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Posts posted by greyday01
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Not quite. You should pick any activator like the burialcairn01, duplicate and rename the duplicate something like "tMy Mod Initials trophybase", then rclick your renamed activator and choose edit, then beside "Model" click the edit, then beside the "Model File Name" click edit again, then browse to steamapps \ common \ skyrim \ meshes \ _byoh \ architecture \ byohhouse \ trophy \ byohbyohmannequinbase and doubleclick on the mannequinbase to select that model, then click OK, OK again. Your activator now looks like a trophy stand. Save your mod at this point.
Now you need to edit it again to add a script. RClick, choose edit, in the scripts area choose add, and choose new and you can start writing the script you will need. It's going to start out something like
Event
OnActivate (ObjectReference aKActionRef)
If aKActionRef == PlayerREF
the rest of your conditions
do stuff like enable or disable your trophies
EndIf
EndEvent
The conditions might get complicated if you activate it without any crafted item in your possession or if you have more than 1, you might need to have it ask you to select which one you wanted
You won't need a markerheading. Just place all the models on top of the base how you want them to appear and edit them to be disabled at the start. It's a bit messy with objects on top of each other, just place one how you want it, then select it and click 1 twice to make it invisible in the CK, then place the next creature and make that one invisible after it's positioned and so on. Or you could position one, then write down it's coordinates and drag it aside, and position the next and drag it aside, ect. At the end edit them back to their proper coordinates on top of the stand.
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Hmm. Maybe add new crafting recipes to the taming racks. If you have a bear pelt you can make a bear trophy (a misc item that uses the bear trophy in miniature). Activate the pedestal with it in your possession and it is removed from your inventory and the bear trophy is enabled on the pedestal while any previous trophies on the pedestal are disabled and their misc versions added back to your inventory. That way at least you would need to go hunt the ingredients. Those misc items themselves might look cute lined up on a shelf.
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For a start you could pick an activator, change the model to that of the trophy base. Place all the trophies you want positioned on top of the base and set them to be disabled except for the first.
Then you would need a script using an OnActivate event to either cycle through the list disabling the current one and enabling the next. Or have a list you could pick from (I don't know how to script that but its do-able).
You could also, instead of having the base be an activator, use a nearby button to do the same thing. disable one creature and enable the next
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creationkit.com under tutorials then video tutorials has a series of videos that show building a complete dungeon. A good series to get started with.
Their video tutorials also have a bunch of community tutorials listed.
darkfox127 has a bunch of useful youtubes about doing various things in modding.
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Every mod that edits an NPC's appearance in even the slightest way has face gen data files else it has the 'grey face bug'. However, this does not mean that there will be a mod folder containing face gen data. Face gen data files are stored in a folder that corresponds to the actual plugin that the NPC's original record is contained within. Thus many mods will have face gen data files within a Skyrim or DLC folder instead of their own.
Switching gears to how MO operates...
Anything active in the left pane is made available to whatever tools you run. Plugins are the only files you can deactivate on the right pane and hide from third party tools. As a result, if you have a lot of mods active on the left pane and they have files present which correspond to what you are dealing with in a utility, you run the risk of editing the incorrect version of the file.
MO's pattern of overwriting files is as follows:
- If there are no existing active instances of this file within the 'mods' folder, save it to the 'overwrite' folder.
- If there is an existing active instance of this file within the 'mods' folder, replace the active instance.
- If there are multiple existing active instances of this file within the 'mods' folder, replace the last loaded instance.
As you can see depending upon what mods are active, what files they have, and what you are working with, you could end up editing the wrong versions of a particular file. Usually, this is not a big deal as the last loaded instance is what you want to edit for game-play purposes. But if you intend to swap the order around or need to for some other reason, the edit could end up being 'lost' as its instance could lose priority.
