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Skybroom

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Posts posted by Skybroom

  1. How to force weapon (scabbards, dagger etc) not to show up with a particular armor? For example, I do not want NPC to wear a dagger in combination with bikini, but I do want them to have a dagger in their inventory. Which slot should I add to bikini mesh and AA in CK in order to keep a beach girl from looking like bikini-Commando? Thanks.

  2. Why don't we make it fit for habitation:

     

    HqzXi0o.jpg

     

    There's a light in the window. Interior may look like this:

     

    http://i.dailymail.co.uk/i/pix/2013/08/25/article-2398266-1B644843000005DC-400_964x641.jpg

     

    Or like this:

    http://i.dailymail.co.uk/i/pix/2015/02/11/25931BEA00000578-2946175-image-a-5_1423674135909.jpg

     

    Just google for windmill interior.

    Do you like the idea?

  3. Why is it so? Where's the logic?

    When I fill in the profile info tabs, I am free to leave part of my personal data Unknown, am I not? But as for the Country, it would be set to "None" if I do not enter the name of the Country. I Do Have a Country. Think it's kind of a pressure: if I do not want to see this "None" in my profile, and do not want other people see it "None", I have to enter the name of a Country. No fair.

     

    Age Unknown

    Birthday Unknown

    Country Unknown

     

    This will look better.

  4. Sorry if it's already been requested.

    It's so hard and time-consuming sometimes, when I try to find an esp or several esps I need to load to CK. When the list is long enough, and there's not much of logic in how CK arrange this list, I can spend a dozen minutes trying to catch a sight of this or that esp. As I have it, the plugins list is neither alphabetic, nor quite much related to the load order.

    Just interesting how do other people solve this issue.

    Thank you.

  5.  

    I downloaded a sword mod but the blade is too thick...

    Is there a way to make the blade thinner? If yes, how?

    Learn how to edit the 3D mesh with a program like Blender. Easier said, than done.

     

    You can try NifSkope for that purpose.

    Transform>Scale Vertices.

  6. Race Menu - it's impossible to create a really new face without this mod. Some people prefer (or are used to) ECE though.

     

    RS Children - essential mod, kids looking like human beings with unique appearance.

     

    Face Light - it's useful for the reason of "poor" or even ugly shadows in other lighting conditions. I'd not recommend using Face Light Plus, cuz it may cause CTD right after dialogue (Conversation Face Light option is the culprit).

     

    Player Headtracking - I can't play Skyrim without this mod, inspite I am mostly playing 1st person.

     

    Female Facial Animation - much more lively faces.

     

    Simply Knock - highly immersive mod, though "unfinished" on my oppinion - friendly NPC will let you come in, but won't offer a place to sleep. Craftable and Placeable Bedrolls may help.

     

    Dead Body Collision - sounds awful, but you won't regret once gave it a try. There are some slight drawbacks, like a dragon skeleton - it will have a collision, but no navmeshes around it added, so NPCs will look helpless a bit when trying to make it through those bones.

     

    Safety Load - helps to prevent infinite load screen and game freezing if you're out of VRAM.

     

    Smoking Torches - not possible, I mean non-immersive to play without'em, they look cool. I can play without smoking candles and stuff (though I have them installed too), but torches - it's essential.

     

    Transparent and refracting Icicle - vanilla icicles are awful, transparent ones make me feel happy every time I see them :smile:

     

    Ultra HD Snowflakes - I know how snowflakes must look - they are crystals, their structure is practically always visible, so, this is the only mod which makes them look in a proper way.

     

    I am very much into City Forests mod. It's a very smart decoration. Whenever I need to get back to vanilla (for testing purposes) I feel uncomfortable without those trees, and Whiterun looks bare and boring. This mod plays nice in combination with flora overhaul mods.

     

    Any follower mod - I am using FLP. Followers look stupid without it.

     

    I am using Sounds of Skyrim (with insects turned off, cuz they are everywhere, even on the top of the mountain), it's a lovely mod, but not essential to me.

  7. Recently, a couple of weeks ago or so a new bug came up to my party, I mean game. Of course it's annoying. Any NPC I've been talking to may forget to shut their mouth after the dialogue end. Mostly it occures during inventory exchange dialogue, like followers "I need to trade some things with you". Need to enter dialoguer again so that NPC say something else, and get their mouth into normal state, i.e. closed.

     

    Sory if it's been already asked before.

