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Everything posted by greyday01
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I wish Bethesda never made Skyrim AE.
greyday01 replied to HedgehogMods31's topic in Skyrim's Skyrim SE
I wish Bethesda would stop upgrading entirely. But if they MUST, they should at least incorporate ALL the fixes, unofficial and otherwise, like fix the flora respawn bug, the brawl bug, and so on. That way you might get some benefit from the new version that would make it worth the trouble. And clean their masters while they are at it. And fix all the errors that the CK complains about while starting up. -
[LE] Beyond Lost with MO@ and Creation Kit
greyday01 replied to Traplord710's topic in Skyrim's Creation Kit and Modders
What is the file path that leads to the mod in question? Is it Steamapps - common - Skyrim - Data - Mymod.esp? or something like D:\ Games - Modding - MO2 Skyrim - Mods - MyMod - Mymod.esp? What is in the folder Games - Modding - MO2 Skyrim - Downloads? When you open Mod Organizer and click on the Gears (Modify Executables) at the top of the page and highlight Creation Kit in the pop up does the right side look like: Title : Creation Kit Binary: d:\ Games \ Steam Library \ Steamapps\ common\Skyrim\ Creationkit.exe Start In: D:\Games\ Steam Library\ steamapps\ common\ Skyrim Only checked box is "Use application's icon for desktop shortcut" When you run the Creation Kit do you do it by running Mod Organizer then on the righthand side dropdown at the top do you select Creation Kit from the drop down and then click the yellow Run triangle to it's right to start the creation kit? If you use the create shortcut button under Run to put a shortcut on your desktop you will have 2 Creation Kit shortcuts. One leading to the creation kit NOT run through MO2 which will NOT show your mod. And one identical looking shortcut which will start the CK as run through MO2 which WILL show your mod. You need to rename that shortcut on your desktop something like MO2 Creation kit or simply always run the CK from MO2's Run button which is what I do (I don't use a MO2 CK shortcut at all). -
1st Time Vortex Modder - issues with initial mod installs
greyday01 replied to Kothira's topic in Skyrim's Skyrim SE
I'm not a vortex user, I use Mod Organizer but I would look in Skyrim SE main directory using explorer. See if the .dll is in the main Skyrim directory along with skyrim's exe. Don't think any .dll files would show in a Tools folder. -
Thanks, Ill do it that way. The Step Guide is this: Step Skyrim Special Edition Guide (stepmodifications.org)
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I downloaded the latest enbseries from the link and copied 3 files, d3dll.dll, d3dcompilerre6e.dll and enblocal.ini into SkyrimSE. I downloaded Step ENB Heavy preset from the link and unzipped. Now what do I do with these folder contents. All the instructions don't say. They stop like this: Download the Step ENB preset from Nexus under Miscellaneous Files NOTE: The Step ENB comes with a recommended enblocal.ini.STEP file. To use this, simply delete the version that ships with ENBSeries, and strip '.STEP' from the file name of the Step version. This is optional and for use with any ENB. Generally, this file is maintained by the end user, but we provide it for convenience, since it has vsync and frame limiter options that should be disabled for Step Guide followers. There is an enbseries folder, an enblocal.ini.Step and enbseries.ini.Do I copy all 3 into SkyrimSE ?
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I wanted to try AE with the step guide. I followed it down to the performance tweak part but I can't launch the game. It crashes to the desktop. Any suggestions about troubleshooting? Before the step guide it was running. I redownloaded, reinstalled and checked that SKSE was running. Disabled all the mods and then re-enabled all the ones that had no missing masters in small groups. Eventually all the mods got enabled, with no missing master flags and no crash on startup. It may have been SKSE not set up properly.
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I've been playing LE version and it has been stable for me. Recently I installed the 1.6.640 Anniversary edition and am trying to get it set up. I thought I'd try to use DYNdoLOD and ENB for the first time as well. So far, I'm trying to follow the STEP Guide. May add other mods or make substitutions later if I don't like the look. Do most people follow that guide at least as a baseline? Are there guides you prefer?
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Have your mods been updated to the current AE edition? Some mods need to be for a specific version number of skyrim. You also might need a new game not an old save. oops. I didn't see that you were using a console game. See if it crashes with a new game started.
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Thank you. For working with the creation kit is there any reason to put the pex files extracted from the BSAs into scripts or just the psc files in Scripts - source? Should I for SKSE drag the Data folder into skyrim like 2 youtubes show or make the skse data folder into a mod in MO2 like another youtube shows?
