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Everything posted by greyday01
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My game in LE was stable and looked nice. I've been trying off and on to get a mod set up for SE (not AE) but so far it looks pretty bad. The snow in particular is awful. So far I've put in True Storms and Obsidian Weathers. Probably will go for Majestic mountains and Better Dynamic Snow. Thinking about Lux for lighting. Looked at some enb requirements but they all had so many that limits which mods you can use with them. Can anyone list all their appearance mods that play together well?
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I would like a mod such that if you take the listed price your speechcraft will not increase. If you chose to bargain based on your v.s. the shopkeepers speechcraft the price might go up or down. If it changes in a way favorable to you your speechcraft increases, if unfavorable to you, you get a slight decrease but never below a minimum. I hate having my speechcraft go up just because I'm getting rid of my loot.
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[LE] Object with no Shade Property, I need help!
greyday01 replied to XMela's topic in Skyrim's Creation Kit and Modders
I just tried placing an alchemy bench with the SE creation kit. No error pop-ups. Has the vanilla alchemy bench been altered by you or by some mod? When you are working on your mod is any other mod checked other than skyrim, update, Dawnguard, Hearthfires and Dragonborn and your mod? By the way are you using Mod Organizer 2 or Vortex? I know MO2 keeps all meshes, textures and other files completely separate from Skyrim's Data folder so if another mod had replaced the vanilla alchemy bench it wouldn't affect your mod unless you checked the mod also when starting the creation kit. Not sure how Vortex works. I did open up the alchemy station nif in NifSkope. It's a fairly complicated nif. I did find the Emit_LargeOuterArms:0 part of the nif. If both versions weren't messed up I would say that you should verify the integrity of the game files on Steam, but not with both giving problems. Sorry I can't really figure this out. -
[LE] Object with no Shade Property, I need help!
greyday01 replied to XMela's topic in Skyrim's Creation Kit and Modders
I usually mod using Skyrim Legacy and it's Creation Kit. It is very easy to convert to Skyrim SE afterwards and that way both players of either edition can use your mod. It is almost impossible to convert from SE to LE versions. As for that pop-up, the creation kit generates lots of them, most can be ignored. If you really want to use the SSE creation kit I would just ignore that pop-up and go on. When you open the creation kit with no mod in progress you get a whole string of pop-up's that you must "ignore all" . -
Two things edit the size of the roombounds so they are exactly a multiple of 4 or 8 in every dimension. Them make sure snap to grid is set to 4 or 8 and the bound edges should line up with no gaps or overlaps. You don't say how it isn't working. If in one room and looking through the door if you can't see anything but grey void it's a portal problem. Either the portal is missing or not linked correctly. Can you see the portal between the rooms? With it selected do you see the arrows pointing to the center of the two rooms?
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Creationkit.com in tutorials then visual learners then clicking on video tutorials (not highlighted) will link you to a series of you tubes that take you through creating a dungeon from start to finish. Very helpful for getting the basics. Category:Tutorials - Creation Kit Googling Darkfox127 you will find a great number of videos about how to do many things like custom containers, mannequins, bookshelves and many other topics. Very clear and easy to follow.
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There is unfortunately no way to lock pieces. I've wished that many times after accidentally moving something. Selecting a number it itemss with the control key held and the hitting the 1 key makes all those items invisible so you can't select them by accident. Helps when working in confined areas or when your view is blocked. F5 brings everything back.
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It will help later if while making your mod you make sure rooms have some separation by corridors. Add an extra hall piece or two if you need to. If you are working at different levels if you are not careful the roof of a lower level can stick through the wall or floor of a higher one. Then you have to move everything to space things out. Possible but tedious. Also makes putting in room bounds easier if there is space between rooms both horizontally and vertically.
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Following the video tutorials at creationkit.com will help a lot for the basics Darkfox127 has a lot of YouTube videos that go through common things that modders need like mannequins, bookshelves, custom containers and the like. He goes step by step and makes the processes very clear. One thing when you are making a mod, keep a folder for mod stages. Save your esp into it often and add a note to the end of the name that tells what you just finished. I make a save and copy it there many time in each modding session. Makes it so much easier if you mess up and to go back a stage or two.
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While making your mod, everything you create, cells, potions, spells, NPCs, everything at all should all have IDs that start with the same 4-letter prefix. It makes it so much easier to find every object that you create for that mod. Scripts too. Meshes and textures not so much since they should all be in a folder with the same prefix so they will be easy to separate from meshes not created by you.
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Multiple esp files are not needed. Consider Skyrim and how many cells and exterior locations in the same esm. There are rendering issues if a single cell gets too large or contains too many objects. Different cells that are supposedly in game adjacent or beneath each other are not really. like that. They are just files. The load door simply moves you from a specified spot in one cell f to a specified spot in another cell. There is no physical relationship. If you change your mind and want your cell to be at the far side of Skyrim it's just a matter of telling the interior load door to connect with a different exterior door.
