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Posts posted by greyday01
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If you update your mod, moving the position of some items, is there some way to make sure with an existing save that the items will appear in their new positions instead of where they had previously been placed?
A script you could run perhaps?
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I'm using MO2 for my manager. For a long time in my data folder as well as unzipping scripts.rar to use with the CK I had also unpacked the textures and meshes from Skyrim and the DLCs to my Data folder. For a long time I was nearly crash free and had no missing texture problems. Not too long ago I removed those unpacked textures and meshes and immediately I got a lot of crashes to desktop and often random textures would not show. As soon as I'm no longer working on my mod so I won't need to keep my stuff and the game's separated I'm going to unpack the Meshes and Textures and place them back in Data. The game seems to run better that way. Don't know if that would help you but you might try it.
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I want something to activate that activator but only when it is open. I'm not sure how to make a condition to test for that.
Would you need a property that points to the activator or the script that the activator has?
GetState seems to refer to scripts not objects and I'm unsure how to use it from outside the script itself
Would it be easier to make a custom version of that default script that has a internal condition that ignores activations if it is closed and activated by my trigger?
Specifically I want to put the dunPinesomethingShelf with a triggerbox around it that uses a OnTriggerLeave Event to cause it to automatically close if you move away from it but not cause it to open.
Thank you. This almost worked. When I tested this happened:
button opened shelf
button closed shelf
button opened shelf
exited trigger closed shelf
button opened shelf
exited trigger again nothing happened and buttons no longer opening or closing shelf either
I'm going to try a triggerbox with a modified DefaultactivateSelf script and a modified Default2State script on the shelf.
It's frustrating. I had a portcullis set up that worked perfectly. Then I changed things so it wasn't needed and deleted the script I had used.
Don't know why I'm having so much trouble recreating it.
OK. I've modified the DefaultActivateSelf script so it activates the triggerbox only when I leave and I've set up the shelf with 2 buttons and the triggerbox to be activate parents to the shelf.
Leaving the triggerbox or using either of the buttons opens and closes the shelf.
Now I need to set a condition that when it is the closed state only the buttons will cause it to go to open.
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I want something to activate that activator but only when it is open. I'm not sure how to make a condition to test for that.
Would you need a property that points to the activator or the script that the activator has?
GetState seems to refer to scripts not objects and I'm unsure how to use it from outside the script itself
Would it be easier to make a custom version of that default script that has a internal condition that ignores activations if it is closed and activated by my trigger?
Specifically I want to put the dunPinesomethingShelf with a triggerbox around it that uses a OnTriggerLeave Event to cause it to automatically close if you move away from it but not cause it to open.
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The mannequin problem was that an activate prompt showed up when you moused over it but when clicked the inventory did not open. I redid the linked refs and activate parent and all the needed check boxes several times and it just wouldn't work. Checking with a save from before my mod was installed so it wasn't a baked in save problem. I finally moved the mannequin and Xmarkerheading below the floor and made a completely new mannequin which worked.
What I'm mostly concerned about are crashes to desktop if you delete something that was there in a previous save. The way you are told not to delete vanilla items in your mod, just disable them.
What are safe, crashless changes you can make. Losing items from containers isn't a concern, if needed I can put a note cautioning people to remove the containers' contents before installing.
What other changes should be avoided, or only used in new games?
Any advice from people who have updated their mods would be welcomed.
What not to do at all.
What can only be used on a new game.
What can be used in an existing game with precautions taken like moving container contents.
I've got 2 saves for testing. One made with only vanilla contents when I first reached Riverwood.
The other with many mods including mine after most quests completed for testing displays (the crown of berenziah display also isn't working, haven't tested black books or elderscrolls yet).
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I'm thinking they may have been added by Realistic Needs and Diseases. I'll have to check. I thought they were Hearthfire at first because they were only at those 3 houses.
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I can't figure out how they did the wells at each house. When I go to the tamriel location in the CK there are no wells. Looking for wells in the CK there seem none used by Hearthfire. Can anyone point me where in the CK they are?
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I uploaded a mod and on testing I found some errors I need to fix. I was wondering what kind of changes will cause problems for past saves with the mod installed.
For example one of my mannequins won't work. Can I delete it and remake it or will that cause crashes? Should I sink it below the floor instead?
Similar problem with a display for one staff. Can I delete it or should I move it?
Any other changes I should avoid?
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after the civil war will my character be attacked by wandering soldiers of the side I didn't join? I've been avoiding the civil war because of that possibility.
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I think there is a checkbox like "No havock settle" when you edit a msc object in the ck. Try checking that as well as adding the script
Things moving from where you placed them in the CK can be a problem with the placement getting baked into a save. Do you have a clean save made from before your mod was activated? You could try deleting the dagger and note and dragging new ones into the render window..
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After Glory of the Dead Aela, Farkas and Vilkas won't leave the tomb. I assumed they would follow but several quest lines later they were still missing. I went back to the tomb and went though all their conversation options. They still wouldn't leave. I went back to Whiterun and used prid then moveto player to move them to Whiterun. Aela immediately started running and the other two walking back to the tomb. I tried setting the quest stage to 200 and doing that again. They still go back.
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More options for unique rewards. The daedric quests want you to betray/murder someone. When you do you get a nice unique reward. Refuse, quest failed and nothing. I want a different reward for thwarting the daedra so good characters get something too.
Unique items scattered in random locations. Say 20 unique items randomly placed in 100 possible locations at game start. A treasure hunt to find them all and each playthrough different.
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If they destroy any towns have them slowly over time go back to normal. All it would take is using a dozen xmarkers to enable/disable stuff instead of just one so the town is either untouched or a total wreck. That's just lazy.