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When installing SKSE I followed the wrong YouTube and copied the skse Data folder into skyyrim where it overwote some of the scrips there instead of leaving it out and zipping it back into a sepate mod. I removed the entire scripts folder from skyrims data folder and tried verify integrity of game files. It didn't replace the scripts folder. I tried removing the Data folder to the desktop and tried verifying again. It did not recreate the scripts folder. How can I get the vanilla scripts folder back? I could install skyrim se on my laptop and email the scripts folder to my desktop I suppose but is there a better way?
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Too many of them, having a computer background, write their instructions in computerese. Not readily understandable, at least not to me. I was trying to follow the STEP guide for system setup. When I got to XLODGen it said to read the instructions from a link provided. Got this: Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod.Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86. Use command line arguments to set the paths to certain directories and files if required. For example:-m:"c:\Users\[uSERNAME]\Documents\My Games\Skyrim Special Edition GOG\"-p:"c:\Users\[uSERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"-d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" I got the XLODGen folder in Tools and added a folder XLODGen_Output inside it. That was clear enough in the Step Guide.But the stuff in the link might as well be in chinese. I need something on the order of click this here. type that, R_clik choose edit, ect.When they start talking about command lines, I'm lost. I don't need to understand how it works, I just need step by step instructions, right down to individual clicks, about what to do. Better, a YouTube where I can watch, pause and duplicate each step Help? I looked at the DynDoLod page and that was worse. I didn't understand it and just gave up. I can't follow these kinds of instructions.
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SSE Adding buttons in a message.
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
I think my use will be pretty basic. If I can't get it working how I want I'll take a look at UIEExtensions -
SSE Adding buttons in a message.
greyday01 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Thanks. I'll do more study of the WIKI and try to get the message, script and function working. -
I've googled a bit, but I could find no way to add buttons in game. I have a number of locations I want to teleport to. I could have a separate spell for each of those 8 locations added as they are found at the cost of cluttering up my spell list. I was considering a menu message with the locations added as buttons but I didn't want unfound locations to be listed. Can't find a way to add buttons with a script. Could have separate menu messages but there would need too many with 8 locations. 1 only, 2 only, 3 only, 1 and 2 only, 1 and 3 only., ect. No good with math. would it be 8 squared? Too many anyway. IS there any way to dynamically add message buttons?
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SSE Noob's Approach to a First Person Camera Mod
greyday01 replied to 834159672's topic in Skyrim's Creation Kit and Modders
I hope you get in working. I play in first person and when I approach a counter to buy things I feel as if I'm 10 yrs old and have to stand on tiptoes to see over the counter. I think the vanilla camera is in the middle of my chest or something. Good luck. -
Cool, Maxarturo. Thanks. The WIKI doesn't really explain what exactly setcritical stage does and when you need it. It seems it is only for spawned and disposible actor references and so would never be put on an actor reference directly as opposed to an actor object
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That's a bit odd. My set up as I have it working is that the ghost is in a holding cell. If you enter the trigger at night the ghost is moved into the trigger. After you wack it, the ghost's state goes from "alive" to "dead" using Event OnDeath on the ghost and is moved back to the holding cell. After a few hours it is resurrected, and its state goes back to "alive". That may be why IsDead on a script on the trigger did not fire. No CriticalStage was set so possibly the game did not view it as really quite dead and it could be moved. I'm certain it was moved because after wacking I've COC'd to the holding cell and the ghost was there. The Wiki says Flora can't be moved but it says nothing about dead NPCs. Nothing new there. The Wiki misses a lot. I've a question about criticalstage and npcs. Every npc doesn't have a script on it setting criticalstage when it is killed. As far as I can see it is only in the defaultGhostScript that is added only on ghosts. So, when DO you need to add this script to a NPC you create? Is it only for things like ghosts and skeletons that fall apart or are replaced by ectoplasm after being wacked? Regular killed NPCs just lay there dead until the cell resets and gets rid of them.
