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Everything posted by Skybroom
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Don't mind the dialogue text, it doesn't matter. Here is a Branch and three topics within that branch. One topic (first created) is orange, the other two are gray. How to make the rest two orange too? I need to have all the three dialogue options in game at once. Or should I create a standalone branch for each topic? [/img] I thought a branch may contain a collection of topics, not only a sequence of topics that leads from one to another. Topic is a collection of Infos. Branch is a collection of topics, isn't it? Sorry, it's kind of a mess of questions. But I find it really confusing at this point.
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I am searching for the way that I can have both features in game: skyrimprefs MultiSample and ENB. Although, it is known to be a must to have your skyrimprefs MultiSample=0 when using ENB, MultiSample makes the game looks so much better (smooth edges with no loss in detail). As a person who tends to switch a lot between ENB on and off I am searching for a workaround as to how I can have say skyrimprefs MultiSample=4 (which provides a sufficient quality when ENB is off) while still being able to enable ENB in-game without finding the picture being spoiled with on-screen glitches. I was fiddling with enblocal.ini , setting different values to =false, hoping to disable all the antialiasing related ENB features that might interfere with MultiSample. These are the settings that I touched (to no success obviously, as the glitches are still there as soon as I switch ENB on): enblocal.ini [FIX] FixAliasedTextures=false [ANTIALIASING] EnableEdgeAA=false EnableTemporalAA=false EnableSubPixelAA=false EnableTransparencyAA=false Question: Is there anything else I can disable (or reduce the value) to make ENB work along with MultiSample that I love so much?
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[LE] Make the dialogue run only once
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Okay, I guess so. Thanks! -
We know, when editing NavMesh, it is never a good idea to go deleting vanilla NavMesh. Sometimes it is a Cell with several NavMeshes in it. Some of NavMeshes may stand in the way. For example, if you want to expand one NavMesh, sometimes you need to get rid of the other. You can move the unwanted NavMesh down deep under ground. That's a solution. But what if I want to utilize the unused NavMesh. If I need to cover the previously uncovered area, I may want to create NavMesh for that area, create brand new NavMesh, or maybe I can use the one that I was about to sink under the ground and leave unused?... Question: Can I use vanilla NavMesh for another area in the same Cell, move it to the side, edit it, join with other Cells, instead of sinking it deep under ground and leaving unused?
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I'm trying to figure out how do you make it so that NPC's emotion stay when the dialogue proceedes to the next Response. For my dialogue quest I am using SharedInfo's and a 'Zero Response' is one of them. Zero Response is when NPC just waits for Player to choose the next prompt. Zero Response has <...> (three dots) for a Response Text and has No audio, No Lip file. It has the Emotion Type set to <Neutral 50> Zero Response is when NPC is not supposed to change the emotional expression on their face. Now the problem. When it comes to Zero Response NPC will switch to <Neutral 50>. If they were smiling before that, they would loose their smile and become serious. It sometimes looks like they are afraid of something or just too quick to get out of the mood... I don't like it. I would like them to be more consistent. Question Is it possible to implement Zero Response or any Info in such way that it won't affect the actor's emotional state at all?
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I am having troubles trying to make the dialogue run only once in the entire playthrough. It is said here: https://wiki.beyondskyrim.org/wiki/Arcane_University:Dialogue_Systems_for_Writers I am working on a quest whith Player and NPC are introducing themselves to each other. There's no quest stages so far, just a few lines. The whole dialogue is supposed to happen only once. Here's the dialogue, initiated by Player (I am reducing the lines to simple lines for showcase purpose): 1. What's your name? 1.1. I'm Jack. And you? 1.1.1. And I am Jane. 1.1.1.1. Nice to meet you. These are two topics (1. and 1.1.1.) and two responses (1.1. and 1.1.1.1.) I flagged the responses to "Say once". The problem is the first topic prompt pops up every time I load the game. That means I am having that line among dialogue options when I enter the conversation with this particular NPC, and I have a "brilliant" opportunity to ask her what's here name like I am an idiot. What can I do in this situation. I can't flag the topic to "Run once", can I? Do I have to organize the quest stages? I've implemented this tiny bit of "Introduction" dialogue inside the bigger Quest where all the lines for this NPC are. I don't want to mess around with new quest stages for that Quest. Why does the flag "Say once" not do its work! It looks like it only prevents the dialogue from happening during one game session (sitting). As soon as I exit the game and load it up again, the dialogue is there...
