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Mebantiza

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Everything posted by Mebantiza

  1. Hi. One of the light standards, has a completely in-appropriate light cone that does not match the design of the light at all. If youve ever worked with this light, you know you have spin its light cone to face in a specific direction, in a fairly narrow arc, less than 180 degrees of coverage. The actual coverage is somewhere between 90-180 degrees. If you look at the actual lamp, the light cone is directional, almost as if the game thinks this light standard is a fixed spot-light. The light cone, should be downwards, and omni-directional and light the entire are around the standard in a 360 circle. Which is not what is happening at all. While I can work in meshes in a basic way, Im not quite sure how to rectify this one, but its long been bugging me that something so elemental is still a thing in 2019. If anyone could take this on, and fix it up, be a huge immersion slash realism boost. This is my go-to light standard for most applications due to its appearance, but, its light cone...ugh..... This one here
  2. One thing I started doing, is assess ALL player made follower mods in Xedit. Why? Because so many of them, are rather poorly made, and balanced. A few are fairly well done, most are not. Some things you need to look at in terms of how a player made NPC is set up. 1). One thing that is extremely common, almost universal, is that essential flag. 99% of follower mods have the flag set. One thing I do, is change all modders OP followers to PROTECTED. That flag is....semi-OP, as opposed to ESSENTIAL, which is frankly, a lubricious setting. Protected is still a little cheesy, but, it a good compromise between invincible, and the short-comings of the games 'AI'. Your followers can die if you are careless, so, you tend to be a be more careful in battle with them. The essential flag, is really meant to keep KEY quest npc from dieing prematurely. It was not really intended to be used to make invincible random followers. But, that is how it gets used a lot. Really, followers should use protected by default, and not essential, but people being what they are, will do w/e they feel like. So they do. 2). Another thing you need to watch for is on the offensive side. The one thing that makes melee followers extremely OP, is dual-wielding. Really. It raises there DPS so high, as they start to level up, they can slice through NPCs with ease, especially as they level ip 3) Perks. Some, a lot? of followers are given far too many perks. Ive opened some followers up and seen the creator literally spammed almost every perk in the list just for......because it looked cool I guess. I dont know. But, giving NPCx every perk in the game or close to, yea, thats gonna be OP, and it does happen. 4) Offsets. Some people, again, give the NPCs insane health, magicka, or stam(less of an issue) offsets. Like in the 1000s. Seen that happen too. After I dial back my D/Ls perks, stats, and abilities to a reasonable level, they are a lot more 'balanced' than a lot of what you'll find. Most people of course, just d/l followers and dont really understand how they are setup, or should be. I didn't even bother looking at followers for a long time because I didn't understand them well either. Once I learned more about how the game actually works, I started looking at all of the followers and found a so many errors, poor balance and just...head scratching things that it kind of surprised me at first. Now? I just examine every follower I d/l and expect to find all sorts of dumb and or OP things about them. And often times, I do. Then I fix it, and carry on. How a follower 'looks' in screenshots is not an indication of how well it is configured under the hood as it were. My fav NPC looked awesome, but was stupidly OP and was dicing NPCs all over the place. I looked into its stats, and found it was given dual-wield perks and skills that immensely OP. Just fixing that alone, made the game actually partway fun again once she stopped slicing through every npc we met like they were butter. Makes a difference in how the game plays out, it really does.
  3. The occasionally helpful and infomative CK wikis navmesh section is threadbare even by the wikis rather loose standards. Even its basic information on navmesh is not very clear or helpful in some most cases. Trying to learn anything about a lot of the details of the specific navmesh related commands in the CK, is left to guesswork, trial and error, and conjecture. Unless you can find someone to reply to questions here, that has specific information. I doubt the CK wiki ever see an update again, much less with useful information. Ive gained a lot of experience just working on and with Navmeshj, but, I still dont know what half lot of the Navmesh commands do, and I suspect some of the commands might? even be bugged and may not work exactly as advertised. Try to find a detailed explanation for the differences between the 3 different auto-gen options. No one else seems to know, or if they did, arent sharing it. Which is why every just says use auto-cast, lol.
