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On the fadenode update the number of children then hit the refresh (green arrows in a circle) under it... Then double click the new child link and type the number of the node you want to add as a child. (see screen shot)
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Here you go... You had an extraneous BSLightingShaderProperty (which I'm not sure was actually hurting anything but I removed anyway) and you did not place the BSTriShape for your bed-frame within the BSFadeNode. The attached copy should work... I didn't put in CK but I did do a quick and dirty test by renaming it and having overwrite the mesh for the child beds in Dragonsreach so I could see it game and sure enough, other than being purple because I don't have the textures it worked. Cheers, Skia
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SSE "yes to all" spam on loading up the CK
SkiaMK replied to nightscrawl's topic in Skyrim's Creation Kit and Modders
In your CreationKit.ini Put "bBlockMessageBoxes=1" (without quotes) under the "[MESSAGES]" section. That will get rid of the popups. -
SSE Anyone know how the game...
SkiaMK replied to SkiaMK's topic in Skyrim's Creation Kit and Modders
Thanks for looking... I will probably beat my head on the wall over it a bit more at some point but for now I am moving on with other aspects of the mod... Still have one more dungeon to design and I need to get scripts written for the people doing voice acting for me. Also, the mod will be adding a new type of crafting material, "Tainted Aetherium" to the game and I still need to decide how many other items I want to make models for and setup the ability to craft them. Edit: If push comes to shove then I will create a patch for the mod that if the user chooses to install it will replace the pick in the mining animation when using Ancient Nordic Pickaxe with my model from my mod so that users can install the patch once they have completed that part of my quest so that they start seeing the new pickaxe in animations. -
SSE Anyone know how the game...
SkiaMK replied to SkiaMK's topic in Skyrim's Creation Kit and Modders
Yea, I've spent hours poking around CK looking for the link. It just doesn't make sense... I think I know where all the pieces are; I just don't see how they talk to each other... Namely, I don't see for example, how the games knows to call up "dlc02animobjectpickaxewall.nif" instead of "animobjectpickaxe.nif" if you have the Ancient Nordic Pickaxe in your inventory when you start mining... Without that key piece of information all one can do is replace one or both of those nifs with an Animobject nif file of their custom model... But of course if you do that then you have any NPC using a pickaxe also using that model in the animation; not ideal, especially when you're adding a unique pickaxe to the game. -
Anyone know how the game knows which AnimObject_____.nif to call when you enter the mining animation? I've made a custom pickaxe model as part of a large mod I am doing and I would really prefer to have the game call that AnimObject only when the player gets the pickaxe in their inventory since the one in the quest us a unique Dwemer pickaxe from the first era and not something that should be seen as the model anytime anyone is using a pickaxe. There has to be a way to do it... I mean, FFS, the game knows to use a difference nif when you have the ancient nord pickaxe in your inventory after all.
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@icecreamassassin did you ever find a way to make the game call your custom pickaxe? As best I can work out the call for it must be in the hkx file but as there is no way to change SSE hkx files (at least, not without some convoluted method that involves LE which I would have to download and then convert from the LE version back to SSE)... I'm working on a rather large quest mod that introduces a new material (Tainted Aetherium) to the game and one of the big rewards in the quest line is a Dwemer Pickaxe (custom model) with a Tainted Aetherium blade... I've got way to much time invested in it to scrap it so if push comes to shove I will simply offer the option of having ALL mining use that model but I would much rather force it to call my AnimObject only if the player has that pickaxe in their inventory. Cheers, Skia Edit: Sigh... I extracted the LE hkx files to to xml and I don't see any reference to the AnimObject nifs there either... I'm buggered for how hell the game calls them.
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SSE Unofficial SSE patch as a master? Would you do it?
SkiaMK replied to cumbrianlad's topic in Skyrim's Creation Kit and Modders
I started out with it as one of the masters on a large quest mod I am currently working on but decided to scrap the ESP and start over without it as one of the masters since I know there are a fair amount of people that don't use it. I can just create a patch if needed; when all is said and done what's one more patch, i'm already expecting to make at least a dozen for various popular mods anyway. -
SSE Normal files should not be compressed? BC7?
