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greyday01

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Everything posted by greyday01

  1. Have you watched this video by Darkfox127 Creation Kit Tutorial Create a Merchant (Revisited) - YouTube
  2. One other thing about MO2. Some mods while in use create SKSE folders with json files. These folders and files will be created in the overwrite folder in MO2. You can create a Folder called SKSE Plugins and copy the Overwrite contents into it and it will have all the json files created by every mod you are using. I, instead, copy each separate SKSE folder created by each mod into each mod's folder. MO2 doesn't care where they are stored but I like all the files associated with each mod in that mods folder for easy removal. If your mod creates files like this when used, you do not need to package them with your mod for uploading. They will be re-created in gametime when the mod is running.
  3. It might. I've never used it since I found MO to be so organized. When I first started modding I used the CK directly. It was a bloody mess. All my files, the vanilla files and other mods all intertwined. When MO then MO2 came out I never looked back. For Vortex I would look where it stores installed mods and look to see if it has separate folders for each mod. Try making a test mod and then create a script in the ck. It can be an empty script with just a name. You just need to see where it stores it. In Data or in your mod's folder. Let me know. As I said I haven't used it and I'm interested too.
  4. Does he need to travel through a load door to get to that location? Have you checked the navmesh at his starting location and ending location? Do all load doors have green triangles at their entrances and exits? Try having him go somewhere in the starting cell. If that works change the target to just outside the door. If those works it's probably a navmesh problem somewhere in the route. If they don't work it might be a package problem. If there are multiple packages it might be a package order or schedule problem.
  5. When you hit CTRL-F4 did you have the Object npc selected or the Reference of the NPC that is in a cell somewhere? You need to select the base NPC object not the reference. Also MO2 when it creates new folders and files won't put them in your mod's folder but in the overwrite folder that is at the bottom of the mod list. It's a sort of semi-mod that MO2 creates . Just double click on it to open the folder and cut and paste its contents into your mod. Though I would open its file tree to see what's in it first.
  6. I would start by adding your mod to MO2. Move your esp and any scripts out of the data folder and place in desktop. Make a zip or rar of your esp. In MO2 use intall new mod from archive and select your zipped esp. MO2 will create a folder for your mod with the esp in it. Open that folder and copy your scripts folder into it. If your mod uses any custom meshes or textures you can tell by opening the CK through MO2 (not directly) and setting your mod to be the active mod. By browsing through you mod's cells if a custom mesh is missing it will show as a red exclamation mark, missing textures will be a strange purple color. If any are missing make a textures and/or meshes folder in the folder MO2 created for your mod and then copy the needed meshes and textures into their respective folders. You might need to edit the file paths for the references with missing meshes or textures. In the CK running through MO2 R-Click the reference with missing mesh or texture, edit, then edit base then at model select edit, then at Model File Name edit again and browse to your mesh in MO2. The nice thing about creating a mod in MO2 is that it is essentially already organized with everything your mod needs already in its own separate folder. To package your mod all you need to do is copy your mod folder to the desktop. put everything in it except the esp into a BSA, then put the esp and the BSA into a zip or rar and you are all done. The esp has a list of cells you created, items in the cells, Their position and attached scripts, and where to look tor the meshes, textures and scripts attached to those items. Among other things. You can have a mod with just an esp with no meshes, textures or scripts at all. You can also have a mod with say just textures and no esp at all.
  7. Change the misc item to a static with nifscope. An example: Open the apple01.nif in nifscope. Expand the BSFadeNode. Expand the bhkCollisionObject. With the bhkRigidBody selected look in the Block Details Panel below the Block list. Change Layer value from SKYL_Clutter to SKYL_STATIC using drop down list. Scroil down to Havok Filter Copy and expand. Change the value of the Layer there from SKYL_Clutter to SKYL_STATIC. Scroll down to Motion System and change the value to MO_SYS_BOX_STABILIZED. Change Solver Deactivation to SOLVER_DEACTIVATION_OFF. Change Quality Type to MO_QUAL_INVALID Save as AppleStatic. In the ck in the static section R-click - New -edit- Link to new AppleStatic as mesh. That should make it completely static. No scripts or collision cubes needed
  8. Activators like those surrounding mannequins get funky when they are at 0 degrees. Just add 0.1 degrees to all the rotation values of all your activators. It's not visually noticeable but makes them work.
  9. Not a vanilla asset. In game go up to the chest, open the console, r-click chest, you should see it's reference ID. The first 2 digits shows the load order of the mod that contains that asset. Use Nifskope to go through the nifs in the meshes folder of that mod. If the meshes and textures are packed in a BSA in that mod unpack the BSA with something like BSA Browser first.
  10. Could it be done with a script? First cast enables the perk, second cast removes the perk?
  11. Have you checked the creation kit ini? Check if it opens by default, the size and location. You might try deleting it and having it recreate itself with the default values.
