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StackEmHigh

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Everything posted by StackEmHigh

  1. If a Custom Race (for instance, XRace) is using a "Proxy" for a Vanilla Race, then does it really matter if "XRaceVampire" or simply "XRace" instead is used to fill in the Morph Race Field of the Copied Data Section (when creating the Vampire Counterpart of said "XRace)? Or, if the XRaceVampire is also a morph of the same Vanilla Race, then does it really matter at all? I hope I am not being confusing, but if, for instance, NordRace is used for this Field when creating XRace, could I also fill this Field in with NordRace when making XRaceVampire (considering they both have the same Proxy). Thank you for any help you may offer and for your time.
  2. Thank you IshraMeradin, I am glad to get an answer regarding this topic. I have many questions and need a mentor regarding Custom NPC creation.
  3. Hello MatthiasWagg, I hope this message finds you well, and that work on your "Immersive Quests" is progressing satisfactorily for you. I was pleased to see this Thread, as I have several questions (of which I will pace my rate of asking). Not long ago I uploaded a Tutorial entitled "Creating a Playable Race - Revised". I have been scouring this document for errors, or "Un-true" practices, and I have encountered an area that I would enjoy obtaining clarification on. In the CK Utility, when a new Custom Race is created, changes are made in the "Copied Data" section of the "General Data" Tab. Let us say that (within the "Copied Data" Section) that the user fills the "Morph Race" Field with XRace. If the user is creating a "Vampire Counterpart" for their new Race, should they still select XRace within this Field, or should they select XRaceVampire? I hope this question is clear and would still be within the bounds of fitting into the "Quick Questions" category. Thank you for your time, you are without a doubt one of the most helpful people on the Nexus that I have encountered. Sincerely, StackEmHigh Creating a Playable Race - Revised http://www.nexusmods.com/skyrim/mods/59220
  4. Hi Hyacathusurullistad, Thank you for your reply. Yes, you are correct regarding the difference between _0.nif and _1.nif Mesh Files. My question is, however, regarding the proper choice for Biped Model selection when filling this Field in during the creation of Armour Add-ons. I have been led to understand that when creating an actual, wearable armour (by making armour add-ons) that the _1.nif Mesh File should always be selected as the "Biped Model", but I am wondering if this same rule applies to when creating custom skins. I appreciate your input, and I look forward to more responses. StackEmHigh
  5. Thank you in advance for reading my Post. I am in the process of creating a custom NPC, and I have read some conflicting information. I seek clarity on an issue within the CK Armour Add-ons Menu, regarding the "Biped Model" Field in particular. I have read that I should always use a "_1.nif" mesh File to fill in the Fields in this Section with. Is this only applicable when creating an actual armour, or does this apply when creating the "Naked Torso" as well, or should I use a "_0.nif" mesh File for that purpose? I appreciate any input you may have to offer. StackEmHigh
  6. Thank you in advance for reading my post. I am designing a Custom Race but am having a problem with the creation of some Armour Add-ons, particularly in the "Additional Races" Section. In the Biped Object Section, I have 32 - BODY, 34 - Forearms, and 38 - Calves highlited. I have the Race Drop-down menu targeting my Custom Race name (no Art Object selected), I have targeted the correct .nif Files, and have set the "Skin Texture Swap List" to "None". When I arrive at the "Additional Races" Section, I highlight my Race name, and my Race (Vampire version) name. I then click "OK", and the Armour Add-on is created. I open the newly created Armour Add-on and notice that in the Additional Races Section, my Races are no longer highlighted. I select them again, but each time I do so, and then re-open the new Armour Add-on, they are no longer highlighted. Can anyone please help me regarding this problem? Thank you. StackEmHigh
  7. Hello. Thank you in advance for reading my post, and for offering any assistance (I apologize if my post is ill-placed). I have a question regarding Texture Sets. I am creating a Texture Set, and have been stopped short from the opening gate - what is confusing me are the various Texture names - _msn.dds, _s.dds, and _sk.dds to be precise. I know that these are all different "Types" of Textures, but what I am wondering is how do they "Match Up" with "Diffuse", Normal / Gloss", Sub-surface", "Detail Map" and "Specular"? For instance, I am about to target a Texture File for "Diffuse" - which Texture file should I choose (of the types mentioned above)? _msn.dds, _s.dds, _sk.dds...or the Texture with NO suffix? Is the following information correct: .dds – This is the “Diffuse Map”, the compressed Texture itself, and has no suffix attached to its name. _msn.dds – This type of Texture is referred to as a “Normal Map”. _s.dds – This is a “Gloss / Shine Map”. _sk.dds - These “Maps” contain sub-surface details. Thank you for your time, I look forward to hearing from you. StackEmHigh Edit: Just discovered another Texture for the list: _n.dds