  4. You will find overly complex, and excess triangles all over skyrim navmesh, whether it is vanilla, or modded. For myself, I always try to 'simplify' NM where practical when working on it, move vertices to better locations etc, trimming unnecessary triangles etc. Whether trimming and simplifying NM reduces any kind of overhead internally in of itself, is not something I am not entirely clear on either. If you have a perfectly square room with nothing in it, having a NM consisting of two triangles vs say, one with 4, probably wont have much functional impact if you cut the triangles down to 2 from 4. If I saw the same room with say, 50 triangles, I would probably just redo the entire thing on general principle. Keep in mind, when you finalize a cell, it will, or can, automatically add new triangles back into the NM of its choosing, even if you simplified it, and you have no real control over that. When it comes to questions like this, I tend to go with the simpler and less complex, the better. A NM should only be as complex as it needs to be and no more. But, a lot of times, you will find NM that is excessively complex for what it needs to do. In cases like that, I tryto simplfy. Keep in mind, a lot of time NM is so bad, my 1st goal is to clean it up or correct errors. Simplifying the mesh is usually just a bonus. Looking at all those surplus triangles, If I were working on them, Id probably find some excuse to cut them down considerably. In some of the things I am working on, it is not unheard of for me to be able to reduce total vertices count by say, 10-15 or more %, and increase NM coverage or fix errors doing it. It is probably fair to say however, the more excessive and surplus triangle you haves , the greater the overhead that imposes, even if the effect is very minor or subtle. Again I tend to go with the additive impact of simplying those things is probably beneficial. To use an example, getting rid of navmesh islands that no NPC would ever travel on even if they could, reduces the size of the ESP, because of course, NM is data. While this may not apply directly to your question here, I am have a worldspace with so much excess and useless navmesh, removing it all has reduced the main ESP size by at least 1mb, if not more. That is ~2% at least of useless data doing nothing for the worldspace, but still loaded by the system when you fire it up. A lot of the navmesh that I did keep, the bulk of it, has been simplified in a lot of specific instances and has (mostly), lower triangle and vertices counts.
  5. Is there is mod, or mechanism, or fix, that can prevent ill-timed vampire attacks from being generated by the game? What is prompting this, is, I just got one of the games random vampires attacks, between Whiterun and Bleakwind Basin.................at 8:14 AM! :ermm: . Now, TES does pay lip service to the idea that sunlight , in theory, will melt vampires, but, I dont know to justify vampires getting up that early in the AM, for any reason at all, much less going for a stroll in the open tundra on a bright, sunny morning just to stage a random attack. I think the game engine has some trouble with timing issues like this, due to how cells are loaded, but, I am not really an expert. Would I would like to see, is , or not see, is vampires attacking me on bright sunny mornings. Is this Do-able or?
  6. Yes...... Even if the game has race specific models it loads for an item, those do not appear to be governed by RNAM in any way. Well, to test the idea, I loaded up my character, changed it to an ORC (male), changed one of the DS helmets, EnchArmorDragonscaleHelmetAlchemy04 in this instance from ORC race, to Default race, to see what would happen. For the record, I was not expecting anything at all to happen, but, Skyrim can and does throw out unexpected results from time to time so...... The end result? Absolutely no effect or difference I can detect in my QAsmoke test save. Nor any combination of race or gender I selected. I can only conclude the 'ORC race' setting in this case, is simply being ignored by the game engine. If that is so, and it appears to be the case, then it is ignoring the flag for every other item in ARMOR as well and treating them all as DEFAULT RACE regardless. If this is not the case, I would be interested to know. Unless someone has some deep insight into the matter, I am inclined to suspect, the game engine simply ignores that field. Maybe, possibly, it might have some impact on NON-playable items, based on the CK wikis wording, but that is just speculation. @IsharaMeradin You could right, maybe it is some kind of CK artifact that manifests itself when you save or update an esp\esm.
