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greyday01

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Everything posted by greyday01

  1. This is a useful youtube for Skyrim LE. Probably works for SE also. Creation Kit Tutorials - Worldspace LOD - YouTube
  2. What mod manager are you using?
  3. I might set the default land to 0 and the default water to either plus or minus 500 depending on if you are creating an island or not. If I was not creating an enclosed area like in a cave with a sky view I would not check the small world tick box. Other people have had floating cell issues when creating world spaces. I would suggest using the landscape tool to make every land cell at least slightly edited. Drag the surface up or down and use the flatten and soften tools to shape all the land, especially at cell borders. Use the B key to toggle visible cell borders. Place some items like trees or buildings in each cell. See if that helps.
  4. You can also avoid the intro with the mod "Live another life". It gives you a wide choice of how and where you start the game like Camping in the woods, shipwreck victim and so on,
  5. There is a legacy mod called that that I really like. The author is too busy to make a SE version. I so wish someone with the skills could make one instead.
  6. It will work for NPCs as well. Just remove the line checking for the player and change the line below it to akActor.AddSpell(SheepSpell) or akActor.RemoveSpell(SheepSpell) that would work for any actor that equipts the item
  7. Actor Property PlayerRef Auto Spell Property SheepSpell Auto Event OnEquipped(Actor akActor) if akActor == PlayerRef PlayerRef.AddSpell(SheepSpell) EndIf endEvent Event OnUnequipped(Actor akActor) if akActor == PlayerRef PlayerRef.RemoveSpell(SheepSpell) endIf endEvent
  8. At least in MO2 the scripts and their source must be made into a plugin and activated like any mod, while the dlls and exe are placed in the main Skyrim folder along with skyrim.exe
  9. When you go to open your mod in the CK are you setting SKSE to be one of your parent master files just like Skyrim and Update?
  10. It sounds as if your setup is correct. Now when you start the CK through MO2 and its time to open up your mod be sure to when you are selecting the plug-in master files and the active mod you are working on that when you click File-Data you place a checkmark on Skyrim, Update, Hearthfires, Dawnguard, Dragonborn, and what,ever you named your SKSE mod, before setting your mod to be the active mod. The SKSE mod is a required master for your mod just like Skyrim and Update.
  11. Duplicate guard so there is a new editor ID. Edit the new guard and set as essential. Select the original guard in the render window and use Control F to find and replace the original with your new guard. Delete the old guard from the object window. Try this.
  12. Maybe something like Event OnItemAdded(Form akBaseItem, int aiItemCount, objectReference akItemReference, objectReference akSourceContainer) If akSourceContainer==PlayerRef self.RemoveItem(akItemReference) self.AddItem(akBaseItem) EndIf EndEvent I have no idea if this would work but the idea is to remove the stolen item reference and add a base item of the same type, that doesn't have the stolen flag..
  13. Simplest would seem to find a bandit in the game somewhere that spawns from a leveled list. Then find the leveled list that it is spawned from. Duplicate and rename it. Edit it so all the npcs in that leveled list are non-hostile and are called something other than bandit. You probably want to edit their default outfits also. Then just scatter them around like populating a dungeon with bandits except these will not attack. Let the game manage the spawning and unspawning. Scatter some idlemarkers around to they have something to do.
  14. Thank you. I never knew about the backslash to make a single line of script be split among several lines.
  15. If you are checking for half a dozen or so conditions on an event would you use nested if / then's or a long if with multiple and checks on the same line? This won't be running continuously or even frequently so speed would not be really an issue.
  16. Is there an easy way to determine whether a npc hit by a spell is a person vs something like a dragon or horse?
  17. I followed the STEP Guide mostly, with the enb suggested in the guide. The glitchy textures sometimes go away if I reload the game. The glitches are mostly in the stonework and whiterun walkways. Also some farmhouses. The farmhouse doors are sometimes not visible just a blank stone wall, but they can still be activated. In most of the texture replacers I chose the 2K options. None above that. Should I reinstall the texture replacers with 1K options when available or is it the ENB causing problems. My framerate is fine and interiors and landscapes look OK. I've never used ENBs before and don't know what problems if any I might get. This is the guide I followed Step Skyrim Special Edition Guide (stepmodifications.org)
  18. Any custom meshes? Any meshes that haven't been optimized for AE? Bad meshes often cause CTD.
  19. There was a legacy mod of this name. Crafting Pulls From Nearby Containers at Skyrim Nexus - Mods and Community (nexusmods.com) The author said he was too busy with other projects to update it for SE . It would be nice if someone could make a SE or AE version of this. I loved that mod. Simple. It just worked. No set up.
  20. In whiterun a lot of the streets have weird glitches where I'm walking Knee to waist deep in apparent blurred roads. The real road is where my feet are.
  21. I think what Maxarturo is trying to say is that the LOD files generated is what the game uses to draw the map as you look at it. It isn't a separate file and has no separate existence The LOD IS the map. I think..
  22. And why not? Morrowind was a great game.
  23. Make a folder on your desktop named "MyMod Stages". Frequently copy your esp into that folder and add an ending telling what you last finished in it. Like MyModGazebo.esp. Frequently check your work in game in whatever area you are working on. If it is good copy your esp to mod stages, if not either fix it or go back to an earlier version of your esp. Save often! Several times in a working session if needed.
  24. Have you opened your mod in XEdit? You should be able to find, then select, then delete just that change. Or you could in the creation kit with no mods active find the default Land Height and Default Water Heights by looking in World - World Spaces - WhiterunWorld, then with your mod active set those values back to what they should be if they are different. XEdit might be easiest.
  25. Maxarturo, When I created LOD some years back for my worldspace I used the video you gave a link to. It worked nicely. I had never used Dyndolod for the rest of skyrim because I was intimidated by the instructions. Could or should dyndolod 3 be used instead of that old video now or is that old video still the best for creating a LOD and map for new worldspaces?
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