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Shawkab

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Everything posted by Shawkab

  1. Is there a way to delete/move prefabs that are moved/placed by the player in the CK? So say we place a RemovableTorchSconce01 with a script saying that the sconce will on clicking place a RemovableTorch01. If a change is made to the .ESP in CK deleting or moving that sconce the scone will move but not the placed RemovableTorch01 because the savefile sees the objects was technically dropped at that location. Same thing for Books/Weapons etc on racks, if the player places it via a script then the .esp cannot be modified to change the location of the objects because the save file sees it where it was dropped. The only way I have went around this so far is by making the RemovableTorch01 clickable and on clicking it the torch gets picked up.
  2. Sunnie & Korodic are perfect examples of people who take simple matters and only try to add fuel to a fire that should have never been inflamed in the first place. The hours I put into this mod would consist of a profit of maybe 5 cents an hour, at most. Like Sunnie said, this mod was made way before CK and there was around 200-300 hours put into this mod before a single donation was made, since CK it has just been one big headache trying to reform it to CK standards.. One day I replied to a question about donations and received $60 from a lady who suggested I add a donation button.. I glimpsed at a few mods and saw that one or two of them had even gone to the point of making banners asking for donations, so I figured it was completely fine, and it was, for three months. People are making this more then it needs to be. I tried to just keep it to nothing but how do you when people are asking where Hideout is.. I have been deleting comments praising me or bashing me or anything on the subject on the steam page and curse page all day, it really doesn't need to be an issue, can be handled by Dark0ne. (I may have deleted dark0nes comment on Steam even by accident =p)
  3. This doesn't need to be and didn't need to be such a large issue. I don't blame Dark0ne or anyone for removing my mod. The spotlight isn't on me, I made a few hundred off this, that is about it... If Bethesda wants that back then that's fine. Nexus on the other hand could be in huge s*** if they make even the slightest mistake with this, so I decided to just remove the sight to keep everyone in check. I think it could have been handled better, I was offended by some of the remarks, but that is in the past and I don't really blame the moderator for following the terms he agreed to abide by. The issue I have is the variety of views on the situation, not with players but by moderators, there are a few moderators who have used my mod since 0.1 and have said nothing of the issue. I had one time been banned for this exact same thing but then was told that as long as I don't directly link to paypal I would be fine. The only thing I really care about is the content created by fans right now. The donations are not as amazing as most people seem to think.. I'm in no way profiting off donations, it all went into my belly in the form of energy drinks long ago. I won some money from a contest made by Curse a long while ago before CK was released and that is by far the most I have seen from modding, it bought me a new PC if you're that interested in knowing. To remove all donation content I would have to remove the Book of Supporters, all Books created by players and most NPCs. 70% of the players currently in the Book of Supporters are either Testers of the Hideout, Friends, or just people who asked to be in there, I kind of figured this would happen when I put that many names in there, people email me all the time bashing me for accepting donations but in reality there isn't much there at all. I have had a few extremely nice people donate a large amount but I always thank them and always make sure that their intentions were completely of their own will and that I wasn't goating them into it in any way.. Most donators actually email me asking how or where to donate without having any prior knowledge of my donation links. So to think I'm the only one accepting donations is just silly. The act of adding books and the inclusion into the Book of Supporters are just my, "thank you," to those who donated or supported in any way shape or form, they have never been a form of "gimme money and I will make you a book," all my notes on the subject state that I will add a book for anyone. I added four new NPCs that were Supporter exclusive, Two of those NPCs were made for my long time Testers, two were made for Donators. If my mod has to be the guinea pig to help get donations accepted on this site then I'm fine with that. I would like to one day play a recreation of Morrowind in Skyrim and to think that is possible without contribution to the developers of that idea is just blasphemy.. The amount of man hours put into even a single quest is mind boggling. Everyone loves to say, "Oh wow, A morrowind recreation would be amazing.." but no one likes to actually think of the reality of a feat that large.. A morrowind recreation would consist of thousands upon thousands of hours by VO Actors, Scripters, Level Designers, Sound Designers and much much more.. You cannot just simply port over Morrowind and profit. But yeah, this doesn't need to be a large issue. Really. I voiced a bit of my opinion on facebook which I probably should never have done but what is facebook without a bit of drama?
  4. Making your own House in Skyrim: Part 1 Part 2 Part 3
  5. It isn't a Navmesh issue, but it is a persistent issue. You won't be able to tell it to always activate at a certain spot unless you have an activator controlled by an Xmarker placed where you want the Mannequin to always activate. The Mannequins, its activator, it's xmarker pointing to where it is activated, all need to be persistent otherwise it will never work like you want to. That said. Even Persistent Mannequins don't work right. Trying to add more to Dovahkiin Hideout and it is near impossible without breaking something...
  6. Like Sunnie said it isn't possible. In TESsnip the process includes two new id objects (starting with 01.) A Weapon Rack and the Activator. You need the activator linking to the rack itself, then the rack linking back to the activator which includes the scripted message and placement script. I might make a video tutorial on how to create a weapon rack in TESsnip eventually.. May be sooner then later considering how pissed off I at am modding right now.
  7. Wondering if this is possible in TESsnip with a .esm. I'm trying to put a GRUP inside a Persistent Cell for storing purposes, when making a bookshelf a single bookshelf requires about 60 IDs so I'm trying to avoid putting all those IDs into my Persistent Cell to save me room and headaches later.. This is what I was hoping to achieve, Grup(Cell) -Grup(Interior Cell Block) -Grup(Interior Cell Sub-Block) Cell -Grup(Cell Children) -Grup(Persistent Cell) -Grup(STORAGE) -Grup(STORAGE) -Grup(STORAGE) -Grup(STORAGE) -Grup(Temporary Cell) This works for a .esp in some cases which is extremely unreliable but never for a .esm. The reason I want to do this is because if I make a house with 10 bookshelves my persistent cell will be about 500 IDs long in the end..
  8. Why bother learning more than necessary? Besides, I bet your scripts are all amazing, since SKyrim uses a new scripting language as far as I know. And in case you didn't know: Scripting is a big part of any decent mods. That said: Patience guys. We've waited since November, we can certainly wait a few more weeks :thumbsup: More then necessary? Because of, "more then necessary," learning.. I know exactly how a playerhomes works, bookshelves, weapon racks, mannequins, IDs, NAVM, and even how create a new CELL (zone.) I could go on forever with my more then necessary learning, the point is, I know how most everything in this game works now.. and can modify around 80% of this game as is.. And because of More then necessary learning I will understand exactly how every change I make in CK will effect the game before it even happens. And while you are scratching your head at how to make something in CK work I will have already modified it in TESsnip because not everything is as easy as you would think in CK. Just jumping into the CK without knowing how everything in the game works is like learning C++, HTML or PHP from one of these Quick learn guides online, you know the basics but you won't understand half of what you're doing. Not sure what you're going on about with Scripts being the backbone of any kind of real mod.. I have made tons of mods with the vanilla scripts that are already in the game, those mods are still decent. I cannot modify something like the script of a book to add 10 different images into the book, or modify the script of a weapon rack to change its angle etc but I can use the vanilla scripts to do almost exactly that by modifying it slightly enough for my idea to work. I can modify a dialogue sequence completely, I can change the positioning of a NPC completely, I can change how he acts, looks, moves, where he moves, what he does when he moves, where he goes, everything.. It's just a pain in the ass, CK just make all this easy and allows a child to be able to mod. Sitting back and not delving into any of the tools while spouting off how modding isn't possible because you don't have CK is just lazy.
  9. Honestly, I'm modding right now.. Dunno what you guys are waiting for, TESSnip works decent enough. Protip: Make your mods now, perfect them with CK.
  10. I just want something less-terrible then this Fallout TESsnip crap I have been smashing my face against for the past few weeks.
  11. You would make an esp mod with tessnip, add the record of the item you want to remove, open that items header and click the box for 0x00000020 (Deleted). sanitize, save and activate. This is what I have been trying to do, but it doesn't seem to do anything to a ACHR only REFR, even changing the ACHRs ID to something like a chair does nothing, or changing it from ACHR to REFR etc etc, soon as change it it just reverts it back to the original record.
  12. Anyone know how to delete/remove a ACHR or REFR completely.. For example, I want to remove a ACHR from the game, would this require removing the original NPC?
  13. Don't think it is possible to do through console alone. It may be possible, but not remotely worth it.. you will need to find a way to reference the activators back to the original decoration xmarker that activates the bookshelves in the first place, that or find a way to activate them with the decoration xmarker. It's amazing how unpopular this kind of modding is, and unfortunately It requires a ton of work to get even one bookshelf working, which is probably a large reason vanilla has so few of them. First, you need to place the Static shelf, then the collision borders. Collision borders are completely invisible so to place them you will need to know the exact size of the bookshelf you are dealing with so you can properly estimate where exactly you need the invisible collision borders. Then you need the Container which contains all the books and has its own kind of collision border, so this needs to be exactly inside the static bookshelf so it doesn't interfere with the original collision of the static shelf. This will also need to be angled in a way so it displays properly. Then you need to place Two triggers, one persistent, one temporary.. Each one referencing back to the Container so they know what they are triggering. Then you need to place the 11-20 Bookmarkers inside the container so that they know where each book will be individually placed when you place it inside the container, so you will need to divide your container size into 11-20 parts so you know exactly how far away each book needs to be. Then you need to place 11-20 trigger references inside the container so that again the markers know what is triggering them and where exactly they are being triggered for. Give them all their individual IDs, make sure they are all individually positioned and angled so they display properly.. you will probably need to fiddle with it in game a few hundred times before it displays right. And after all that, you have a single working bookshelf for 11 books. Now make that a .esp, upload it to nexus and BAM you have 100 times less endorsements then a terrible re-texture of santa. derp.
  14. AGREED! Thank you.. I have a piece of paper with every common angle in hexcode that was starting to look a little warn out.
  15. then how are you seeing xmarkers? when u test it? and if your doing it right in tessnip there is no reason why he shouldn't activate once he reaches his xmarker, he will look funky, but will still activate. unless you try to place an xmarker outside a cell, if you take out a wall and create another room he won't be able to pass the position of the original wall unless you make sure to create a new cell so he knows that room is there. You can check my Honeyside smithy .esp and find the way I activate him.. this way creates issues for the people using your .esp, i don't recommend it but it does work kinda.
  16. I personally think it is possible, Xmarkers are key.
  17. So... 6 Collision borders, 2 activate triggers, 1 Static shelf, 1 bookshelf container, 1 bookshelf trigger, 32 default bookshelf markers = 1 working bookshelf. Goodluck, don't forget to align those 32 bookshelf markers perfectly or else you will get collision issues etc.. It just goes to show how hard this would be when you see that even bethesda with the CK had invisible borderline issues on any bookshelf that has more then two shelves. Everything just floats on the 3rd shelf because their collision border is to high. Even after all this, all you will receive is a bunch of people crying about how their books went flying and how the mod needs fixing before they will touch it.
  18. I could use some of that stuff in the thus far category right now ;) Please release this lol.
  19. NP, it may be me just not optimizing for safari, I originally made it for Mozilla and Chrome, Explorer had issues with the menu.. but Explorer is one browser ill probably never make websites for ;) I will look into the safari thing, chances are it is the html affecting the size of the text as you scroll over it.
  20. Jujoo, send me your save file or put it on skyrimnexus, ill check it out.
  21. I only know how to do this in TESsnip. It's the FULL subrecord. Maybe these for commands? These change the messages, which is all a name really is. SetCellFullName SetActorFullName You might have to disable/enable to get working properly after using this. I have no idea though, never tested. Check the full command list here, http://fusromod.com/index.php?page=commands
  22. Looks fun, what are the commands you are using to set an xmarker etc? You able to make NPCs do certain actions etc?
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