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Posts posted by trees415
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Whether I try to import a mesh to Creation Kit (at Weapon -> Art and Sound -> Model) it gives following error: "MASTERFILE: (BSStream Error) NIF BSversion is too old in meshes\mymesh.nif" and then it fails to import and leaves a red triangle with "!". Whats going on?
I guess it's just some b.s. stream error....
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Try these Actor values:
fMagicTelekinesisMaxForce = 1000.000
fMagicTelekinesisComplexMaxForce = 1000.000
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So I'm currently trying to add a player owned mannequin in a home I'm working on. Problem is that the mannequin is full of error messages about missing speculars, eventhough it shows up correctly in the 3d-window. When saving and trying it ingame, it's not visible or interactable or anything, as if I didnt put it there at all.
I'm using the same Actor as used in the playerhome of Windhelm, where it for some reason worked perfectly fine last time I checked, and the cell doesnt give any errors about the mannequins in particular as it does when I place it in my own cell.
I've tried to directly copy the ones from the windhelm house, in case they had specific settings, same problem. I tried to duplicate the actor and add it, same problem. Tried to dress it with full armor set in the editor to avoid rendering the actual mannequin model and texture, same problem. I have checked the nif and textures but cant see any problems with textures. I have no mods that is messing with this.
Anyone managed to get this working? :unsure: I'm sure there's a simple solution to this. There always is :P
The biggest problem with mannequins is that people are making them way more complicated then they need to be. Most of the settings are already pre-programmed, and often times the problems are caused by conflicts that are created by too many changed settngs.
First thing however, is to make sure you are testing your mod properly. Since you are creating this mod in one of the player homes aka an interior cell, it is very important that you pick and load a gamesave that is not inside the same interior cell that your mannequin is located in. Let's say you're trying to put an additional mannequin in Proudspire Manor, then in that case you ideally would want to have created your most recent gamesave located right outside the house in Solitude, so that you can quickly enter the house and check out your mod. If you load the same cell as your mod, your gamesave is going to conflict with the modified game data over what exactly is supposed to be initialized. However, if you let the game load the content within your home based on your modifications alone, then there won't be any issue. This issue happened to me yesterday when I spent nearly 4 hours trying to figure out how to build bookshelves.
If you created a copy from another mannequin and it isn't working, then the above issue is likely the problem!
Anyways, if that isn't the problem, then here are a few important notes on mannequins:
-Comprised of 3 parts: the actual mannequin (PlayerHouseMannequin), an activation trigger primitive (MannequinActivateTrig), and a marker header (XMarkerHeading).
-The order I listed goes the direction of inside-out (mannequin is inside the trigger which is inside the marker)
-Reference settings for each component:
A. PlayerHouseMannequin
-Leave everything AS IT IS, except for:
1.) Linked Reference tab: create A reference Link to XMarkerHeading
2.) Linked From: the XMarkerHeading needs to also create a reference link Back to the mannequin, so just do the same procedure as in A, except create the Link from within XmarkerHeading and directed to the Mannequin
3.) Active Parents: Assign your Trigger (MannequinActivateTrig) as an Activate Parent, and set delay to 0 sec.
B. MannequinActivateTrig
- Remember this is a primitive, you will know it is a primitive if you see a tab in the Reference Settings labeled Primitive.
-To Create this primitive, simply click on your mannequin so that it is selected, then click on the "Create Trigger" button in your toolbar
(It looks like this http://img442.imageshack.us/img442/6834/createtrigger.jpg)
-After, a box labeled "Select Forms" should appear, find and select the entry MannequinActivateTrig and hit enter.
-make sure you have selected Box for your primitive type and L_NonCollidable for your Collision Layer. Lastly, make sure that Player Activation is Selected.
-Make sure your primitive trigger surrounds most/all of your mannequin
C. XmarkerHeading
-Finally, find XMarkerHeading in your Object Window, and drag it onto your screen near your Mannequin. Don't worry about it's size.
- Open up your Reference Settings for your Marker:
-Go to Linked Ref and select your mannequin (opposite of sequence A-1, Set PlayerHouseMannequin as your Linked Ref)
-Check your "Linked From" tab to ensure that you had corrrectly linked the Marker to the Mannequin as a Reference Link, as accomplished in Part A1)
-At this point, you should be basically finished, so just make sure to adjust any trigger/primitive boxes so that they are correctly placed with regards to the mannequin.