In a nutshell, what you experienced is 'normal' behavior for MO. However, in some situations it may be undesired behavior. Workaround when desired is to create a new profile, activate only that which is needed, make the edits and create a new mod from the overwrite folder or copy them to the proper mod folder. Finally, go back to the original profile, ensure everything is properly activated and test it out in game.
FYI - selecting all NPCs and exporting face gen data is most likely overkill in any situation. If the offending mod is the last loaded in the CK and edited the NPC, its record will have an * beside it. Selecting just edited records will speed the process up immensely.
I read your explanation and it made my brain ache. I'm using MO2 for playing but I just can't get my head around using the creation kit with it. Maybe if there was some video tutorials like the Bethesda series on Creationkit.com to watch I could understand how to use it. Right now I've simply created a mod myself using the CK directly, loaded a mod for editing manually into the data folder or used NMM to load the mod I want to edit or look at. Its not hard to keep files straight with only one mod at a time being worked on it your Data folder and the vanilla stuff all in BSAs. I really do wish someone like Gopher or Darkfox127 would make some youtubes about it though.
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I know if you want to plays with scripting you need to unpack the scripts rar to your data directory, but is there any need to unpack the meshes and textures from their BSAs?
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I don't know if it true of vanilla Skyrim or due to the texture mods I've installed but the Nordic ruins look beautiful. The brick sections shine like the inside of a abalone shell and the carvings are beautiful. When illuminated by flames the walls shine like copper. Caves, especially with natural light and waterfalls can be beautiful also though they don't match the Nordic ruins for me. Imperial forts and mines though seem rather dreary by comparison. Dwarven ruins are ok but rather too noisy (good for loot and soul gems though). What are your favorite dungeons?
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when you drag a wall into the rendor window, with snap to grid and angle on, do not rotate the piece just keep it in the same orientation it is originally. The same with mid pieces, don't rotate them. Also check the pieces by double clicking them to see if their X,Y,Z coordinates are multiples of 64. Even with snap to grid on I've had pieces end up off grid slightly and need editing to proper alignment. Some kits like caves have 4 different side, door and corner pieces and each has a specific orientation that can't be changed. If necessary after making a room that fits together the whole room can be moved in one piece if you need something off kilter from the rest of the dungeon, but while building it it's easiest to use the orientation it has built in.
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I love the cloaks in that mod and I always use it, my only disappointment was that when I took an unenchanted Bearskin cloak and added my own enchantments (Resist frost + fortify carry weight), while I could enchant it with those spells afterwards I could no longer wear the cloak. It would simply not let me put it on anymore. Is there some way to get around this?
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I never saw the point of mining until I started carrying a pickaxe in skyrim. Now a lot of my money comes from mining. With the spell to transform iron ingots to silver and the gems you find while mining you can make a lot by smithing only jewelry. It pays for my travels anyway and you never know when you may come across more lucrative ore patches. Along with a woods axe and tent (Frostfall and Campfire make those essential) and a reasonable amount of food I'm usually packing quite a bit even without loot. Has anyone modded a pack burro that not for riding but just follows along behind you? Anyway do others carry a pickaxe on their travels?
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They do lay down from time to time but not for extended periods as far as I can tell. I'd like to find a way to make one do so.
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Would you need papyrus? Could you simply copy and rename some vanilla potion in the CK and change the effects and modify the mesh if you want it to look different?
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I tried to make a dog go to a specific loacation and sleep there but it is not working. It goes there, lays down, stands up, over and over.
There is a bearsleep package that is used in Helgen. Will that work with dogs?
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I replaced all 50 mannequins in my mod with custom ones and neither my saves or any body elses crashed. Saves don't hold this type of information the only thing you would have to do is to tell players to remove any of their stuff they had on mannequins to be on the safe side.
Thank you, I'll try it then. I'm not at all sure what kinds of info IS saved in game saves, so I wanted to be careful.
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Next time I entered that room they were no longer standing on the air over their stands. I might just try moving them slightly away from the walls and other objects. If someone has a game save using the current mannequins and I delete them and replace them with a different id mannequin it would cause game crashing? To fix this would you recommend just moving the current mannequins below the floor out of sight and putting new ones in their place?
