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Posts posted by trees415
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Hi there,
in Oblivion there were Actor Kill Boxes. They kill the Character if he gets in them.
These were used at some areas, where the character should die if he gets there, for example jumping off a cliff
and below is an actor kill box, to secure the death of the character.
Are there Boxes like these in the Creation Kit, too??
If yes, where can i find them?
Actually, there is a triggerbox that does exactly what you described in Sovngarde at the bottom of the waterfall near Meadhall. It's setup exactly as scrivener07 detailed, a triggerbox with a script attached. Not sure if it matters at all, but the script used for the triggerbox in Sovngarde has one additional line of code that scrivener07 did not include:
Scriptname KillScript extends ObjectReference EVENT onTriggerEnter(objectReference triggerRef) [b]Actor triggerActor = triggerRef as Actor[/b] if (triggerActor == Game.GetPlayer()) ; kill player triggerActor.Kill() endif endEVENT
I'm not really adept with Papyrus just yet so the added line may be unnecessary, however I figured I would point it out just in case.
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Check the magic effects for Unrelenting Force. I believe that one of the conditions for the effect to work is that the affected actor doesn't have the keyword 'ActorTypeDragon'. Just remove that condition from the effect.
No, the condition is 'immuneStrongUnrelentingForce', and it only protects the greybeards and a few others. I've actually been trying to figure this out for a while. It has something to do with bleedout, which I noticed when I tried to do the pushactoraway console command on a dragon. It's the same with mammoths as well. I've come the conclusion that it's hard-coded into the behavior files or something, so for now it's not possible.
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I'm working on a still unnamed quest that is supposed to serve as a better ending to the main quest. Despite killing the dragon who was supposed to bring about the end of the world, all you get when you return is some guard telling you to keep your hands to yourself. No giant castle, no being named king of Skyrim, nothing. Once I can get more of the legwork completed, I might see if anyone wants to join in and lend a hand.
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so i have a pretty good sized cave dungeon and its nowhere near finished and it runs ok in testing so far but whats a good rule for when you should use roomounds? like is there a certain number of items/lights/enemies/etc that would be a good time to start worrying about bounds?
I mainly judge it based on what's most convenient for keeping the size of the portals to a minimum. Thus, I connect my roombounds in hallways and small passageways, and I try to avoid having to put a large portal in the middle of a large chamber. Other than that there isn't much else too it. If I were you, I wouldn't invest too much time trying to create the perfect network of roombounds. Using them in your mod alone should be sufficient to ensure your mod is optimized.
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I think I saved the .dds in a wrong format then It's like dxt 5 interopolaced alpha, but I think I accidentally deleted the alpha layer...
It's a channel, not a layer. There's a big difference between the two. In Photoshop, select and copy your texture, then go into the channels tab (usually near layers), and if the alpha layer is there, then select it and hit paste. If it isn't there, then just hit the button towards the bottom of the menu that says create new channel, and then simply paste your texture onto the alpha channel. Once you've done this, the alpha channel should look like a greyscale image of your normal map texture. Then just tweak the brightness settings, and save in dds format to compress it again. Personally, I find DXT3 to be the most ideal format. I often get problems with DXT1, and DXT5 is just an unnecessary waste of disc space.
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Okay nvm. I still need help, so in my custom world the nocturnal robes are very glossy and shiny in creation kit. Do I have to configure lighting for each world. I even deleted the normal map from the directory and it's still just as shiny, I think I set the contrast to max which look fine to me in photoshop in the .dds, not nrm.dds . Do I have to lower down the contrast in the nocturnalrobes.dds?
No, in fact decreasing the contrast will make it brighter, though I believe you're using the term contrast incorrectly. Rather, you will need to reduce the brightness of your texture. Most of the time, textures will appear to be much brighter in-game than how they appear in photoshop. Try adjusting the brightness of the texture so it appears slightly darker in photoshop than you would like it to be. When the texture renders in-game, it should be fine. Just remember that you should be making all of these changes prior to DXT compression (converting the file to dds format).
I also wanted to point out something a lot of people seem to misunderstand. It is never a good idea to completely remove all specularity (which would be done by "blacking out" the alpha channel of the normal map), as it will significantly degrade the quality and detail that the normal map produces for the texture. Instead, make your alpha channel very dark, but do not completely black it out. This will allow the texture to retain important surface detail without producing the undesirable glossy sheen.
Edit: Also, I know you were just doing it as a test, but it's never a good idea to remove the normal map for a texture. DXT compression significantly degrades the quality of your texture, and the normal map is meant to supplement the texture with detail as a result. Thus, if you remove the normal, you're texture will look pretty bad when it renders in-game.
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Wow, this sounds great, I'm about to try this out. Nice work Fragg.
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What do you mean with Gimp/Photoshop? By the way the ebonysword.dds is the file where everything start, so after retex ebonysword.dds, I "create" the normal maps by removing the saturation and accentuating the contrast and that's it. Is this process wrong?
Wait, so you used the actual texture for your normal map? Normal maps should look like this:
http://4.bp.blogspot.com/-24DpxYXZyuw/TfuSo6fT6DI/AAAAAAAAANE/_dx3_GRo_Wo/s1600/normal%2Bmap.jpg
Unless you're a professional CGI Artist, creating a normal map from a texture requires the use of specific 3rd party software. The best are programs like nDo2 and crazybump, though you should have the standard NVidia photoshop plugin installed as well. Ideally however, you'll want to create normal maps by baking the associated mesh from inside a program like Blender or 3DS Max. For now though, you're best bet is to get a hold of normal mapping software that will create one for you based off a supplied height map.
One more thing:
-It's not a good idea to create your normal maps using the final dds file, especially one that has already been compressed down to a DXT1/3/5 standard. It's always best to generate a normal map from the texture that is uncompressed and has a high resolution. Normal maps give the associated object significant detail, as the base mesh will likely have a very smooth surface so that the game doesn't have to render minute details in 3-d. Generating a normal map from a dds file is not likely to generate much detail at all, and is likely to produce very poor results.
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That's a great idea, however I'd suggest keeping the actual waiting time to an absolute minimum since you don't want the player to become bored. It may seem tempting to try and make jail more realistic in that sense, however remember that people are playing this game for fun, and no one bought this game to sit in jail all day. Perhaps you could do a time lapse which could give the player an idea of how long the character is in jail for. You could also create various mini-quests for the player to take part in while they are incarcerated, similar to what they did in the game when you get sent to jail in Markarth.
Remember that if you need to cater to your audience if you plan on publicly releasing this mod, unless you do not care about what people think or how many download your mod.
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You didn't make any permanent changes to game content if you were working within the creation kit. If you saved whatever you had done in the CK, then simply find the esp file that you created and move/delete it (It'll be located in the skyrim/data folder). You can also disable the plugin from loading from the launcher.
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try rotating and/or moving the light source around a little, for some reason the lights in this game have "seams" which can cause shadow projection issues.
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This is fantastic, thank you and a very well deserved kudos sir.
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I don't know if this is the right forum section, but I installed the mod using NMM and the rifle was invisible, I also noticed some files like ".ckm" and ".bsa" and ".bsl".
If I remember correctly .bsa is a texture and I think .bsl is meshes. I don't know where to put them so help please!
BSA files are specific archive files which bethesda uses to hold game content in a compressed state. the archive files house pretty much all content used in the game (including meshes, textures, sound files, etc). Mods will use BSA files to hold their content as well. As for the BSL file, I'm not 100% sure what they do, but I believe they are some sort of catalog reference which point to the relative location of the content so that it will correspond with the standard file structure.
Unless other people are having problems as well, you probably didn't install the mod correctly. The BSA, BSL, and ESP mod file should all be placed into the data folder (C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data). If there are still problems, then you should contact the person who created the mod.
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Well because I installed and uninstalled nearly 100's mods, both with NMM and without, the Game World started to tear apart. Solitude was gone, it was just a big hole of nothing, and the NPC's have fallen down and died at the bottom of the game world in various places. When I started as a new character, the wagon I was travelling with tumbled down the road to Helgen. The road had just suddenly been unlikely steep! I didn't through installed any mods who changed the game world that much? But the question is how can I install mods without the risk of breaking the game?
As everyone else has pointed out, make sure that you're reading the instructions that come with each mod. You always need to be vigilant for how your esp files are interacting with both the master file and with one another. Anytime you have data in a mod that directly conflicts with the master file, you're game is almost guaranteed to crash. When you have conflicts between mods, or indirect conflicts with the master file, you're going to get problems like the one you described. The more mods you install, the higher the likelihood that conflicts will exist. I make sure to both limit the total number of mods I'm running at a given time, as well as ensuring that the content I'm adding is well spread out over different cells/worldspaces. Don't expect your game to run flawlessly if you have 4 house mods all located in Solitude.
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Eh... Making a race means making a few characters.
That itself requires you to be fluid at character cration.
If so, the only other tip that can be given is to make a few different body models, and a few head varations, both for male and female. Then make armors that will fit the other armors in the game, and make it easy to make more variations with re-textures.
If you wonder how to make characters, I suggest you google, or youtube, it. It is a complicated thing, and requires top notch knowledge of both your 3d package, a sculpting software and a solid understanding of rexturing.
For your sculpting software there are:
Mudbox - costs.
Zbrish - costs.
Sculptris - free. Same developer that made Zbrush.
I then suggest a more "popular" 3d software, since there are more help to get:
Blender - free
Maya - costs
3ds max - costs.
Max and Maya are the industry standard.
Max is better stand-alone, while Maya gets better if you got a few scripters hanging around.
Not much more to say. You didn't really ask a question at all. Can't give you tips if I don't know your skills :)
Cheers,
Matth
He's also going to need texturing software like Photoshop as well. However, many of these programs offer free trials and/or discount deals for students, so for a lot of people these programs aren't that far out of reach. However, becoming proficient with them is another matter...
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My apologies if this already exists, but I feel I've looked everywhere and can't find it.
What I'm trying to do is mod some NPC's esp files so their default location is my house(s). Trying to give the places a little more life. So that what I can do is in-game dismiss, say, a follower and know they'll totter back to and then stay around the house while I don't need them.
Looking for the interior Cell IDs and/or names for the player owned houses. Not really caring about a specific room but will take what I can get.
Thanks in advance.
A couple things. First, I think you're getting your terminology a little confused. An esp file is a plugin file attached to the game, and is the main file used for mods. Thus, the data for NPC behavior, like all the other original game data, is all located in the skyrim master file (skyrim.esm).
Second, perhaps I misunderstood your goal, but I'm pretty sure what you're trying to do is already implemented in the game. If you tell a follower that it's time to part ways, then if they will go back to your home (if they are the housecarl for that home) or they will go back to where you first met them.
Now, if you mean that you want make it possible to decide where they should go when you tell them to leave, then that's a different story. In that case, take a look at the DialogueFollower quest, as well as the attached DialogueFollowerScript. You will need to create the dialogue possible to send the follower where you want him/her to go, and you will also need to create the necessary script fragments to carry out the event.
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Strange, I was thinking of making the exact same post. I too am an accomplished musician, and I mainly specialize in orchestral composition. For obvious reasons I wouldn't be able to produce live music, however I have a huge sample library of professional sounds (Over 200gb library in Kontakt alone). I probably wouldn't be able to do the kind of sound editing or production to the same extent that Mooquu is advertising, however what I can do is compose and produce epic/orchestral music for anyone doing a mod.
Out of respect to Mooquu (as it is his thread) if you are looking for anything he listed then you should contact him first. However if he does not have the time or if you are specifically looking for someone to do orchestral accompaniment/scoring for a story mod, don't hesitate to shoot me a pm. When I get some time, I'll put together a sample piece for anyone interested to check out.
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Seriously? how could frame rate be the source of this problem?
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I am making a mod for myself with a massive library in it. However, all my bookshelves facing in one direction (South) do not work while all the other selves facing either north, east, or west, do work.
Why is this happening?
EDIT: I know these bookselves should work as they were all duplicated from the same bookself that does work.
Does anyone have any advise?
Thanks
Try rotating all the non-working bookshelves just by a degree or so. For some reason, certain things have problems when they are set at a certain angle. Also, since you're making bookshelves, I suggest you put in roombounds if you can so that your mod isn't too resource intensive.
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You guys are making this way more complicated then it needs to be. You can not upload the skyrim.esm file in any state or under any name, period. To do so would constitute piracy or copyright infringement. You are welcome to make your own changes to the file for your own enjoyment, however to do so is just asking for trouble.
Modifying the esm has rarely ever been a good idea...but I prefer easy installs and I'm not a fan of even non-BSA texture replacers since it's easy to screw up your textures if you don't pay attention.
Wait, what? If anything, using a BSA package for texture replacement is carries more risk then just leaving the files loose within the file structure. However, neither really pose much of a risk to begin with.
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Hi everyone. I'm playing around with custom enchantments. specifically, i'm trying to create a weapon that boosts armor rating and block skill. but i want to learn more about how this actually works.
So to start with, i'm looking down the assets list til i find an enchanted shield with block fortify on it. It's enchantment is listed as EnchArmorFortifyBlock01
As far as i can see from this system so far, it seems an item can only have one "enchantment" on it.
so i find this enchantment in the lists, and how it works at this point seems pretty self explanatory. an enchantment has an arbitrary number of "Effects" on it, describing its properties. This particular enchantment only has one effect, which is EnchFortifyBlockConstantSelf. there's an option to set it's magnitude in there, at the enchantment level. So now i know that the magnitude of an effect is an instance-specific property of that effect.
I next go to find the asset for the mentioned effect, and this is where i don't get it:
The effect has an Effect Archetype of Peak Value Modifier. i'm guessing that means it modifies a value. it's casting type is Constant Effect, delivery is self. But the part i don't get is the pair of fields marked Assoc Item.
Assoc Item 1 is marked BlockMod so i guess this must be the part where the actual value which this effect changes, is assigned. However i can't seem to find a definition or entry for blockMod at all. So i'm not quite clear on how this aspect works, or how/if i can define new association types.
Blockmod basically implies that it will change the effectiveness of the caster/user's blocking capability. Now, the magnitude will almost always dictate how effective an enchantment is. In this case, the magnitude corresponds to the % more damage that your shield will block. so if you set the magnitude to 20, then your enchanted shield will block 20% more damage. The magnitude expressed in the enchantment window is basically the value modifier for blockmod.
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Sorry to hear that, it's super important to keep backups because its really easy to save over your mod plugin file. I have 44 backups for the mod I've been working on since the ck came out just to give you an idea. Anyways, good luck hope it doesn't take too long to put back together....
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Can't you just look up a guide or wiki info on where they are located? Would save modders time and effort.
Not that I'm bashing the idea, it would be nice. But the 5mins it may take to locate the next shout isn't that much to ask
I was not doing anything wrong in asking, if there was such a mod available so the locations were highlighted.
I can look on wiki, but if a kind modder had produced such a thing, then it would be very helpful
Thanks to those who are helpful
While I haven't seen anything like that yet, having been spending a lot of time working on shout scripts a lot, I know that would actually be a fairly easy mod to do. You could base most of it on the the WICastMagic04 quest (where the courier gives u a letter to find a word wall or "source of power"), as most of the coding legwork for that quest is identifying the locations of remaining word-walls if I remember correctly. If I have time, I'll take a look at this and see if I can't whip something up...
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I'm working on my own player home but it's gotten to the point where in testing (i.e. when I enter it ingame) I get a pretty radical framerate drop and mouse lag kicking in. I'm on a fairly powerful system and it's still navigable, but only just... I'd like to share this home when it's ready, but I want it as streamlined and optimised as possible, so I'm hoping someone can provide me with a checklist for things to do or clean up.
- Is there an preferred triangle count, and how do I check?
- How big a performance hit are shadow-casting lights? I have three of them filling the floorspace as much as possible without overlapping.
- How big a performance hit is mist? I have quite a lot of it, starting a little above the height of the player and rising to fill and obscure the space.
- How careful do I have to be with unseen geometry? I'm using Dwemer square tables as floor tiles, which I'm sure isn't ideal but they look so damn cool.
There's more, but you no doubt get the idea. It's a good looking, but poorly optimised space, and I really have no idea where to start cutting back.
I'm not aware of any performance check that you're talking about, however I suggest you check out the CK tutorial video on
. I suspect that once you add roombounds and the connecting portals, you're performance should improve siginificantly. Part of my mod included a library with hundreds of books, and I couldn't even load the cell at first. However, once I added roombounds it worked fine. Hope this helps.

Beyond the borders of skyrim
in Skyrim LE
Posted · Edited by trees415
I think the more important question is, where does it end? Does it continue on forever? If it never ends, did it ever begin? If there was an ending, could we even see and understand it? Will we ever be able to know if it ends? Is it all meaningless?