Killed named merchants replaced by generic ones like the guards. And more generic, respawned wanderers in and out of towns for more life.
Clutter that when you pick it up doesn't turn upside down so you could decorate your place more easily. and doesn't fly all over for no cause. Pay attention to center of gravity when making your meshes people.
Would it be possible to make windows in an interior cell that could show what would be visible in the exterior or some other cell?
Spell creation. Enchanting.I liked making fun spells like a dagger that healed on hit.
Spells that tame creatures making them into followers.
Much more random conversations between NPC's and spoken to the player.
Instead of a list (usually a short list) of conversational topics being able with a keyboard or mike go up to a NPC and say things that you type or speak like "Ask where someone is", "Where's the Inn?", "Tell me about Whoever", and things like that and get a response to what you say. I like text parsers in games and trying to find the right question to ask the right NPC..
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Make him a drunk that sings loudly. Usually dirty songs about various races that enrage anyone within hearing.
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Bethesda missed a way to make the post civil war damage much better. Instead of a single Xmarker to enable/disable damaged/normal objects in cities they should have had a dozen of the markers. Each time you visited the city after a certain period a marker should be activated removing some of the damage and setting it back to normal. Over the course of time all the damage would be gone. Just having a single marker and leaving it destroyed was simply lazy. They did the same with Oblivion, just leaving a city destroyed. There are some mods that remove the damage but I don't think any that do it incrementally over time.
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Use MO2 for mods you are using in your playing game. That keeps your Data folder clean.
If you are going to do any scripting unzip scripts.rar to your Data folder.
Running Skyrim directly from the exe with no mods active get all the way through the intro and I usually wait until I reach Riverwood and make a save and use that for testing my mod.
For making my own mod I open the CreationKit directly from its exe.
For loading someone elses' mod I usually if it isn't complex install the files into Data manually or use NMM.
When modding you want all your assets easily found, so any script, or object you create should be given a name starting with a 4 letter mod prefix. It makes it easy to search for things you make.
In the Data Folder make a folder called textures, and in that make a folder with your mod initials. Put textures you make in that folder.
In the Data Folder make a folder called meshes, and in that make a folder with your mod initials. Put meshes you make in that folder.
For the Scripts folder and in Scripts the Source folder you can not have more folders just for your mod unfortunately. So just make sure all your scripts start with your mod initials so you can find them all together.
For making your mod ready for uploading make a folder on your desktop with your mod name. In that make a folder called scripts and in that make a folder called Source.
Copy your esp from Data into the YourMod desktop folder and rename it yourmod 01. The next time you save copy the latest version of your esp into the desktop folder and rename it Yourmod 02. And so on.
That way if you make mistakes you have earlier versions available.
Drag the entire meshes folder with your meshes into the desktop yourmod folder, do the same with textures.
For your scripts open scripts in the data folder and select and copy just your scripts (they should all be together by the mod initials) and paste them into yourmod desktop folder in the scripts folder, the same with your script source files.
To make a mod to upload just select the latest esp (with no version number), the meshes, textures and scripts folders and Zip them.
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Which mod manager are you using?
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I wanted one playthrough where I saw all the quests but I don't think I'll ever do the daedric quests again in any other playthrough except for Merida and Namera and Nocturnal. I don't mind the thieves so much but I'll not do the Dark Brotherhood again except for possibly destroying it. They could have made more quests with good rewards suitable for people without a taste for murder.
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I bought and rode a horse from Riften. I also Have frost stashed near the entrance to Whiterun. I really wish they would just stay at wherever you dismounted, not fast travel to you or go back to their stable. To get Frost to stay put I had to walk all the way back to Riften after stashing Frost then get on/off my Riften horse to make Frost stay where I put him (hopefully). What good is a horse that runs loose all over the country instead of staying where you put it? I might have to kill my Riften horse so IT won't follow me.
If you had a spell with a script lastriddenhorse = 0 would the game think that you never rode a horse so none of your horses would follow you until you did ride one?
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I had the meshes and textures extracted from Skyrim's and the DLSs' BSAs and put in my Data folder. Probably because I was using the creation kit and found it easier to find the paths to various meshes and textures. Amyway my game ran nearly crash free. Just recently I removed the meshes and texture folders from Data so my Data folder looked like the Vanilla game (I'm using MO2 so no mods in there). Suddenly tons of crashes at random spots and randomly missing textures. Restarting the game and different textures go missing. I'm going to put the meshes and textures back and see if the crashes go away.
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Have you done any playthroughs where you did everything? All or most of the quests, gone through all the locations, All the strange gems, all the insects in a jar, all the unique items you could find? I have never in any elderscroll games finished even half of all you could do, including never having finished any main quest. I'm trying to do so once with Skyrim. Then I think I'll try to play dead is dead, which I have also never done. I might join the mages so I could buy spells but no more, just wander and explore.
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If you created a holding cell that you can't fast travel from and put a horse in it then had some spell that set last ridden horse to that horse would it prevent your real last ridden horse from following you when you fast travel?
Or just setting the global variable to 0?
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Try a script attached to the ring using an on container changed event.
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Most of the Daedric quests involve murder and betrayal. The Divine quests are fewer and not very interesting. Why are the elderscroll games so unbalanced? I would like it better if there were competing objectives and rewards so you could choose to play as a good or evil character with equally interesting quests and rewards.

[LE] Updating mod with items moved
in Creation Kit and Modders
Posted
Thanks. I was afraid of that. I was hoping there was a way of forcing the cell to reset.