  7. This one has bugged me for some time. RNAM and Items. The vanilla game, is all over the map with this piece of data. The majority of items, use DEFAULT RACE. However a still significant number of items, have things like Imperial Race, Woodelf Race, Argonian Race, etc, attached to various items like rings necklaces etc. Here is what the occasionally helpful and useful CK wiki has to say about that data type: Race: Whether the Armor is restricted to a specific Race. Playable armor always uses DefaultRace. So what does this mean in effect? This seems to be saying, all playable armor ignores race specific and uses default race? Or, why for example, does almost every necklace have Woodfelf Race, shouldnt it be default? Every race can use necklaces, so why is that field set to Woodelf in the first place? The wiki, seems to be saying two things here. One, restrict to racial type, but, every piece of armor is considered default race. Ok. So is the game engine ignoring that field entirely? Put another way, is, or are, there, any cases or instances where RNAM actually comes into play? I dont know of any, and it is anything but clear what , if any effect altering is. To use my example, why are pretty much all necklaces Woodelf race? Yet, if you scroll through all the listings, you will see how inconsistent all these listings really are. Necklaces are not confined, or restricted in use, by Woodfelfs, so why arent they all just ...default race? Mods, and USSEP on occasion, do change these values, but, to what end, or effect, Is what I am trying to determine. It is really noticeable with Jewelry, but it pops up in actual Armor as well. For example All the Dragonscale helmets are set to ORC RACE, yet the rest of the piece of that set > Default Race. I can only assume, setting all those helmets to ORC Race, is an error?
  8. In my game, some animals, noticeably wolves, are fighting each other when more than one is present. That is not programmed behavior no? I am pretty sure it is not. Ive been disabling any, and cleaning my save, of mods that modify wolves, including all my combat and faction related mods, and, no difference. The two test wolves I am using are still fighting each other and not me, when I arrive at their spawn point. it is not strictly wolves either doing this either, but they are most convenient and common to use to see this in action. And no I am NOT using SkyTest, Real Animals mod, or any animal mod period. My save itself, is, admittedly, not in the best of shape ATM. Kind of trashed really tbh, but, not sure if improper animal behavior can get baked into a save this way? Possible?
  9. I have a not-terribly-helpful-method of preventing updates, that will work for almost...no one to share. The Creation Kit. Yes, really. Ive been working on a custom worldspace this last year and as a result, its file is often open in the background even a lot of the times when I am not actively working on it. Anyhow, I was working on it yesterday and had it open and, it is effectively locking the file down, preventing steam from doing anything to it. lol So, as long as I dont close the CK, reboot, or anything like that, steam cannot process the update I am...still good. Disclaimer. This fix will hardly benefit any of you :tongue:. Wouldn't have helped me if I didn't have the CK running 90% of the time either. On a related note: Steam and its update 'options' are figgen hilarious. You have three 'options' , which functionally, are for all practical intents, identical. Always update, Only update on launch, and, high-priority. :rolleyes:. Since, they all amount to pretty much the same thing, I have to wonder why they bothered at all. No matter which 'option' you chose, you are going to get updated. Probably a joke by steam Devs. Equally funny is how Bethesda, has managed to turn something that almost every end-user is normally glad to see, that is, updates, into something almost universally hated. Never mind such updates, only very rarely contain any actual bug fixes or improvements. Few companies could achieve such a feat, and Todd It just works except when it doesn't Howard and his company, have managed to do just that. And Fallout 76. :down:
  10. No there is not. The only option that exists, is Remove Cell Navmeshes. There is no Remove Whole world. Not in the world menu, and certainly not in the navmesh menu. And while we are at , NAVI, does not remove world navmesh either like VACTOL is claiming above. Navmeshes are stored in in the individual CELLS, not in the NAVI. How Vactol does not know this, is a mystery. So, you're both wrong.
  11. Maybe, but, look at how long old currency can remain in circulation in our own world. Ok, maybe not 200 years old, but, Tamriel does not have (our) modern worlds replace it all every 5-10 years dynamic pushing it either. If the currency is gold-based, not sure on that part, there would be even less impetus to push the coins out of circulation regardless of whose head is on them. Replacing coinage in the manner you suggest, would be an expensive and complex undertaking, and the empire, not being in the best of shape atm, is probably not willing to put too much effort into such projects. That said, there could well be some newer Mede Dynasty coins in circulation, but, it is just as likely inertia and tradition are keeping the Tiber in circulation as the main coinage of the realm.