  8. Well, after a few tests and with the help of people from some other forum i have finally managed to solve this problem: for me it was Facelight Plus mod (it's function Facelight Conversation to be exact). If someome has it - try to disable it.

    Exactly.

    Skiped to ancient Facelight and happy with no dialogue CTD ever more.

  9. Looking for HQ Eyebrows by Regn. 2013 stuff. All of the Nexus links appeares broken.

    Actually looking for High-Res vanilla equivalent male eyebrows, not Hvelgemir's, cuz those are non-vanilla but completely new textures.

  10. I realize this might be discussed a hundred times, but I still can't believe it's not possible.

    I am playing Skyrim LE. Recently retired from using ENB for the simple reason: the game looks more detailed when set to high/ultra settings. At the same time ENB binaries require multisampling and antializing being turned off, don't they? So, it's logical to get a less detailed picture that way. It's ok, I can stand vanilla colors (though it's a pity to loose ENB's luxury colors), but what about Depth of Field? There is a similair default blur effect (e.g. when using forge). Could it be wraped into the shape of a mod, so that I would be able to toggle it on/off?

  11. That was a fun! I really had two odd files put into the directory of the game. Those were "modlist" and "plugins" files I put there temporarily with the list of mods. These two were stopping CK from getting to start at some point. Once I removed them, CK got back to work.

  12. Nothing helps :ohmy: It crashes immediately on start-up with no error messages.

    I've been using CK for years, both through MO, and from Skyrim directory. I had similar issues with getting CK to work a few times, I always found the solution quickly enough. I have a few tips on that, like bEnableAudio=0, or bAllowMultipleMasterLoads=1, or

     

    SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa
    SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa
    Nothing helps this time. It crashes when started from MO, It crashes when started from Game directory.
    Reinstalling doesn't help too, of course.
    ............................................
    One side (probably side) question: Shlould Script foulder contain any scripts, any files by default? I mean, it contains Source (with 1023 files in it). But Shlould the Script foulder contain any scripts or not? It's for compiled new ones, I guess.
    This is my SkyrimEditor.ini:

    [General]
    bUseVersionControl=0
    bUseMyGamesDirectory=0
    SLocalSavePath=Saves\
    SLocalMasterPath=Data\
    SLocalBackupPath=Data\CheckInBackup
    uiFaceGenMaxEGTDataSize=67108864
    uiFaceGenMaxEGMDataSize=67108864
    bUseEyeEnvMapping=1
    bFixFaceNormals=0
    bUseFaceGenHeads=1
    bFaceMipMaps=1
    bExternalLODDataFiles=1
    bOnlyActiveFileForRefFix=1
    bForceCheckOutOnRefFix=0
    bFixPersistenceOnRefInit=0
    bFixBadLocRefsOnInit=0
    iCheckCellRegionsOnInit=0
    bCheckDoorCollisionOnInit=0
    bWarnOnGameSettingLoad=0
    bFaceGenTexturing=1
    bCheckHairOnInit=0
    bKeepHeadOnRaceChange=0
    bCreateShaderPackage=0
    uGridDistantTreeRangeCity=4
    uGridDistantCountCity=4
    uGridDistantTreeRange=15
    uGridDistantCount=25
    uGridsToLoad=5
    bAnimationUseBlendFromPose=0
    fAnimationDefaultBlend=0.2000
    fAnimationMult=1.0000
    iCheckOutOnBoundChange=2
    bFixAIPackagesOnLoad=0
    bKeepPluginWhenMerging=0
    bLoadTheUserPlugin=0
    bCreate Maps Enable=0
    bDisableDuplicateReferenceCheck=1
    bCheckForMultiFileForms=1
    bCheckForRefCellChanges=0
    bTintMipMaps=0
    uExterior Cell Buffer=36
    uInterior Cell Buffer=3
    bPreemptivelyUnloadCells=0
    SFaceTestSoundName=Data\Sound\Voice\Test\CharGen QA1.wav
    iTextColorRegionFormB=160
    iTextColorRegionFormG=160
    iTextColorRegionFormR=160
    iTextColorLockedChildFormB=0
    iTextColorLockedChildFormG=255
    iTextColorLockedChildFormR=255
    iTextColorLockedFormB=0
    iTextColorLockedFormG=0
    iTextColorLockedFormR=255
    iTextColorMyFormB=0
    iTextColorMyFormG=120
    iTextColorMyFormR=0
    bClearPersistenceOnVCSort=0
    bAllowNonGroupedVersionControl=0
    iFullSaveCellThreshhold=20
    iNPCCheckOutCount=500
    iLandCheckOutCount=1024
    fPathGridAutoConnectRadius=512.0000
    SFile Path=
    bLight Radius=0
    bMaximize Editor=0
    bPreview=0
    bAllowUnsafeSave=0
    bAllowMultipleEditors=0
    bSkipValidateForms=1
    bAllowMultipleMasterLoads=1
    sLanguage=ENGLISH

