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Everything posted by greyday01
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Yes it lists the items that I added scripts to in the editor to advance the quest like the note I created that starts the quest when read and the trigger boxes that move things to the next stage when entered. I guess I won't worry about it as long as everything works. I was just concerned because I don't truly understand how things work under the hood and I didn't want to create problems in people's games. A side question. How do you get a jpeg image from your desktop into one of these topic boxes? I searched but I didn't understand the explanation.
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Yes. Words of wisdom. I inadvertently edited so many things at the start while pulling cells apart to see how they are put together, or as you said just selecting something, and not being careful enough to NOT save when exiting the CK.
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I have only one short and simple quest in my mod. It is start game enabled run once quest and I only put in one alias the player, so I could add a note to the player's inventory at the start of the game. Reading the note starts the quest. I did not use other aliases. Just scripts on the note, and on a few trigger boxes that directly enable or disable items and set the next stage of the quest. It all works just fine, things are enabled or disabled when they should be. The proper quest stage messages show. But when I checked for errors with TES5 it gave a half dozen or so unfilled alias messages. I don't really understand how the quest process or aliases work so I wanted to use it as little as I could get away with. Will using scripts directly on editor objects instead of on aliases cause problems?
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I did a simpler fix. Since I had not made any intentional edits to that cell of any kind, I opened my mod in Tes5 expanded my mod until I found that cell, right clicked on it and chose delete. The entire cell was returned to vanilla and no longer starred as changed. Still learning TES5 but that worked.
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When checking my mod for errors it said I had a deleted navmesh in cell BYOHHouse1Exterior02 at location -3,-17. The Navm is 000F0660. I didn't do anything in that area so I loaded the CK with all the DLCs but NOT my mod and looked. There were 6 Navm but not that ID. I reloaded the CK with just Skyrim and Update. The Navm, a big 225 triangle mesh was there. Why did it say my mod deleted it when it was Hearthfire that must have done it. Can I ignore that warning? If not how to fix it?
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I followed Jvilickys YouTube video and redid everything. It's all good again. Can you tell me what files I need to package up. I have a few characters, a handful of textures, meshes and scripts and of course the worldspace? Do you copy the whole data folder and delete everything that's not yours, or try to find and drag copies of all your stuff. Thank Tannin for Mod Organizer. I'd hate to have to pick through things if all the mods I play with were in there.
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I generated LOD and that worked fine. It looked good in the CK and in game. Then I removed my mod files from the data folder to see in MO how it looked after installing that way. Later I removed my mod from MO and put my files back into Data. The next time I went to my worldspace in game about waist high there is a featureless brown land texture . Everything is still there underneath and it lookes fine in the CK. One thing I was wondering about in tectures\terraine\mymod\land that folder is empty. Should it be? Will going through the LOD process again fix it?
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[LE] Set up for making mods?
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
If you wanted to use vortex or NMM could you have two copies of Data, rename one DataPlaying and one dataMyMod and switch back and forth by removing the ending of the one you were working or playing with? You would have to be careful of which you were using but that might work. It would be an extra step if you wanted to go from modding to playing so I don't know if that would be better. Two computers would be best but I don't have money or space for two. -
How do you set up things for working with the Creation Kit? What I did was in my Data folder I unzipped scripts and also both the meshes and textures from the BSAs. Otherwise I couldn't script or see the textures on my meshes. Then I used MO for gaming so my Data folder only had vanilla items and my stuff. That made it easy to find the things I was working on. I open the CK directly not through MO and ran Syrim directly for testing my mod. Is there a better way to go about it? The thing is I was thinking about going to vortex instead of MO and wondering if having my Data folder full of stuff from other mods would complicate things? There doesn't seem to be any tutorials about best working set ups for modding so I would welcome opinions and advice.
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Is it possible using scripts to move vanilla references into another cell and place others in their place without editing the cell itself? A script that references the items and moves them to a different location is easy enough, but is there a way to place new items in a certain cell, at specified x,y,z coordinates? I've been looking through the scripting guide at creationkit but can't see a way. I want to remove some vanilla references and replace them with different ones but I was hoping to find a way to do it such that if another mod edited that cell my changes would still be there. Any scripting experts out there?
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What is the best way to make the thieves guild trophies that are activators takeable? I thought of moving them outside the walls and making them enable parents of misc versions. Is there a better way?
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With that mod you can get spring water from wells. Does anyone know how that works? did they put an invisible activator around the wells? or add some keyword to them or what? I've a water source in my mod I would like it to work like a well if someone has RND installed but I don't want to make it a required master.
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While working on your mod have a folder on your desktop with all the meshes, textures, ect as well as your current esp. Replace the old esp with the new and zip it. Then in MO add file from folder. It will ask if you want to merge or replace. Say replace. The whole thing takes a minute or so as long as you keep the working folder up to date with your loose files. I've been making little changes today and I must have done this four or five times today.
