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greyday01

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Everything posted by greyday01

  1. What is the difference between the plain Fxmists, ect and those with adjust appended?
  2. Creationkit.com look for tutorials and then video tutorials. They are a good start. The only thing I've found they've got wrong is in the XYZ axis for moving and rotating. The actual keys are ZXC which are more convenient as they are grouped together. Then check out some tutorials by Darkfox127 on YouTube. He has some good ones. As for useful hints give everything you create for a mod the mod's initials as a prefix. Makes it easier to find your objects. Don't delete vanilla navmeshes, leads to crashes. Don't change vanilla objects as a rule (at least until you know what you are doing). Just duplicate then rename and edit your newly created object. Make a test mod with a test cell and just play around and use it for trying things out. Make a clean save with no mods installed, I like to make one when I reach Riverwood. Then install your mod and load that save when you want to check how your mod works in game. If you have a save after your mod was installed and then change your mod sometimes the changes you made won't show up as the original mod data got baked into your save. Make lots of saves of mod stages. Copy your esp file into a mod stage folder. If you mess up you can go back to an earlier version and not have to redo it all. Practice with TES5Edit. Try cleaning your mod of inadvertent changes often. The practice will be good for you.
  3. I've just thought of a way to see where a cell will exit. Copy the entrance door and exit door of the interior cell. paste it in the exterior cell and overlap the entrance doors to see where the exit will fall. Continue with the next interior cell. I'll probably not be that fussy though. I'll try finding the Z axis difference between the entrances and exits and adding or subtracting that from the exterior door height. I won't sweat a 1000 difference or so but I'll try to get close and as long as the interior cells travel in approximately the right direction that will be ok. The map thing though. If I enter a cave near riften and open the world map the you are here pointer shows you your approximate location in the world. I don't need to track from room to room but I don't want the map to say that I'm in Whiterun either. How to you tell the ck where your cell is in the world?
  4. How fussy are you about correlating interior cells to their exterior door? I have 4 cells I'm planning to tunnel under some mountains. The first exterior door is NW of the second exterior door. The First door is at height -3700 and the second door is at height -155. If I generally have stairs going up from one to the other in the four cells I might cut the height difference but I don't think I could cut the entire 3000 height difference. Also I'm not sure if I copied the interior cells to the exterior and lined them up they would reach. Does it matter? Also I couldn't really understand how to make your cell show in the correct location when you open the map from inside. The explanation just didn't make sense to me. Could someone explain how for me?
  5. To make a coinpurse looking container just duplicate and rename a container then edit it so it uses the coinpurse mesh. It's the only way to change the category of in item. The rest I'm not sure how to do about it
  6. Look at Frostfall. There is an option for when the player freezes to death to respawn in an inn or camp with damaged health. You could look how they did it. Possibly put Xmarker headings at the sites you want to spawn at then put tthose markers into a form list and when you die have one of those markers randomly chosen. That might work.
  7. I suddenly started having crashes on loading a particular cell render window. I thought the cell was too full at about 85% or possible custom mesh problem. I tried deleting all custom items before opening render but that didn't help. I was able to cut the size down to 75% by eliminating some lights and moving my treasury section to a separate cell but still couldn't open the render window though I could go to that cell in game. Finally got the render window to open simply by making the render window smaller. I had been fighting the crashes on load for a week! My question, I noticed on opening most vanilla cells that the largest was about 33%. I could separate my stronghold into 3 sections: Private quarters, Common area and Servants quarters. Each area would be about 25% of max size. Some sleep and work packages would need to be redone but it would be possible. I like it better without the load doors to separate sections but it would probably be more stable. Would you recommend dividing the cell up or leaving it as one? What is the max cell % that you recommend?
  8. Thank you. I do suspect size since the trouble started when I slightly enlarged the cell. I did put room bounds around sections of it. If I can get it to load I'm going to try to copy one section of the cell and paste it into a separate cell and delete that section from my cell. 85% might just be too big. One question, does anyone know the difference between paste and paste in place?
  9. I've had a cell that was stable to months suddenly start crashing to desktop when the render window opens or on entering the cell. I fairly recently made a few changes, I enlarged a couple rooms by a total of about 10 floor spaces, modified some ingredients to be flora and added a couple mannequins. Could the cell be just too big? It's at about 85% full. I removed some lights and was able to get in, but then it crashed again. I was able to get in with the custom flora in place and replaced them all with vanilla ingredients, coc'd out of the cell waited a few days and coc'd back and crashed. I checked the editor error log and the only thing mentioning this cell was a couple sleep packages with no targets. Is it just too big? I could cut off a room to a separate cell. Or could it have been corrupted? I could I suppose make a new cell and recreate it but it would be a real pain. Any suggestions about how to fix this. It only seems to be this one cell.
