finished, since you changed the formID it will ask if you want to create a new record, choose yes. (10) Browse to the /Items/Armor/Daedric catagory an open the 'ArmorDaedricCuirass' form. Again, change the formID in the edit window so we end up with a new form rather than overwriting the vanilla one. We'll call it 'ArmorDaedricGoldCuirass'. (11) Right under the formID, change the name to 'Golden Daedric Armor' or however you want it to appear in game. (12) Just right of he center there are two more meshes (one may be blank, that's ok, it will just always use the male version) that correspond to the item when it's laying on the ground or in the inventory preview, do the same as the meshes in the ArmorAddon record and change the textureset. (13) Below this is a white list box showing the ArmorAddon 'DaedricCuirassAA'. Right click this, delete it, then right click the empty space and choose 'New'. Choose the 'DaedricCuirassGoldAA' from step 6. Click the 'Show All' button to make sure that was the only one from the vanilla armor, some armors like the hooded robes are in more than one part, and others have several versions of the armoraddon with different meshes for beast races. (14) Hit the OK button and against say yes when asked if you want to create a new record. (15) Browse to /Items/Constructible Object' and open the record for 'RecipeArmorDaedricCuirass'. The only things you need to change are the formID and the item in the 'Created Item' dropdown list in the upper right corner. Change the created item to the 'ArmorDaedricGoldCuirass' from step 10 and the formID to 'RecipeArmorDaedricGoldCuirass'. Hit OK and save as new record. (16) Scroll down and find the recipe 'TemperArmorDaedricCuirass' (this is the recipe for upgrading the armor at the workbench) and repeat the changes you made in step 15, with the formID 'TemperArmorDaedricGoldCuirass'. (17) Repeat for the Boots, Gloves, Shield, ect. Now you should have the option to create your armor at the forge with recipies identical to the vanilla Daedric. Since you duplicated the Armor record with all the keywords intact, it should properly count for perks. You should even be able to mix and match gold and normal Daedric armor pieces and still get he 'matched set' bonus. -
how to have multiple retexts of the same armor /weapons
Jadak replied to wraithsmith's topic in Skyrim's Skyrim LE
The list of things you'll need to create in the CK, assuming you have all the .nif's and .dds's ready: (1) Make entries in the /Misc/Textureset list for each retexture using the .dds files. You normally only have to make a new diffuse map for each set and can reuse the others. (2) Make entries in the /Items/ArmorAddon for piece of armor. When you set the .nif file, there should be a little list box at the bottom with the textures used in the mesh, double-click the empty space to the right of that and choose the custom TextureSets you made in step 1. Make an ArmorAddon for each retex. If you have different meshes for beast races or something like that, make ArmorAddons with those meshes in each retex as well and set the race flags accordingly. (3) Make the entries in /Items/Armor for each retex, and use the respective ArmorAddons from step 2. note that some armors use multiple ArmorAddons, usually to have different meshes for beast races than everyone else, and sometimes to have multi-part armors, such as the hooded robes which are actually 2 separate .nifs for the robe and hood. In the case where you're using it for beast races, just add both versions of the ArmorAddon to a single Armor item and it will use the appropriate mesh depending on who's wearing it. (you may have to check the 'Show All' box above the ArmorAddon list in the item editor to see them, it usually hides the beast race versions) Open up my Craftable Monk Hoods in the CK if you want to see an example of this being done with a vanilla mesh. -
This is a common Skyrim bug. Usually, playing with the 'Full LOD' flag on the affected objects will mostly fix it, but that's not 100% either. On The Cascade House I got it to work like 95% of the time, and on the odd random occasions it does disappear I can make it come back by going inside and coming back out. It's weird though, sometimes you need to have it flagged, sometimes you need it to not be flagged, and sometimes it seems that setting it, then saving, removing the flag, and then saving again work in different situations. There doesn't seem to be any way to fix it that works in every situation, and even when it does, it doesn't seem to be quite 100% of the time.
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How to restrict weapons for custom followers?
Jadak replied to Citamorf's topic in Skyrim's Skyrim LE
You could create a customs race for the follower and disallow the weapon equip slots, and only allow hand-to-hand or spells. -
Outstanding, you sir are a scholar and a gentleman.
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Maybe you can help me with a simple script that's been giving me trouble. I've been trying to make a script which I can attach to an XMarker to enable it at sunset and disable it at dawn. Then I can link up the enable state to children object to have exterior lighting that only comes on at night. (before someone says this, yes I am aware that I can just configure the light sources themselves with emittance data to tie them to time-of-day, but I want to also be able to toggle on and off the visible fire and other special effects). I started out trying to just set up a continuous loop that would check the time every iteration and set the enabled state accordingly; this seems like an awful clumsy and inefficient way to do it, but my scripting is rudimentary at best. Maybe you could take a crack at it and do better than me.
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I had a similar problems with a custom version of a mob race for one of my mods, what fixed it for me was setting the ArmorRace and MorphRace to the original race I duplicated it from. In theory, you could also modify all the ArmorAddon records and flag the appropriate ones to display for your race, but that would be a horrible horrible way to accomplish it.
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You can remove the changes without remaking the mod. Bring up the 'Open Plugin' dialog, set your file to be the active file, and then hit the 'Details' button. This brings up a list of all the records that are contained in the .esp, just select the ones you don't want (in this case, they'll be of the 'CELL' type) and hit delete. It will ask if you want to ignore the records, say yes and save the plugin. That should purge the changed cell record. You can also do it using TES5Snip or Wyre Bash, which is quicker and easier if you know what you're doing.