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Everything posted by greyday01
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I have an ingredient chest that I would like to add a script to so that you had a key that would put all ingredients. I've never done anything like adding an option so I don't even know where to start. Help?
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[LE] Tome of the Master
greyday01 replied to dewdropcat's topic in Skyrim's Creation Kit and Modders
Script with an onread event then run down the list of spells adding each to the player? -
Why would you set a player home to NoResetZone? It seems less limiting to set individual containers to either respawn or not respawn. That way you could have a mixture of merchant chests, food barrels and trash chests that you want to respawn and storage chests that you don't want to respawn. And what about flora like potted plants and ingredients on shelves and food on tables that you want to respawn? I just can't see an advantage to a NoResetZone. And am not at all sure exactly what does or doesn't reset in such a zone.
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Do you have a clean save made with no mods at all installed? Preferably from very early in the game but after you left Helgen. If not uninstall your mods, start a new game and make such a save. Changes don't always show up with saves made after your mod was installed.
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Does anyone know how to make the mesh/texture of a dummy item? I wanted to make a dummy scroll but I couldn't figure out how to change one of the normal scrolls to have the same translucent orange appearance of the other dummy items. Currently my dummy scroll just looks in the CK like a normal scroll but it works as it should to generate a random scroll from a list. I would just like to make it look like the other dummies. Could a dummy book generate a scroll?
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[LE] Trimming Worldspace
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Just out of curiosity, if you have more than 1 worldspace and you only want to crop one is there a way to specify which one? Another question, do you recommend an untouched ring of wilderness cells around your terraformed areas? -
[LE] Exterior navmesh questions
greyday01 replied to cumbrianlad's topic in Skyrim's Creation Kit and Modders
I've been doing quite a bunch of navmesh changes the last couple days. What I did was with no mods installed I made a note of the NM IDs in the cell, and also just for checking also in the cells just N, W, E and S. In Some cells I dragged the entire NM that needed altering down below the ground and simply redid that NM. In a few other cases I just added or deleted triangles as needed. I noticed the CK did not always update the triangle count that showed unless I clicked out of that cell then back into it, or sometimes I needed to finalize before the count updated. The important thing is to keep an eye on the NM IDs that show while you are in the cell. Just make sure that whether you move the NM down or alter it any of the IDs don't vanish. Save often and back up each stage. Easier that redoing all your work. For some reason I found that if you make changes to the NM with either method, the cells to the N,E, S and W also show *'s even if nothing was changed in those cells. That's why I would write down the NM ID's in the adjoining cells just to make sure I didn't accidentally delete one of them -
[LE] Trimming Worldspace
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Thank you. I'll try that. I wish the CK would let you set your limits ahead of time and not let you go past that unless you changed the settings. This freeform adding cells on the fly is a pain. -
I was making a small 5X5 worldspace and on occasion I got too close to the outside while terraforming and excess wilderness cells were added. Can I use TES5 or the CK to delete those unwanted cells or would that cause problems? It took me so long to build I don't want to mess up what I've got.
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[LE] House relocation... on a budget
greyday01 replied to kn1ghtfall's topic in Skyrim's Creation Kit and Modders
Can't you just select the exterior door to Breezehome, r click and chose edit, a box will open, go to the teleport tab. Leaving that box open off to the side, go to the new house interior cell and orient the camera so you can see it's interior load door. Go back to the open edit box you have off to the side and in the teleport tab click select reference in cell. you will get a sort of target marker. click on the teleport door you have showing and accept. The outside and inside doors should now be linked. -
[LE] Building my first dungeon. A few questions XD
greyday01 replied to Kanori24's topic in Skyrim's Creation Kit and Modders
It would be easier to make a load door on the surface, maybe placed on the side of a mountain or other piece of the vanilla landscape that places you inside the top of the stairwell, or you could place a piece of Nordic temple exterior imbedded in a slope with a load door and access to your stair inside. Trying to mess with vanilla terrain for your first mod would be difficult. As for your missing NPC when you checked your navmesh did any errors come up? Missing NPCs are usually due to Navmesh missing or errors or package problems. Also did you unactivate your mod, start a new game and make a save possibly when you reach riverwood? Then you can activate your mod and when checking it use the clean save and COC to your mod to check it. The placement of objects and many other things gets baked into a save. You can change it in the CK but they still will be in their old location because it got fixed in your save game. -
[LE] Cut a hole in the landscape
greyday01 replied to ohthatsyou's topic in Skyrim's Creation Kit and Modders
Could you just drag down the area in the box deep enough and wide enough to contain your underground level? It would work better if the ground level part of the building was larger than the basement otherwise there would be gaps between the building and the edge of the hole that would need to be covered up. -
I have an exterior stair leading up to a tower. To test the navmesh I got a giant to chase me up it. As he came up the stair half the time he was wading knee deep in the stair and then he fell through up to his chin. Do I need to drag the terrain up to just below the stair? I thought static objects would be enough.
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Has anyone tried to get a giant to chase you all the way across Skyrim or a considerable piece of skyrim? Could you get one of the Whiterun giants to chase you all the way to Winterhold? In Morrowind I used to try and see how big a tail of monsters I could get chasing after me. Haven't tried in Skyrim.