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[LE] Getting back into modding after a decade
greyday01 replied to Aitze's topic in Skyrim's Creation Kit and Modders
I would make your mod for Skyrim Legacy edition. It is easy to convert it for Special Edition but not so easy, if possible at all, to go in the other direction. Some people still play the legacy game. SSE Nif Optimizer can convert your custom nifs if you make any. To change your esp all you have to do is load your LE mod into the CK, you will get an error message, then save your mod and the esp will have been converted. Scripts and textures are fine in both and don't need changing. And I would still use Mod Organizer 2 instead of Vortex if you are making as opposed to using mods. Nice to have all your files in one tidy folder separate from anyone else's files when it comes time to package it. Darkfox127 is still making How To youTubes. If you are trying to figure out how to do something he might have a tutorial on it. Like how to make your own Dummy Items for things like Ore that the vanilla game doesn't have. -
[LE] help to create a mine
greyday01 replied to zuckspro's topic in Skyrim's Creation Kit and Modders
A known problem of Skyrims' Engine. Look up the Flora Respawn Fix on Nexus. -
No i walked into the kill area, wacked the ghost, moved about a farmhouse distance away and came back, killed the ghost again and repeated this a few times. Just wouldn't stay dead. I'm thinking it must be something about move to resurrecting it. It wasn't scripted to resurrect until daylight so something else must have resurrected it since it wasn't a dead ghost that was moved back to the graveyard.
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I used OnTriggerEnter. After I entered the first time and killed it I moved the corpse to a holding cell. Then I left the box and came back. At that point since the ghost was dead it should not have moved a ghost back into the kill zone. Each time the ghost appeared it had the same ref ID. Does MoveTo automatically resurrect NPCs?
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As well as the basic troubles of covering every possible scenario and figuring out syntax for things like casting and trying to get the values of properties from scripts on other objects which is hard enough for someone with no programming training, the peculiarities of Papyrus can be exasperating. I had a custom ghost (no defaultghostscript) with 2 states alive and dead. A triggerbox with 2 states ready and haunted. After I entered and wacked the ghost that appeared until it fell down dead. The script on the triggerbox had an if ghost.IsDead() with the property pointing to my ghost but it kept insisting that the dead ghost at my feet was still alive. The Event OnDeath on the ghost itself fired just fine. I fought with that for ages then gave up and used If ghost.GetState() = "Dead" instead. But I still don't know why IsDead did not work. SettingCriticalStages on the ghost after killing it made no difference so that's not the problem. Oh well, it's working now with the revision. The Wiki was less than useful.
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SSE I want to start creating mods but i"m lost
greyday01 replied to lordofskulls666's topic in Skyrim's Creation Kit and Modders
Start with this: Main Page - Creation Kit Click on Tutorials, then scroll down to The Visual Learner, the click on Video Tutorials: Video Tutorials - Creation Kit Start with something easy like an underground dungeon or a cabin in the woods. Once you know your way around the CK you can expand into Gimp for textures, Blender for modeling and papyrus scripting. Darkfox127 has a lot of tutorials about how to do an amazing number of things like bookshelves, mannequins, ect Some pointers: 1. Have a folder somewhere convenient and frequently copy your esp into it and rename it like: MyModFinishedStairs.esp so if you mess up you can go back to a previous version. Save often! 2. Check your work often. Make a few changes, go in game and inspect carefully, then return to the CK and continue or fix any problems you find. If no problem, make another save and backup. 3. Make a 4-letter prefix for your mod and prefix every script, texture set, new cell, everything you create for your mod with that prefix. Makes searching for YOUR stuff much easier. 4. For Mod making as opposed to just using mods, I would recommend Mod Organizer 2 instead of Vortex. MO2 places each mod in it's own separate folder. Your esp, textures, meshes, scripts, everything your mod uses is in its own separate folder and the base game is untouched. Makes it very easy to package your mod for uploading also. It's already all in a separate folder. 5. Have a clean save from before you started your mod. Use that save when going in game to check your work. Things get baked into saves that can cause problems when making changes to your mod. 6. Practice with XEdit. Make a test mod. In that mod make a change like deleting a vanilla house. Go in game: Look no house. Go in XEdit. Find your change and delete THAT. Go in game. Look, your house is back! Get comfortable with Xedit. Very useful when you do something accidentally like deleting a base object like all kettles instead of one specific kettle, or while examining a vanilla dungeon to see how it is put together you accidentally change something there. XEdit makes it easy to find ALL the changes, additions or deletions your mod made. Remove all accidental edits frequently. Much easier than waiting until almost completed to clean up errors. 7. A test mod is useful for trying things out so you don't mess up your mod. -
[LE] help to create a mine
greyday01 replied to zuckspro's topic in Skyrim's Creation Kit and Modders
In the activator section of the ck there are objects like MineOreCorundum01. Place that. I would make sure that none of the angles are exactly 0 (might not make a difference but activators are funny sometimes). Then in the furniture section of the CK there are markers like PickaxeMiningFloorMarker. place one near the ore. Don't forget to use the M key to make markers visible. Then edit the MineOreCorundum. In the LinkedReference Tab double click and select the furniture marker you placed nearby. You should see it listed in that tab. That should work.
