-
Posts
824 -
Joined
-
Last visited
Everything posted by greyday01
-
[LE] \Data folder missing vital folders
greyday01 replied to smedjtsix's topic in Skyrim's Creation Kit and Modders
They don't need to be unpacked for playing, but for making mods it's sometimes helpful to have the unpacked folders available for browsing. But not in the Data folder itself. A folder on your desktop named Skyrim Unpacked or something. -
[LE] \Data folder missing vital folders
greyday01 replied to smedjtsix's topic in Skyrim's Creation Kit and Modders
Use BSA Browser to unpack the BSAs like Skyrim-Meshes0.bsa. You should find all the files packed inside the various BSAs. I would recommend copying the Data folder somewhere convenient and renaming it Data Unpacked. Then unpack the BSAs and the scripts zip folder there for reference. If you need some BSAs unpacked in the real Data folder, you can copy over any needed folders. -
SSE Questions about self created mods...
greyday01 replied to annak366's topic in Skyrim's Creation Kit and Modders
If you made meshes and texture folders in your mod's folder and copied those borrowed meshes, textures into your folder they will work just fine as long as you package them along with your mod. You should not do this unless you have the original madder's permission. Read the permissions in their mods description and see if it is allowed. If not you could send a message asking permission. In any case make sure you credit them in your mod's description. To check your mod package the textures, meshes, scripts ect into a BSA then make a rar of the esp plus the BSA on your desktop. Remove your mod from data then reload your packaged mod from the desktop. Then just play the game to check if things work right. -
[LE] This will be the last time, I swear.
greyday01 replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
If a NPC is unique, and no other mod is using the object does the NPC REALLY need to be an alias? I can see if using a vanilla character that you want to do something different during the quest or using standard items like a iron sword that you want to give a unique name for a fetch quest. For things like the elder scrolls where the items are unique it seems it causes more problems than help if they are made into aliases. Like you can't store them because the item in your inventory is an alias not a simple object. -
SSE Custom NPC merchant troubleshooting
greyday01 replied to LegacyCloud's topic in Skyrim's Creation Kit and Modders
Try with a standard race and if that works then the problem is with the race for some reason not the merchant set up. It might at least narrow down the problem. Copy the race of some known food seller in an inn. -
SSE Custom NPC merchant troubleshooting
greyday01 replied to LegacyCloud's topic in Skyrim's Creation Kit and Modders
If your vendor is in a store have you tried for Location placing an Xmarker and setting it Near marker with a fairly big radius? I don't know why near self shouldn't work but you could give this a try. -
[LE] How to create simple health regen ability?
greyday01 replied to VulcanTR's topic in Skyrim's Creation Kit and Modders
Could you use something like SPID to distribute this ability to all the races when you load the game and so not edit the race records? Don't know how it would work with custom races. -
[LE] Looking for help creating scripts for NPCs
greyday01 replied to serranna's topic in Skyrim's Creation Kit and Modders
You might use packages. There are travel packages and sandbox packages, eat packages, ect. These all can have set times and days of the week. On Monday 9 AM go to the bannered mare and eat at 12Pm then Sandbox 1pm to 10Pm then sleep !0Pm to 8am. On Tuesday at 9am go to, ect Each NPC can have a quite elaborate schedule. -
I don't know if this is possible. Can a triggerbox be sized to fit over the boat and be attached to the boat so they move together. The OnEnter event could then be triggered by the box moving into the obstacle instead of having a triggerbox over each obstacle. That would eliminate the problem of the boat size.
-
I believe OnTriggerEnter also triggers for items not just characters. If you have some items like static shields on the sides of the ship that move along with it, you can have a condition on the script that looks for those only. If you had the ship itself triggering it, it might only trigger when its center point enters the box. Does your ship only go straight ahead, or can it turn? Maxarturo said collisions don't work while translating. You might need to translate only a very small distance then check for a collision then repeat as needed.
-
You would need to redo the navmeshes and finalize doors. You might need to fix the exterior navmeshes from the old and the new locations because those don't move along with the statics and other items. For the interior navmeshes you can copy and paste those and then tweak the vertices and re-finalize. It might be simpler to redo from scratch. Usually after moving big selections, I usually turn grid movement to something low like 8 or even 4 and then after pasting the objects, reselect and move slightly. That's usually enough to get them adjusted to even multiples of 8 in their position if that matters. Takes a bit of fiddling and saving and re-trying.