  10. Thank you for your advice. The part about removing added items before deleting the cell might be the cause of a problem I had been having with TES5. When I try to clean my mod and save I kept getting this error: Error saving Stronghod.esp.save.201_07_21: Record [REFR:0006EA23] (places RockL03 [sTAT:00018BA5} in GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C]) can not be contained in GRUP World Children of Tamriel "Skyrim"[WRLD:0000003C] [00:00] Errors have occurred. At least one file was not saved. When I look in my mod in TES5 I see this Worldspace 0000003C Tamriel Skyrim 00000D74 Cell <Persistent Worldspace Cell> 000173AF Placed Object AMBWaterfallTallP[sOUN:000B62F1} 000173B0 Placed Object AMBWaterfallSmallP[sOUN:0001C13A] 00042494 Placed Object RockTundraLand01[sTAT:00039231] 0006EA1B Placed Object RockL03{STAT:00018BA5] Should I in TES5 RClick and remove all those placed objects then that 00000D74 cell as well? I have no idea where those came from but it looks like they shouldn't be there.
  11. Unfortunately both. While taking things apart to see how they were put together I inadvertently made unwanted changes.
  12. I've been trying to find a TES5Edit tutorial about how to completely remove all edits to a cell. Found lots about cleaning masters, a few that mention it could be done, but no step by step tutorials. Could anyone tell me how to do this? In detail like which pane and line to click in, the right or the left. And if you delete an entire cell does that delete any changes to the navmesh that you made (hopefully)? In the cleaning tutorials they show "Undeleting and disabling references". What if you want to undelete and put back where it was originally instead? A separate question I can't figure out. Say you changed all the bears in your game. In trying to undo this with tes5 what is the difference between removing all your changes to bears or accidentally removing all bears from the game in your mod.
  13. I tried about 4 different previous mod stages back when it was working. They crashed also and I still get that stupid error in TES5Edit about RockL03 in GRUP World Children of Tamriel {WRLD:0000003c} when I try to save after cleaning. I've been looking and I cannot find the REFR or the WRLD On my latest save that was crashing I removed some lights with the cell selected but not rendered and I was able to use RClick and show to open the render window. I made a save of that. Haven't tried to go in game yet or clean the latest save. I would really like to clean up all my inadvertent edits so if anyone understands TES5 I would really appreciate help. One question. If I get the render window to open and copy everything to a new cell and then delete the original cell would it help? I'd probably have to delete and redo mannequins, NPC packages, load doors and custom displays and the like which would be a lot of work, but at least the shell of the cell would be preserved.
  14. I was in the middle of editing the texture on an item when I got a crash to desktop. Since then in the CK and in game when I try to load that cell I get a crash to desktop. I thought to try cleaning with TES5Edit (I don't know what I'm doing I just follow the tutorials) . It goes fine, a bunch of errors removed but when I go to save I get this: error saving WhiteRun.esp save Whiterun... Record[REFR:0006EA1B} places RockL03 {Stat:00018BA5) in GRP World Children of Tamriel "Skyrim" {WRLD:0000003C}) can not be contained in GRUP World and if I close TES5Edit without saving my mod name is still in Data with a Size of 0. How do I fix this error? It might not fix my crashing but cleaning it would at least be a start. When I filter for errors all that pops up is a scroll without any effects. In the CK as long as I'm not opening the render window I can look at the objects in that cell and delete them without crashing.
  15. For a retexture of a vanilla mesh using vanilla textures there seems to be two ways to go about it. First you could duplicate and rename the mesh and change the texture paths in the nif and save it into your meshes. The other way is to make a texture set and in the CK edit your renamed object to use that texture set like they did with the bird eggs. Which way is better, uses less memory, less prone to causing crashes, other benefits or problems?
  16. In creationkit.com there is a tutorial where entering an area causes some draugr to activate. Try placing a trigger box around the roof area and using an OnEnter Event because what else other than a dragon would be up on the roof or you could have a condition that checks if it is a dragon.
  17. When you are working on the interface how about adding a print icon that will print out your current mod order? I've always been irritated that that has been missing from the managers.
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