Jump to content

pogonoforysci

Members
  • Posts

    24
  • Joined

  • Last visited

Nexus Mods Profile

About pogonoforysci

pogonoforysci's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I feel your pain. The house mod that I was making for myself to use (and spent many hours on trying to learn how to use the CK) started to give me CTD everytime I try to exit the cell that I made. Before the last patch it was working beautifully. At the moment I'm so angry that I'm considering uninstalling the CK. What is the point of trying to make something in this super clunky and annoying program if it then gets f...cked up by a patch!
  2. Yes I did. I checked that several times. I had a problem with incorectly linked doors before (which was easily solved by selecting the right target for teleporting) so I initially thought that the linking got messed up somehow (although I didn't modify the doors at all recently, I wasn't even working anywhere near them to click something by accident) but that doesn't seem to be the case. Everything seems to be fine for me and still I get a CTD. It's really infuriating
  3. Hi everyone. I have a major problem with my player house mod. It's a simple basement add on but I spent many hours figuring out how to get the stuff that I want into it. The basement that I created is a part of Honeyside house in Riften. At the end of last week I noticed that out of two doors that leads into the house (the basement itself is a part of the original interior cell and doesn't require loading) one work OK (meaning I can get in and out) but the other only lets me go in. When I try to exit the house using the broken door the game displays the loading screen for longer than usual and then I get a CTD. When I disable my mod (so I only have the vanilla interior cell) everything is OK. I've read that it may be something related to latest patch and some kind of navmesh error but my basement doesn't have a navmesh. I tried disabling all the other mods and reinstalling the game but it didn't help - I still get a CTD if I try to exit using those particular doors. If anyone has any idea what is wrong please help because at the moment I'm so frustrated that I'm considering uninstalling this damn construction kit. There is no point spending time working on mods if they than stop working for no reason...
  4. Hi, Can anyone explain to which folder I should install BOSS so it would show as an icon in Wrye smash? According to readme 'when BOSS is installed correctly' it can be run from within Wrye. The tinsy detail that readme skips is what is the correct way to install boss.
  5. Hi everyone. The problem is as stated in the title. I've spent quite a lot of time building a Dovacave...I mean basement expansion for the Honeyside house in Riften. Recently I noticed that one of the doors that leads out of the house cell doesn't work on the way out (game crashes to desktop after the loading screen) but works when I want to get in (using a save that was done few minutes earlier). The second door in the house interior cell works both ways without any problems. I triple checked the linked doorways and everything looks to be fine for me. I'm completely clueless as to what may be the cause so any help will be appreciated
  6. Hi, I added a large basement area to Honeyside (Riften house). Everything was OK but a couple of days ago I discovered that if I want to start playing from a save when I was inside the house and try to exit the cell to Riften the game first hangs at the loading screen for longer than usual and than crashes. Yesterday I was investigating that further and found that CTD only happens when I use the dorway that leads to Riften. Honeyside has second door that lead to Riften dock (which in the world of Tamriel not in the Riften cell) and using those seems to be fine. The problem manifested after the game patched to 1.5.26. I've seen posts by people saying that this patch introduces some kind of navmesh glitch that causes CTDs upon entering cells with custom navmeshes but my basement mod doesn't have a navmesh (at least the basement part, I left the vanilla navmesh of the house intact). Any help with fixing this will be greatly appreciated...
  7. Hi everyone. Today I tried to do verify game cache for my Skyrim. After verification I got a prompt that 2 files could not be verified and will be downloaded from steam. After that steam downloaded 3GB of stuff and put it god knows where. Any idea what was it and where it is? I just don't want to have 3GB occupied by something that I might not need
  8. I always thought that it would be great if the alchemy tables in player houses could use either ingredients from your characters inventory or from a container placed nearby the table. That way you wouldn't have to haul all your ingredients with you all the time and also wouldn't have to take them out from a container whenever you want to make a few potions. I also use a mod that allows you to place all ingredients from the inventory in a satchel placed on the alchemy table in one click. That way when you want to store ingredients you don't have to move each one separately to the container. Would be great if that functionality was combined with the ability to use ingredients straight from the container.
