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greyday01

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Everything posted by greyday01

  1. Sometimes yes sometimes no. If a mod adds a new creature and that creature uses a Vanilla leveled list for loot any mod that changes that vanilla leveled list would affect that creature. If instead it uses a custom levelled list Mods that edit Vanilla lists would have no effect.
  2. does anyone know what variable positions the "you are here" marker on the map?
  3. The only problem is if you drop something in the old room and the door switches to the new room it will be lost. Containers could be managed like cloud containers I suppose. Anything put in one available in both. Warn people that they need to pick up dropped items before buying the upgrade.
  4. I sympathize. Creating natural spaces, either world spaces or caves is part of modding I find hardest. Trying to make areas aesthetically pleasing and still natural looking is hard for me. I've been stalled for months on my mod trying to clutter a 3 X 3 world space with trees, scrubs and flora because I find it so tedious. Interiors are much more fun because things are there for a reason not happenstance. How anyone does a large world space is hard to imagine.
  5. I really like MO for everything except for use with the Creation Kit. I haven't quite figured out how to make them work together so I still use NMM for that. If you are going to try out another manager you might consider Vortex. It's still being worked on so there might be some bugs yet but it is an alternative. I haven't tried it yet myself but it sounds like it has possibilities.
  6. I haven't really started figuring out the quest system or how items that are quest objects can be interacted with. That being the case I have a question about how to work the scripts for my display room. I've got the simple items like dragon claws ok and the slightly more involved cases where there are multiple versions of objects, but how do you handle quest objects like the Black Books or the scrolls? What kind of property do you use? Also because I don't want to mess up the quests attached to the items I thought possibly instead of removing the item from my inventory I would have a message saying something about placing a replica instead. But how do I test for if a current quest item is in my inventory? And do those quest items stop being quest items at some point and become simple books?
  7. Creationkit.com has some good tutorials. Go to Tutorials - Visual Learners - Video Tutorials Link - Navmesh. It will show you how to make a navmesh. It's easy though somewhat tedious if there is a lot of clutter to navmesh around. The door errors are probably because teleport doors to work properly for NPCs must have a finalized navmesh in place.
  8. I thought MO was no longer being worked on. The guy who made it was hired by Nexus and is working with a team on a new manager. It is supposed to be out in January. You might just stay with what you have until you see about the new manager. I use both MO and NMM. MO for playing and NMM for working on mods. For playing I liked MO a lot.
  9. You can do LOD for single cells? I thought you had to do entire worldspaces. I'll try the is full LOD method for that tower, though truthfully you can't really see it from far away, that's why I placed it there. Thank you both for your help.
  10. I added a ruined tower to the Tamriel worldspace. It is half embedded in a mountainside and pretty much hidden on 3 sides and partially hidden by trees from the front. When you add a new structure do you need to redo the LOD each time one is added? How does this work with other mods that might also add new structures?
  11. Is there any mod that changes the interface when the container is opened so that when you have a tab like weapons, food, ingredients or all selected there is a button at the bottom like the "Take All' button that "Puts All"? I hate potion making. Taking all the ingredients from your container is easy one-click, but putting 50 or so ingredients back one type at a time is a pain. Why in the world didn't they have a matching "Put All" that works by the top tab so you could put away types of items easily?
  12. The unofficial patches are essential and should be the first mods you install. I would start with the most downloaded mods on nexus. Most of them are listed for a reason and play together well. Be sure to read the install directions and use LOOT after installing a mod. Except for things like simple texture mods its best if you don't uninstall a mod on an active save. It's not hard to get a bunch of mods playing well together. I'm running about 70 with no problems. Have fun.
  13. I forgot that you will need to fix the navmesh either by deleting the triangles under the house or putting a navcut box around the house and refinalizing the navmesh if you want NPCs to not walk into the walls of the house and to be able to follow you through the door. Either of those things are easy.