-
I don't think you would need a magelight. Just place some xmarkers and calculate the distance between that and some marker or other object on the prow of your ship. You might have to have a check for direction as well so passing beside something wouldn't trigger a collision. Or could you use trigger boxes and OnTriggerEnter to check for collisions? That might also catch side swipes.
-
[LE] Dialogue issue with final boss
greyday01 replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
Sorry. You are at the limit of my knowledge of dialog in quests. Best I can suggest is watching a bunch of youtube tutorials from people with more knowledge. -
[LE] Dialogue issue with final boss
greyday01 replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
I believe ALL dialog must be in a quest. Have you watched this Youtube. Darkfox127 is VERY helpful. Creation Kit (Custom NPC Dialogue) - YouTube -
[LE] Dialogue issue with final boss
greyday01 replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
Cleaning up unwanted edits to the vanilla game by your mod is easy in Tes5. Start up Tes5, R-Click, select None. That will uncheck all mods and DLCs. Then click on your mod to put a check in the box, click ok, and wait until you get a message "background Loader Finished in the box at the right. In the box at the left you will see a list of your mod and all required masters like Skyrim and Update, ect. By expanding the tree of your mod you will see the categories of things changed by your mod. You would probably want to look in Dialog Topic or Dialog Branch. This is only a list of things that you changed. By selecting one or an entire branch of changes and deleting it, you remove anything added or changed by your mod. Lets say in some wilderness cell you accidentally deleted or moved one of the trees. By expanding Cell category you see a particular cell as being edited but you didn't purposely make any changes to that cell at all. By deleting that listed cell you remove all the changes your mod accidentally made to that cell and returns it to the original state. To save click the X at the top right (don't ask me why closing the box saves, it just does). Before you do this, to be sure you aren't going to mess things up, make a copy of your esp in a folder somewhere and rename it MyModPreClean.esp. That way you can always go back to how it was before. It's a good idea to do this periodically. Unwanted accidental edits tend to accumulate and its good to clean them out fairly frequently while you still remember what changes you MEANT to make in your mod. -
[LE] Dialogue issue with final boss
greyday01 replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
Save your mod and store that esp in a mod stage folder in case you want to revert, then try deleting it. Then check the riften guard dialog to see if is marked as edited (with an *). If it is marked as edited use Tes5 to return that dialogue back to vanilla un-edited. -
[LE] House ownership in a new worldspace
greyday01 replied to Tiziano74's topic in Skyrim's Creation Kit and Modders
Yes. RouteExteriormarker and the cell it is in in a short distance from Riften. I would look at the Severin Manor mod since that is in a new worldspace to see how they set things up. It seems like that might be closer to your set up. I do have a map marker in the courtyard which is in a new worldspace. I use it for fast travel but I believe it is unselectable as a LocationMarkerRef. I'm not sure but I think you might need to have a chain of parent/child locations leading from Tamriel. Just outside your door location with marker must be a child of some hold in Tamriel which is a child of Tamriel. It might be possible to have a large chain of Parent/child locations but a location that is not connected might not work. -
[LE] House ownership in a new worldspace
greyday01 replied to Tiziano74's topic in Skyrim's Creation Kit and Modders
BYOHHouseLocationKeyword is correct I believe you have to connect it to Tamriel somehow for the kids to find their way to your house. The way I have my house set up got a bit complex, but I'll see if I can explain. In WorldData - Locations I made 4 locations: RouteExteriorLocation, RouteLocation, ManorLocation and CourtyardLocation. The cell in the Rift just outside the door to the cave route to the manor I named RouteExterior. and its location is RouteExteriorLocation. The Map Marker outside the door is RouteExteriorMarker. RouteExteriorLocation has Parent Location = RiftHoldLocation. WorldLocationMarkerRef = RouteExteriorMarker. No Keywords. The cave passage is named Route and its location = RouteLocation. RouteLocation has parent Location = RouteExteriorLocation. WorldLocationMarkerRef = RouteExteriorMarker (the same as above). Location keywords - LocTypeDwelling, LocTypeHouse, LocTypePlayerhouse. The cave route has a door to my Manor whose location = ManorLocation. ManorLocation has parent location = CourtLocation (not RouteLocation) No WorldLocationMarkerRef. Keywords = LocTypeDwelling, LocTypeHouse, LocTypePlayerHouse. The exterior courtyard opening from the manor is in location = CourtLocation. This cell is in a WorldSpace = CourtWorld. CourtLocation has Parent Location = RiftHoldLocation. No WorldLocation MarkerRef. Keywords = BYOH_LocTypeHomestead, BYOHHouseLocationKeyword, LocTypeHabitation This is where the kids play. I'm not sure of the set up if you don't have a physical route between Tamriel and your house. There are some mods that edit Severin Manor to make it kid friendly. I would look at how they set up its cells and locations. This is one: Severin Manor - Adoption Friendly at Skyrim Nexus - Mods and Community (nexusmods.com) -