    [Audio]
    iMaxSizeForCachedSound=256
    iAudioCacheSize=2048
    bEnableAudioCache=0
    fAudioDebugDelay=0.0000
    bUseAudioDebugInformation=1
    fDefaultMasterVolume=1.0000
    fDialogMaxDistance=50000.0000
    fDialogMinDistance=70.0000
    bEnableAudio=0
    sDefaultLocalSoundFXPath=Data\Sound\FX

    [imagespace]
    bDoDepthOfField=1
    bDoMotionBlur=1
    bDoRadialBlur=1

    [DistantLOD]
    iDistantLODGroupWidth=8
    bUseLODLandData=0
    fFadeDistance=12288.0000
    bUpdateDistantRefDataOnLoad=0

    [backgroundLoad]
    iPostProcessMillisecondsEditor=50
    iPostProcessMillisecondsLoadingQueuedPriority=20
    iPostProcessMilliseconds=5
    bLoadBackgroundFaceGen=0
    bUseMultiThreadedFaceGen=1
    bBackgroundCellLoads=1
    bLoadHelmetsInBackground=1
    iAnimationClonePerLoop=5
    bSelectivePurgeUnusedOnFastTravel=0
    bUseMultiThreadedTrees=1
    bUseBackgroundFileLoader=0

    [HAVOK]
    iNumThreads=1
    fMaxTime=0.0167
    bHavokDebug=1
    bTreeTops=0
    iSimType=1
    bPreventHavokAddAll=0
    bPreventHavokAddClutter=0
    fRF=1000.0000
    fOD=0.9000
    fSE=0.3000
    fSD=0.9800
    fChaseDeltaMult=0.0500
    iEntityBatchRemoveRate=100
    iMaxPicks=40
    bAddBipedWhenKeyframed=0
    fMoveLimitMass=95.0000
    iUpdateType=0

    [HeightMapEditor]
    uPreviewSize=512
    uBrushSetting11=52531250
    uBrushSetting10=52531250
    uBrushSetting9=52531250
    uBrushSetting8=52531250
    uBrushSetting7=52531250
    uBrushSetting6=52531250
    uBrushSetting5=52531250
    uBrushSetting4=52531250
    uBrushSetting3=52531250
    uBrushSetting2=52531250
    uBrushSetting1=52531250
    uBrushSetting0=52531250
    iColorSchemeHeight9=65535
    iColorSchemeHeight8=57344
    iColorSchemeHeight7=49152
    iColorSchemeHeight6=40960
    iColorSchemeHeight5=32768
    iColorSchemeHeight4=24576
    iColorSchemeHeight3=16384
    iColorSchemeHeight2=8192
    iColorSchemeHeight1=4096
    iColorSchemeHeight0=0
    rColorSchemeBrush=0,255,0
    rColorSchemeGrid=0,255,0
    rColorScheme9=128,128,128
    rColorScheme8=102,255,51
    rColorScheme7=128,0,128
    rColorScheme6=255,128,192
    rColorScheme5=255,0,0
    rColorScheme4=255,255,0
    rColorScheme3=128,0,0
    rColorScheme2=0,255,255
    rColorScheme1=0,0,128
    rColorScheme0=0,0,0

    [TerrainManager]
    fBlockLevel0Distance=18432.0
    fBlockLevel1Distance=34816.0
    fBlockLevel2Distance=67584.0
    fBlockLevel3Distance=262192.0
    fBlockLoadDistance=100000.0000
    fBlockMorphDistanceMult=0.5000
    fSplitDistanceMult=0.7500
    bUseDistantObjectBlocks=1
    bUseNewTerrainSystem=1