SkiaMK replied to antstubell's topic in Skyrim's Creation Kit and Modders
Yep, basically every texture (and normal) needs to have a mipmap. Yep, it will do that... Here, check out this wiki article if you need more info to help you understand what exactly mip maps are and what they do. https://en.wikipedia.org/wiki/Mipmap- 9 replies
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SSE Normal files should not be compressed? BC7?
SkiaMK replied to antstubell's topic in Skyrim's Creation Kit and Modders
Not familiar with Gimp so I can't answer that part of your question. Normal files can be compressed, but like any other image file they can show compression artifacts. Personally I leave them uncompressed for small things where the file size is not much of an issue; but when you're doing 4k normal files (really that's overkill in most cases) your mod will end up being massive if you don't compress them. If you're prepping a mod to post I suggest giving 2-3 options such as 2K/2K, 4K/2K, and 4k/4K (defused/normal). You could even do a 4K/4K-Uncompressed BUT I highly suggest you do not include that last option in a FOMOD as it is something only screen archers (people who go after ultra high end screenshots) use and typically is just to much of a drain on most peoples rigs to be a playable format. ALWAYS generate new mipmaps when you change an image. Cheers. Skia- 9 replies
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SSE Wanting advice for bundling and building mod files
SkiaMK replied to davethepak's topic in Skyrim's Creation Kit and Modders
Sounds like you're on the right track then... As for the folder being a mess, well, I know it's a major PITA but I would suggest you make a note of your load order, dump your entire Skyrim folder into a 7z or rar archive as a safety/backup; then do a clean install of Skyrim, install MO2, and get your mods reinstalled via MO2. Then, once you have tested and see it's working you can safely delete the archive of your old Skyrim folder. MO2's virtualization process is just simply unbeatable, add to that the ability to have multiple profiles for different mod setups and it's like turning an alley into a super-highway. For that matter, even mods you on working on could be done via a dedicated profile in MO2, then MO2 would collect every new file with directory structure for you in it's "overwrite" folder; just note that you can get some odd issues occurring when you run CK via MO2 and are working on scripts (if you're working on a completely script free mod just run CK via MO2, but using a profile that doesn't load any other mods to avoid using others modders resources by mistake because even if a modder has open permissions on their resources you need to be aware of what you used from whom so you can credit them. In case you need it, here is a link to GamerPoets MO2 installation video No problem... Who know on the number of answers, some things seem to get lots of response and others non at all... -
So... I cloned the book, which was working as intended and used that to recreate the journal... No joy, still popped it's objective the instant it was opened... So after I last ditch effort to find something in the script I overlooked I said screw it and added the "wait" in... I timed myself reading the journal from beginning to end 3 times and then used the average as the time to wait. Tested it out, objectives didn't pop up. Just as I was about to close the game and remove it thinking it broke the script in some way they popped. Reloaded and tested again with a stopwatch, sure enough, they popped "wait" time after the journal was closed. When you posted wait time I thought the objectives would still pop while the journal was open, simply delayed by "wait-time" seconds, but no, they now wait that amount of time after the journal closes. So I set the time to 1 second and that fixed it, now the objectives pop up 1 second after the journal closes... I don't know if I misunderstood what it was meant to accomplish or if this result it not what you expected either but at any rate, thanks, saves me obsessing over it anymore.
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SSE Wanting advice for bundling and building mod files
SkiaMK replied to davethepak's topic in Skyrim's Creation Kit and Modders
Well, list like you already said... Rename scripts, give them a name relative to your mod rather then the default string name CK gives them... Use a file naming convention (e.g. "SkiaMK_ModName_XYZMesh", "SkiaMK_ModName_XYZTexture")... Also the mod I am currently actively working on is the only thing not native to Skyrim (i.e. is from Bethesda) installed in my Skyrim directory, every thing else runs through the MO2 virtualization process; ergo, anything in the folders that isn't part of the clean install files is something that belongs to my mod (think of that as a sort of safety net... as well as a way to be absolutely sure you are not using another modders resources in your mod without realizing it.