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Nimboss

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Everything posted by Nimboss

  1. In GECK find the water type you like. Duplicate that in the manner that GECK ask's you if you want to create a copy and rename that to something you can easily find. For example I found Potomac water interesting I made a copy and named it Potomac2. Next click and open properties for this new water and in Spell effect select WaterHeal1Purified. Then use this in GECK for your spot. That should get you a poison less water for your mod.
  2. Hi again, Yes, the H key tool is what I meant and recommend to use. The other that you did not use, the fragile one is to "paint" with color to represent height. If you created a complete new world space and at some point checked parent for some other world that sounds to be a really bad idea like you seems to conclude also. I think that is what messed up. In general even small error in land height mesh creates waves of strange visual errors in game, water is very hard to get fully working it almost demands a 100% correct made world space. If you later try to create LOD, land errors will stop the process and can be very tricky to find the spot that causes it. Regarding snow I think the reason is that world spot either lacks correct weather type zone or have a wrong one so the climate system defaults to one with snow in this case. I'm not sure you can reverse what happened, start new might be faster. And a big advice save often! After bigger changes, check everything in game so it look alright and save a copy of this version. It can not be mentioned enough to save many versions when creating new world space, I heard of and seen my self when you happily after some changes jump into game to check out a little change that loads of world space has vanished from existence.
  3. Hi, Checked the sea bottom mesh around the Lighthouse and it has gaps between lot of cells, this will not work in game. You know about W-key to turn on wireframe? If you do that around the Lighthouse you notice the cell chunks is not aligned together but instead have big gaps. I presume you made the land height map with GECK heightmap editing tool? Did you know it not only often but also sooner introduce errors after small fixes? There is a metod to go away right in render view to change land height with ground type paint tool for quick flatten/soften/raise and lower not as powerfull but seems to be safer. This might be a solution to fix the problem, but I could not test in game so I don't know it the heightmap will generate errors again after save. I tried to COC Lighthouse in game after a smooth at some cell edges, but the game instantly hanged at arrival so I could not make much out of it. Now when you know what to look for it might be easier to do something to it.
  4. No probs, I'm old-time I know how to wait... A died PC? Not fun! Had that to one of my comps around Xmas, lost some stuff in the process. Win7 is not always straight in what it decides to save from previous installation and to discard. No funny deal for me in that case. I spent LOT of time with FO3 and got the G.O.T.Y (actually got two copies, one not even opened, together with the other DLC addons and FO3 start release discs just as they was released [note to self, I must be crazy ;-) ]) But I have mostly spent my interest lately with FONV... but FO3 got me started so I will take a bitter sweet love tour again to refresh my knowledge what you can and can't with GECK for FO3. But since you responded and showed interest to find out why? You past the intial test and I think others will also give you a helping hand maybe even faster than I can fire up your mod to look what you actually done :thumbsup:
  5. Oki here we go... Just a history for world space creation when FO3 was released and the GECK also some time later there was interest in new worldspace creation say 1000 modders dwelled into this black magic knowledge of these say 100 actually got something working regardless of all ctd, lost land, crazy LOD issues and all other odd missing things, say 10 of those actually got a close to 100% mod release with all bells and whistles. FO3 has it's own issues and FONV had some solved and some new introduced. So is your's for FO3 or FONV? Have you tested to make your .ESP to .ESM? With all the info you can get from Bethesda GECK Wiki for FO3 and FONV you can say you got all the basics right, right? Just some answers from you would make it easier for the grumpy old wizards around here to nail your problem. :cool: Since there are so many parameters you can do wrong when creating a new worldspace the most easiest way to get you on the road again is if you can share the .esp The few guys really involved in worldspace creation are so busy to complete their own big projects so they have very little time for 21 questions, but slice up a shared wip mod and look at the details is not that costly and you can get invaluable advices. For FO3 GECK there are some really picky settings you must bove to, in FONV GECK some can be broken without problems but some others for sure is introduced instead (I have made a complete new [isle] land breaking almost all rules thinking of, still it works with some itching LOD water issues but I realize to make it proper I will not have the time and will probalbly release it as a resource instead) . I really love when some dive into the mystery of world space creation but there is few of us that really released a fully mod closing into an official DLC add on level of quality.
  6. Great! I succeded in inporting a vanilla .kf and export it after clumpsy additions to make Red Lucy even more inviting ( I sucks at animation) so it looked just comic instead. What I recall it was picky into what order you selected and deselected .NIF import buttons in Blender when importing. If you in future want to know that part let me know and I try to create a howto. If I got it done one time it must be possible to replicate.