  12. You might try in NifSkope open your nif. If there is a bhkCollisionObject already select it - block-remove branch. Select a Nitrishape in your nif that sort of outlines where you want the collision to go - Havok - Create Convex Shape. Keep default values. OK. If show collision is turned on at the top you should see the collision as red lines around your shape. There now should be a bhkCollisionObject at the bottom. Then you MUST Spells - Sanitize - Reorder Blocks. That moves that block back up where it should be. This seems to work for simple non-moving statics like a crate whose proportions you changed and want the collision to match..
  13. You could put trigger boxes over the dangerous areas that when the player enters adds a perk that causes a drain effect and removes the perk when the player leaves the box. Try looking at the twilight sepulcher from the quest Darkness Returns. There is an area where you need to keep out of lighted parts of the room or get hit with a drain spell. That sounds like what you are trying to do.
  14. It will add that perk to all bandits of that type ie level 2 bandits that are imperial females that use 1-hand weapons. There are a LOT of encounter bosses of many genders, races, and combat styles. You would need to edit each of them if you want that perk on all bosses. Do you have custom meshes in your mod? Those are a common cause of crashes if the mesh had an error in its construction. Was your mod created with another mod being required? That can cause crashes if you try to open your mod without it. How was your mod created if not in the CK? Could you try re-creating it in the CK bit by bit until you find the problem? If you can't find what is causing your mod to crash the creation kit, which I would investigate first, I would suggest making a separate new mod that only adds the perks, to be used along with your mod. Someone might like your perk idea but not want your mod or might like your mod but not want the perk changes. I can't give advice about Tes5edit since I only use it for cleaning errors and restoring parts back to vanilla. Have you checked the error log for your mod in Tes5?
  15. You don't want TES5Edit for that to start with. Use the Creation Kit. First thing if you are not familiar with it go to creationkit.com, click on Tutorials, scroll down to Visual Learner and click on video tutorials. After you have watched those to learn how to use the creation kit I think you might start by in the Object Window selecting Actors then Actor then type boss in the filter. Scroll down the list of Editor IDs in the right side of the Object Window. Select anything with both enc and boss in it's ID like EncBandit02Boss1HImperialF and double click to edit it. You might when the edit window opens in the Template Data section need to un-check the Use Spellist Box if the spells tab is greyed out. Then add your perk.
  16. If they are going to push updates why don't they do a real one and clean up all the errors you see when you open the creation kit, clean their own master files, and add all the stuff in the unofficial patches?
  17. You could look at the quest. Some quests just depend on having a certain number of base objects. If so you could just use additem to give yourself however number of gems you need. If the gem is an activator and activating it adds to the count that won't work. Depends how the quest and the items are set up. I would hope they are like the bear pelt quests where you just need a certain number.
  18. Instead of changing the package can't you just have multiple packages with conditions?
  19. Aren't the bosses from leveled lists? Perhaps take one of those boss leveled lists and for each of it's contents duplicate that npc, edit it to have that perk and give it a new id, then replace the origional npc with your edited one in the list. Then continue through that leveled list and then do the same with the other boss leveled lists. Something like that anyway.
  20. The book is listed in the activator category in the CK? Sometimes activators can be funky if they are at 0-degree angles. Add 1 degree to each of the angles for the activator. There is nothing between the Event and the EndEvent lines. Put something there like MyMessage.Show() For trouble shooting use a bunch of Debug.MessageBox("I've been activated") or similar lines throughout your script to see where it fails. I don't think you can have a message named "message". Try something like Message Property MyMessage Auto.
  21. Then Blender or 3DMax, Chunkmerge, Nifskope, Gimp or Photoshop, and the Creation Kit.
  22. Where is the game installed? Is it in programs?
  23. For Oblivion there was a mod called "Cats and Rats". In it I believe certain barrels or crates would spawn house cats if in the city or houses, and anywhere would spawn small non-hostile mice. The cats would chase and kill the mice if they could catch them. The cats would go indoors if it rained. It added a bit of life to houses and cities.
  24. If you use Skyrim LE to create an esp for your mod it is trivial to convert it to a SE esp. Going the other direction is difficult at the best, maybe impossible. Scripts are the same in both versions and don't need converting. Textures and meshes can be converted in either direction with Cathedral Assets Optimizer. If you want people who use either version of Skyrim to be able to use your mod I would create it in LE and then after it is finished make a SE version for those who use that version. It's a bit of a nuisance if you update your mod to update both versions but not that bad. Nifskope I have found very useful and Gimp for textures. Both are free. Photoshop can be used if you want to use that for textures instead if you want to spend the money or have a student discount. I have found Gimp useable for the simple things I use it for. Nifskope can add very simple collisions for things like a crate or other basic static shapes. I would start with the LE creation kit, Nifskope and Gimp. That's enough to learn at first. You can do a lot with Nifskope, change the textures used in a mesh, combine different meshes to make a new one, remove bits of a mesh you don't want, change a moveable object to a static.
  25. I've a good system, it probably could handle enbs that aren't too demanding without a problem. It just so many requirements like Rudy needs Water For ENB, not Water 2, and lots of other requirements that really limit your choices. Right now, I'm looking for lighting, weather, water, mountain, grass and snow combinations that all work together. Gravy would be an enb that also worked with that combo. Other stuff can be added later.
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