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Posts posted by Skybroom
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Do dogs have a sleep idle?
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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.
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Why don't we make it fit for habitation:
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?
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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.
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Forgot to tell: I am running CK via MO.
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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.
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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.
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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.
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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.
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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.
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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.
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For a few weeks I am experiencing the same issue. Help :sad:
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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?
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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.
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Immediately once I try to launch CK.
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Nope, crashing at once.
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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.bsaSResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsaNothing 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 -
Thank you. I'll keep on trying :)
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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!
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Supposing I have FNIS and Halo as masters for my mod X. Can I attach an animation A registered by FNIS to a blank marker, so that NPC to go and use this marker, and perform animation A. So that there would be a "sae <animevent>" registered?
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Thank you for your reply. But it looks like there are NPC names in there, in the list of "Speaker", but no voice types.
Moreover, I added NPC (with New Voice Type appointed to him), and checked him as a Speaker - no sucess, as you can see:
There must be something else :confused:
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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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Ok.
I've creaated new voice type "MaleYoungEagerRus".
I opened up "DialogueGeneric" > Misc > "Time to Go" topic.
I copied the "I don't think you belong here", and changed conditions to GetIsVoiceType.
The isn't on the list of voice types in the Edit Response window :mad:
What should I do to see it there?
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I am studying CK tuts. Can't figure it out why do I have a different Editor Dialog window for the furniture!
This is mine:
This is tut's picture:
https://www.creationkit.com/fallout4/index.php?title=Furniture
[LE] Package to make a dog sleep?
in Creation Kit and Modders
Posted
Do they close their eyes when lay down, or just keep blinking?
This might be all about animation, idles, not only package. I am a noob tho. So, don't listen to me.
I like the idea, please go ahead and see if you can make those itchy bastards go to sleep.