  8. Hello, and thank you in advance for reading this post. I am having a hell of a time completing this Tutorial. I have a lot of respect for Expired - he is obviously quite knowledgeable, but I feel that this Tutorial leaves a lot of us in the dust. That being the case (well, MY case anyway), I have taken it upon myself to compile a Word Document that is easier for "Rookies" to understand and follow. In the process of doing so I have learned a lot, but have hit a brick wall, as they say, and am at a stand still. I get the impression that no one (or very few people) is surfing the threads I've been leaving help requests on, so I thought it wouldn't hurt to put a request here as well. If you are reading this and are willing to help me, I will gladly share with you my stumbling block and even share a copy (nearly completed) of my Word document that may shed light on anything I've done wrong or missed. Please PM me if you can help me, and thank you. StackEmHigh
  9. Hello, and thank you in advance for reading my post. I have had great success with implementing voice files created with third party software into the CK, but I am having another problem that I am hoping someone here can help me with. I completed "Bendu Olo's Only Hope", and the "Packages" Tutorials. Everything runs like clockwork, but one thing that bugs me is that when I start the game to check on Bendu, I "coc" to MixwaterMillWorkersHouse. When I walk near him, he is barking out vanilla nord dialogue. This is only fixed (in my case) by saving and re-booting the game, at which time Bendu is acting like himself with his custom voiced lines. I tried a couple of things to try to solve this after getting advice from some elders here. I created a .seq file for the .esp. I tried starting a game with "Random Alternate Start" (an amazing mod by the way), creating a character, then using "coc" to get to Mixwater Mill. No matter what I have tried, when I first meet Bendu, I must save and re-boot before he acts normally - or before I can even interact in conversation with him and start the quest! Any help or a solution would be appreciated - thanks for your time. StackEmHigh
  10. Hi Vishual, I hope you're doing fine. I would highly recommend something for you called "Merge Plugins Script" by Metortheeternal - it is unquestioningly a huge game changer for someone like yourself with a lot of mods. Check it out, you will be able to shorten your mod list by easily merging together mods and simplifying your load order. It does take some learning (make a backup of your Root Directory - that helps), but it's really worth it...much faster load times too! Anyway, good luck with those mods, and have a great day! Sincerely, StackEmHigh
  11. Hi DiaborMagics, I hope you're doing fine. Well - a lot to absorb for a newbie embrio like me. I'm no pro, but here is my advice - keep in mind, please, that you reminded me exactly of myself not long ago. Left Skyrim, then came back with a vengeance! haha Firstly, if you are modding Skyrim, a great - no, necessary is a better word - idea is to "clean" your Download Content (DLC). This refers to the Dawnguard, Hearthfires, and Dragonborn patches that Bethesda was so kind to provide. If you haven't done this, then some of your problems may lie there. There is a great video (probably a plethora of them) on Youtube by a fellow named Gopher, all about cleaning your DLC, you would be best to Google it if you haven't done this. Once you've cleaned your "Update.esm" and any DLC .esm files you may have, then you should make a backup of your "Skyrim" Root Directory - that's where the .exe file is found. This way, if you mess things up, you can always fairly quickly start over with a fresh install and "clean" DLCs. One thing to remember - if you happen to go into Steam and see an option to "Verify Cache" (or something like that - can't remember), by doing this you'll have to re-clean all of your DLC...I've also heard that if you do this verification after you've installed SKSE, then part of the SKSE gets un-installed...not sure... Secondly (please remember that I'm no pro, but this one might help), regarding your Succubus race mod. Do you have "Custom Races" installed (along with the mods required of it)? This may solve your race problem - not sure, I've never tried that mod, but it may have what is referred to as "Dependencies" on that mod (Custom Races). I believe that Custom Races requires another mod called "Race Compatibility". I actually got "Race Compatibility for Skyrim & Dawnguard" which I think is even better. If you happen to have Dawnguard, then that's the one you should get. Multiple marriages - haven't tried it (the mod I mean - well, or real for that matter)...can't help there...I find common law much easier (less script)! I hope this helped you out - if you have any questions PM me and I'll help you if I can! I do all of my modding manually. Oh, and regarding UFO, I use Amazing Follower Tweaks (AFT), I have found it to be an amazing mod, never tried UFO - never had to with the goodness of AFT. Have a great day. Sincerely, StackEmHigh
  12. Hi Kiwi - Hawk, I hope you're doing fine. Do you happen to have "Dynavision" installed? The problem could lie there. Let me know, I had that problem once, easily fixed by adjusting the Dynavision settings in the Mod Configuration Menu (MCM) while playing the game (in-game). Take care, have a great day, and talk any time - oh, and good luck! Sincerely, StackEmHigh
