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Everything posted by greyday01
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[LE] Copy / paste Navmesh...
greyday01 replied to Kevek53215's topic in Skyrim's Creation Kit and Modders
Could you navmesh areas as though there were no walls at all just a large empty plane or several planes connected by ramps and then when you place a wall also place a navecut cube over the wall to prevent the npc from trying to walk though it? Kind of clunky but might work. Make a warehouse area with wall/navcut block combos for easier copy pasting. -
What is the proper way to clean up spawned objects and/or NPC's both living and dead to avoid save bloat?
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That is one reason I hate the over using of aliases and setting items as quest items when it is entirely un-necessary. NPCs that have different packages and dialog during a quest are one thing. Repeating, randomly generated quest items and locations also. But unique items that there are only ever one of like the elder scrolls have no need to be put in an alias or made to be quest items. The quest would work just fine with a simple inventory check for the base item and there would be no problem about storing them or displaying them. Yes you COULD sell or otherwise lose the item before the quest is completed but so what?
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The trio you named seems to have everything I need and they work well together. I haven't used it but have you looked at Hunterborn?
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I thought they appear at level 30. Not sure why they are there at level 24. For dragons you really need a bunch of resist element rings and amulets. A pair for each element. Some resist magic clothing also. At level 24 you should have some grand soul gems and be able to buy some good fortify enchanting potions or cough up the coin to buy elemental resistance amulets from merchants. That will help a lot as will potions of resistance. Also being able to conjure a flame atronach to distract it and try to find some vantage where you can step into shelter and heal up before popping out to aim a few more arrows at it. If nothing else an essential follower who is an archer can help a lot.
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My character is an imperial agent. As a part of her discipline she camps as soon it gets dark. During the couple hours until it is time to sleep she practices the skills she might need as an agent, most especially those that need the most work. She might not particularly favor those skills but she is conscientious about working on them daily.
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What combination of Lighting and Weather mods are you using in SE?
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If I load an old save through MO my character loads but I can't do anything but turn in place. I tried starting a vanilla game and it worked up to naming my character. Could not type anything in the box. It was fine earlier today. Also with the CK in both LE and SE. My mods custom assets show in game but not in the CK. What is going on?
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Do you need to make big changes in the visual settings of your interior cells when converting your mod? I didn't check my cells in game before uploading and they look much darker and more foggy. Any advice about changes I should make? They don't look too bad without ELFX and Climates of Tamriel active, but with them they are impossible.
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I'm trying to recreate my mod list in SE. along with my own mod. Some of my interior cells look way different. Very dark and foggy inside. I'm using enhanced lights and FX and Climates of Tamriel in both games. In SE I disabled both and most of the foggy dark is gone but I miss how they made LE look. Is there some recommended settings and options for SE? Or better options to improve how things look?
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Could you make a mod that disables speech skill increases from buying or selling if you take the listed price. Have an option to bargain. If you fail the prices are worse or at least the same. If you win the prices will improve. Have this win/lose set for that merchant for that day or possibly until the merchandise resets. No selling arrows one at a time. I really would prefer that my speech doesn't increase just because I buy something.
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I have never merged mods but could you use xedit to merge the two mods and give it a new name? If so then you could use the creation kit to reposition things in that new mod.
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SSE Repairing mods with sseedit and CK
greyday01 replied to cheffchantier's topic in Skyrim's Creation Kit and Modders
Do all errors need to be fixed? If the quest works in spite of the errors generated by xedit why try to remove it? -
How would I go about taking the flute sounds (I think they are a voice file) and converting them into a sound marker that could be enabled and disabled? I made a test khajiit that will stop on a marker and play a flute but there is no sound. Or is there some other way without changing his voice to that of the other bards? I really want him to keep sounding like a khajiit.
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MO2 has the benefit that all of each mod's files are contained in a separate folder. Remove the folder and the mod is completely gone. Don't know how the folders of Vortex are arranged.
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SSE Creating NPC custom dialogue from existing files
greyday01 replied to Katarsi's topic in Skyrim's Creation Kit and Modders
This program worked for me. Voice File Reference Tool 2 at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) I extracted Voices.BSA to my desktop and copied the VFRT.exe into that folder and made a desktop shortcut to the exe. That way you can find suitable lines and their file names. When you find the file you want copy it to your desktop . Then make dialog with your voice saying the lines. Get the file name for the voice file you just made, rename the file on your desktop to that then in you mod's Voices folder replace the generated file with the one from your desktop. It's been a while since I've done this but that at least is approximately how I did it. -
I wanted to use Mighty Magic from LE in my SE game. Unzipped the mod contains a FOMOD and Images folder, 2 folders with just meshes, and 4 folders with esp's and a BSA containing scripts. I converted the 4 esp's in the top 4 folders and the meshes in the two meshes folder but after using BSA browser to extract the scripts to a scripts folder I cannot use archive.exe in tools to repack the scripts into a SE compatible BSA. I keep getting 3 files a tdt, a thd and a bsl. It always makes a bsl but what are the other two? And why? I only really want the Main and the Dragonborn modules. Could I simply pack the esp and scripts into a zip and use it that way as 2 separate mods without an installer? But I really don't understand why I can't package the scripts.
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No, I'll start a new game but there are a lot of mods on my "must have" list like Live Another Life, Frostfall, Campfire, ect. Most have been ported but some like Mighty Magic and BFT-convenient carriages have not been and I don't know if their authors are still modding Skyrim.
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I finally decided to give S.E. a try. It's been a real pain redownloading all the mods I had previously ran (if available), reinstalling them with the correct install options chosen, and trying to remember L.E.'s MCM settings. Also about 10 or so mods that I really like don't have S.E. versions and so I've been converting those myself. Not too hard but time consuming. I've only got Mighty Magic, the Flora Respawn Fix, and Immersive NPC's in the Dark left. Also there might be some engine fixes I still need, I'm not sure. I hope it will end up being worth the work. I still need to follow the YouTubes that prevent updates from killing my SKSE dependent mods. Is this version really that much more stable or better looking?
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Are you a complete beginner? If so go to creationkit.com - Tutorials - Visual Learner - Then click on Video Tutorials. You will get a series of youtubes taking you through making a dungeon. There are a bunch of links to other youtubes also. Also Google Darkfox127. He has a ton of youtube tutorials. If you have a basic understanding of modding and a specific question this site or the similar one for Skyrim SE is a good place to post your question. Skyrim Creation Kit and Modders - The Nexus Forums (nexusmods.com)
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The instructions are confusing. Says "_preload.txt" file needs to be in directory. Where exactly should it be put by name and file path. "directory" is a bit vague. In the listings of Engine fixes, patches, ect. has (default = whatever). Does that mean you should set the value to the listed default or it's opposite? Why don't they just show what each setting SHOULD be? The instructions were written for someone who already knows how to install this and doesn't NEED the instructions anyway.
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I posted this also in the SE forums as I didn't know how many check both. I modified the WETempActivator to have different color swirls. Looks fine in LE game and CK. I just managed finally to convert my mod to SE and be able to visit all my cells without crashes (this took all day). The problem is all those modified activators look really weird as though covered in white paint on their fronts. Even the original unmodified activator. Could you look at the vanilla activator in the S.E. CK and see if it looks strange to you also? And if it does suggest a fix? I haven't gone in game yet to see how they look, maybe there's no problem there but somehow I doubt it. By the way I'm terrible with Gimp so the fix would need to be easy. Never mind. They look fine in game and in Nifskope.