    [Pathfinding]
    fObstacleUpdateDeltaWhenUnknown=5.0000
    fObstacleUpdateDeltaWhenMoving=1.0000
    bBackgroundNavmeshUpdate=1
    bDrawPathBounds=0
    bBackgroundPathing=1
    bRebuildPathIfSmootherFailed=1
    bCreateDebugInfo=0
    bUsePathSmoothing=1
    bUseObstacleAvoidance=1
    bUseStraightLineCheckFirst=1

    [NavMeshGeneration]
    bFinalizeNavMesh2=1
    fMaxXYThreshold2=8.0000
    fStepHeight2=25.0000
    fCornerSimplifyThreshold2=0.9000
    fLongestEdge2=512.0000
    fShortestEdgeLength2=10.0000
    fMinIntersectionLength2=0.1000
    fSimplifyEdgeSwapAngle2=3.5000
    fMaxWalkableAngle2=45.0000
    fSimplificationLevel2=2.5000
    fMinIslandArea2=150.0000
    fOverlapDistance2=128.0000
    fWieldVertexDistance2=0.1000
    bFinalizeNavMesh1=1
    fMaxXYThreshold1=8.0000
    fStepHeight1=25.0000
    fCornerSimplifyThreshold1=0.9000
    fLongestEdge1=512.0000
    fShortestEdgeLength1=10.0000
    fMinIntersectionLength1=0.1000
    fSimplifyEdgeSwapAngle1=3.5000
    fMaxWalkableAngle1=45.0000
    fSimplificationLevel1=2.5000
    fMinIslandArea1=150.0000
    fOverlapDistance1=128.0000
    fWieldVertexDistance1=0.1000

    [speedTree]
    fCanopyShadowGrassMult=1.0000
    iCanopyShadowScale=512
    fTreeForceMaxBudAngle=-1.0000
    fTreeForceMinBudAngle=-1.0000
    fTreeForceLeafDimming=-1.0000
    fTreeForceBranchDimming=-1.0000
    fTreeForceCS=-1.0000
    fTreeForceLLA=-1.0000
    fTreeLODExponent=1.0000
    bForceFullLOD=0
    bEnableTrees=1

    [Trees]
    bPickSkinnedTrees=0

    [Debug]
    bDebugFaceGenCriticalSection=0
    bDebugFaceGenMultithreading=0

    [LOD]
    fTalkingDistance=2000.0000
    fLodDistance=500.0000
    bUseFaceGenLOD=0
    bLODUseCombinedLandNormalMaps=1
    bForceHideLODLand=0
    iLODTextureTiling=2
    iLODTextureSizePow2=8
    fLODQuadMinLoadDistance=65536.0000
    bDisplayLODTrees=1
    bDisplayLODBuildings=1
    bLODPopTrees=0
    bLODPopActors=0
    bLODPopItems=0
    bLODPopObjects=0
    fLODFadeOutMultActors=5.0000
    fLODFadeOutMultItems=2.0000
    fLODFadeOutMultObjects=5.0000
    fLODMultLandscape=1.0000
    fLODMultTrees=1.2000
    fLODMultActors=1.0000
    fLODMultItems=1.0000
    fLODMultObjects=1.0000
    iFadeNodeMinNearDistance=400
    fLODFadeOutPercent=0.9000
    fLODBoundRadiusMult=3.0000

    [Weather]
    fSunGlareSize=350.0000
    fSunBaseSize=250.0000
    bPrecipitation=1
    fAlphaReduce=1.0000
    SBumpFadeColor=255,255,255,255
    SLerpCloseColor=255,255,255,255
    SEnvReduceColor=255,255,255,255

    [Landscape]
    fLandFriction=2.5000
    iLandBorder2B=0
    iLandBorder2G=0
    iLandBorder2R=0
    iLandBorder1B=0
    iLandBorder1G=255
    iLandBorder1R=255
    bCurrentCellOnly=0
    bPreventSafetyCheck=0
    fLandTextureTilingMult=3.0000
    uDefColor15=0
    uDefColor14=0
    uDefColor13=0
    uDefColor12=0
    uDefColor11=0
    uDefColor10=0
    uDefColor09=0
    uDefColor08=0
    uDefColor07=0
    uDefColor06=0
    uDefColor05=0
    uDefColor04=0
    uDefColor03=0
    uDefColor02=0
    uDefColor01=0
    uDefColor00=0
    fRColorB=1.0000
    fRColorG=1.0000
    fRColorR=1.0000
    fLColorB=0.0000
    fLColorG=0.0000
    fLColorR=0.0000
    iOpacity=100
    iFalloff=75
    iRadius=5
    iFlags=1
    SDefaultLandDiffuseTexture=Dirt02.dds
    SDefaultLandNormalTexture=Dirt02_N.dds