  13. Hi Gimplekin, I hope you're doing fine. Another alternative you could try is to open up the archive (the zipped file that you download manually) somewhere - your desktop, or in a temporary folder. Look at the files in that archive (once you've un-zipped it). Find them (track them down) in your Skyrim Root Directory (where the .exe file is located), or somewhere in your Skyrim \ Data directory. Not sure exactly where they'd be because each mod is different. But if you take a look at the un-zipped mod somewhere you can most likely remove it manually - could take some time though. Something I recommend doing (if you're new to modding and want to really get your hands dirty) is this - when you first install the game (before installing ANY mods), make a backup of your Skyrim directory. This way, if you mess things up - and you most likely will (no offense - been there) - you can easily erase your root directory and copy / paste your backup to go back to square one without having to re-install the game itself, which takes awhile. I'm no pro, but I hope this helps! So many people have helped me here that I decided to try to help others when I can. Take care, talk any time, and have a great day. Sincerely, StackEmHigh
  14. Hi Aanthonyz, I hope you can get your problem(s) fixed. To answer your question regarding the "Skeleton Arm Fix", you should only check that off if you have installed "XP32 Maximum Skeleton" (there may be other skeleton-changing mods that require that to be checked - I'm not sure). That could be your problem right there. If you have not installed the skeleton mod I just mentioned, then I would (hate to say it) re-install from scratch, or read up on how to safely un-install FNIS and re-install it. I like to make a backup of the Skyrim Root Directory (where the .exe file is found) immediately after installing the game. That way, if anything unthinkable happens, I can just erase my root directory completely and replace it - you KNOW you got the mistake fixed if you do that. Anyway, I'm no pro, but I hope this helped you! Good luck, and have a great day. StackEmHigh
  15. Hi Novafoxay, I hope this message finds you well - or sane (I feel that learning how to mod is a test of sanity itself). I am no expert on this topic, but I don't think you should have to make a new file to do what you're doing. Sometimes it takes a LOT of reading to learn where you're going wrong, a lot of patience waiting for people to answer you, and then to sift through all of the different answers and to try to find the one that is correct - sometimes you will get multiple "correct" answers, but some are at times better than others. Patience is a virtue, and persistence is no less important. It might sound crazy, but keep going through the same tutorial(s) that you have already done until you really - and I mean REALLY - know the content (I'm doing this right now). Then you can move on with a solid foundation. Good luck with your trial(s)! StackEmHigh
  16. Hi, I am wondering if anyone knows any trick to fixing a lag while switching to weapon(s) / weapon & shield with the hotkeys. Magic doesn't seem to be affected, only weapons - the screen freezes for a second or so before drawing. Does anyone recognize this issue? I have searched for an answer but to no avail. Any help would be appreciated and thank you for your time. I've tried lowering the graphics and removing a few mods that I can live without, but I don't think that's the problem... StackEmHigh
  17. Hi Novafoxay, If you are has happy to see a reply to your forum post(s) as I am then I will try to help - please keep in mind I'm fairly new at this myself. Do you have a line in "SkyrimEditor.ini" (located in the directory C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim - in most cases) that says "bEnableMultipleMasterLoads=1"? It won't have quotes and should be found beneath the heading that looks like this: [General] You can look quickly through this intimidating text by pressing Ctrl + F and then typing in the text you're looking for. If you don't have this line, then you should add it and then you will need to modify another line far below this one. Find the line that starts with "SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa". If you have DLC material (Dawnguard, Hearthfires, and / or Dragonborn), then you will need to add the names of their respective .esp files at the end of this line and you MUST be sure to add them with proper spelling and in the correct order. Your line should now look like this: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa" (with no quotes, of course). There - done. Next, I would definitely address the issue of you not having Administrator rights to opening up your Creation Kit, as this could be a problem as well - I suspect it is. Try doing this (assuming you have a desktop shortcut to your Creation Kit (or CK as most refer to it as): Right click the desktop shortcut and select "Properties" at the bottom of the list that you will immediately see. About two thirds down on the right hand side of this window you will see "Advanced". Select this. You may see a box labeled "Run as Administrator". Check this box. That's all I can do, I am not very familiar with ownership issues regarding administration. I hope this helps! StackEmHigh
  18. Thank you Jet4571. Duplication of the NPC is straightforward enough, but regarding the disabling / enabling - would this be done with script, and if so do you know how? Would the REFID.enable and REFID.disable commands work, as in Fallout? I appreciate your help. StackEmHigh