  7. A humble idea to find out at least a clue... Open up one of these other working poses that you used as a proof of concept and make a subtle change or just save with the tools you use to port it into game and test: 1. Do they still work? Oki, then there must be something subtle difference with your own creation that fails when exported to .kf 2. Get also crazy when using in game? Well, you have to start a boring task to find out what in your workflow and/or tools makes this happen... Now at least you got a starting point that can be more direct
  8. It is some time I messed with the pipboy but what I recal it is not handled like clothes. There is a mount point in the skeleton arm it is attached to and follow that point when arm is moving. Also there is some "auto" magic in standard Bethesda armor in the mesh layout so when pipboy is mounted some mesh vertices on the arm close to the pipboy is scaled to zero. You can notice this if you unmount pipboy with console command in 3rd view and look on left arm, looks silly. If not anyone have a smarter solution I would try to locate the mount point position in the skeleton and try to import or set the origo position for pipboy at this point on the body mesh. You maybe still need to rotate and align the pipboy but you will be a lot closer than pure guess work. Hope this helps a least a bit
  9. You sure it is signal strength? I had similar problem with an older tablet, Archos 101 specific. It connected alright worked for some minutes and then lost.... Irritating to say the least! >:( After lot of readings on tech sites it showed that the chipset was buggy with the latest 11g 11n wireless routers together with WPA 2 encryption standards :-( So in my case I had to set up an old wireless router just capable with WPA and 11g to get it stable just for the tablet what a waste. A tip is to temporary lower allowed connection speeds like 11g or even less and/or a lower encryption method on the wireless router to test if the problems dissapear. Then hopefully at least you know what causes it.
  10. Hi, There are USB to Sata/Pata adapters that easily connects to old drives wihout you having to open your new computer to attach it. One quick find with Google is this one from newegg but for sure there are lot more brands and suppliers for this kind of unit. http://www.newegg.com/Product/Product.aspx?Item=N82E16812226001 Normally if functional the old drive shows up like a USB stick or external drive would within a minute in Windows.
  11. Hi, My tries and errors while generating LOD with GECK is that it uses one core only, so in my case I built a dual core PC and O.C. to around 4.3 GHz to get up the speed (got unstable in my case if I pushed above that). Examinning processor usage at LOD generating (task manager) shows the 100% utilization jumps between all cores but never at the same time when playing with a multicore CPU. Was that citation regarding CK vs GECK from an official Bethesda site? Then there might be some hidden setting to enable at least true two core usage when generating LOD.
  12. Nice! One of many reasons I love nexus sites Yeah, that was a nasty one, glad it got fixed. :thumbsup:
  13. Nope, this seems to have hit all sites now... It worked at least for Skyrim this morning but now all Supporter Image pages are empty.
  14. Hi Xiomora, Sorry none been quicker to answer, Nexus use to have very quick responses normally. After all it is a fantasy game, I realize I would like have something similar instead of the mask. This is kind of simple to do after a little journey into CK using. However I'm to busy with RL now so I think someone else beats me to it before I got time to it this weekend. Even better would be if you are willing to learn a bit into how to create this kind of things yourself cause I don't think this is the last time you would like to change something. :-)
  15. Hi, Always great when more people dive into creating new stuff for NV! What you need to do is generate LOD for your new world space in GECK. That is a delicate procedure since there is a lot of work before you will even be able to fire of a LOD generation task in GECK ( For example unpack most texture.BSA files to .TGA format, set up a special folder for generated LOD and so on. There are some great modder resources that bring you to a 99% state on Nexus to begin with.) Water and water height in NV GECK and visible or not is a little tricky you need some textures extracted and pointed to in world space setup, also NV GECK differs a bit from FO3 GECK in what height or default heights that work or do not work. If you have much water like an Isle you have to create a height greater than default height around for your world (default = untouched = not used = not shown in game) and again generate LOD if it is some cell away to be even visible. If you made some height changes in your world that is beyond what the game can handle near water (God knows what that is since it seems to be random) it will disable visibility of water for that cell. There is as many rules/ideas how to create new world spaces like there are modders that does it. Please try to search for "world space creation" on official Bethesda site and here on Nexus and in general Google search. It will give you a picture of all the stuff that is involved to be successful. I hope this did not scare you of completely ;)
  16. Hi, Have a look in this thread: http://forums.nexusmods.com/index.php?/topic/818724-64-bit-version/page__pid__6552868#entry6552868
  17. @Heinekn You find the latest release here http://skse.silverlock.org/ always! Today I notice the "beta" status is gone so 1.06.05 must have been raised to stable then... Give it a try and see if your issue still remains.
  18. One tiny detail from SKSE readme when starting the game: "4. Launch the game via running skse_loader.exe. Steam must be running before launching Skyrim" This got me the first times when running since I missed that detail. Also I noticed the beta SKSE is up with version 1.06.05 now, they might fixed your issue already?
  19. Guys! What is the search path (the folder structure like c:\ ... \... \...\data) where the Skyrim game is placed on your systems, and in what folder did you put the SKSE files? ;-) The latest SKSE release only works with the 1.8 patch since that is a preparation for upcoming DLC.
