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Deleted31005User

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Everything posted by Deleted31005User

  1. Its called "modders resources" which are a bunch of objects that are not found in the original game, usually other people create these with programs like blender, MAX3DS for mesh editing, then you need programs to edit textures, then you go back in MAX3DS to place the UV mapping (texture) on that new mesh, then you also need Nifskope to get other settings and collision correctly set up, and finally some other goodies on top of all that as well. After its all finished they package those objects up and release it as a modders resource, then other people download those and implement them into their own mod through the creation kit. This goes for most house mods here on Nexus, you will rarely see a house mod author create all hes own stuff from scratch because the experience and time it takes just to create new objects is absolutely immense, and only a few people have that skill because they have been editing meshes/textures for years now. To be honest, it works more like an assembly line, one person creates the mesh, the he asks a friend to create a texture for that, then it goes towards another person who actually uses it to build a house, and only then do users see the end result. All new meshes and textures need to be included into the mod .BSA file and this is why custom house mods have such large .BSA files.
  2. Just install one mod at a time, and before you activate that mod make a backup save so you can always go back to that previous save game in case you want to uninstall that mod. (console command "save BeforeMODNAME") Play the normal game a while with that mod and test it thoroughly. Only then should you consider even installing another mod, installing a bunch of mods at the same time rarely ends good.
  3. So after 9 months nothing has changed about this, I want people to be able to link videos if they are properly constructed, but I do not want some random guy linking a video that has nothing to do with my mod. And I as an author have no way to permanently remove that video from showing up in my own video section list. Sure I can deny it so the public doesn't see it, but sadly that's where the options end. Right now there are only two options, "approve" and "deny approval", so can we PLEASE have another option such as "permanently deny and remove from list". Let people link videos all they like, but why are you forcing authors to not be able to clean their own video list? Simple button -> video gone from list, that's all I'm asking for.
  4. *just yet* Don't hold your breath on that, some mod authors have moved on so compatibility with those mods will never happen. Sadly nobody seems to even talk about that fact.
  5. Its been ages since I implemented this spouse and child system for my own mod Tel Nalta II, and after following the steps from the Hearthfire Multiple adoption tutorial and then double checking everything once more with the tutorial on this topic its all working just perfect for me. TMPhoenix even updated hes tutorial, so its got more correct info now compared to what it used to be. So if your still getting issues, then I suggest you go through everything once more because it should all be there. And as usual, its best to make sure your game is not corrupted in any way or maybe other mods are causing issues for you, who knows, so try testing it on a new game with minimal mods active for the best results.
  6. Thank you so much Tamira, these are working very nicely! Though I had to drop the pichel to z=-0.3000 and the cup to z=-0.2000 or otherwise they would float just a tiny bit above the surface.
  7. No Skinnytech, that's even worse then before, now it just disappears the moment the interior loads. Spawning with console gives same results, its in my inventory but the moment I put it on the ground it just vanishes. I'll try Tamira's nifs now.
  8. Ive got this new tankard and a cup from modders resources, but they were originally created as a static object. So when I try to implement them as a MiscItem into my own mod their original static collision causes them to endlessly float away, even through walls and rocks, they just keep floating sideways... I then tried to take one of the original skyrim cups and use the collision of that onto my new objects, basically I just copied the NiTriShapeData from my objects into a duplicate of that original skyrim cup. This seems to work a bit better, the object doesn't endlessly float away anymore, however now it catapults itself strait up for about 300m into the air before coming down to the ground again :blink: I personally have no idea how to make a collision for MiscItems like that, all I ever did was collision for static objects, so can someone please help me out here and give this new tankard and cup a decent MiscItem collision cause I really want the player to be able to pick these objects up. Nifs: https://www.dropbox.com/s/tt1pp826xvry89v/Nordic_Cup_Ac3s.nif?dl=0 https://www.dropbox.com/s/zs06idgjtz3p0f9/pichel_decorated_Ac3s.nif?dl=0
  9. Interesting idea but if you want to make a mod you need to do it because you yourself enjoy modding, not just because other people want it... Also have you ever created a mod before or do you have any modding skills? Making a large mod like you are suggesting is going to take a ton of time (as in several months) and if you expect people to assist you then you need to possess modding knowledge yourself, or better yet, have a good modding reputation. New people always have these grand ideas but they don't really know what kind of work it requires to make a mod, and others are rarely willing to help unless that specific modder is well known and has a good reputation (due to the fact that he already created several popular mod). Ive seen several grand projects go down the river just because of the enormous task it was, and due to many complication they encountered during the creation of the mod. Those project has several people working on them and still they had to throw up the white flag in the end. I don't mean to bring you down or anything, but you have to be realistic about it cause making stuff up in your head is easy, actually bringing it to life in a good working mod that doesn't cause peoples game to crash or give other issues is HARD.
