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greyday01

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Posts posted by greyday01

  1. I have some vanilla stone blocks bordering a platform. They look fine in the CK and they looked fine while testing my mod. I removed my mod and downloaded it from Nexus. Now when I approach my tower the 3 blocks bordering my terrace are missing. If I go inside the tower and wait and go back out, they are back. What is going on? I started a new game so it's not something baked into a save. I really hope others who downloaded it aren't having the same problem.

  2. Yes. Google Gopher and vortex. He has about 4 youtubes on set up and use with probably more to come. I have MO2 on my desktop and I'm playing with Vortex on my laptop. They are both useable though Vortex is still in an early version and might still have major changes. They are both fine but I really prefer MO2, it really isn't that complex. Gopher also has Mod organizer vids, They were written for MO1 but are still useable for MO2.

  3. Warriors have it easy. Buy, make or find a decent set of steel armor and a weapon, a few ingots to improve it, possibly pay for a companion if you can't find a free friend, top it off with a few restore health potions and you are set.

     

    I however am a mage. The cost of spell books has to be seen to be believed, each one unique and handwritten, no cheap used versions available. I could buy a couple houses for the price of the library I'll need. And don't even mention enchanting. The cost of even basic student made leather and iron enchanted items to disenchant is unbelievable. If you can find them at a merchant's to start with. Yeah, you can find some items by dungeon delving, but risking your life for the 20th knife with a fire spell when you've been searching everywhere for something with a shock spell, can drive you mad. There's a reason most enchanters are old. By the time they've found and learned enough enchantments to be of some use most of them are so old and senile that they've forgotten half of what they've learned. No wonder there are no teachers of enchantments. I spend half my study time at a forge making items I can enchant to pay for my studies. Of course most of what I get goes to buy soul gems. Even unfilled soul gems large enough for a decent enchantment costs the earth, and my staves also run through soul gems like water. Carry three or four on a trip and they're all empty by the time I get back. I should have listened to my father who told me to forget this magic nonsense and just be a blacksmith like himself.

  4. I believe you only edit the editior ini in common\skyrim not the one in documents

    Did you put all these changes in:

     

    SkyrimEditor.ini

    [General]
    bAllowMultipleMasterFiles=1
    bAllowMultipleMasterLoads=1

    [Archives]
    SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa

  5. 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.

  6. Sometimes all you have to do is go into a vanilla cell and click on something and that counts as an edit. Check the Cells in TesVEdit from time to time and do as you did for any cell you didn't mean to edit. That also applies to exterior cells, which often crop up as edited particularly if move around a lot in the render window.

     

    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.

  7. 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?

  8. 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.

  9. 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?

  10. the land will be empty thats normal. sounds like your world terrain meshes have disappeared

     

    You want to make sure the folder that contains the meshes is not lost during moving them around.

    you checked the textures right? make sure all the textures and all the meshes are there.

    try loading a save before you tried to move the folder about.

     

    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.

  11. 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?

  12. 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.

  13. 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.

  14. 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?

  15. 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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