  20. Just got the Steam update, slammed it with some mods and it do open (well with the casual "warnings" notifications) the latest Update.esm. (GStaff told estimated time for release was Monday and that's how it was done) Made a quick load with Unofficial Skyrim Patch by Kivan and Arthmoor that has Update.esm as dependency and it loads! I have no clue whatever is fixed or changed for bad or good with this release, but the weekend drama is now solved. :thumbsup:
  21. Oki, last thing first then 1. Insert a door from the door section of GECK list that fit your taste in both worlds. 2. Double click on one of them so the properties popup window is shown, NOW move that out of the way but don't close it. 3. Open the other world, locate the door you want to link to so you have it pretty visible (to make it easy to pick) 4. Select the popup window -> select Teleport Tab -> Tick Teleport flag -> Click Select Reference in Render Window 5. Now you have a red cross hair, double click the door in step 3 and it turns white. 6. If all went well you now have a yellow cube with an arrow, move it a bit away and point it in a good direction, this is your "beam point" in this world. 7. Double click on the yellow box, click yes to beam you to the other reference. Do the same and move this other yellow cube to a good point in that world. Now this is the basic how to setup a portal from one place to another. Save and make a test run in game... For the first part a small LOD less world it's pretty simple but still there are a lot to be aware of before hammering away and create it. I found most knowledge by knit together a lot of scattered information from a lot of sites over the years, some details was made informative by dudes that I later realized is not that popular on this forum so I'm not that keen to link to those sites. Also some stuff is tight related how GECK worked (or not freaking worked at all so people needed to blindly test things until it showed up correctly) for FO3, I think some aspects can be bent pretty hard for NV creations. I been tempted for a while to make a Nexus wiki on how to create world spaces since that is needed to get more world mods released. But I'm not sure there is a great demand for it and let's face it, creating detailed and working manuals is not high in most peoples like to do lists :teehee: I made a simple test .esp world with working doors in less than 15 minutes, if you like I could put it up on NV as a free resource to play with?
  22. @chucksteel That kind of issues can make anyone nuts. But instead of giving yet another round of "smart" advices like have you tried that? Done those changes? Been aware of this? .... and so forth and so on... What have you tried out this far? You got a forum thread documented somewhere of all tests done currently in vain (seems there is a mentioning about it)? Yet, have you done a blind test with a totally vanilla install of Fallout? My play install is so full of mods, tweaks and twists over the years that I'm not sure myself what is vanilla or enhanced any more, testing something new nowadays is kind of doomed to break something at another place in game. I think it can be fixed, it's just like you just did, have some others to try understand or give crazy new thoughts out of the blue that can give you an inspiration to try another approach to the problem.
  23. You're welcome! I do not pre-predict my answers (in a supernal manner, sorry if it sounded like that) I fully understand that people have a long and detailed knowledge of a lot of stuff (like me) and when facing new territories it can be a bit of unknown newbie terrain, that's why we try to ask about it. :thumbsup: 1. A Megaton worldspace That is a small "world" you probably will not need to dwell into LOD generating and all that existential oddities that includes. This is not that hard to create. Do you need links how to create that part or do you already have read it through and know the basics? 2. A Door to wonderland Compared to FO3 there was a change into how you create a portal from one space into another, There is a official tut. how to create a "door" to another realm at Bethesda GECK wiki. It was a bit to fast and you had to try a bit yourself to get a grip of it. In general slam in a "door" somewhere in NV world and another in "your" world, connect them by hit one of them twice and on the Teleport tab tag Teleport, Click on [select reference in Render Window] open the other "world" locate the door and select it. If successful you got two yellow cubes with arrows that represent your "beam to" location. Move them a bit more useful save it and try it out in game. This is just out of mind I may have missed some detail. Do you need links or more details on this part?
  24. @wolverinetree Well some rules can be bent some can be broken, it depends on what you want to achieve :-) JustinDK points you on stuff that is needed to be aware of, not always needed to use. There has been topics both on Nexus and on the official Bethesda forum (and GECK wiki) about creating world spaces. I have jumped in sometimes over the years at both sites with little findings and URL links to world space creation related topics. But there are others that tried a lot more than me and explained the necessary steps too. I have tried some moderate world creating, there are some that created huge DLC size world spaces and I'm fascinated by their determination. You need to be a bit (actually a lot) patient because knowing how to do it is the small part actually making it is the big time consumer. Can you tell what you want to make? It will be a lot easier to tell then what you need to do. If it's about a simple starter with a door from the normal game to a vanilla world space I could release a source for it free to use (actually I spent some time on an Isle mod with lot of water around that is pretty good to go with just some anomalies around the extent borders since water is [still] the worst thing anyone modding with GECK is faced to create properly)
  25. > 12 hours and no reply? All mods busy playing with XCOM and Dishonered? :ermm: I followed Gopher's video, scrutinized the screens and had a fast look through the documentation, seems to be really easy to use. I must say this looks marvellous! You and the team should be proud what you have achieved. :thumbsup: I have not yet released anything for Skyrim but when, I certainly will use MCM to make it easy both for me and the user. The power of this framework can't be neglected!
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