  12. I have a small number of these errors in my working file, and I do not know how to clean them up. From what little information is out there on this, my understanding is this error is not a big deal, but, I would like to track these down and get rid of them at the source all the same. From what I have been able to learn, this kind of error has to do with objects usually riding cell boundaries. I have to wonder at this explanation though, as this worldspace has an endless number of objects crossing cell boundaries and I certainly do not have 1000s of these errors over that. However, the error message in CK, only points the actual Cells header, and not to any one specific object, like a rock or tree. Ive looked at the cell header, and, I dont see where or how it they are any different from all the other 1200+ that dont throw this CK error. SSEedit Related to this, there is a script > Put worldspace references in the right cells.pas. Problem with that is, running that actually makes the problem worse. A lot worse. I go from ~ 8 of these errors to like 50 or more. So, that one is off the table.
  13. Looks like you are making some progress. As I semi-suspected, custom effect. Yes, that is the value you are after. Now, you an do several things again. You can dial down that effect, for example, you can set Magnitude to, say 5, 1/3 of what it is now. As I can see, the custom effect, is not one effect, but offers multiple effects. You can, if you wish, modify those effects, or remove some, or none or all, or even entirely if you see fit. If you wish, you can remove that specific effect entirely, and leave other effects intact.
  14. Yes, you could do this. I have no idea what effects this item uses, but just alter drop its AC in xedit, that is easily done. DNAM > Armor Rating, or ' Armor Class' if you prefer. To change the shields effect, you want to change EITM or OBJECT EFFECT. If the item uses vanilla, change it from w/e it is now, to lowest tier, which is always 01. 05 or 06 are often the top tier in terms of spell or effect strength. IF however the items uses its own custom effect, you will have two ways to go. If there is only 'tier' of effect, and you think it is far too unbalanced, you would have to edit its magic effect to make it less powerful If this is the case, you might find it simpler to just remove its magic effect entirely. OR again, you could just replace that with the lowest tier vanilla health regen. I dont know the item, but, there is not a lot to do this, like you say. > EnchArmorFortifyHealRate01 "Fortify Healing Rate" [ENCH:000AD460]. Again that item might have its own custom effect, or it just uses vanilla. Dont know...
  15. No, the engine has no means of automatically applying a normal map, or any other texture type, in the manner you suggest. The path and location of the normal map has to be defined in the objects mesh. You will also see normal maps paths set in TEXTURE SETS as well.
  16. Stop calling this a 'bug'. It is nothing of the sort. It is a result of user-generated errors, ie you, nothing more. The game engine functions perfectly well at all times in regards to its ability to render faces. The fact that the game is not smart enough to dynamically adjust and patch make your npcs compatible on the fly, is an unfortunate limitation, but, that is how what we call 'modding' actually works. You can only have one 'winner' in the engine and their data has to match up internally, or else something will be 'off'. Good luck writing a script that can figure out what and how you want your npcs to look, after it wades though all the incompatibles in your load orders. I dont know if it had occurred to you valscarr, but most humans here cannot figure out that 'Grey-face bug' is not even a bug to begin with, and a troubling high percentage cannot figure out how to 'fix it' without complicated and, and ultimately, useless workarounds. These almost always involve the CK in some way or another. [spoiler alert] uninstall the conflicting mod. Nothing easier or more permanent than that, right? ............ Or learn how to make your own patch , compatibility file in xedit. And learn what the term 'bug' actually means. Those all work too.
  17. LoL, IoW, no, you dont have anything like an answer to question that was actually asked. I can see you have no experience or actual first knowledge of xedit or the CK, or you would realize that A) I already know all that and you are not telling me anything new, and B), you would realie how slow and tedious everything you mention actually is for a large worldspace.
  18. Is there a command to completely delete\reset a worldspaces navmesh? I went through the menus and, while there is delete for individual CELLS, I do not see anything for the entire worldspace. Is there a feature to do this buried someone in the CK? I could not find anything in xedit either that would accomplish what I am after. Thank you Deletion Ugh....
  19. Like title says, I would like to know what these errors mean and how to address them. > MODELS: Xxxxxx is not a BSTreeNode or a BSLeafAnimNode. Please re-export this file properly. and Xxxxxx has a controller that targets the root 3D. This one deals with animations somehow-bird flying specifically i beleive These CK errors represent the bulk of this files error messages. The nifs in question, are optimized for SSE The models in question are not exactly new, and like most resources, are not maintained or updated in any way.