  19. Hi Esu_Riddick, Thank you for your post (and you as well, Matthiaswagg!). You are both right, the tutorial is good (reading the "Discussion" tab for each tutorial is good as well, I found). I am just taking a break from doing backflips - I did it! With 3rd party voice overs as well! The entire quest is working flawlessly! Patience and perseverance wins the day. Now to start making my own! I do have a question for anyone who can help. I would like to use an existing NPC in a quest. This particular NPC offers the player a quest (vanilla) at some point in the game. I want to use this NPC, but I don't want to break that quest. What I would like to do is to "lobotomize" this NPC AFTER the quest they offer me is done - in other words, I'd like to erase all of their info after this quest. I am wondering if anyone knows an easy way to do this with some sort of condition, perhaps? I found the quest, and so I made my new quest, stage 0 of my new quest has a "Get Quest Completed" condition as true for the NPCs vanilla quest. This will work I think, but I'm wondering if there is to lobotomize the NPC with some script by the following: I add the "GetQuestCompleted" condition in stage 0 of my new quest (as described above) in the same stage (0), I add a script that advances my new quest to stage 10 in stage 10 have a script that will lobotomize the NPC from all of their current info (is there such a script, and will this procedure work?) Any help is greatly appreciated, and thank you for reading my post. StackEmHigh
  20. Thank you for taking the time to read my post. I have been having the worst kind of trouble with the Creation Kit Tutorials, in particular the quest "Bendu Olo's Only Hope". I have attempted to get this quest working numerable times and have gotten to the point of utter frustration. I make it up to the point of Tutorial 6 (Quest Objectives) and each time I have followed TO A T the instructions provided but there always seem to be problems. I don't know where else to turn (I am not a regular poster in any forum), so is it just me, or are there CK bugs that keep me from completing the simplest of mods? Is there something I'm not doing right? I have re-installed my game and tried the tutorial from scratch a few times, but it seems to me that I had my best luck when actually saving my .esp (making sure it was "active"), and closing and re-opening the CK. Another problem I had was that sometimes the dialogue vocal tracks would record successfully, and sometimes they would not. At a point in Tutorial 6 (Quest Objectives) it says to remove the Amulet from Dirty Thief's inventory after creating a "forced reference" to it, but I did that and the thief has no amulet...the bugs go on and on...please don't get me the wrong way - I'm sure the CK is amazing and it's probably something(s) that I may be doing wrong. A question about scripting, for the sake of readability, would the following still work? Event OnContainerChanged (ObjectReference NewContainer, ObjectReference OldContainer) if (NewContainer == Game. GetPlayer ()) GSQ01. SetObjectiveDisplayed (30) GSQ01. SetStage (30) endif EndEvent ...I'm wondering about my spacing, does this make a difference? I did a new install of my game and tried in the CK to complete "Bendu Olo's Only Hope" without these spaces in my scripting but still had the same result, so I'm guessing the spaces don't make a difference (They compiled fine). Please help, this is a case of "StackEmHigh's Only Hope"! Thank you for your time. StackEmHigh
  21. Hello and thank you for your time in advance. I am wondering if anyone can tell me, is it alright to delete my .bsa file(s) after I have: a) Extracted them b) Successfully merged the .esp files that use the .bsa files I wish to delete I am pretty sure it's alright to do so but I want to make sure. Thank you. StackEmHigh
  22. Hello. I am wondering if anyone could please either re-upload or re-make the mod entitled "Bodies Stay Longer". I really miss it, as it allowed the bodies to stay for 999 days. I'm sure it's not complicated and I would very much appreciate some help with this matter. Please PM me if you have any advice or can get this mod for me. Thank you for your time. StackEmHigh
  23. Greetings, I am wondering if anyone can help me regarding my biggest Skyrim quest to date (and there have been many)...the quest to get FNIS to work!! I have read that it will only run on Skyrim Ver. 1.7, but cannot figure out how to revert to that version. Does anyone know how to either: a) Revert to Skyrim V. 1.7 or, b) Install FNIS without having to do this? Please message me if you can help, and thank you for your time. StackEmHigh
  24. Firstly, a quick thanks to all of the amazingly skilled modders there are out there. I have a few ideas for mods that would be simple but would create a more immersive game. 1. Door Knocking Give the option at every door to a) Knock, b) Open, c) Pick, or d) Bash in. If you decide to knock on a door, you have the prompt to specify if you want a severe knock, or a sensible one. This would be one factor that would help determine the reaction from the NPC who answers the door (The time of day being another factor). You could also have a secret knock that would open certian doors. If you decide to opt for d) Bash in, your strength or some warrior type trate/skill/perc would be used to determine your rate of success. Also, what the door is made of would also be considered. 2. House Illumination Should an NPC be killed, if they own a house then their fire goes out, and the windows are no longer lit up from outside. Basically, their whole home goes dark. 3. Bank Some sort of financial institute that you can invest in (or rob) 4. Casino Self explanitory. Thanks for your time, please let me know your thoughts. StackEm
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