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I'm glad it shows that way in your computer too. At least I know I don't need to reinstall. I've been working on the problem. Changing settings in the nif did not help (no matter how I changed the look in Nifskope it stayed the same in the CK) but editing it so the BSEffectShaderProperty was replaced with a BSLightingShaderProperty at least got the color showing in the design instead of surrounding it. The colors however were dull and muted. Increasing the emission value helped. I tried adding a glow map and after I found the correct settings so the creation kit stopped crashing it made the design much brighter (a little too bright). I'll try playing with settings to get the design bright like in Skyrim LE but not so bright the color is washed out. If someone knows a better way to fix this any advice would be welcome.
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No billboard nodes just 2 Nitrishapes. The Nitrishape with the problem has a BSEffectShaderProperty and a NiAlphaProperty. I've been playing with the flags in the NiAlphaProperty. That sometimes changes the appearance in NifSkope but has no change when checking the preview pane in the CK no matter what changes I make. So I expect It's not the NiAlphaProperty that's the problem. Could getting rid of the BSEffectShaderProperty and replacing it with a BSLightingShaderProperty instead Fix it? Can that be done?
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I am using the WETempActivator. In Nifskope and in Skyrim LE it shows an obelisk with blue lines. In Skyrim SE the same vanilla object has the lines transparent and showing the underlying obelisk but the blue color is Spead oner the side of the obelisk. The areas that are visible and invisible are reversed. I've been trying for a week in Nifskope and Gimp trying to find the cause. Please can anyone look at the preview pane of the WETempActivator in Skyrim SE and look at the mesh in Dungeons\Nordic\Doors\Tempportstone01 and give some advice about where the difference comes from. Is it in the texture or in the Nif? I've been playing with the settings in the nif for a week and can't fix it.
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Could someone who has the Skyrim SE creation kit please check the preview pane for this object WETempActivator found in Activators - Dungeons - Nordic -Doors. Could you tell me if it looks wrong in your setup as well. I'm trying to figure out if it is my game, the nif or the texture that is the problem. A screen shot would be nice if you can or just tell me if the design is not blue but the area around it is in your game also. I'm thinking Bethesda messed up the mesh in this new version but I'm not sure exactly where the problem is. If no one else has this problem I'll try reinstalling my game. If it is messed up in your game also, I'll try playing with Nifskope instead. I don't really think it's the texture file.
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Alchemy mod. When you create a potion have an option to name it. That name gets added to list in alchemy menu. If you don't have all the ingredients it is greyed out, if you do you do have everything needed you can simply click it's name to create that potion. No need to memorize the needed ingredients.
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The WETempActivator in LE looks fine. The blue color is applied to the swirling pattern with the stone showing through. In SE the blue color is applied in a panel with the stone showing a pattern. Looks very strange. This is with the vanilla object with no changes made to it. The color and the alpha channel are reversed in game but NOT in Nifskope. Because it looks so different between the two editions how can I fix this? Also a flask by AARS in Alchemy Clutter has a flask with the bottle part invisible and only the filled section showing. A crystal ball by oaristys is invisible. I did use SSE Nif Optimizer, but that can't be the problem with the WETempActivator. I think the problem is with the texture dungeons\scrollworkTrim01. Can anyone who understands gimp look at it and see if it is set up right? Could someone also look in the SE creation kit and tell me if their WETempActivator is also bugged or is it just mine? Please.
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Main Page - Creation Kit Go to Tutorials. Scroll down to the Visual Learners section and click on Video Tutorials. It is a great introduction to making mods. It goes from the controls to completing a dungeon. I watched it many times while learning the basics. If you google Darkfox127 he has a lot of youtube videos about doing various things you might need like making mannequins and custom containers.
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When I converted my mod to SE and went in game to check my interior cells the lighting was terrible, much too bright. Do I need to make a modified esp for the SE? Does every mod have this problem with lighting?
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After doing this quest whenever I go in water or get wet, I get a swirling yellow spell effect. I can't get rid of it. Shouldn't that effect have been removed after I reported to Neoloth?
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Which game (or games) do you have the fondest memories with?
greyday01 replied to MikeRyan's topic in Classic Games
The old Zork series. From the starting one that was all text on. Loved the humor. -
The parser would not need to be very bright. If the player input needed was "Give me the letter" having "give" and "letter" anywhere in your input would trigger the correct dialog response. If you also added a swear word you would get a different response. It would just need to check your text string for the needed strings. I don't think you would need to connect to a more powerful parser on the net.
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[LE] Making nif model non-movable
greyday01 replied to TommInfinite's topic in Skyrim's Creation Kit and Modders
Open up bhkCollisionObject to select bhkRigidBody under that. With bhkRigidBody selected go to Block details underneath. Open up Havok Col Filter to select Layer underneath it. Double click the value and change it to Static. Scroll down to Havok Col Filter Copy and do the same. Scroll down further to Motion System. Change value to Mo_Sys_Box_Stabilized. Scroll down to Solver Deactivation. Change value to SSolver_Deactivation_Off. Scroll down to Quality Type. Change value to MO_QUAL_INVALID. -
Something like that. If your question didn't have a listed set of keywords you'd get some generic replies like "I can't answer that", "I don't know" or "Stop bothering me". You could even have an option to use speech recognition instead of keyboard.