  20. Thanks that looks good. I do not have much experience creating textures from scratch, but Im sure Ill figure it out. I tested the sandy one and its looks pretty good, but it tiles and it needs a normal made up for it. etc. Thank you. No one seems to have produced a proper 2k or 4k fine grain sand texture for skyrim, even for the mods that use them.
  21. I am looking for a fine grained sand\beach type texture 2k or 4k even, 2k preferred with normal's optimized for SSE. I have 2 currently, but both are only 512 and 1k and while they are not terrible by any means, they are a little on the low-res side if you look closely. I have poked through all the Classic skyrim mods, and most of the mods that did have what I was looking for, were of course, all 1k or less even. HD textures landscapes do exist of course for SSE, good ones, but all those are geared toward the pseudo-Scandinavian landscape that Skyrim is meant to emulate. The look I am after, is along the lines of your typical tropical paradise beach with flawless pristine, (or near) looking sand.
  22. I am trying to generate all new textures and meshes for a custom world space, orgingal source > Skyrim Classic. Is the CK capable of even doing this? I found a guide or two, but they absolutely do not work. THis could be my fault for or lack of experience, or maybe there is some crucial detail the guides gloss over? I am not sure. The only thing iI have successfully generated is the single lodsettings file. Generating anything else, results in exactly no files being created. It says it is creating them, but they all take 0.0 seconds and that is that. What I am after, is creating all new BTT, BTR etc files using all that latest tools, and not the stuff from 2014 or earlier, that it was created with. And hopefully, fill in any missing files by starting from scratch. This would be my first attempt to do this particular task. My CK log file indicates a fair number of meshes not being loaded ex MODELS: Failed to load Data\Meshes\Terrain\NewWorld\NewWorld.32.64.64.BTR, Request result is 1 There are quite a few of these, I cannot locate them in the mods original mesh folder. I can only assume the creator failed to make them originally. The textures themselves, have been updated using texconv to BC7 format, if that is of any value. Added: NM just discovered XLogen, which unlike SSEloggen 3.2 or the CK, actually works. Getting to learn to use it now.
  23. Well, for one, my suggestion is not think of WaCCF word as final, absolute, and that every single change it makes must be 'patched' (whatever that means), and incorporated into your game. It does not. Most of what it does is useful and helpful yes, and addresses a number of things that are worth altering in the way it does, etc, all good. What you should be doing, is place it high in your load order, and...everything else below it so the mods below can apply their changes. 'Patch' what you want to keep, and let everything else in your load order over-write it. IoW, treat it like..... USSEP in a way. I dont agree with everything in it, and the file has some inconsistencies and head scratching design choices in places, so, I just let the mods below it, which do over-ride the ones I dont care for, take priority. The higher in your load order, the easier it is to 'patch' (whatever this is supposed to mean). I only apply its changes where I feel they do something beneficial and or are an improvement. The effects I dont want, get over-rode by mods below it. That simple.
  24. The so-called 'black-faced' bug, is in almost every instance due to user-generated errors. You people are not even correct when you call it a 'bug'. This so-called 'bug' manifests itself in the overwhelming majority of cases, simply because you all keep installing CONFLICTING mods assets together. Now It is possible, a creator could release a mod that whose facegen(s) are not properly made. Even in those cases, calling that a 'bug' would be stretch, when it would better to call it what is, a mistake, error, poorly made mesh etc. That would be an entirely different matter from what 99% of you are doing, which is mushing who knows how many conflicting mods by different creators together. All this bullshit about the CK and 'Loot' is just that, BS. Stop mashing different mods that are modifying the same assets (usually facegen) together, and your chances of ever seeing this NOT A BUG, will fall to near zero. Or, you can knock yourselves out playing with the CK and screwing around for days on end trying to figure it all out. But it would a lot simpler if y'all just stop what is causing it in the first place. You all realize there can be only be ONE set of assets governing any object in the engine right? If you create a characters face, all the related assets it calls on, should either governed by a single, consistent source(ie one mod), or, possibly use vanilla assets. Depart from that idea, and, have fun fooking with the CK, or screwing with LOOT for days on end.
  25. :mad: Even I find myself beginning to wish they would find a completely different, that is to say, less disruptive manner of delivering their CC content.
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