Hit the save button, then proceed to launch skyrim.
At the game menu, select the most recent game save you have, but remember to only select a saves that place you anywhere else besides the interior cell that we just made modifications to.
Wow, I did not expect to write this much, so I might turn this into a tut. Anyways, I hope this helps.
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The fire doesn't cast any light, great design der Beth.
U mean in the actual game or in the Render window when you're working on it in the CK?
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yeah I noticed that, though I can't say that i didn't expect it. If anyone doesn't own this game, now would be the best time to pick it up. They also have a TES III-V package deal for $50. pretty awesome deal imo.33% off skyrim on steam
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That's a bit of a broad question, and no one can teach you how to mod in skyrim simply by answering this question. What you need to do is start working with the creation kit, and check out some of the tutorials which will walk you through some of the basics. Here are some useful links:
Main site:
Creation Kit tutorials:
http://www.creationkit.com/Category:Tutorials
Also, I highly suggest you watch these three videos and work alongside it to get comfortable with the interface. It should only take about 30 minutes to work through all 3 vids.
Part I
Part II
Part III
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You shouldn't need the coordinates. Simply open up the Cell View window, then select the "interiors" category for any indoor location (i.e. breezehome, any cave, etc.) or select the region/hold of the outdoor area you're trying to navigate to. Then in the left menu below there should be a list of locations that you can choose from. Just double click one to load the scene and it will load up in the render window. All the existing objects in the scene should appear to the right.
One thing to note: Make sure that you have loaded the Skyrim.esm data file into the creation kit. To do that, go to File--Data, then select skyrim.esm so that the box is checked, and hit okay. Ignore any errors that may pop up by hitting "Yes to All", then open up the cell view window and all the locations should be accessible without needing coordinates.
I'd strongly suggest you watch the tutorial videos that bethesda put out, they will help you get oriented with the CK interface, and get you started on making basic levels. It took me 30 minutes in total to go through all three available videos, and now I'm so much more comfortable using the kit.
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Really? It's a dev kit, not skyrim 2.
Go to sleep...
Really, Skyrim 2?
:| i am disappoint at your knowledge of the elder scrolls series.
I was joking.
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Absolutely brilliant, you are incredible.
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Really? It's a dev kit, not skyrim 2.
Go to sleep...
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Those of you who think it's ok to violate the user agreement/license or Bethesda's copyrights (or any other IP owner for that matter), for what ever ill informed reason, could have a rude awakening in your future
That was completely unwarranted and unnecessary. No one was expressing intent or willingness to violate the Nexus TOS or Bethesda's copyright. The poster was simply requesting information regarding the issue of porting content, and someone who actually has the authority over these matters already responded.
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[sorry if this is the wrong place, I have went through the tutorials that this forum had, went onto a search engine and looked around, nothing seemed to contain the information I need]
Hey, thanks for reading my pitiful cry for help! I will basically explain what I need, then what I've experienced, so that you may understand the rage/frustration I have gone through, all day.
I have been looking forward into getting into modding for a while now. I finally decided to sit down (a few days ago) and begin learning how to create Meshes, Textures, Mods, Scripts, ect. I have finally given up today and decided to make a post, asking for help. There is by far an overwhelming of *NOT* helpful tutorials sites out there. I have been through 10+ Tutorial videos specifically for Skyrim, several others explaining how to do FONV/TESIV:O mods, as well as tutorial pages.
Now, my main problem has lied in the fact that NONE of the tutorials have explained how to set-up these programs, nor have they explained how they got their meshes, got their textures, or the terminology they are using. I'm not a school taught programmer/designer, so I would need a basic "Step 1: Set this file as your main file" or "Step 1: Import XXX.YYY item to begin an edit." But not only do I need a small explanation on how to set up the damned programs, but I need a quick, all-be-it, detailed tutorial explaining the uses of the tools in the programs, how to use it/what it's used for.
I have created maps and lines of coding for other games, but Skyrim is by far the most complex I have found. Also, the most elusive when it comes to tutorials.
OH, BIGGEST *Expletive* PROBLEM I HAVE:
Can someone post a list of Programs I will need?
Every tutorial or page I find never SAYS what you need, may provide a link to a dead page or what not.