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I've got a short run once quest where the last stage is to enter a cell through a previously locked door. Is there any event that fires when a cell is entered? Does onActivate fire when a load door is activated? Does it fire if it is locked and you can't use it? Could you use onLockStateChange on the door?
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[LE] NPCs ignoring new exterior navmesh
greyday01 replied to RichWebster's topic in Skyrim's Creation Kit and Modders
Have you tried it with a new game start instead of an existing save? -
[LE] start game enabled quests
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Oh good. I was having a hard time thinking of an alternative way to get the quest started. Thanks everybody. -
The Bethesda quest tutorial as well as others have Start Game Enabled checked. AFKmods says that that doesn't work and can cause save game corruption. I really want to use it so I can add an item to the player when the game loads. A trigger box in Helgen would only work for the vanilla start. Does this really cause game problems? Is there some other way to add an item to the player the first time the game is started with your mod running?
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I'm making a quest that adds a letter to the player at game start, then the quest starts when you read it, and depending on if a location has been discovered already would set the stage to either 10 or 20. I googled how to add something to the player and so I made a start game enabled quest, added an alias pointing to the player, and added the book to the inventory section of the alias. So far, so good. I opened my save, looked in the inventory and my book was there. The problem started when I started filling out the quest. When I added a script to the book, I modified the defaultsetstageonread to point to different stages depending on if the map marker was visible and renamed it. But after I did this when I went in game the book was missing. I don't really understand why. I renamed the quest I was working on, and made a new quest that simply added the book and nothing else. I also removed the script from the book in the editor id. Now my book is back. Can anyone explain what I'm doing wrong?
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I made a stronghold. It was created by a secret Imperial organization creating them in preparation for the resumption of the war against the Thalmor. The player starts with a letter in his pocket authorizing him to take command of this one (Nothing says HOW he came by this letter). I would like getting the key to come at some cost (not too high a cost) either in money or effort, but it doesn't seem right just to buy it like a player home. I just can't think of anything that feels right and that would not be too difficult for me to do. I've done some scripting but haven't touched quests or dialog. I could learn if I must. All the rest is completed. Please, ideas?
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There is a mod that taxes you for houses and horses owned. You could set the amounts and how often you had to pay and what happened if you didn't have the money.I used it for a while as a money sink but I got tired of that courier showing up every month to collect the taxes so I removed it. Maybe if it was modified so that the money was simply removed and you only got a message about it I might put it back.
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I want to make a haunted graveyard. The way I want it to work is if you enter the graveyard between 10pm and 2am a ghost will appear. I thought to use a trigger box around the graves and a holding cell for the ghost and use moveto to make it fade in. I want leaving the graves or staying past 2am to make the ghost move back to the holding cell. That I can probably do easily enough. I would also like the ghost to appear if you enter the area during the day and stay until night. That I might need to think about some but can probably do it though if someone knows the best method for that I would be grateful for the pointer. What I'm unsure about is how to set a timer so if the ghost appears and you leave and make it go it won't reappear until the next night and I want the holding cell ghost to be reset every 24 hours even if you killed it so you could summon it again every 24 hours. Are there any applicable vanilla scripts that I could modify for this?
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[LE] Trying to find structures
greyday01 replied to varkonasnorse's topic in Skyrim's Creation Kit and Modders
That doesn't seem right. I always land right on the marker facing the way it is pointed. I've moved markers around a lot to place myself close to what I was currently working on. Try deleting the marker and dragging a new one in. Try making a game save without your mod (or any mod) active, then activate your mod. When testing in game load the save you made without any mods then coc to where you need to go. If you had made a save with your mod active the location of the marker might have got baked in and so it keeps putting you where it used to be. Can't think of anything else to suggest. -
[LE] Trying to find structures
greyday01 replied to varkonasnorse's topic in Skyrim's Creation Kit and Modders
Ah, that makes sense. So it's dependent on the individual cell. So that holds true for all exit/entry points in the worldspace then? Yes. Just like in Tamriel there are a lot of coc markers that you can go with commands like coc lostmineexterior. I've never tried putting 2 markers in the same grid space but they are so small it would be pointless. You have to name the gridspace though. I don't think trying to coc to a wilderness cell would work. There are too many. -
[LE] Trying to find structures
greyday01 replied to varkonasnorse's topic in Skyrim's Creation Kit and Modders
coc markers don't need names. they get the name they use from the cell they are in. if you named a grid cell in your space myspacecenter then just in game coc myspacecenter. change the name of the grid cell and the coc automatically changes. you don't coc to the whole worldspace but to individual cells in it. and dragging the coc masrker from one grid section to another will change the name you need to use in game.
