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Posts posted by greyday01
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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..
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There are people still playing Morrowind.
And why not? Morrowind was a great game.
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Thanks. I used TES5Edit to simply remove Whiterun worldspace from my mod and started over. I wanted to avoid that, but at least I didn't start everything from scratch. I'll remember that next time it happens.
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.
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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.
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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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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.
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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).
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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.
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Thanks, Ill do it that way.
The Step Guide is this:
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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 FilesNOTE: 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 ? -
Not really. I run through tons of paper pages with ideas, bits of text I want in books and notes. floor plans, ect.
For a quest a flow chart would be useful. Try googling flowchart maker. I just used scribbles on paper, but mine was very short.
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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, -enderalseUse -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 stepHelp?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. -
For the dynamic portion you mention
The only sane way to do this on any non-simple scale would be to use your own invoked menus. UIExtensions is an example of a mod that offers the means. There is just no going back after you get to enjoy such precise situational menus on demand
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
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Yes, in the creation kit, you can put conditions on message buttons. When the message is opened via script using MyMessage.Show() only buttons whose condition evaluate to true will appear.
Thanks. I'll do more study of the WIKI and try to get the message, script and function working.
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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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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.
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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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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.

ground mesh problem in whiterun
in Skyrim SE
Posted
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.