    [Grass]
    iMinGrassSize=20
    bGrassPointLighting=0
    bDrawShaderGrass=1
    iGrassDensityEvalSize=2
    iMaxGrassTypesPerTexure=2
    fWaveOffsetRange=1.7500
    fGrassWindMagnitudeMax=125.0000
    fGrassWindMagnitudeMin=5.0000
    fTexturePctThreshold=0.0000
    fGrassMinStartFadeDistance=0.0
    fGrassMaxStartFadeDistance=7000.0
    fGrassDefaultStartFadeDistance=3500.0
    fGrassFadeRange=1000.0
    bAllowCreateGrass=1

    [MAIN]
    bPrimitivesOn=0
    bDrawWaterRefLinks=1
    iLastHDRSetting=-1
    bShowDynamics=1
    bShowMultibounds=1
    bShowActors=1
    bShowStatics=1
    bShowWater=1
    bShowTerrain=1
    bShowDoors=1
    bShowActivators=1
    bShowHelperObjects=1
    bShowMarkers=1
    bShowLights=1

    [bLightAttenuation]
    fQuadraticRadiusMult=1.0000
    fLinearRadiusMult=1.0000
    bOutQuadInLin=0
    fConstantValue=0.0000
    fQuadraticValue=16.0000
    fLinearValue=3.0000
    uQuadraticMethod=2
    uLinearMethod=1
    fFlickerMovement=8.0000
    bUseQuadratic=1
    bUseLinear=0
    bUseConstant=0

    [Localization]
    iExtendedResponseLength=255
    iExtendedTopicLength=50
    bAllowExtendedText=0

    [Voice]
    SFileTypeLTF=ltf
    SFileTypeLip=lip
    SFileTypeSource=wav
    SFileTypeGame=xwm
    iWaveFormat=5
    bWarnMissingSource=1

    [Water]
    fRefractionWaterPlaneBias=3.0000
    SSurfaceTexture=water
    uRefractionResolution=128
    uReflectionResolution=128
    bUseObliqueFrustumCulling=1
    bUseWaterReflectionsMisc=0
    bUseWaterReflectionsStatics=0
    bUseWaterReflectionsTrees=0
    bUseWaterReflectionsActors=0
    bUseWaterReflections=1
    bUseWaterHiRes=0
    bUseWaterShader=1
    fTileTextureDivisor=4.7500
    fSurfaceTileSize=2048.0000
    bUpdateRenderWindowWater=1

    [Display]
    bDynamicWindowReflections=1
    fShadowFadeTime=1.0000
    iPresentInterval=1
    fGamma=1.0000
    bDecalsOnSkinnedGeometry=1
    uVideoDeviceIdentifierPart4=0
    uVideoDeviceIdentifierPart3=0
    uVideoDeviceIdentifierPart2=0
    uVideoDeviceIdentifierPart1=0
    bUseFakeFullScreenMotionBlur=0
    bUseResolvableDepth=1
    iShadowFilter=3
    bAllowPartialPrecision=1
    iShadowMapResolutionPrimary=2048
    iShadowMapResolutionSecondary=1024
    bShadowsOnGrass=0
    bActorSelfShadowing=0
    iActorShadowCountInt=4
    iActorShadowCountExt=2
    fEyeEnvMapLOD2=65.0000
    fEyeEnvMapLOD1=45.0000
    fEnvMapLOD2=1800.0000
    fEnvMapLOD1=1500.0000
    fSpecularLOD2=800.0000
    fSpecularLOD1=500.0000
    fShadowLOD2=400.0000
    fShadowLOD1=200.0000
    fLightLOD2=1500.0000
    fLightLOD1=1000.0000
    bEquippedTorchesCastShadows=0
    bReportBadTangentSpace=0
    bStaticMenuBackground=1
    bForcePow2Textures=0
    bForce1XShaders=0
    bAllow30Shaders=0
    bAllow20HairShader=1
    iTexMipMapMinimum=0
    iTexMipMapSkip=0
    bAllowScreenShot=0
    iMultiSample=0
    bDoTallGrassEffect=1
    bForceMultiPass=1
    bDoStaticAndArchShadows=0
    bDoActorShadows=1
    bDoTexturePass=1
    bDoSpecularPass=1
    bDoDiffusePass=1
    bDoAmbientPass=1
    bDoCanopyShadowPass=1
    bDrawShadows=1
    fShadowLODDefaultStartFade=5000.0000
    fShadowLODStartFade=5000.0000
    fLightLODStartFade=5000.0000
    bUseRefractionShader=1
    bUse Shaders=1
    iNPatchNOrder=0
    iNPatchPOrder=0
    iNPatches=0
    iLocation Y=0
    iLocation X=0
    bFull Screen=0
    bIgnoreResolutionCheck=0
    iSize H=300
    iSize W=467
    iAdapter=0
    iMaxDecalsPerFrame=10
    fDecalLifetime=10.0000

