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Corinze

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  1. I have not found a way to have 2 vehicles or 2 ships at the same time, it seems to be engine limitation on how things were done. You could move the vehicle marker to the garage if you can locate it, I think that is the closets you will get at current. You could also make a static copy by right clicking and create packin option. I tried looking for the vehicle marker when they first released but did not see it and never really looked again.
  2. That is interesting, thanks for sharing that. Personally, I have not had lighting issue with my stuff but maybe I'll convert them to see if anything changes.
  3. Since you have a permanent house in place, I would assume you have a landing pad marker too. Create a new Ship Service Tech and link him/her to your new landing marker, this way you will have ship and vehicle options.
  4. Then it has to be the exterior lighting affecting the interior ship lighting. Try doing your testing in game while in space and see what happens or the dark side of a moon with no atmosphere.
  5. If you did not change the walls, maybe you have a mod making the changes in game? Using duplicate and rename does not change the lights, only changing the walls or ceiling panels would do that.
  6. A lot of of the wall habs have those little rectangle lights around chest level. Since you changed the wall, it is the light source / bulb that changed. Just make sure you have (show/hide) active and markers enabled, especially light source. This way you’ll see the bulbs in the hab. If you click on one, remember the name, write it down if needed. Hold left Alt and use the center mouse wheel and scroll through the different types to find a style you like.
  7. I'm not sure what you are asking here. If you want the photo on the right to have the same look as the left then you need to change your light source / bulbs. One has a cool vibe verse a warm vib. Since these are packins, if you are on a planet during the day and have windows on the habs, exterior lighting will affect your interior lighting. How did you create the custom hab, did you use the (duplicate and rename) from right click options? This method would have carried the same lighting source over and they should be identical. The only thing that does not carry over is the linked form and keywords for walls and hatches.
  8. You noticed that Rev8 stuff, data is pink, this means functions are locked, and will stay that way until the CK gets another update. If you right click on the Rev8 in object window, select View in Inspector. Most changes from the inspector, work.
  9. Thanks a lot Hanaisse, your a life saver. :thumbsup:
  10. Does anyone know which file the creation kit makes changes to Navmeshes? Or where they are located? A friend sent me his mod which is pretty large to look over the navmesh. All the interiors were good but open world/ tamriel locations not so much. Once I finish making modifications, can I just send him back the .bsa or the .esp, instead of packing up the whole mod to export? All I'm doing is the navmesh. I could not find an exact answer with google, but other games like fallout, I'm thinking it's in the .bsa file? After unpacking a few mods, I just don't see it and was thinking the .esp? I would appreciate anyone's guidance with this. Thx
  11. So you loaded up a player home and DID NOT set it to active when you opened the file. You made changes and saved it with a new file name. You would then need to activate this new plugin. If you use Vortex you will see it under the Plugin tab. If you don't use a mod manager you need to save you file in the data folder(it will be down with the loose files). If you use MO2, I'm not sure but it should be the same as Vortex ( I think left side is your plugins) or Just select the mod, set to active, make the changes and save. This way it will be in game to test without any extra work. GL
  12. A buddy and I were discussing this last week, and I made these two vids to explain what I was doing. Maybe it will help.
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