  14. Open that mod in the Creation Kit. Go to that exterior cell and copy the house exterior. Then go to the exterior location you want it to be and paste it into the cell. Then drag it around until it is placed exactly where you want it. Then you need to connect the interior door to your new exterior door. Go to the interior cell of the house, r click the door and uncheck the teleport check box. That will remove the connection between the interior and the old exterior. Save. Then r click the interior door again and recheck the teleport check box on the pop up box. Leaving that pop up box open, just dragged to the side out of the way, go to your new exterior cell and move the camera view until the exterior door is in view. Then in the open pop up box click on "Select reference in render window" then click on the exterior door to link the interior to your new exterior. Creationkit.com has a good tutorial about linking to the world. Then you can go back to the original exterior cell and delete and mod-added things like the house exterior. Do not delete any items from the original game. You can tell from the first two digits of the reference IDs of each item. Then save. You should be good at that point unless they had some NPCs that travelled from the interior to the old exterior. Those NPCs can be deleted or their travel packages changed to use the new exterior location. Then I would save and close the CK. Find the esp file in Data and rename it "YourMod" or whatever. Though that is not really needed, you can keep the original name.
  15. If you are going to teleport the player it would seem easier to make two identical areas in that internal cell or even a completely duplicated cell and resize everything in that area or cell instead of changing the player. Things that could ordinarily be picked up like food would need to be replaced with large static versions and furniture also, possibly containers too.
  16. I tried this but had the opposite problem as an earlier poster. The bodies are visible but the heads are missing when I do a Find and Replace to change to the new version. Sometimes I can get the heads back by individually Finding and Replacing back to the original the back to the changed version but not always. In the preview screen the heads are there. I haven't checked in game only in the CK.
  17. I've never made an activator that had options the player could choose. What I would like to do is make an activator that looks like a chest that when activated a screen or popup appears with 3 options: Store all ingredients, Take all ingredients or open the normal inventory screen for it's linked chest. I have made custom containers with their linked chests but I don't know how to make the other 2 options. Playing with potion making is so tedious once you are done and want to put all your ingredients away.
  18. Breezehome I believe is a noresetzone but the herb hanging flora and the food items on tablesdo respawn. If it is a noreset zone should they not do this? Some tutorials I read said you should use this setting for player homes but is this really true? Do you set your player homes to that setting and if so why?
  19. Have you watched the video tutorials at creationkit.com. You can watch a script being made and it's properties filled. Best in Slot has a tutorial showing basic scripting. Antony Bellingham has a tutorial on basic scripting events. Hellcat5 has a bunch of tutorials. Under Basics it has Adding properties to scripts. Try watching those tutorials. They show you step by step how to make simple scripts. While making your own stop the video at that stage and compare your screen to theirs
  20. Maybe if you used TES5 to delete those 3 presets? Unless someone can tell you how to add a missing Tint Layer with TES5 since you can't load it with CreationKit.
  21. That's an idea. Maybe outside the walls of my cell I could make a loaddoor leading to a buried load door approximately where my cell was. No that alone won't work. The marker only gets updated when you use that door from the outside. Maybe door one moves you to the hidden door, it would have to be an autoload door that instantly moves you into the interior cell. It still seems a lot easier to have a triggerbox around the entire cell with a script that says if you are in that box the marker should point to a specific point in the world map. Oh well how often do you have the world map open while in a known cell. It's just me being picky about details. Does your location get updated if you teleport into a cell instead of using a door?
  22. Darkfox127 has some very nice YouTube tutorials including some about custom followers.. Try Googling him as I can't quite seen to be able to paste a link. Also Creationkit.com - Tutotials - Video Tutorials - Community Video Tutorials - Hellcat5 has a series about creating followers from scratch.
  23. Did you try checking for errors with TES5? How about redownloading the ESP?
  24. I know cells are not actually in the world space, but it does seem possible to move the you are here marker to where you think it would be if it was. Maybe some sort of script where as you enter a cell the location of the pointer gets moved to a specific point of the world map until you enter a different cell. Actually I don't understand why they left out that option in the first place. They made a way to set the location of worldspaces in relation to Tamriel after all, why did they leave out cells?
  25. I have 4 interior cells. Two have doors to the exterior on either side of a mountain. The other two form a link between the two entrances. When I go from one cell to the next when I look in the world map my location shows as being at the entrance cell that I last entered from the outside. Is there any way to as I move from cell to cell have the " you are here arrow" move roughly to a spot 1/4 of the way along. Is there some marker you can place in the Tamriel worldspace and tell your cell that that is where you it should show you as being at? It would be great if you could put markers in Tamriel and in your cell and have them linked. None of the tutorials mention that possibility but they leave out a lot.
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