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I am wondering what may cause the glitch with water suddenly growing invisible in a particular cell. I am making a patch, adding NavMesh to a New Land worldspace, so this is not Skyrim. I am afraid I've got something messed up. Also, can you please tell me if it's safe to edit landscape? I touched landscape in one of the cells, just lowered the ground a bit in a small area to reduce architecture objects unwanted clipping.
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[LE] Helmet Doesn't Show Up
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Found the solution: Disable Weight slider (AA), as this model doesn't have one. (Who would've guessed Weight Slider flag can make the whole thing invisible!!!) -
I used SSE NIF Optimizer to convert a hat back to LE format. While the "GND" model shows up in game, the hat as an ARMOR doesn't show up on my character. It's invisible, just a bald spot on a head. What could it be? I think I've messed smth up when I was setting things up in esp. I copied the Jester's Hat for that (a playable one).
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[LE] NavMesh. Auto-Generate Find Cover Edges
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Okay, I've got your point. But, hey, the pictures are exactly what I am talking about! If you look at the kind of circular segment on the left. It is a circle with an empty quad in the middle. The right side of the quad got devided to three. Why not just to mark it blue like the other sides of the quad?! No doubt in game it will work. But the auto-generated navmesh in general works too. That doesn't mean auto-generated navmesh is better than hand-made one. -
[LE] NavMesh. Auto-Generate Find Cover Edges
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Hanaisse, do you have any experience in cleaning up the find cover edges data or editing it by hand? Me personally, I have no idea if it looks 'right' or 'wrong' (in terms of find cover). All I can tell is the edges get divided and the tris too. -
I have a question about the water areas as how to navmesh those properly. I know how to mark the triangles as water triangles (O). It's just I am not sure if I should use those for any area that is underwater or only for deep water areas (like where a human NPC will go swimming). Sometimes it is huge area of shallow water, like a knee deep. Should I consider those as underwater nonetheless or just ingore them?
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NavMesh. Auto-Generate Find Cover Edges. I've just started using Auto-Generate function (Ctrl+2) for marking the Find Cover Edges. I noticed that the auto find cover edges will devide some of the edges and triangles, so instead of a normal size triange you will get two or more smaller triangles, instead of one somewhat right- or acute- triangle there will be a number of obtuse triangles. Isn't that bad for NPCs' navigation? And how can I work around the issue (if that's an issue)?
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Vanilla hairstyles as wigs for Player and NPC to equip, that would be nice!
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It is three days that I'm suffering from CTD's trying to find the cause and work it out. I have a bunch of mods that used to work pretty well together. Tracing back the issue as when it started to occure, the only two things I can think of is "Take Notes - Journal of the Dragonborn" and "Hoddminir worldspace" mods, as the CTD's started somewhat after I installed those mod (not immediately though). While "Hoddminir worldspace" is a new worldspace mod that looks harmless to me, "Take Notes" does mess aroung with User's Interface, adds hotkeys for accessing the UI and operating it. So, I uninstalled both Take Notes and Hoddminir worldspace, started new game, and the CTD's continued. CTD usually happens when I operate the UI: Player Inventory, Magica Inventory, MCM menu. Sometimes it is an instant crash on pressing Esc (to open the menu). Sometimes it is a visual glitch that appears on screen when I am operating the menu. It can be closer to the bottom, or to the top, and it is always a sing of CTD being about to happen. This is an example of what it looks like (down left corner): As you can see, it is a crystal like spiky thing that changes its appearance constantly. Although it looks like a broken mesh, I was suspecting something wrong with Interface or Language in my game, but I can't figure that out to specify the issue or narrow it down. Everything in my set-up looks okay to me. Again, it was all working fine just recently. I have SkyUI installed, and I am using it for ages, can't remember being ever experiencing any visual glitches like that or UI related CTD's. Please, if you know anything that can help me to resolve the issue, let me know!
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Quest: Player Dialogue: Subtype and Topic Text boxes are inaccessible I came to the point when I need to fiddle with Player Dialogue section of Quest menu in CK. And I got stuck without knowing how to deal with the issue I've bumped into: As shown in the picture, the Subtype box and Topic Text box appear to be useless. Subtype box is accessible, but it has nothing in it, it is blank. The Topic Text box is inaccessible at all, inactive, greyed-out. Need some help!