Oblivion's mannequins didn't have this problem and could hold weapons. Why didn't they use the same method since they are both Bethesda games?
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Yes, but I find it easier to build first and then move the whole thing. Easier to check that the numbers are what they should be. Especially with meshes that need particular orientations to match up like caves with 4 different corner and side pieces. But yes you could do it that way using snap to reference.
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I made a mod with a bunch of mannequins and they work fine and doin't wander. I used 2 triangle navmeshes under them to keep them in place. Today when I entered the room about half of them have their heads against the ceiling (still above their pedestals). The other half are still standing where they should be. Would it help if I positioned them so their feet were slightly above their pedestals? I was wondering if their feet colliding with what they were standing on it might cause this? Will they stay there or if I come back later will they be back on the ground?
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drag a wall piece into your cell and do NOT rotate it. The orientation that it has should not be changed. The same with the mid pieces. Make sure snap to grid is on. Double click the pieces and make sure that the X,Y,Z values aren't showing any decimal places and are multiples 0f 64. After youv'e made a room of your cave and there are not gaps, you can if you want select the whole room and with snap to grid and angle off drag the whole connected section to attach to an another room or corridor at odd angles or levels with transitional pieces. Usually I don't do that last.
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Have you gone to creationkit.com? Then go to tutorials and the Video Tutorials in the Visual Learner section.
Also Google Darkfox127. He has some lovely tutorials.
Ah. Someone beat me to it.
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There is a youtube tutorial of that nature with two candles lit and unlit. DarkFox127 had something similar in his How it's done tutorial with a lightable fireplace.
Make two copies of some activator and edit to use the two rug meshes. Put a script on each with an onactivate event. Add a property of the rug you want to activate. When filling the property have the cell open with the OtherRug in view and fill the property by clicking on it. When the rug is activated have it enable the OtherRug then disable itself. Do the same thing for the other rug.
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Have you followed the S.T.E.P. guide for skyrim? There are some fixes that can help stability. Or I've heard that Skyrim SE is more stable.
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For Oblivion there was a mod called Cats and Rats. Rats would spawn in certain areas, I believe a spawner got attached to certain crates. Anyway you could find them in houses and dungeons and outside. Cats were placed in certain loacation in houses or outside in towns and would chase and kill the rats. If it rained the cats would go inside. I just enjoyed seeing them in houses or around town.
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Do you have any old saves? You could try working backwards to find the last save that allowed you to go there. Though its a real pain if there are no old saves or you have to lose a lot of progress.
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Your issue would be a lot more...pointed... if there were actual classes in this game. Since you can do what you want and then dedicate to Magedom (That's right, "magedom"). Naturally, if you actively choose mage, then you are roleplaying that way.
For example: I'm a Battlemage**, and I had to buy armor, weapons and spells. Then it comes a time when you have a lot of gold, way too much...I tend to joke that I would buy Haafingar if I wanted. Still kinda want to...
By the way, if you are worried about old age, do what I did, become a vampire. Or I dunno, research immortality with Dyvaith Fyr, was that Fyr, or am I wrong? Whatever.
**You know, heavy armor, weapon and spell, etc.
I don't have an issue with playing a mage. I like it and usually play as a mage with combat mostly as backup when I run out of magica. But if I WAS a student mage, I might reconsider the advantages of that course of study vs a more practical apprenticeship. Sort of like here and now, years in college and major debt by the time you get out, makes you consider the benefits of something like carpentry or plumbing for a living instead.

Help! Can't advance in alchemy
in Skyrim LE
Posted
First try removing all mods and seeing if you can level alchemy. If you can't try verifying your skyrim files from Steam.
If you can level with no mods try adding mods back one at a time and trying again until you find the problem mod.
If the problem mod shouldn't have this effect try redownloading it.