SSE New world space land goes haywire
greyday01 replied to Dashyburn's topic in Skyrim's Creation Kit and Modders
Try shaping the land with the editor tool. If you make the circle large it doesn't take long to reform all the area in your WorldSpace a little bit. Squares that have completely not edited seem to get funky sometimes. Also, I wouldn't change the landheight to match the castle (I assume you did this by changing the default land height). That may have been what messed things up. I would just select the entire castle and drag it down. You can select and move a lot of items at one time with the control key. Do you have a esp save from before you edited the default land height? One thing, while making a mod save often. Then copy your esp to a mod stage folder and add something to the end of the mod name to indicate what you last did. I save many times in each modding session. Especially if I just finished something. It makes it so much easier if you mess up something and have to go back a few stages instead of losing all your work if something gets messed up. Check your work often in game and save, save, save. I usually keep a folder with the last 20 to 30 esp stages. -
[LE] House ownership in a new worldspace
greyday01 replied to Tiziano74's topic in Skyrim's Creation Kit and Modders
Does your load order have Hearthfire Multiple Adoptions mod in your load order? If you don't want to use that mod you would in effect have to re-create the scripts yourself. I suppose you could download the mod and if it includes source scripts take a look at how it was scripted. If you do have that mod and it still doesn't work, have you tried it with a new game so there is nothing baked into your save that is interfering. This is how I set up my house: First create two new Locations for the Interior and Exterior of the home. Add the new Exterior Location for the exterior Cell in which your house will reside first. (World Data - Location) 1. Right Click- New - in the Location tree set the name and the ID to something (I usually use: aaa(name of house)Exterior2. Set the correct hold in which your house reside for the Parent Location.3. In the Render Window, Add a new map marker for your house for the exterior.4. Click back in your new location window and under World Location Marker Ref. Select your New Map Marker5. In the Keywords box, Right Click - Add - Add the following: BYOH_LocTypeHomestead, BYOHHouseLocationType and LocTypeHabitation6. Click Ok and Save. In your Cell View window, Right Click - Edit (In the Exterior cell your house resides in)Under Common Data - Change the Location to the new Exterior Location you created. Next create the new Interior Location 1. Right Click- New in the Location tree set the name and the ID to something (aaa(name of house)Interior)2. Under Parent Location - Select the new Exterior Location you created.3. In the Keywords box, Right Click - Add - Add the following: LocTypeDwelling, LocTypeHouse and LocTypePlayerHouse4. Click Ok and Save. In your Cell View Window, Right Click - Edit (On the Interior Cell for your home)Under Common Data - Change the Location to the new Interior Location you created. ====================================================================== Exterior Front Door: In the Render Window (While in the Exterior) Double Click on the Front Door (Load door to the Interior) Under Location Ref Type - Change it to: BYOHHouseFrontDoor Pet Door Marker: Add a X Marker near the Front Door Double Click on the X Marker Under Linked Ref - Double click in the References box Select Reference in Render Window - Select the Front Door (Load door to the Interior) Under Location Ref Type - Change it to: BYOHAdoption_PetDoorMarker Sandbox X Marker(s): Add an X Marker(s) to the Exterior Cell of the home Double Click on the X Marker(s) Under Location Ref Type - Change it to: BYOH_ChildSandboxOutside Idle Markers: Add a few Idle markers within range of the Sandbox X Marker Add atleast one play doll idle marker Double Click on each of the Markers Under Location Ref Type - Change it to: BYOHAdoption_ChildPlayDoll Also add various Idle Markers near the Sandbox X Marker example: "Child lay on floor marker", "Child Play Dirt" and "Child sit on knees" Practice Dummies: Add a few practice dummies (PracticeDummy01, PracticeDummy02, PracticeDummy03) Double click on each after placing them in the render window Under Location Ref Type - Change it to: BYOH_ChildDummy Game Markers Add a few X Marker Headings in the Exterior cell Double Click on each of the Markers Under Location Ref Type - Change it to: WIHideandSeek ====================================================================== For the Interior of the home make the following changes: Dining Table: Add any type of Table into the Render Window (I prefer the longer table's to provide more seats for Children) Double Click on the Table Under Location Ref Type - Change it to: BYOH_ChildDiningTable Bedroom X Marker: Add an X Marker in the childrens bedroom area of the home Double Click on the X Marker Under Location Ref Type - Change it to: BYOH_ChildSandboxRoom Child Beds: Add (up to) six beds for children to sleep in Double Click on each of the beds and make the following changes Under - 3D Data - Scale - Change it to: 0.8500 Under Ownership - Faction - Change it to: BYOHChildAdoptionOwned Under Location Ref Type - Change it to: BYOH_ChildBed Child Chests: Add (up to) six chests for children Double Click on each of the chests and make the following change Under Location Ref Type - Change it to: BYOH_ChildChest Child Chores: Add at least two sweep idle markers Double Click on each of the Markers Under Location Ref Type - Change it to: BYOH_ChildPatrolChores You can make them sweep multiple areas by linking some more sweep idle markers to the ones with the BYOH_ChildPatrolChores keyword. Use sweep idles with patrol data times of between 15-20 (to give an idea of how many Proudspire uses 11, Breezehome uses 3). Set them up link reffed in a circle. You could also add another set of sweep patrol markers near the ones you placed to allow adults (followers/spouse) to sweep along with the kids. Child Scene Markers: Add EXACTLY 2 X Marker Headings near each other. Double Click on each of the Markers Under Location Ref Type - Change it to: BYOH_ChildSceneMarker These are used to place the kids when they start arguing or when they want to greet you. Place them near the entrance. For example in the Hearthfire home they are placed just inside the main hall in front of the dining table. Practice Dummies: Add a few practice dummies in the interior Double click on each after placing them in the render window Under Location Ref Type - Change it to: BYOH_ChildDummy Sandbox X Markers: Add (up to 4) X Markers within varous parts of the home (withing range of furniture, idle markers ect.) Double Click on each of the Markers Under Location Ref Type - Change it to:BYOH_ChildSandboxHome Idle Markers: Add a few Idle markers within range of the Sandbox Markers example: "Child lay on floor marker", "Child Play Dirt" and "Child sit on knees" They don't need any special keywords. You can also add "Play Drum marker", "Play Flute Marker" and "Play Lute Marker". Make each marker in the case of instrument playing into Ownership Faction BYOHRelationshipAdoptionChildOwnedFaction, they will play the instruments but make no noise in the same way they do in Proudspire Manor.====================================================================== FOR THE SPOUSE: Master Bed: Add a Double Bed Double Click on the Double Bed Under Ownership - Faction - Change it to: PlayerBedFaction Center Marker: Add a X Marker somewhere in the home Double Click on the X Marker Under Linked Ref - Double click in the References box Select Reference in Render Window - Select the Master Bed In the same Choose Reference Box - Keyword - Change it to: SpouseBedKeyword ====================================================================== TESTING YOUR CHANGES The mod works by using a "Bless Home" spell to determine whether or not a home issuitable for family life. This spell runs a script that should tell you whetheror not your home as all required elements in place. If not you will be notifiedthat the home is not suitable and you can check your papyrus log for messagesabout the missing requirements, including optional ones. [/spioler] -
[LE] House ownership in a new worldspace
greyday01 replied to Tiziano74's topic in Skyrim's Creation Kit and Modders
I made a custom house in a new worldspace. My adopted children moved into it just fine. I did have a problem with my caretakers who lived there. For some reason they kept telling me I had to leave. I changed the house to public and that fixed the problem. Adoption continued to work. -
I understand that you are trying to have the merchant sell items on his counter or elsewhere in his shop. This might be off the wall. Sometimes with activators they don't work if they are at an angle of 0 degrees. These aren't activators but have you tried rotating the potions that don't sell by 0.1 degrees? Another possibility, are you testing it with a clean save from before you set up the shop? Odd things get baked into save files and cause things not to work. If no clean save, try deleting the problem potions and re-doing.
-
[LE] Two more problems...but small.
greyday01 replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
Merchants won't sell anything that isn't in specified leveled lists even if it is in their inventory. You wouldn't get a smith selling you his clothes or food that is in his inventory. That might be the problem. A way around it might be turning ingredients into activators with a prompt "take" whatever. After doing so the activator is disabled and the ingredient is added to the player and a registerforsingleupdate is set for 24 hours. On update 24 hrs. later the activator is enabled again. If you changed the prompt to "buy" and after adding the potion removed some money from the player, it might work. The money wouldn't change with your speech however it would always be the same price. Oh, for the update to work you need to leave for 24 hours but you're not going to be hanging around in a store anyway.