    [interface]
    fInterfaceTintB=0.8824
    fInterfaceTintG=0.9843
    fInterfaceTintR=0.6314
    fMenuModeAnimBlend=0.0000

    [blurShaderHDRInterior]
    fTargetLUM=1.0000
    fUpperLUMClamp=1.0000
    fEmissiveHDRMult=1.0000
    fEyeAdaptSpeed=0.5000
    fBrightScale=2.2500
    fBrightClamp=0.2250
    fBlurRadius=7.0000
    iNumBlurpasses=1

    [blurShaderHDR]
    fTargetLUM=1.2000
    fUpperLUMClamp=1.0000
    fGrassDimmer=1.3000
    fTreeDimmer=1.2000
    fEmissiveHDRMult=1.0000
    fEyeAdaptSpeed=0.7000
    fSunlightDimmer=1.3000
    fSIEmmisiveMult=1.0000
    fSISpecularMult=1.0000
    fSkyBrightness=0.5000
    fSunBrightness=0.0000
    fBrightScale=1.5000
    fBrightClamp=0.3500
    fBlurRadius=4.0000
    iNumBlurpasses=2
    iBlendType=2
    bDoHighDynamicRange=1

    [blurShader]
    fSunlightDimmer=1.0000
    fSIEmmisiveMult=1.0000
    fSISpecularMult=1.0000
    fSkyBrightness=0.5000
    fSunBrightness=0.0000
    fAlphaAddExterior=0.2000
    fAlphaAddInterior=0.5000
    iBlurTexSize=256
    fBlurRadius=0.0300
    iNumBlurpasses=1
    iBlendType=2
    bUseBlurShader=1

    [GethitShader]
    fBlurAmmount=0.5000
    fBlockedTexOffset=0.0010
    fHitTexOffset=0.0050

    [Decals]
    bDecalMultithreaded=0
    bDecalOcclusionQuery=1
    bDebugDecals=0
    bProfileDecals=0
    uMaxDecalCount=100

    [AnimationWarning]
    bPriorityWarning=0
    bClampWarning=0

    [TestAllCells]
    bFileShowTextures=1
    bFileShowIcons=1
    bFileSkipIconChecks=0
    bFileTestLoad=0
    bFileNeededMessage=1
    bFileGoneMessage=1
    bFileCheckModelCollision=0
    bFileSkipModelChecks=0

    [GeneralWarnings]
    SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.


    SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.

    [OPENMP]
    iThreads=3
    iOpenMPLevel=10

    [PreviewMovement]
    bRecreateEveryUpdate=1
    fPreviewLandTextureTiles=8.0000
    SPreviewLandTexture=Landscape\DirtWasteland01.dds
    SPreviewLandTextureNormal=Landscape\DirtWasteland01_N.dds
    iPreviewTextureSize=256
    iLightAmbientColor=8421504
    iLightDiffuseColor=16777215
    fCamera Pan=1.0000
    fCamera Zoom Ortho=0.0010
    fCamera Zoom=0.2500
    fCamera Rotate=0.7500

    [MESSAGES]
    bSkipInitializationFlows=1
    bSkipProgramFlows=1
    bAllowYesToAll=1
    bBlockMessageBoxes=1
    iFileLogging=1

    [Movement]
    iAutoSave Time=0
    fClip Dist=300000.0000
    fLand Mult=1.0000
    fCamera Pan=5.0000
    fCamera Zoom Ortho=0.0010
    fCamera Zoom=2.0000
    fCamera Rotate=1.0000
    fObj Move=1.0000
    fObj Rotate=1.0000
    iSnap Angle=45
    iSnap Grid=64
    uFlags=60

