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greyday01

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Posts posted by greyday01

  1. To be safe I would not delete. If you want to remove a lot of items quickly in a cell there is a fairly quick method.

    With the cell in the render window put a floor a ways below the floor in the cell, out of view. (I don't know if this is strictly necessary).

    Under Edit - Render Window Picking Preferences - exclude the sort of items you don't want to move like water, statics, actors, ect.

    Then by clicking and holding down control while you drag you can make a selection box that will select everything in it that wasn't excluded.

    Drag the entire set of selected items below the original cell floor and drop them onto your new floor. Try using F to drop the entire set.

     

    This makes a less messy looking render window, but if you don't want to MOVE the items selected you could disable while leaving them in place after selecting them.

     

    You can use the control click and drag method if you want to move a large part of an entire cell say if you want to extend a passage to an already made room.

     

    As long as you are sure that no other mod uses the items you delete it shouldn't cause a crash, but it might be better to be safe.

  2. 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.

  3. 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.

  4. 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..

  5. 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.

  6. 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)

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