  10. Imo changing to USLEEP after people have been creating mods for 4 years is just a bad choice, especially since most modders aren't even around to "patch up" their mods for compatibility with USLEEP. Sure you could make your own installed mods compatible yourself with TES5EDIT, but the percentage of people who ever used TES5EDIT is just way too small. And from a modders perspective I now have to upload 2 esp files on my own mod pages, one for the USKP/UDBP/UDGP/UHFP and then the same exact one for USLEEP. Too much hassle, would have been easiest to just keep it as it has always been for the last 4 years, not everyone is a TES5EDIT wizard and old mods will be left out in the wind.
  11. Well maybe you don't have to do my steps right away, just keep it in mind and if you or users notice grass/bush clipping with certain mods then you can always replace landscape afterwards. Usually mods should not be placing grass on landscape that has "no grass" in its name, but in my case I used that "tundra" landscape because it was nice and brown, which was perfect for my mushroom buildings, but the thing is that in Vanilla tundra has no grass on it, though several mods pimped the hell out of that up to the point where my island was covered with 1m tall grass as if it was a savanna. Either way, replacing landscape is pretty easy: You can view the textures by left clicking on the terrain while in terrain edit mode, and hitting the i key. it'll show you what textures are loaded and you can easily delete and/or replace them instantly within that cell.
  12. Just note that you are still replacing an original landscape type with another original landscape type, and some mods still place all kinds of plants and grasses on landscapes that previously had none of those on it (like Skyrim flora Overhaul for example). Lets take my mod Tel Nalta II for example, its a nice town on an island but having grass all over that island really is not what I wanted, so to make it compatible with SFO I had to duplicate one of the original landscapes and make sure I also copied the texture for that to a new folder and make my new landscape type use that texture. And then you have to edit your exterior with this duplicated landscape as well of course. Sure, I'm stuck with this vanilla landscape on my island now, but at least none of the other mods will ever mess my ground up anymore by placing all kinds of grass/bush on it.
  13. most important: don't uninstall mods unless you go back to a previous save game where that specific mod was never activated on, especially mods that add new scripts (.pex files). So before you install a mod you should make a backup save just in case, you do this with console command "save BEFOREMODNAME". Of course mods that only add meshes and textures (no .esp or .esm files) are safe to uninstall whenever you want. And here is some info on how to increase your games memory, which is the first step anyone new to the game should do. Try "The Modern Way" first, but for me that did not work so I'm stuck with the old way.
  14. If you want me to take a look at the nif file then send me a PM.(preferably with a link to download the mesh and texture) I'll probably just copy the NiTriShapeData into a new .nif file and place a new collision on it and set all the other settings correctly, then I'll see how it goes from there.
  15. You might want to place an extra lockpick somewhere on a table in the prison interior then, or otherwise the player is unable to exit that interior if hes first lockpick breaks.
  16. and 2 hours of adding more mods :nuke: Just, euhm...watch out with too many mods, or you'll be back at where you started. Texture mods will increase the memory being used, or mesh mods can do this as well. And mods that are script heavy (like frostfall for example) will put strain on your Script Engine. Overloading either your memory or your script engine can make the game fail, so take care. And never uninstall mods (unless you go back to a previous save game where that specific mod was never activated yet) or you can get save game corruption, which is probably the worst that can happen, its like opening Pandora's Box and the game will break down in all kinds of unpredictable manners. Anyways, the rest is up to you, good luck.
  17. Just make sure to use "Memory Blocks Log" and look inside that MemoryBlocksLog.log file, if you use the SKSE fix then your memory should say 728/256, if you use the SSME filx then it should say 512/256. (728 is not higher then 512, they just go about it a different way in displaying it, both are exactly the same except people claim SKSE is more "modern", whatever that may mean.) If you truly want to test your new memory with Memory Blocks Log then use these console commands: -help "windhelm guard" and get the ID of one of those guards -player.placeatme ID 20 -close console and give those 20 guards a moment to spawn -keep adding more and more guards in stacks of 20 until your game literally poops itself, either freezing screen or CTD. -if you can only spawn like 60 guards your probably still on vanilla memory, if you can spawn over 150 guards you should be good. -after that crash check the MemoryBlocksLog.log file and see your memory in detail, it should be increasing to either 512 or 728, when it hits that cap the game crashes. All of this is also explained in that one video from Gopher that I linked. If you manage to increase your memory the game should hopefully become more stable, though if you add 100+ mods on top of that you will of course encounter the same issues as before regarding lag and CTDs. So use your extra memory with care. An easy way to always watch your memory after your game crashes is to simply put a shortcut on your desktop to that MemoryBlocksLog.log file, and a shortcut to Papyrus.0.log is also advised so you can see your script errors as well.
