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Everything posted by greyday01
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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 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.
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Just a lament. It seems that every time you finally got everything as you like in your mod and post it you find another bug to squash. Twice in a short period I found small errors after making a largish update. One an accidentally moved cave mesh, and another I removed an unwanted custom mesh but forgot to remove the object that used it. Sigh. It's a pain to repackage und re-upload just for such small bugs. I think that's the last though since I'm done, finally, with the mod.
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[LE] Request for someone who has blender
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
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I simply haven't been able to figure out Blender yet. Would someone be willing to make me a hollow cylinder big enough for a horse to stand in and twice as high. Though I suppose I could just increase the size in the CK, only the shape really matters.. It needs collision but the texture doesn't matter either. I was using two overlapping guard shelters with the doors facing in opposite directions to approximate the shape I needed but a true cylinder would be nice. Many thanks if someone could help.
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[LE] Creating Custom Portal System
greyday01 replied to Deleted19761User's topic in Skyrim's Creation Kit and Modders
You could have a xmarker start at your target location, at the first cast it moves to where you are , at the second cast it gets moved back to original location. You might need a fixed xmarkerheading there as a target to move your marker back to. -
I didn't know that making statics in the CK didn't always work. I thought it always did. The main reason I didn't want to use the CK Static and trigger box was the hassle of placing all the triggers. I thought making static activators from nifskope meshes might be easier to place though time consuming and a bigger download. Always tradeoffs it seems. Didn't know which used more processing in game.
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I tried the last suggestion with creating activators in the CK, the problem was most of the objects were ingredients and misc items and I wanted the items fixed in place and not takeable. I tried using scripts on them to fix them in place but a fireball blew them away so statics with a linked activator seems the best way.
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Thanks Maxarturo. You always give good advice. Too bad the system can't use the reference name instead of the object name for things like that. How did you learn so much about what goes on under the hood so to speak? I don't really know what I'm doing it's just trial and error, a lot of error, until I find something that seems to work. Another question, would making static activators using nifskope cut down on processing with the disadvantage of increasing mod size VS making statics in the CK with an activator linked to them? If you have a lot of them, most with only a single use.
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Is there a way with a single activator object to have separate references of it give different prompts when your mouse is on it? Instead of making a separate activator object for each different prompt you want it to say. It seems so redundant when everything but the prompt you want is the same.
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Could someone who understands scripting and possibly nifskope make some mini mods. Each does just one thing in a test cell. Things like making new flora with nifskope with readmes of how to. Spawn a NPC then remove it and spawn another (one mod for after it dies and another for living NPCs). Spawn an item and respawn it if taken. Make a static move either by itself or pushed. Common things like that that people have trouble with doing correctly. Each mod should do only one thing so it is easier to see how it works (and also quick to make). If you've done something clever in one of your mods copy just that one bit and post it in the tutorial category on the Nexus for others to use. There are a lot of questions that show up repeatedly so this would help. Also include readmes explaining how it works if possible.
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I've found 2 ways to make displays of ingredient and misc items that are fixed in place, takeable, seen to disappear when taken, and respawns after 1 day. 1. Using nifskope make static versions of items in meshes then make custom activators using those meshes and add script to activator. 2. Just using Ck in Statics make a new static and edit the mesh to point to the ingredient. Using Triggerboxes make a new activator, add the script to it and set it as the enable parent of the static. The first way makes for a large mod BSA because of the meshes, the second doubles the items in the cell though the activator has no visible mesh to draw in game. Both methods work. But which is better? I tried adding defaultblock havokonload to a misc item and threw a fireball at it and it went flying so that didn't work. They both take about the same time to do.
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I just found out on the same day I made that previous post. Previously I had only tested it by harvesting, waiting 10 days and seeing if they could be reharvested. Which worked just fine. I never saved after harvesting and then reloaded that save. Thank you Maxarturo for your explanation. It seems the switch remains at the "harvested" setting even though after waiting and returning it looks and acts unharvested again, until you save at that point. Very confusing and I still don't know how to fix it. There aren't That many of those flora, Just in some displays. I think the save file won't take that much of a hit if I change them to activators but I would prefer to find some way to reset the switch. I tried disabling and deleting and then respawning as a newobject from the baseobject but for some reason the placement was off and they were imbedded in the table. Possibly because I had to place the new object before deleting the original and there might have been collision problems or some other cause. If you could suggest some ways to try fixing this I would be grateful.
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I was looking because I found a puzzling problem with some custom flora I made. You can harvest it and the appearance changes to it's harvested appearance. After going away for 10 days if you return to the cell it is back in it's preharvest appearance and can be harvested again. But if you save after harvesting and returning and reload the save the flora goes back to its harvested appearance. Why saving and reloading would cause this I cannot understand at all so I wanted to look at how the vanilla flora worked. I'm thinking I might have to replace all the flora with activators to make fake flora but want to make sure that they don't return to the pre-harvest appearance while the player is in the cell. Still playing around with scripts trying to find something that works.
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Where is the script that controls the respawning of flora so that it doesn't occur while in the same cell as the player? There must be such a script but I don't see it attached to any flora so it must be attached to something else. Something must control this.
