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sexyangel

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Everything posted by sexyangel

  1. I get the same error code as everyone else on this forum every time I tick the FX or Havoc button....Help????
  2. I have been working on my new PC that is really high tech Windows 10 gaming, graphics card the highest I could buy 1080 and the CK is working pretty good except for one thing. I have searched the web to see if I could find a solution to my slight problem but no luck. In CK Skyrim some of the facial options are greyed out? On the second page (Char Gen Morph page,) where you can adjust the facial features like the eyes, nose, chin etc some of the buttons are greyed out for me such as the brow, chin, cheekbone, and jaw. Also I noticed when clicking to open up the character rather it's my own creation actor or the games NPC's when you open the first page of the facial features char gen morph tab it looks like the box that renders the head/body is overlapping the other buttons to? Now before you all ask, yes I did uninstall and reinstall CK it didn't fix anything? Any suggestions? Windows update was causing this issue deleted said update CK works good again.
  3. Ok people found the solution to this problem. I'm writing this for anyone else that may find themselves in the same boat. It was Windows 10 update from the end of Nov 2017. My pc is not old and it is a windows 10 already but you know how they love to mess up our pc's :wallbash: with all their patches etc.. Simply uninstall window10 updates and your CK will work again like gold. Thank you to my dearest nexus friend and teacher :wub: Agerweb for suggesting it had to be something not compatible with CK not ck itself. He is a fountain of knowledge people look him up and also thank you for the help from Darkfox127 who also suggested the windows 10 problem... :thumbsup:
  4. Ok so I've been modding for one year now and never had I had a problem with CK crashing so much until now. I have been working on a large mod that is created for high graphic cards like mine (i5 1070GXT) and for some reason I keep getting this default warning every few minutes no matter what I click on -Default: Failure to create a reference tab. The reference tab opens up but the tab boxes below are all grey. Then it prompts me to say the (yes to all to disable it, or no.) If I say yes then the CK stays open but now all reference tabs won't work- all grey and if I say (no) the CK shuts down. I run my mod through TesVedit and it starts all over again within 20 minutes or so if I'm lucky... Any thoughts???
  5. The one I linked above is the successor to MAFK by the same author. Sorry, didn't follow your link. It's the tutorial to the new version of MAFK, which I linked... :cool: Anyway, IMHO highly recommended and very helpful for people making their first custom follower. Thank you so much for the links I will try it out once I retry the other tutorial one more time. I think I had so many body mods and other animations mods on when I made my character thats why it went so wrong. But I will try anything at this point my character Phenix will RISE again ha.. Question when adding the body I use Lunari Race but also use a tattoo mod that is a plug in for Racemenu how does that apply to the body of the follower when you are getting the mesh and textures added to the folders you make on your desktop before you add them into your Skyrim folder?
  6. Well I'm trying this again for the third time now hopefully the third time will be the charm. Yes if I get this issue tonight I will indeed post the pic it's so bizzare and freaky looking haha... STAY TUNNED...
  7. Thank you Tasheni will watch the tutorials today. Thank you again for your help..
  8. Thank you so much I'll try out test edit today! Thank you for answering me...
  9. nope it was the one particular hair I chose it wasn't working correctly and no it's not the HDT either, but I did pick another it worked but when I tested the follower out she had her teeth, eyes, and hair but her head and face textured was floating above her. Do you know why this might happen? This is the tutorial I have been using now for 3 days lol...
  10. Hey everyone I need some more help please. Watched a great 45min tutorial how to make a standalone follower and I'm now into about six hours from that video, lol... (face palm..) My CK keeps crashing after I loaded my KS Hairdos texture. The video said I might need a Tri-File for KS hairdos does anyone know more about this file I might need or has anyone else experienced this crashing problem?
  11. Need help understanding when you make followers lets say ten of them to add into your mod which I want to add to the Ragged Flagon I'm not sure how to do so many of them with there AI Packages. The problem I'm having is they all keep duplicating the same default sandbox AI? If I reset one of their packages then they all retain the same one and copy the very same reference item and radius. I watch Darkfox video's on AI packages so I know the general stuff I can set up a day time, night time, and a fill in add on default sandbox for the rest of the hours but that's the one that gives me this problem? Any help would be great... PSS...Just wondering on the CK Relationship Tab for followers that you want to marry is the correct Relation Lover or Ally?