  18. Personally I cannot run SMIM because it makes my game really laggy and eventually CTD as well, all those new meshes and textures in that mod can be hard for the game or your computer. But more importantly, did you increase the game's memory? Here is a copy past on what I got on my stickied comment on my mods:
  19. My personal go-to place when I need to figure things out: https://www.youtube.com/user/DARKF0X127 Hes got loads of tutorials, each one about a very specific thing for Skyrim. edit: nvm, I thought u meant actual modding...
  20. Mods for Lakeview that seem to allow 6 kids, though read their descriptions carefully cause building the house or interior before hand might make it not work: http://www.nexusmods.com/skyrim/mods/55154/? http://www.nexusmods.com/skyrim/mods/44410/? I couldn't find anything else except for these two for Lakeview, but its easy to find other custom house mods since TMPhoenix has a nice list on hes description of the Hearthfire Multiple Adoptions mod and he seems to update it regularly. Ive gone way and beyond to actually search for you and mention everything about this matter as best I could, so the rest is up to you.
  21. No, my mod Lakeview Extended does nothing on the interiors, only the exterior, so get that mod out of the picture since it has nothing to do with children. Read the description of Hearthfire Multiple Adoptions, perhaps you will find more information there. -If you have not adopted any children yet then installing Hearthfire Multiple Adoptions will probably allow you to adopt up to 6 kids, if it doesn't, then you need to start a new game. -If you have ever adopted a child you can still install Hearthfire Multiple Adoptions, it will work perfectly, except for the fact that you can only adopt 2 children maximum, this way you won't have to start a new game. -Bless home (and honestly this is all explained on the description of Hearthfire Multiple Adoptions, go read it!) is done only when you want to move your spouse and kids, so it would be pointless to do it if you have no kids... You enter your home, bless it with the spell, go to your spouse and kids and tell them to move to 'new home', if the spell fails you will get a message, meaning that home is not suitable and is lacking something, or simply does not support the Hearthfire Adoption system. But the hearthfire manors don't need to be blessed because those are the original Hearthfire manors, they are already included in your dialogues when you want to move your spouse and kids. -All child beds are owned beds, nothing will change that, ever, if you see a child bed that is not owned then its not a child bed, but rather an adult bed that is sized down and a bed like that will never work for one of your adoptable kids. I never said that, Lakeview Vanilla only supports 2 adoptable kids, if you want support for 6 kids then I suggest you find a mod that adds those extra beds (and all the other goodies before its actually good for extra adoptable children.) If there is no mod for Lakeview that adds those things, then you will not be able to move in more then 2 kids. (about a year ago I got a few requests to add those things for Lakeview but I never did that because that interior is just a giant mess to work with, so if nobody else has made a mod in all that time then I'm afraid it simply doesn't exist.) And again, Lakeview Extended does NOT support extra adoptable children, its just a mod that improves the exterior.(but if you do decide to ever use that mod, DO NOT activate it until the original manor is completely build!) But my other mod Tel Nalta II does support either 2/4/6 kids, player can choose how many beds he builds there. If you want a house mod for 6 kids, you need to make sure that mod actually supports that, and of all the thousands of house mods here on Nexus only a small fraction actually allows that. Same thing for Lakeview, you need to find a mod specifically adding this to the Lakeview interior.
  22. The mod that allows you to adopt 6 kids is called "Hearthfire Multiple Adoption", but you can only adopt 6 kids if you start a new game with that mod activated from the very beginning. If you activate it at a later point (maybe when you already adopted a child?) then you will be stuck with a max of 2 kids. But this mod only allows you to adopt more children and move your spouse and kids to new home. And then there are the actual house mods, each house mod need to make itself compatible with Hearthfire Multiple Adoptions by making sure they implement the Hearthfire Adoption system accordingly. (aka, add 6 beds and a whole lot of other things) If that house mod does not provide this support, then you will be unable to move your spouse and kids to that home. So to answer your question, first install Hearthfire Multiple Adoption, but then you also need a house mod that actually adds the extra child beds and supports the use of Hearthfire Multiple Adoptions. Either way, you can't have one without the other.
  23. NamVet, like I said before, you need to learn how to manually install mods. Hopefully your mod has only 1 esm file, so put that in your data folder. Then copy that meshes folder over your own meshes folder, do the same if there are textures. As for an .exe, hahaha, good luck playing with viruses :nuke:
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