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Skybroom

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  1. 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.
  2. 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?
  3. Looks like I will need three installs of Blender, because, oh boy! I am using Blender 2.49b
  4. Okay. Thanks. That's possible to achieve, good to know. I might look into this at some point.
  5. 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:
  6. 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!
  7. 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:
  8. I am looking for the all Jespar's dialogue transcript. Like every line he says in the game. English version. I need a text file or something like that, so I can search for particular words and phrases. Also if there is a tool for Enderal like the brilliant Lazy Voice Finder for Skyrim, that would be nice too.
  9. Okay, now I can see it. I guess, it was protected with some spell to prevent me from seeing it... :huh: Thanks for the help!
  10. Messing around with CK. Can not find the DialogueGenericSharedInfo Dialog Topic! It must contain the most generic lines like "Yes?", "Of course." "I understand" "It can't be helped" "Not my problem" etc. I can see this topic in Tes5Edit. It's ID is: 0001f319 <DialogueGenericSharedInfo> But in CK I am not able to find it. DialogueGeneric Quest seems to doesn't contain the SharedInfo topic. What I want to do is to create a new one. Please, help!
  11. The default duration value is: 86400 which is 24 hours. And I know that the Voice of The Sky effect is supposed to last 24 hours. I wanted it to last 72 hours, which is 3 days, so I multiplied 86400 by 3. It gave 259200. I set that value in Tes5Edit. But the result is non expected: Voice of The Sky effect term seems to never expire now. It just lasts and lasts, day by day. Yes, I usually change set timescale to 11 Is that the case? Or I am just "not allowed" to set values more than 24 hours, just like in case of dialogue "hours until reset"?
  12. I've recently noticed external doors in Solitude always open 'from' Player no matter where you are: indoors or outdoors. I guess it comes from the animation where actor push the door. Nonetheless it seems weird to me for two reasons. 1. Same door can't open in both directions (at least not in medieval-like Skyrim). 2. Exterior doors in public buildings should be of outward opening. For safety reasons. Skyrim doors, those connecting interior and exterior (worldspace) cells would always open outwards when you are inside, and they would always open inwards when you are outside. Temple of Divines entrance door, Castle Dour, Blue Palace, Winking Skeever in Solitude, Mistveil Keep in Riften - that's what I checked. I bet all the external doors in Skyrim do that. It is obvious to me that the correct way of opening the external door when you are outside and going to enter the building is to pull the door leaves. Whe you are inside the building you can push the door, that is what the dafault game correctly suggests. The solution as I see it: 1. Duplicate the model (for example: meshes\architecture\solitude\doors\slgdoor01.nif) 2. Rename and Edit it so it opens in the opposite direction than the original one. 3. Replace the Base model for the exterior 'version' of the door by changing the reference in Tes5Edit. As I have neither knowledge nor experience on editing this type of meshes, I am addressing the suggesion to those with knowledge, experince and will to do that.
  13. I was trying to change the Voice of the Sky spell duration from 24 hours to 72 hours. I take it the number 86400 which is the default duration means 86400 seconds. So I changed the number to 259200, and now the spell effect seems to be lasting forever...
  14. Sorry, if men wearing briefs or swimsuit look offensive to you! That's what people usualy wear when they enter the water. Thank you for your help!
  15. Yep, it's in vanilla game as well. I think it's fps issues or something :(
  16. I'll consider doing that. (Need me some more courage tho.) Here's a coouple samples of what it looks like. Sometimes it's just one leg: Or more severe bouncing: Might be just memory issues, could it? I am suffering from lack of both RAM and VRAM. Gonna check it mod-free.
  17. Through all these years I never found an answear as to how to stop that from happening: When an actor stands on the ground in the water, they just keep bouncing, with either their legs or full body hopping up and down. Unless they play an idle that prevents them from doing that. Not sure what causes that: water collision or what... Please, let me know if you are aware of the potential fix!
  18. See, there is a HDT version for the most of vanilla hairstyles created by dint999. female https://www.nexusmods.com/skyrim/mods/88135 male https://www.nexusmods.com/skyrim/mods/88114 These are for Player character only. All I want is to have them turned into wigs, so I can give it to my follower. For example, I have Sven as a follower. I want him to have HDT hair of the same style as original. Think of Lydia! Think how that would be cool if she had her stiff hair upgraded to HDT!
  19. Unlike myself, you live in the next era!
  20. I am thinking of that too, of course! :) I was just a bit frustrated, like What? do I have the right to enter that door? The buggofobia, I guess. Thanks for the help, Leonidas!
  21. It's a couple months that I am using "Archery Gameplay Overhaul" and "Enhanced Blood Textures". Both mods deal with PC and NPC bleeding as far as I am aware. It's a bunch of immersion I should say,.. if not for the one particular "feature" that exposes undead NPC to being able to bleed and <Attention!> die of blood loss. I've stated the problem in both mods comment sections, but to no avail so far. So I hope someone will give me a clue here, as to How in the world I can prevent them draugr, skeletons (and those of whom I don't know yet) from doing these obnoxious thing!
  22. Yes, I have USLEEP. I am on LE. I should probably step back to the save when I haven't yet read the Mage's Notes. So, the doorway sure has to be already open, huh? As soon as Daynas Valen made it through... At this rate I tend to think of the case when it was closed as of a buggy situation. I used to head to Folgunthur after completing Saarthal with one of the Gauldur Amulet fragments as a reward. I remember having an objective "Investigate the cryptic message", but I can't remember having a marker on a map. And as I entered Folgunthur the barred gate used to always been closed down with no chance for me to enter. No matter how many times I read the camp diary.
  23. Wait... you mean it is to drop down closed behind me, when I pass it?
  24. I mean this room: You enter the tomb, get downstairs pass the trap plate and enter the chamber with a pedeestal for the ivory claw. But (in my case) you don't need the claw, because the gate is already lifted open...
  25. So, as I can remember the metal gate in the first chamber used to be locked down when you first visit that place. Shouldn't it be locked? Doesn't it require a puzzle to be solved, pillars, ivory claw...? I don't know. This time, quite early on my new playthrough (I haven't been to Saarthal, haven't read the "Forbidden Legend" book), I just happened to be next to Folgunthur, visit the Daynas Valen's camp site, pick up his diary, and I decided to drop by into the tomb nextdoor. Just to find the gate already open... Is that how it goes? What do you know about this quest's different scenarios if those exist? Thank you
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