  12. Hey people I need some serious help please. Been redoing the Ragged Flagon and I have some bugs on my mod I can't figure out. First Bug- I didn't tick the box in CK to run the Legandary Patch by Arthmoor to run it as one of my parent files and that mod adds a room in the flagon that messes up my mod. Is thers a way to add that file to my already exsisting mod I use all the DLC's as my parent files in CK? If I could add that mod as one of my parent files I could work around the issue of that room I think... Second issue: In the elcove where the first vendor the Wood elf appears something bizzare happens in that spot in the morning hours this frost troll appears and then a bunch of people from everywhere appear and fight it then leave threw the doors. Next morning the vampires attack same spot and more people appear and fight them. Not sure how to fix this. I have no mods that add any extra people or encounters nor do I have any Thieves Guild mods on either? Third issue: Certain parts of the days where the characters get up and move around from there AI's seemed messed up they keep trying to leave threw that door behind Delvins table that leads into the ratways. I didn't touch anyones AI packages either nor did I get rid of there markers? What do I do? Forth issue: The woodelf vendor is there already he walks around his area, talks, and doesn't sell anything yet which is fine I think he'll trigger his sell list when I do the quest I hope or will it break the game questline because he is already there? Also I have two Durges as if one wasn't enough...??? But in CK I only see one Durdge so how do I get rid of his double? Last problem how do I fix the lighting in CK when you do the bounding boxes I did them they did mess up my lights in game but on CK they look correct? Now before anyone ask, I do have all the DLC's, I already run all of them threw my test edit5 they are all cleaned no issues. Please Help this mod has been a month in the making and it's freaking awesome!
  13. Hey everyone having an issue applying my changes in CK when making new NPC's and adding AI Packages. Problem I'm having in CK the window box for new actors is huge I tried to scale it down and or move it ,doesn't work. Then when opening the window for adding AI packages it to is huge so huge in fact the confirm/apply button is so far down on my sceen I can't use it. There again tried to move the box around and or shrink it down but it doesn't do anything. Help? Oh and before anyone ask I use a desk top gaming PC hooked up to a very large smart Tv for my screen.
  14. I watched Dark Foxe's videos on how to make things static and I'm doing great no more haunted rooms, hehe.Thank you.
  15. Well I figured it out when I duplicated the cell whoever from the Game itself that designed that building didn't keep it on the snap grid platform when making it. I being a newbie thought since it's a vanilla building that when dupicating such a place that they would have built it correctly Nope..Not the case here so when I would click in it would pop me where the floor is suppose to be on the grid. Instead of rearranging the whole darn thing and correcting it I'm way to green to do that, I just built a hallway to where I would show up and BAM all is working. What I learned is never assume anything is correctly built on here and if I want it done right I'll build it myself. THANK YOU all for helping me!!!
  16. What happens when you set everything in your cell the way you like it and I clicked everything to not havoc settle and then I go back in and everything flung itself all over the room? "I swear the cell is haunted... :ohmy: " Then when I go back on CK everything looks normal again but it's not in game, what do I do please :huh: ?
  17. Hey there everyone I have a question I made a blacksmith cell and I'm attaching it to the Heartwood Mill area and the load doors that I put in are giving me some trouble. Now I can go outside threw the door and it puts me directly where it should on the yellow marker, but when I click back on the yellow marker to go back in it shoves me way off from the inside marker infact it sticks me not even on the floor but in the grey void area kinda in a wall. What do I need to do? The cell I made is a duplicate of the Solitude's Blacksmithing House with the arches if that is needed to be known... Any help would be greatly appreciated.
  18. Hello there sweetie, that message Error: NavMeshInfo in cell POIPineForeest24 is from the game itself it's nothing that you did wrong. I too and all get that who mod on CK. Sounds like you need to go back and look at your modded follower again does she have the greyface thing if so then yep you need to watch some quick fix video's on fixing greyface problem but take heart thats very common when making new followers, you will figure it out. Agian the error message you are getting has nothing to do with your mod that you have made.Sounds to me when you added all the DLC's did you remember to go back into the main file and add the .bsa files so CK will add them to your mods and not just be adding only the main Skyrim file? Here ya go watch the beginning of this video and it explains what I mean by adding the DLC's to your main files.
  19. Ok how do I do that with an exsisting cell like we are talking about? I mean I seen how to do it on youtube with non exsisting locations like adding caves etc..but not using a cell that already has markers set up on the exterior cell. Also if I do this does that mean I still need to disable the NPC's too cause won't they be running there normal scripts and stuff?
  20. ok quick question why can't I delete the stuff? I want to empty the house out completely and start from scratch so that would be a ton of stuff to disable...
  21. Also eveyone I have a strange thing happening too while in CK, When I log into CK all is good there and I stay in Interiors tabe. Then I go into the House interior everything good there too. I click on the yellow box to travel outside and this is where it gets weird. It makes me reappear every single time on the side of the house on a red box marker??? Now the yellow marker is in the right position on the exterior door but I never appear there.
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