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[LE] Navmeshing exterior is giving me fits
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
I've got a tower embedded in the side of a mountain. Part of the original mesh is under the stairs up to it. I would need to do quite a bit more that to move a few vertices to reach the door so it seemed simpler to create my own navmesh. I really think Bethesda did a bad job with the original. It looks autogenerated and never cleaned up. There are islands that should be connected and almost look like they are but aren't including one 3 triangle one the size of a sliver between sections of the main mesh, and a 25 triangle island that is halfway up the mountain and has no access. -
I'm trying to navmesh a section of exterior. It has 4 islands. 1 Big one and 3 others. I selected each with floodfill and dragged them down below the surface then started making my own mesh. It will work for a while. My new mesh island is listed along with the original 4 then suddenly my mesh disappears and is merged with the ID of one of the original islands. I don't know what triggers this merge because the original islands aren't even close to touching my new mesh. I've been saving my mod stage every few triangles and keep having to revert back. I'll get it done eventually, the square is about half meshed but it surely is frustrating. One question. The adjoining squares now show as edited though I haven't changed anything in those squares. Can I just after I finish the mesh I'm working on just delete the changes in the adjoining squares with TES5? I've been matching my vertices as close as possible to the ones across the borders.
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I want to enable a NPC at the same time as the last thieves guild merchant is enabled. I could use the same xmarker that is the enable parent of the merchant and his stall but would that be subject to conflicts if other mods edit that cell or the thieves guild quests? Is there some other way to do this? I haven't used quests at all and I'm a bit uncertain about them.
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Is there any way to copy or duplicate a navnesh? I wanted to copy the vanilla, move the copy slightly out of the way then drag the original underground and put the copy back in it's place for editing. Otherwise I'll have to remake the entire navmesh which would be a pain.
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[LE] Looking for some quick advice
greyday01 replied to meekgeek93's topic in Skyrim's Creation Kit and Modders
If using vanilla assets in the CK, don't edit them, duplicate, rename and then edit your renamed object. Give anything you create an ID starting with your mod's initials or other identifier. Makes it easy to find to make changes in them. Make many saves of mod stages. Just copy your esp to a separate folder and give it a name reflecting what you changed. Makes it easy to go back if you mess up. For things like meshes and textures make a folder structure something like Meshes-ModName-GreatNewFurniture and place your new furniture meshes in that folder. Easy to find, add to or delete entirely. Clean your mod often with TES5Edit. It is intimidating at first but Very useful. With a test mod try making changes then undoing them with TES5 to get used to it if you are new to it. Darkfox127 has some very nice videos on modding. Make a clean save after Telgen, maybe when you reach Riverwood, with NO mods installed (put your weapon away before saving as its annoying to do so after each time you open that save). Use that clean save when testing your mod. -
Good advice by nerdofprey. It is really a good idea to get comfortable with Tes5Edit. Maybe try checking your mod for dirty edits at the end of each session or if you are nervous about messing up your mod make a practice mod. Do things like deleting objects instead of references, moving vanilla references and then using Tess to put them back where they belong, deleting a navmesh and then restoring it. Tess5Edit is an invaluable tool. I was really nervous of it at first but by using it I became much more comfortable. Just play with a test mod or make a backup of your mod and then explore it with Tess5Edit to see it you had some unintended changes. Oh about deleting an object from the object window. Since you deleted the object it probably deleted all the references of that object. You might have to find any cell that had a reference of that object. If in Tes5Edit you delete that cell the reference should be restored and the entire cell put back to its vanilla form. I think that's how it works anyway.
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[LE] Navmesh Editing Issue
greyday01 replied to Skybroom's topic in Skyrim's Creation Kit and Modders
Turn off snap to grid and snap to angle. Click on and make invisible by typing 1 while selected any Fx like mist, light beams, banners, fires, NPCs and mannequins, and any other items that the vertices tend to get stuck on. Sometimes it helps to move your camera really close to the surface you want to place vertices on. -
If it's for your own use you can use downloaded assets. It you are going to post your mod you need permission of it's creator and to state in your mod description where you got those assets. As to how, custom meshes and textures files can be added to your Meshes and Texture folders. I make a new folder in Meshes, name it "Someone's Meshes" and paste the meshes in there (I usually rename those meshes as well). Same with Textures. Then go in the CK duplicate an item of the type needed, rename it and edit it to use the path to the mesh and texture that you copied. You've now got the new item in your mod. For scripts copy the script into notepad. If you want to add a script onto your new or a vanilla item, go to scripts tab while you are editing you item, pick new script, give it a name and give it properties of the types your copied script has. Easiest to use the names the downloaded script has for the property names but you can change those and then replace their names with your own in the script body. Then paste the body of the script into your script and fill the properties. To copy a whole cell. I think there is a way. I've never done it. I usually do it the hard way by making notes and then recreating it piece by piece
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Simplest is to go to Skyrim Nexus and download and install Nexus Mod Manager. It is fairly self explanatory. Using Mod Organizer is an other option. Golpher has some videos on installing and using it (Google Golpher and Mod Organizer). That program is a bit more, just slightly, complex but has some very nice features. It is no longer being updated as it's maker is working for Nexus now making an updated manager for them but it is completely useable in it's current form and I use it for everything except creating mods.
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Google Darkfox127 custom containers. He has a number of very good videos that are very straightforward. Sorry I can't paste the link
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The way I understand editing an external cell to accommodate a new building or changes in terrain is in that cell select a navmesh triangle and with floodfill select the entire navmesh then drag the entire thing down below the surface (I'm not sure how far down you need to drag it). Then create your own navmesh and finalize it. Please tell me if this will work. I've just put in a tower and stair and the vanilla navmmesh is partially buried now.