The Programs I have been able to understand I needed.
Nifskope- 1.1.0 RC5-i686-w32 (Latest Version I believe)
Skyedit0.05a (No tutorial seemed to have used this, this was on the official site)
FO3 Archive Utility (I understand what this does, but info from a Smart person would be awesome)
Well, what I can say is this. The kind of modding that is going on right now requires an incredible amount of expertise in general graphic design. This is mainly due to the fact that all the mods that have been released up to this point have been created without the use of an official developer kit, known as the "Creation Kit". Without this, the list of tools needed is relatively long and the knowledge needed to devise any sort of mod is huge and incredibly overwhelming. Most of the mods being produced at the moment are relatively basic in scope, and most of them are basic re-texture mods that people have cooked up through basic modeling in 3ds max or via photoshop. Until the creation kit drops, modding is incredibly tedious and is likely to be frustrating and unsatisfying for the average Joe.
But do not fret, because Bethesda is set to release the Creation Kit any day now. When it does, it should be the only thing you have to learn how to use in order to create your own mods, and will hopefully make modding more efficient yet expansive.
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and there's no texture for the blue sky, just moons, stars, galaxies, clouds.
I'm trying the 'Alpha' file right now, see if that's anything. So far, I haven't been able to locate the right file. Thanks though
Well, there is a texture file called "alpha.dds", however I have no idea what you'd be trying to do with it as it's simply a black 32x32px square texture. My best guess is that it might be some sort of baseline for alpha channels within the texture files which are utilized as specular maps for the associated texture.
Now, if you are looking to make adjustments to the "alpha channel" of a particular sky texture, then that is a totally separate process.
In any case, here is filepath: \data\textures\sky\alpha.dds
But, as pointed out by ghosu, you will need to extract this texture file from the "Skyrim - Textures.bsa" archive inside the data folder. Remember that you will need to use a DDS browser/extractor in order to get the file, and the best one around at the moment is the one used in the Fallout Mod Manager.
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The gloss effect is typically determined by the specular map, however in this case you can simply adjust the brightness of the alpha channel in your normal map. Making it brighter will increase the glossyness of your texture, whereas a darker alpha channel will cut down on the the gloss effect.
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It'll be out by the end of the month, I can't see Bethesda messing this up. From what I've gathered, they're swamped hard trying to work out the issues with the PS3 version, and they want to have both the CK [for PC] and fixes for the PS3 coupled in the 1.4 update. Give it another week and a half or so...
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:
-If you die you must restart the game entirely.
No, no thanks. I'd rather keep my sanity...
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As Dragonborn I was fully expecting to become Emperor, especially after driving my dagger into his heart.
Isn't that the way of most succession?
Isn't my Dragonborn blood, strength of Th'uum, Thane of so many holds, winning the war for the Imperials and defeating Alduin good enough for even a shot at a Jarldom?
Noooo, still the guards treat me with disrespect and no one seems to care that I just slaughtered a dragon attacking their hold and burning their citizens to a smoking crisp.
Sorry about the chicken I killed in the melee, I'll happily go to jail for the offense.
Power? No you're just the same scum sucking peasant to most people in the game that you were at level 1.
Now I just wander the lands killing Thalmor for kicks and the occasional poor fishwife and rogue mage when the Night Mother (oh, sweet Night Mother!!!) commands.
Do I detect a lack of endgame fulfillment?......
The worst is when you kill a dragon as 5 or 6 guards look on, then you go up to them to get some appreciation, and they wonder out loud if they might be the dragonborn, or tell you to stop lollygaggin.
smh...
I have to agree with the OP. Weapons are cool for a little bit, maybe as rewards as the story progresses, but not even at the end!!??? Come on, the guards still call me sneak thief!
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I had the exact same problem, it would happen at the loading screen, particularly when I was in Solitude or Whiterun. My save game was about 15mb when it initially began to freeze, however I believe I may have found a fix for this issue, since I have had no problems at all since I did this about 9 days ago.
What I did first was that I uninstalled my game, then did a fresh reinstallation, and decided to incorporate only the mods I really enjoyed or found useful. Then, I went into my savegame folder, and removed all but my 5-6 most recent gamesaves along with all the autosaves and quicksaves present. (Pretty sure this was what really fixed the problem). I think I had about 70-80 manual gamesaves in total, which added up to roughly 700mb. I placed my old saves in a separate folder on my data drive and compressed them in a rar archive to save disk space as well.