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I thought I found a way to turn ingredients into respawning flora by editing the coinbagsmall nif. It seemed to work. You can harvest it and it disappears, go away for 10 days and come back and it is back and can be re-harvested. So I thought great everything is working. The problem is if you save at that point after harvesting and waiting, then close the game and reload the save the custom flora is gone again as though it was harvested still. If you harvest these they change to their harvested appearance. If you wait 10 days they go back to their pre-harvest appearance. If you save at that point even if the camera is pointing at the flora so your save picture shows the unharvested flora, Once you reload that save the flora are all harvested again. I can not understand why or how to fix this. Please, can anyone say what is causing this and how I can fix it? The mod is GD Clutter As Flora at Skyrim Nexus - Mods and Community (nexusmods.com) The method I used is: 1. Open coinbagsmall with Nifskope then in the Block Listexpand BSFadeNodeexpand bhkCollisionObjectexpand NiSwitchNodeexpand the two NiNodes below the NiSwitchNode 2. Open giantstoe then in the Block Listexpand BSFadeNodeselect the NiTriShape (the Giant's Toe) - R Click - Block - Copy Branchclose giantstoe. Don't save. 3.In coinbagsmallR Click top NiNode below the NiSwitchNodeBlock - Paste Branch (On the NiNode, not below it)There will be 2 NiTriShapes in that NiNode nowR Click the Origional NiTriShape (the coin bag) - Block - Remove Branch 4. Now change some settingsIn Block List select BSFadeNode then in Block Details R Click Value column on Name line and Edit String Index to GiantsToe In Block List select NiSwitchNode then in Block DetailsR Click Value Column on Name Line and Edit String Index to SwitchNode In Block List select the NitriShape under the top NiNode then in Block DetailsR Click the Name line and Edit String Index to Toe{I understand its important to have unique names for each block to prevent crashes} In Block list select the NitriShape in the lower NiNode (Invisible Marker)R Click - transform - Edit - change scale value to .5(Probably not needed but I prefer it smaller) 5. Now to make it a Static object expand bhkCollisionObject in Block ListSelect bhkRigidBody. With that highlighted go down to it's Block Details A. Expand Havok Col FilterDouble Click Layer line, using the drop down change value from Clutter to Static B. Scroll down and expand Havok Col Filter CopyDouble Click Layer line and change value from Clutter to Static. C. Scroll down to Motion System, double click and change valueFrom MO_SYS_SPHERE_INERTIA to MO_SYS_BOX_STABILIZED from the dropdown. D. Scroll down and Change Solver Deactivation fromSOLVER_DEACTIVATION_LOW to SOLVER_DEACTIVATION_OFF E. Scroll down and Change Quality Type fromMO_QUAL_MOVING to MO_QUAL_INVALID. 6. Now to clean up and saveIn the menu bar at the topSpells - Optimize - Remove Unused StringsIf Nif vanishes, repeat this stepSpells - Optimize - Remove Bogus Nodes (Just in case)Spells - Sanitize - Reorder BlocksSpells - Sanitize - Check Links (Just in Case)File - Save As - GiantToeFlora in meshesNow just make a new flora in the CK and edit the mesh path to this nif.
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Dogs have three animations that include barking: standing, sitting and laying. How would I go about making a custom dog that only barked when standing? I suppose I would start with duplicating and renaming the race but where would I go from there? If it is too complicated I'd settle for having all the dogs only bark when standing.
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[LE] Undoing another mod's changes?
greyday01 replied to Ru5tyShackleford's topic in Skyrim's Creation Kit and Modders
One advantage of using Tes5 instead of the CK is that in Tes5 all the edits are in one expandable tree. In the CK unless you know how the mod named the objects to be removed it might take some searching to find the specific items with an * that you want to remove. If the mod maker had prefixed all his changed or added items with the same prefix it makes it easier but you need to know what prefix they used. -
[LE] Undoing another mod's changes?
greyday01 replied to Ru5tyShackleford's topic in Skyrim's Creation Kit and Modders
TES5 like ANaj said is the easiest. Just load only that mod, expand the tree on the left and it will show any changes or additions that mod made to the Vanilla game. Delete those changes and it reverts to Vanilla. It's pretty easy. Less complicated than cleaning really. You could try making only a few changes then testing before making more changes. If you delete too much you can simply redownload and try again. -
[LE] Navmesheing a brigde?
greyday01 replied to Phromspace's topic in Skyrim's Creation Kit and Modders
try moving the camera as close to the surface of the bridge as possible. That might help. Or you could just drag the dots back up to where they should be after they spawn. That would be a bit tedious but should also work. There aren't any banners or fires or light sources or other like objects that might catch the dots nearby? If so select them and hit 1 until they are no longer visible. Sometime objects, especially objects that move, interferes with dot spawns. -
[LE] My custom worldspace is a mess
greyday01 replied to Xonan's topic in Skyrim's Creation Kit and Modders
My world space acted up like that with blocks of terrain at various levels that you could drop down to at each cell border. After I dragged a section up a bit and then used flatten vertices to move all the surrounding terrain to match things settled down and I could then make desired changes without further problems. This is when I first made the world space and everything was at the default. I had tried making a new world space several times and it happened each time until I tried making some height edits. This might not help you but you could try it. -
creationkit.com - Tutorials - scroll down to the Visual Learners section and click on Video Tutorials - the first four official tutorials should answer most of your questions.
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[LE] Non hostile animal questions
greyday01 replied to cuddleman1976's topic in Skyrim's Creation Kit and Modders
You set the predator marker as initially disabled. When cleaning a mod that's what XEdit does to references that were deleted by accident. It undeletes them and sets them to disabled instead. -
[LE] You are here question
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Thanks. I'll look at that. I wanted a script to check if I was in a specific interior cell and if so to set the x, y coordinates to specified numbers. To have them set by the location of the last exterior cell door never did make much sense to me. Especially if you arrive by spell from half across Skyrim. I think they should have set up a system where you would place an location marker in each interior cell with set coordinates for your location. A simple script to check if you were in the cell with that marker could update your location. That way if you had an underground tunnel across Skyrim you could follow your progress as you moved from cell to cell. Maybe a bit tedious to tweak the numbers so it looked about the right location but do-able.
