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greyday01

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Posts posted by greyday01

  1. 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?

  2. 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

  3. 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?

  4. 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?

  5. 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.

  6. 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.

  7. 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?

  8. 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

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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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