    [Archive]
    bInvalidateOlderFiles=1
    SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa
    SInvalidationFile=ArchiveInvalidation.txt
    iRetainFilenameOffsetTable=1
    iRetainFilenameStringTable=1
    iRetainDirectoryStringTable=1
    bCheckRuntimeCollisions=0
    bUseArchives=1
    SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa
    SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa

    [sound]
    SFaceFXLanguage=USEnglish
    fDialogueGestureExaggeration=1.0000
    SFaceFXPath=Data\Sound\Voice\Processing

    [spellCheck]
    SUserSelLexiconFile=userdic.tlx
    SUserLexiconFiles=userdic.tlx,correct.tlx
    SUserLexiconDir=Lex\User
    SLexiconFiles=ssceam.tlx,ssceam2.clx,accent.tlx,tech.tlx
    SLexiconDir=Lex

    [budgetCaps]
    uLoadedAreaNonActorMemoryBudgetCap=164626432
    uTWeightLightsPerGeometry=1
    uTWeightLightCount=1
    uTWeightTextureMemory=3
    uTWeightGeometryMemory=3
    uTWeightTriangleCount=5
    uTWeightGeometryCount=3
    uTWeightEmittersCount=1
    uTWeightParticlesCount=1
    uTWeightAnimatedObjectsCount=2
    uTWeightActiveRefCount=1
    uTWeightActorRefCount=1
    uTWeightRefCount=5
    uLightsPerGeometryInterior=5
    uLightCountInterior=10
    uTextureMemoryInterior=104857600
    uGeometryMemoryInterior=10485760
    uTriangleCountInterior=100000
    uGeometryCountInterior=1000
    uEmittersCountInterior=50
    uParticlesCountInterior=5000
    uAnimatedObjectsCountInterior=50
    uActiveRefCountInterior=100
    uActorRefCountInterior=20
    uRefCountInterior=1000
    uLightsPerGeometry=5
    uLightCount=10
    uTextureMemory=20971520
    uGeometryMemory=5242880
    uTriangleCount=100000
    uGeometryCount=1000
    uEmittersCount=50
    uParticlesCount=5000
    uAnimatedObjectsCount=50
    uActiveRefCount=100
    uActorRefCount=20
    uRefCount=700

    [Papyrus]
    sScriptSourceFolder = "Data\Scripts\Source, Data\Scripts\Source\Dawnguard, Data\Scripts\Source\Hearthfire, Data\Scripts\Source\Dragonborn"
    sScriptCompiledFolder = "Data\Scripts\"
    sCompilerFolder = "Papyrus Compiler\"
    bPerforceEnabled = 0
    iMinMemoryPageSize = 128
    iMaxMemoryPageSize = 512
    iMaxAllocatedMemoryBytes = 76800 ;75kb

    [Flowchart]
    bPerforceEnabled = 0

  13. I have not tried putting two voice types in the conditions before one of which is a custom one, in this case MaleYoungEagerRus and whatever TestActor is.

    Why two? My first attempt was to make a separate response for MaleYoungEagerRus . Look at the picture in my previous post #17: https://forums.nexusmods.com/index.php?/topic/6422306-new-voice-type-and-generic-dialogues/page-2&do=findComment&comment=58767766

    There is one response for vanilla MaleYoungEager , I added another one for MaleYoungEagerRus with only one GetIsVoiceType condition.

    Please, look at that picture!

    Then I've played around with TestActor and "Speaker" and additional GetIsID condition because I received a hint from Tasheni.

     

    I wonder if I ever am able to edit vanilla Generic Dialogue Quest or not? Sould I make a Quest from scratch for new voice type? This will be a pain in some place!

  14. Is the second picture from the Fallout CK?

     

    I don't recognise those animation markers.

    Yes, it is :blush:

     

    It looks like the 2 examples are coming from separate games. The first example is coming from skyirm. Making your own marker in skyrim is easy enough and, I'd imagine FO is similar. What are you attempting to do and for which game?

    1. I wish to make a few more markers for Skyrim (using Halo poser and other animation resources).

    2. I wish to turn already existing markers into furniture, for Player to be able to use.

    I can't find any tutorial covering these topics.

     

    My last attempt was to turn CommonChair01 (which is a furniture) into InvisibleSitLedge furniture. I've tried to change keywords, but in that case Player keeps performing common chair sitting animation, while NPCs do perform sit on ledge.

     

    I will be grateful for any help.

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