Since then, my game has run well, with no crashes/freezes since. Perhaps when the game is loading, it is doing some sort of indexing of all your gamesaves, because when it started to freeze for me I had about 80 or so total gamesave files in my gamesave folder. I have a few other theories for why this happened, but this seems to be the only fix that has worked for me thus far, so I highly suggest anyone looking for a fix to try this. The re-installation is equally as important as well, so I'd suggest doing that as well. Hope this works for everyone else.
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The horn isn't in Ustengrav, it's taken. There's only a note from a friend in its place that tells you to "rent the attic room" at the Sleeping Giant if you want to get the horn.
Is Delphine the name of the woman attacking you?
Of course it isn't, I didn't want to spoil it for him... :whistling:
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I helped the Stormcloaks take Whiterun and he referred to me as a 'miserable wretch' every time afterward. I don't think I was DB by then.
That's the phrase! :D But I never joined the Stormies - I had only done the DB and some radiant quests before i killed his brother. And he only said it once. I guess selling him his brother's belongings that I pulled off his still-warm body raised his disposition back up to where he never said it again.
Well, here's what I would do. If it was blatantly disrespectful and out of line, I'd give him a good old "Fus Roh Dah" right in the face to remind him that I'm the mother f***in Dragonborn,and I won't put up with that kind of talk.
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Like the title says, this has been bugging me for some time now.
1) I have areas that are "cleared" where I have done a quest (usually a Word Wall) and they stay empty.
2) I have areas where I have quested -- Morvath's Lair is a prime example -- and it never lists as "cleared", does restock, and will even respawn Morvath.
3) I have areas where I have mopped the place clean that aren't quest-related (a couple forts and caves come to mind) -- unless they are saved for Radiant use somehow -- and they never list "cleared" and never respawn anything. I think Fellhammer is one, or a fort near it.
4) And finally, I have places listed as "cleared" and I go in and it's restocked with baddies all over, like I'd never been there. Yet, it says it's "cleared."
What gives? Anyone got a clue to this "logic?"
Well it only applies to dungeons, caves and temples, and I'm pretty sure it just means that you've already gone through the entire passageway. I've re-entered "cleared" locations to find more enemies and items that were not there before. So yeah, it just means that you've already been there I guess...
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According to IGN, to complete this quest and obtain the next one you need to head to Sleeping Giant Inn & talk with the person there to get the horn. I head into the inn (luckily with godmode on) and this woman comes, out of nowhere, over to me and starts slashing with a dagger. There is no way to talk to said woman, etc. How to complete said quest?
Well first of all the horn isn't at the sleeping giant inn, it's over in a temple called Ustengrav. When you first get the quest from Arngeir after you finish your training in High Hrothgar, you're supposed to go to Ustengrav to get the Horn. When you show up there, there are going to be a few bandits who will attack you on sight now matter what, and you're supposed to kill them. The horn is inside this temple, so all you have to do is just go inside and get it. Not sure why the IGN guide told you that, sounds like a mistake or something. Honestly, I'd strongly suggest you get the prima strategy guide for this game, it's an incredibly huge game and is not easy to navigate using some text-only walkthrough, mainly because it's not a specific, linear storyline.
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Well, this has finally done it. The game is now officially unplayable for me.
This has occurred to me many times before this. The game also tends to crash when I am in the area around Riften.
Any idea how to fix this? I'd really hate to abandon everything at this point, not after I've invested 150+ hours into this character.
That is beyond strange...
There are a couple of ideas that come to mind:
a.) Load from an earlier save, even your previous auto-save might allow it to load properly, though this would not be a permanent fix
b.) Do not launch the game with any additional esp mods to see if that will allow the section to load.
c.) Reinstall the game and update to 1.4, but keep it vanilla for now until you finish the quest.
d.) Give up and play BF3 instead...
I had an issue in which I had created and installed a lot of mods for solitude, and in time the city became so glitchy that I couldn't enter the city without risk of corrupting my save. I fixed the problem by reinstalling the game and updating to latest version. If you haven't done this yet, I hope it helps/works.

The games story is so obvious!
in Skyrim LE
Posted