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Posts posted by greyday01
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Looks beautiful. Luckily the indoors will not need changing except re-finalizing the navmesh for the exit. For the exterior statics (including cliffs), you can select all by control and drag and then paste to your new cell. That will save a lot of your work. Don't know if you can select over multiple exterior cells or you will have to do one cell at a time.
Make the new worldspace and check to be sure it's working correctly, then try copying and pasting. If needed reselect everything and drag to the correct height. All the statics should be correctly aligned with each other (Don't forget to have gridlock turned on, I would choose a small number like 8 or 4). Then use the landscape tool to tweak the land shape.
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Have you tried resetting the land height and water if changed back to the default values? It doesn't matter if the castle is up in the air, you can drag it down to the ground later.
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I'm not sure about the items in the chest. Have you tried adding the items directly into the merchant's inventory? That should be instantaneous and items of the type the merchant can sell and not equipped I believe will show up in the vendor list.
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Try a single chest with leveled lists to control its contents. If you want the chance of items to change based on the player's level, just using leveled lists should work. If you want to have the contents change based on a quest stage, I believe you can use AddForm to add items to the leveled list.
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You don't need all the loose folders and files in your Data folder. They are safely packed in their .bsa's and run by the game.
If you had folders before you probably had some mod that installed loose files. Perfectly ok too.
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Use control and drag in the render window to select all the items in the box. Then copy and paste to new area. Before selecting you can make invisible with the 1 key any items you don't want selected. I've moved quite large numbers of items that way.
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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.
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I believe ALL dialog must be in a quest. Have you watched this Youtube. Darkfox127 is VERY helpful.
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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.
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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.
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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.
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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)

[LE] Script bugs
in Creation Kit and Modders
Posted
For the one that doesn't compile comment out by preceeding each line with a ;. Then compile with only the title. Then start removing ;'s one at a time and recompiling. Eventually you should find the error.