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greyday01

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Everything posted by greyday01

  1. In the creation kit, when you select your cell does anything show up in the right hand pane that lists the contents of your cell? Does the contents of vanilla cells show in that pane? When you go to a vanilla cell in the CK do all the contents render? Try going to View in the menu bar then opening the Show/Hide menu. See if the correct items are checked to be visible. If the defaults are messed up you might need to uninstall the CK and reinstall it as well as deleting the editor int. Or you could first delete the editor ini and have it make a new one. Also make daily backups of your esp to a separate folder in Documents. Crashes happen and its good to have your work saved and even if it doesn't crash and you want to go back to yesterdays version if you mess up today it will be there.
  2. In the creation kit double click and edit the first section of hallway in your cell and check the 3-D values. The first section should be at x=0, y=0 and z=0. If the values are too large it can cause problems with everything trying to render at the limit of the cell size. That's the only thing I can think of.
  3. Make a mod that removes those spells and adds the ones you want to the player only. you could do it through a start game enabled quest or place an object near where you start the game with a script using oOnContainerChange event that then causes the changes you want. If you use something like an apple and then eat it after picking it up, that gets rid of the apple. Or you could make a book with an OnRead Event to do the same thing then toss the book into some container that respawns to get rid of it.
  4. I'm uncertain when making a healing spell how to set up one that instantly restores a certain amount of health V.S. one that restores a certain amount over time. The effect names are a bit confusing. Could someone explain the settings needed for each type?
  5. Or put your cursor in one of the boxes and keep hitting TAB until you get to the box you need?
  6. Maybe a travel package with a condition that you must be within a certain distance if the condition fails the next package is a wait package with a condition that fails if the player is closer than a certain distance. Something like that anyway maybe.
  7. Thanks, I'll have to try that. I don't really need a courtyard but it would be preferred if I can find a way to make a believable looking outside wall and roof. Thankfully only one side will be visible so I don't need the whole building.
  8. I made an interior using the solitude interior kit mostly bards college type. I wanted to add an enclosed courtyard to a new worldspace but all the architecture nifs are entire buildings not single wall, roof or porch pieces. The nitrishapes aren't much use either as they don't come apart into pieces that can be easily combined like the shack kit. Do you know of any modders made kits for new solitude exteriors?
  9. Yes. And all the little edges that stick out and you only see if you are crouching at a certain angle.
  10. Even many years ago in one of the old Zork games you could talk to the NPCs by actually typing your questions or making requests and they would respond to you depending on what you said. None of this click a selection from a list stuff. Why can't they include this in current role playing games? I really liked having to think of the right questions or requests to get the response or actions I needed.
  11. Make a folder called MyMod Versions. After doing some work on your mod save your mod then copy the esp into the version folder and give it a name that indicates the last changes you made. It makes it so much easier to go back several stages if you want to undo some changes you made. Also pick a 3 or 4 letter prefix for your mod and any item like a new static or texture set, script or NPC have it's ID start with that prefix.. Makes it easy to find your items among all the stuff in the CK.
  12. I like built cells, houses, shops, ect., they make sense about what should go where. But I really struggle with caves especially if there are changes in level. It never seems that there are no kit pieces in the shapes that I have in mind. It is hard also to get a natural look without a million dirt piles and boulders stuck into it. Does anyone who is good at caves have any advice for someone who is struggling? I'm going to have to tear out 90% of my cell and start over because I just don't like it as it is. Unfortunately the cave is needed to get to my home so I'll have to make it.
  13. Yes. I intend the courtyard to be an exterior worldspace. Trying to slope the terrain would otherwise be a pain as well as the weather problems if it was an interior. What I'm really wondering is it possible to use an unused not visible square of an existing worlspace to put my courtyard in or make an entirely new tiny worldspace just for the courtyard. Maybe I should make a new space. I really don't want to mess up my already made one. Or could I use a square of Tamriel that is outside of the area where you can travel to?
  14. I have already a finished worldpace with LOD. I'm now working on a playerhouse that is supposed to be in the mountains near it. I want to add an enclosed courtyard to the house. The walls high enough that you can't really see more than the tops of some nearby trees. LOD would not be needed. Would it be better to make a new small worldspace just for the courtyard or could I just use a corner of my other worldspace that is not visible otherwise. I really don't want to redo the LOD of my existing space so if I had to do that I'd just make a new worldspace for the courtyard. Advice?
  15. I just wanted to thank IsharaMeridin. Her script worked perfectly. Thank you Ishara, you are always very helpful to us novices.
  16. I agree. I can't imagine a playthrough without those two.
  17. Are you testing it with a save created from a new game without your mod installed? Are the items you placed copies of some other item or moved from a previous location? Try deleting those references and dragging new references from the object list.
  18. Thank you. I'll try to find something in the game the right shape that I can retexture since I don't do blender at all.
  19. I wanted to place some notes into a crate in a Nifskope mashup but I don't really understand how the note mesh is put together. There seems to be 3 nitrishapes and a bunch of ninodes. Copying the nitrishape of the closed note into the crate nif gives errors. Any advice on separating out just the closed note appearance and not including the open note part?
  20. Do you really need to make a new mesh if all you want is a static version of a misc item? Try selecting the misc item you want to be static, r click and choose Edit, copy the model path from in the model box with cntrl C, then cancel the edit. Pick a static of the aprox same size and duplicate it. Then edit the duplicate and give it a new name, beside the model box click the Edit, then in the new pop up box, beside the Model File Name box click edit again, browse to your meshes folder at the top and in the file name box at the bottom paste with cntrl V what you copied earlier.
  21. Thank you. I'll try that.
  22. I want to put a script on an activator to prevent in being used more than once per day. Is there a vanilla script that I can use for this? Or if not how would you go about it?
  23. Can you have exterior cells with no weather? I might like to have an area with the terrain options of exterior cells but as warm/dry as an interior but don't know if it was possible. I'd also like to know if you could have an auto teleport door that would move you from outside a mountain slope to just underneath it below the world space terrain surface and build your caves there but without the weather effects. Has any mod done that?
  24. Deleting vanilla items is a bad idea as Hoamaii said, but what about a mod you made and are making a updated version? What problems will be caused by removing or moving items from your own mod? Best workarounds when making changes?
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