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greyday01

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Everything posted by greyday01

  1. Try using a save from before any mods were installed to check your mod. Things get baked into saves. You could also delete the object instead of moving it, then place a new object in its place.
  2. I would like to add an enclosed courtyart to an interior cell but don't want to mess with a worldspace. I know I can add sky to the cell but is it possible to add things like rain and or fog if the area outside is like that?
  3. Have you considered MO2? I have found it easy to use and I like keeping my Data folder unchanged. There are some good tutorials
  4. textures\clutter\furniturewood01 the easiest way to find this is find the mesh and look in BSLIghtingShaderProperty. The meshes themselves you can find in meshes\clutter\upperclass
  5. 1. How can you reset the last horse ridden to none as though you have never ridden a horse? Is there some global variable or something? Or some other way to park a horse somewhere and not have it follow you if you fast travel. 2. How would you go about making an interior stable? How would you go about making any ridden or following horse travel with you through a load or autoload door? Would this interfere with Convenient Horses ability to call your horse?
  6. Same way player homes change as you buy upgrades. Use Xmarkers that are enable parents of items in cell that you want to appear. Have both originally disabled. For items like piles of straw and cobwebs that you want to remove, have them originally enabled but set the xmarker so that the enable state is opposite. Have the quest enable the markers as the quest progresses.
  7. For Oblivion someone made a mod that altered certain crates so that they would spawn cats and rats in the areas both inside and outdoors. The cats would chase and sometime kill the rats. In rainy weather the cats all would go inside. I enjoyed watching them wander around, nap and wash themselves inbetween rat hunting. Made the houses and cities more alive. It would be nice if someone could replicate it for Skyrim.
  8. For what it's worth I can't figure out how to get things I add to respawn either. I made a player home, NOT set to a NoRespawnZone. Items set to be respawnable.. I even had a script to reset the cell and each item I added. Nothing worked. Flora and containers respawned but not any of the misc items. I finally gave up and turned them all into flora. Frustrating.
  9. Try adding a package default wander around editor location with a fairly small radius. Also npcs won't stay in any area without a navmesh so they may have wandered off to look for a proper mesh to stand on.
  10. Using MO2 both in game and while using the creation kit when viewing noble bookcases or chest backs or any other noble object the diamond pattern is missing it just has a brown wood appearance. While running the CK through MO I checked only Skyrim and Update, no mods. When I run the vanilla game without MO the textures are how they should be. Any idea what is causing this? It's been going on for a while and I've been ignoring it but I'd like to fix it.
  11. Have you checked the navmesh under where you placed the cows? Also did you add any packages to the cows that could cause them to travel somewhere?
  12. Sorry, I'm still using the original Skyrim and creation kit.
  13. In SkyrimEditor.ini (Skyrim folder) under [General] set bAllowMultipleMasterLoads=1 then in SkyrimEditor.ini under [Archive] edit sResourceArchiveList2 to look like this: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa
  14. Try going to the flora category, R Click then new, then edit the mesh to point to some plant. I believe it won't change appearance but will still act as a flora. Other way, extract the meshes from the BSA, go to meshes-plants-floradeathbell01. open that nif with nifscope and expand the BSLeafAnimNode, then expand the NiSwitch Node and both the ninodes under that. The Top NiNode contains 2 nitrishapes that show the unharvested plant. The bottom NiNode only has one NiTriShape which shows the harvested appearance. Copy the missing branch from the top Ninode and paste branch onto (NOT below) the bottom NiNode. Save it with a new name. It should work. See my mod : GD Clutter As Flora at https://www.nexusmods.com/skyrim/mods/95023. It has a readme that shows how to modify and create objects that act as flora.
  15. I've been trying to make bookshelves following darkfox127's tutorials. I've got it working but there is a difference between mine and the ones in the BYOH houses. In mine because of the collision box in front of the books you can only interact with the books through the bookshelfclicktrigger. In the BYOH houses you can read the books while not removing them and also remove them from the shelf directly, but they do have the collision box in place. I really like being able to browse and read the books without having them in my inventory. Can I just leave off the collision box? Also why are the BYOH collision boxes apparently not working?
  16. Do not delete items already there If you don't want them. Edit them to be disabled instead and then drag them below the ground out of the way. Then add your own items. For the terrain if you need to change it just use the regular world space editor. If after changing the terrain or adding objects you need to edit the navmesh there are ways to do it. First make a note of all the navmesh IDs in that cell. You do not want any of those to be deleted. This can happen by accident so check before any saves that those navmesh IDs are still there. The simplest changes are to simply drag individual vertices to new positions. You can also delete individual triangles in a navmesh if you need to go around an object like a tree. If you need extensive changes you could select all the triangles in the entire navmesh using flood fill option and then drag the entire navmesh way down below the ground and then make your own in it's place. If you mess up TES5EDit is the easiest way to get all or part of that cell including it's navmesh completely back to the vanilla state.
  17. When I jump to another forum from the links above the current forum the entire screen goes blinding white for a feww seconds before the forum you jumped to shows. That white screen is so blinding I need to shut my eyes for a few seconds until it goes away. I'm using the underground theme if it makes a difference. Can't you do something about this? It's very unpleasant.
  18. How would you set the last horse ridden back to none like at the start of the game? I'm tired of that nag following me. I don't want to kill it I just want it to stay where I put it.
  19. The B key toggles cell borders so you can see when your camera view crosses from one cell to the other while editing in the ck. With your world space name in the world space box you can see all the cells in your world space and their coordinates and names if you gave the cells one listed on the left. If you select one of the cells in your world space all the objects in it will be listed on the right. Double clicking the cell or one of the objects in the cell will move your camera to that point. Giving Descriptive names to the cells can help If while in game you want to tell what cell you are in you will need to become familiar with the landmarks and terrain. Or you could place some large objects as markers to be removed later.
  20. I've noticed random textures go missing from time to time. Closing skyrim and restarting fixes it but different textures might go missing. For a long time I had all the textures extracted from the BSAs and placed directly in my data folder and this never happened. After I removed them I started getting random missing textures.
  21. The way I do it if I want to use some meshes and textures from Whoever in my mods to make folders in Data with this structure: Data / textures / MyMod / Whoever and Data / meshes / MyMod / Whoever and put the meshes and textures from Whoever into the Whoever folders. If you want to add objects using those meshes and textures in your mod, in the CK duplicate and rename an object of the appropriate type in the CK and edit the data path to point to the mesh you added. You will probably need to edit the new path to the texture also. You might need Nifskope to edit the texture path of the Nif first. To turn this into a mod use something make a folder on your desktop named Data and copy MyMod.esp and the meshes and texture folders with their subfolders into it then package it as a zip or rar file. You can leave out the Data Folder and just Zip the esp, meshes and textures if you want.
  22. I want to stop a dog from barking. I've been trying to find out how to do it. From what I have read so far it seems I'll need to make a custom race by duplicating and renaming the Dog race. I'm not sure how to go from there to remove the 3 barking animations from the list of actions it can do. Has anyone done something like that and can point me in the right direction? I don't want to add any new animations just get rid of those three.
  23. I've been using MO2 for my downloaded mods to keep them out of my Data folder and using the CK directly when making a new mod. Make it easy to copy esp versions in and out of a separate folder, but a bit of a pain to remove all the rest of my mod meshes, ect by hand if I want to play without my work in progress. What set up do you use? MO2 alone? MO2 for playing + Vortex for making mods? Vortex for both? Something else? I just haven't found a set up I'm satisfied with for both playing and making mods. I also haven't used MO2 with the CK. Is there anything special needed when using the CK through MO2. I had heard there was some problem when making scripts at least with the original MO. Could you please tell me your set up and benefits problems if any?
  24. I haven't tried this myself, but could you make the door into a static with the real door disabled, then when found disable it and enable the real door? Possibly with a trigger box over it that triggers the change when activated or simply when entered?
  25. Fake it. Get some object that has collision that is roughly the same shape, maybe the nord guard towers or some hollow cylinder and place it over the barrier effect and give it a null texture so it can't be seen. Even some walls might work, it would be a cube instead of a sphere but might not matter if the size was close.
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