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[LE] Lock Camera in Certain Point of View
Skybroom replied to Skybroom's topic in Skyrim's Mod Ideas
I've just learned that it's called isometric. https://en.wikipedia.org/wiki/Isometric_video_game_graphics Now the question is: How to turn Skyrim into isometric game? -
[LE] Exterior Cell Ambient Sounds
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Found them Sound Descriptors (I'm using Tes5Edit this time). No, they are just conditioned to GetCurrentTime, some of them to Not IsInInterior. So, the Region AudioExtForestFallCity [REGN:000EA654] doesn't work either. -
[LE] Exterior Cell Ambient Sounds
Skybroom replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Okay, I can not find any "sound descriptor" records. Don't know what those are. But I found "Regeon Areas" data, with a bunch of cooordinates. I think those are the coordinates of the Dayspring Cannyon, so the Region data is specified for that particular worldspace. For now I am going to search for a Regeon with no Regeon Areas data. I'm gonna try AudioExtForestFallCity [REGN:000EA654] which looks the type. Ima let you know if I succeed. -
It's a custom Worldspace, and I'm trying to add some ambient sound to an exterior Cell (and all the neighbour Cells). What I thought I could do was to add a Regeon reference to an audio preset. So I linked the Cell's Regeon to this: AudioExtFallForestDLC1FortDawnguard This is a Regeon that features in all the Dawnguard's Dayspring Cannyon (exterior) Cells. But in my custom Woldspace it doesn't work. There's still no ambient sounds, which makes the exteror open space feel unnatural and non-immersive. What am I doing wrong? I mean, I probably can add an Acoustic Space to each of the cells, or add Music to the whole Worldspace I'm working on. But I don't want any music in the exterior space. And as for Acoustic Space, I've heard it is better to do via Regeon, the reference to the Region is what provides an ambient sound for an exterior type of cell, is that correct?
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Skyrim Animation in 2021 - A Quick Tutorial
Skybroom replied to JamesHalliday's topic in Skyrim's Skyrim LE
Looks like I will need three installs of Blender, because, oh boy! I am using Blender 2.49b -
[LE] Lock Camera in Certain Point of View
Skybroom replied to Skybroom's topic in Skyrim's Mod Ideas
Okay. Thanks. That's possible to achieve, good to know. I might look into this at some point. -
Is there a line in one of the game's ini files or a mod that make it possible to lock the 3rd person camera in certain point of view? I want to go and try playing the game in 3rd person with a pre-set top-view camera to get myself some Pillors of Eternity or ol' good Diablo vibes, without necessarity to bother myself moving camera up and down, changing camera angle. The pre-set angle and being able to rotate the camera -- that's all I need. Pic:
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I did it! The femalehead.nif as a model for FemaleHeadNord Head Part seems to have the priority when it comes for System to choose the facial texture set. You need to edit this mesh (change the texture path): meshes\actors\character\character assets\femalehead.nif Now the game picks up the right texture. Thank you for your help!
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I need to add another FTSF - Texture Set (Face Details Texture Set) on the list so I can pick it in RaceMenu for my female Nord Player Character. I thought I could do that by editing Nord Race in Tes5Edit. My steps were the following: - I created a new Texture Set <SkinHeadFemaleNordYo> (set the path to specific texture) - I added the new Texture Set on the list of <Face Details Texture Set List Female> - I linked the new Texture Set as a DFTF - Default Face Texture Female - I edited the former default set <SkinHeadFemaleNord> which is still on the list (I set the path to specific textures for this texture set as well). I thought I did everything possible to leave no chance for the game to push my Player Character towards the default (non specific) facial texture set. But, alas, the game found the unknown to me way to do that! When I load the saved game I still have the default (non specified) texture set up on my Character. I have to use "showracemenu" command to set the desired texture set for my Character. Once I get RaceMenu open I see my Character with incorrect (former default) textures on. I proceed to the Complexion slider and move it couple times to 'enable' the correct (new default) texture set. To me it really looks like game keeps Player's facegen (facegeom) stored away somewhere. And it has a priority over the CK (Tes5Edit) Race records. Why would the game do that?! (I guess I did that successfully for a male Player Character a few years ago, but now I can't repeat the procedure. Think I'm missing something.) Tes5Edit Screenshot: