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Everything posted by Skybroom
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How do I edit UI Compass Cardinal Direction symbols?
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True. (LOL)
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I'll consider doing that, thank you. I'm sure the mod or an important clue will reveal itself someday. For now I'm gonna stop searching too.
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I am not looking for a fix, I am looking for the way to disable the error message (in red, top screen): [/img] Again, I know what the message is about. I am currently playing on very low settings, with low resolution, but I still have ENB so I can briefly activate it. What I don't want is the persistent error message that can't be disabled via "tm" and never come off until you quit the game. There must be a way to either disable this message in-game, or disable it completely by editing some ini and thus prevent it from pupping up once and for good...
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Doesn't look like this is the mod. I can't explain. Neither I have any more clues. The mod I am looking for must really be a big deal, at least it felt like a big deal when I first saw it came out on Nexus. And, yes, it must have been SE, although I am not 100% sure. And 40 islands are too few. There must be at least 99. Also, not sure about the tropical thing... "Based on the Tropical Islands mod"? No, the quarry is not based on anything, it's totally unique, and the author is a genius. (Japanese?)
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No, that's not Tasheni. The mod I am speaking of is heavily combat oriented. It's a lot of islands, mostely smaller ones, each with a unique name, theme, and setting. I remember watching a letsplay on YouTube couple years ago. It was one lady's channel, Megan Joanne (I may misspell the name), from Austin, Texas. She deleted her account from YouTube a year ago. The mod was probably WIP, but a stable version, and it was published on Nexus, I am positive about that because I remember I was asking if it was possible to see the LE version of the mod some day, and I am sure the answer was "no". It's been awhile, and now I can't find a slightest trace of it on the whole NET, not only Nexus which is absolutely crazy...
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I know. I was Google searching too in the first place. It's such a strange thing not being able to find a mod, a huge one, which definitely was there... Like I said, it's a map with a bunch of islands scattered in the ocean, islands of different size, some of them are pretty small, many of them offering a dungeon to explore and clear out and some exterior architecture, mostly fortification structures. I haven't played it, but I can say It's an action mod more than exploration. Each island, each dungeon is a challenge with a lot of enemies to battle. One more detail: there is a complex net of portals connecting islands. You can't go swimming to move from one to another, you have use a "boat", that is a portal to navigate between the islands.
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Searching for a new lands (quest) mod (came out 3-4 years ago) featuring custom worldspace, an ocean with a bunch of islands (over a hundred, as I can remember) to clear out from enemies.
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How to make a Rotating Platform
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
No. I was too fast to claim it success. It doesn't work that way. It works with an object, not with an actor. If I put an apple pie on that platform, the pie will go spinning on its axis as it should be. If I put an actor, a human NPC on that platform, the actor will kind of move in circles but not on his axis, he will keep it facing just one direction, while his feet will be sliding on the platform's surface - not what I want. -
How to make a Rotating Platform
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Wow! That's jsst what I need -
I am searching for information on how to make an animated piece of furniture, a rotating platform with an activator so I can toggle animation (rotation) on\off and with collision so I can put an object or an actor (PC, NPC) on it and send them spin around. If something like that already exists (like a modder resource for Skyrim), please let me know. If not, I would appreciate you poininting me out in the direction of a good tut on the subject.
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Hello! I am searching for a way to download the Skyrim male follower mod Johannes Grossmann. I used to have it once, before the data lost on my computer. Now I can't find a way to download it. Need some help.
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DAR - Dynamin Animation Replacer mod causes CTD
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
It really looks like addressing and eliminating the errors and other issues listed in DAR's SKSE log (DynamicAnimationReplacer.log) (missing esp's, invalid conditions...) helped! No CTDs so far. To my shame, I had no idea about that log's existance. Thank you guys for your help! -
(skip to questions at the bottom of the page) First off, I am a LE gamer, modder a little bit, and a huge fan of DAR - Dynamic Animation Replacer mod. I have buit a pretty large collection of DAR addons and animation packs for Player and Non-playable characters to make each of them a bit more unique. And I love it, really enjoying the thing when I launch the game with DAR and DAR-related mods enabled. Problem is, I start experiencing CTD's after having played with DAR for awhile (after several sittings, several saves). I wish I knew what exactly causes the game to crash, not immediately, but after a few hours of gameplay. I have a low end PC and that's probably the main issue, but I'm still hoping to find a work around. Asked on the mod's page by the way to no success, so I'm asking here. I can only guess that there might be a stack of script instances of some sort getting bloated up and get my system overencumbered at some point, making it impossible for the machine to carry on. I know nothing of it, but there must be a limit for anim events that system is able to process at a time. The only way around that I found so far is to disable DAR and DAR-dependent mods and play without them. I noticed that after awhile I can enable them again and there will be no game crashing for awhile until it gets bloated again. So, my questions are: 1. What happens when the game crashes? What causes the game crash? 2. Where is the file, the momory buffer that contains the digital information about the current and recent script events, anim events? 3. Is there a way to clean up, empty that memory buffer (off the game) without harming the saved game?
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Basic Keyword Question
Skybroom replied to Radioactivelad's topic in Skyrim's Creation Kit and Modders
I have another question. How does the skyrim's system recognize keyword -- by its Editor ID (name) or by its Form ID (number)? I am asking because it will be much easier for me to use a keyword with the same name as the original rather than use the original keyword which will require adding more master files to my esp. I have a bias to think it's the latter (Form ID). Everything in Skyrim seems to work through the Form ID. But I noticed some of the mod authors do create new keywords with same name as the original. Not sure if it does the trick though. -
A few questions about NavMesh
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
2. I mean Navigation Mesh with ID. There can be a number of those in one Cell. 4. Okay, got you, no impact. But there is a CK function to optimize NavMesh that will reduce the number of triangles, making those triangles bigger... I am used to think of optimization of any type as of something that will make it easier for system to operate the data... Nevermind, no impact is good with me. Thank you guys for your help and the links to WIKI. I wish there were more tuts, tips and general info on the topic though. -
Skyrim LE modder here. The wiki is under maintanance, and I am not sure I will find answers there, so here we go. Q1: If I edit Landscape, say, raise the floor (ground) a little bit (to cover the texture gap in the object), do I have to re-generate the LOD? Q2: How many NavMeshes can be in one Cell (exterior) before there are too many? Q3: How many drop-downs (portal edges) can be in one Cell (exterior), any limitations? Q4: What is the performance impact NavMesh, triangles, portal edges have (on my low-end system)?
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I am making a dialogue oriented mod where NPCs will spare comments on Player Followers' (not Player's) stats (armor, etc.). I did that by creating a Quest Alias (Follower) to fill matching reference in Loaded Area. I succeeded in that. The only thing I noticed: NPCs would fire their line while not necessary being in front of the actor (Player's Follower) they addressing their line to. They can be around the corner of the building or even sleeping in bed, and they still fire their line. That's rediculous. I need to specify conditions, like GetLineOfSight or something. Question is, can I use GetLineOfSight for a dialogue condition, and how to do that?
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Good to know, thanks! I guess, we can't miss it once it's back, can we?
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[LE] NPC Won't Go Through Door
Skybroom replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
Please help! I can't find the work around the issue with NPCs being not able to use the doors. They try to use it, but they won't teleport, just disappear and reappear at the same spot. It is a custom worldspace I am editing NavMesh in. The two doors (TrapDoors) are linked to each other, and they are located in two different yet adjacent exterior cells. If I place them in the same cell, they work. But I need them in the neighboring cells because of the architecture objects layout. -
Followers Will Not Use Linked Doors
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
I moved the doors into one same cell and it did the trick. -
Followers Will Not Use Linked Doors
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
I am very meticulous in NavMeshing. I inspect, I test paths, I check for errors, I finalize, test everything in-game. I am positive, both cells are finalized. NPC's are moving around no problem. As you suggested, I've tried making the triangle larger. What I have is NPC will step on that green triangle, play animation as if being using (opening) the door, and immediately respawn at the same spot. This is weird. I know it 99% says there's something wrong with NavMesh, because, again, Player can use the doors to teleport next cell with no issues. I am not sure I understand what you saying about yellow markers (the Door Markers, right?) having to be 'away from the door'. Why do they have to be away from the door? These are the Ship Trap Doors, the ones on the floor. Again, the doors teleport function works with the two doors being in the same cell. It does not work with the doors being located in different cells like two cells next to each other. Weird thing, and it really looks like NavMeshing. Not the sheer NavMeshing, but NavMeshing in reference to the doors teleport function. I bet if I move one of the doors to place it in the same cell as the another one, it will work. I'm gonna try it now. But that will suck, because sometimes I need the doors in not the same cell... -
I am editing Skyrim LE (mod) NavMesh. And I am facing an issue with followers not using Doors I've added. Here is an example in the picture below (Creation Kit snapshot): One door (TrapDoor) at the foot of the hill (right one) is linked to another door at the top of the hill (left one). The doors are in the "nextdoor" cells. NavMesh is finalized (green triangles). The doors are usable by Player. But NPC's (followers) won't use them. If I place both doors in the same cell, NPC's will use them. What's wrong?
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Messing with a Quest Dialogue in Creation Kit. I want to add a script to a particular info that will add custom (not vanilla) NPC to a faction, making them potential follower and thus unlocking the "Follow me!" dialogue. Can you help me figure out what kind of text should I compile for Papyrus Fragment! I can't just type this, can I? : <NPC Name>.AddToFaction(<Faction>) Should I create an Alias for the NPC and use it as a script property?
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Messing with a Quest Dialogue in Creation Kit. I want to add a script to a particular info that will add custom (not vanilla) NPC to a faction, making them potential follower and thus unlocking the "Follow me!" dialogue. Can you help me figure out what kind of text should I compile for Papyrus Fragment! I can't just type this, can I? : <NPC Name>.AddToFaction(<Faction>) Should I create an Alias for the NPC and use it as a script property?