  9. That's very interesting. So how do you convert an esp to esm??
  10. Flobalob is right. You have to either change original mod's file or copy the interior that you want to change and save it as separate esp. If you copy a cell from existing esp and save it as a separate mod all the teleport links for the doors will get broken so even if the mod loads correctly the door that you use to get to that interior will still lead to the vanilla version. You have to check all the doors in your mod and fix connections with corresponding doors in the tamriel world and save. Than still using the original esp in game make your character exit to tamriel, save, exit game, set your mod to load, restart game, load save and now the doors should lead to your modified cell. That was the solution for my 'why is my mod not working' question. Maybe your problem is the same
  11. Question to people familiar with Dovahkiin hideout mod. The mod adds a trap door to every house sometimes removing some furniture on the way but doesn't affect anything else in the house (furniture, items placed by the player, containers contents). I would think that to modify an interior you have to copy the target cell in CK, do your changes and than save it as an esp. In that case the modified 'replacement' cell replaces the vanilla one and appears as if it wasn't visited by the player yet (meaning all the items brought and contents of the containers stay in the original cell). The hideout does something different. It only changes a part of the vanilla cells not replaces them entirely. How is that possible? is it something related to the fact that the Hideout is an esm not esp? It would be useful for me to know how it works as I want to add a big basement expansion to one of the houses and would be great if I wouldn't have to replace the whole cell just to punch a hole in the wall (As far as I know replacing cells messes up all the house upgrade quests).
  12. After some meddling setting up snap to grid value to 8 and snap to angle to 90 seems to give the best results
  13. Hi, thanks for the advice. Actually I've been already using the techniques that you guys describe. Still CK proves to be clunky and simply an incredible *censored* to use. I don't understand how someone could make a game like skyrim using tools that are so infuriating to operate. I'm mostly interested in creating custom interiors and find in really REALLY annoying that I can't make a room (walls, floor + furniture and clutter) and then group that stuff so then I could manipulate each room like a single building block rotating the block around it's center but keeping relative angles between elements of the block constant. My problem is as one of you described: when I select the whole room and try to rotate it it moves around some common 'gravity center' for all the items that comprise it so after turning the whole thing is mostly in the right position but each of the components is slightly skewed and doesn't line up with the others any more witch makes the whole operation pointless because now I have to spend more time on straightening up everything than it would take to build a room from scratch....moronic system in my opinion. Also I have a problem with understanding what the grid snapping is all about. Can anyone explain? What numbers should I set for the snap to grid and snap to angle parameters? For example I would think that if I set the snap to angle value to 90 any item will rotate only in 90 degree increments. Is that correct? Actually I tried that just now and it looks I was correct. Great success!! So the remaining thing is the snap to grid. What value should I use for that. In the tutorial they set up a value that I quote 'is best for the nordic ruins kit' and roll from there with everything beautifully snapping into place. How do I achieve this effortless snapping for other kits? Does each kit has it's own preferred value? If so where do i get it from?
  14. Hi, I'm trying to make a house interior for me to use in game. After some trial and error I think that the easiest way to make the interior would be to copy an existing cell and move around rooms to get a layout that I like. Here's where I get a problem: when I move the rooms around I often have to rotate them (I mean the whole room: walls, floor, ceiling and all the items inside). That rotation has to be done with angles like 90, 180, 360 degrees to keep everything straight so the doorways would match. I can do that easily with single items by right clicking and going to EDIT. I can't do that when I have a whole group of items selected. I can only use W and mouse to rotate using the rotation gizmo, which is very inaccurate and clunky and I'm never able to rotate with it in nice 90 degree increments. Is there some more clever way to rotate multiple items together? Any help will be appreciated
×
×
  • Create New...