-
Posts
35 -
Joined
-
Last visited
Everything posted by Kualan
-
Sounds like you need to add some lines into an .ini file to let the CK access the DLC files. This is a fairly straightforward process: 1. Go into your Skyrim directory and find SkyrimEditor.ini 2. Scroll down to the [Archive] section 3. Where it says SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, you can add the other DLCs which will look like: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa 4. Save and open up the CK. 5. You should now be able to access the mod with a Dawnguard dependency.
-
LE Export from Blender to CK
Kualan replied to SkyTaylor21's topic in Skyrim's Creation Kit and Modders
Yeah, 2.49b is the only version of Blender that can export into NIF. Hard drive space shouldn't be an issue - a typical tree mesh should be no more than a few 100kb. If your .nif file is considerably larger than that then you'll probably run into optimisation issues anyway. -
LE Making only certain types of weapon damage an enemy
Kualan replied to Kualan's topic in Skyrim's Creation Kit and Modders
Thank you both! I think a perk may be the way to go, seems like a solid method. -
Hi there, hope the CK wizards here can help me puzzle this one out. I'm working on a mod and part of it involves creating some new enemies for the player to fight. The trouble is, I want these enemies to be practically invincible unless the player is using a certain type of weapon. So if I want Ice Zombie to only be killable with, say, ebony weapons - how would I go about doing that in the CK? I've been playing around with weapon stats and item keywords, but I can't figure it out. I feel like all the "ingredients" to the solution are there, I just need help with the method. Any assistance would greatly appreciated! Kualan
-
LE Skyrim - Karl Tanner, The Fookin' Legend of Gin Alley.
Kualan replied to Frostelis's topic in Skyrim's Mod Ideas
I'll be including Karl Tanner in the next version of my Game of Thrones Adaptation Mod. -
I had to do this for my Game of Thrones Adaptation Mod to stop Hadvar/Ralof jumping from Kingsguard/Stark armour to vanilla gear, here's how I did it: For Hadvar; In the Creation Kit, go to Quests. Look up CW02A. Open it up, then click the 'Scripts' tab. Highlight QF_MQ103A_0002D75C and select Properties. A list will open up. Towards the bottom will be a Property named HadvarOutfit. Select it, and you will be able to change his outfit to anything in the OTFT category of the CK. For Ralof: The exact same as Hadvar, except you look under CW02B instead.
-
Thanks, but I'm still something of a noob to scripting so might need some help. I found the NPC's reference in the cell list, opened the Scripts tab and created a new script. I chose 'ObjectReference' as the extends script, then pasted "Function SetHeadTracking(bool abEnable = true) native" as the source of the script, then successfully save/compile it. I get the feeling I haven't got the syntax right (total scripting novice here!) as it doesn't seem to have made a difference in-game? Any help would be appreciated.
-
Alternatively, just a way to force an NPC to always look in one direction (such as fixing their target on an XMarker or something) would work.
-
Hi folks, have a query for you. In my mod I want to be able to place several NPCs as stationary guards, men stood still and staring straight ahead - ignoring the player and all other NPCs around them unless a combat situation erupts. The main breaker of immersion for creating these NPCs is that the headtracking that is enabled for them by default means they're constantly staring at either me - the player - or other NPCs, rather than straight ahead as intended. Does anyone know how to disable targeting/headtracking for individual NPCs, whilst still keeping them responsive to the outbreak of hostile situations?
-
Whenever I update my mod with new armours/textures/whatever, I have to package the new additions into a new .bsa file. As of v4.3, I have four .bsa files that users must download, and as such have to include four .esps in the download. HOWEVER, only one of these .esps is the main one, containing any actual edits to the game. The other three are 'blank' .esps that only exist to have the same name as the .bsas I want the modified .esp to access during the game. So I have GoTAdaptation.esp, this is the file that has been updated since v1 to v4.3 with continuing changes, updates, etc. When I first uploaded it, I included a GoTAdaptation.bsa file. Fairly straightforward. Everytime I had added stuff in an update - to avoid having to package the whole lot every time - I simply create a .bsa containing the new stuff. GoTAdaptationv4.bsa for example. But how to get GoTAdaptation.esp to access this .bsa in addition to the main GoTAdaptation.bsa? Go into the CK, open a new file, immediately save it under the name of your new .bsa file (so in the above case, it would be GoTAdaptationv4.esp) and exit. Even though this new .esp is blank, by having the same file name as the additional .bsa you want your mod to use, your mod can access it so long as both it and the 'blank' .esp are activated in your Data Files. So in your case if you create a blank .esp entitled 'My Mod - Textures.esp', your main mod's .esp will be able to access the identically-titled .bsa file when you launch your game.
-
Those are some excellent tips LP1, thanks very much. I'll definitely be putting them to use.
-
Ah, unfortunate but not unexpected. Thanks very much for the prompt reply.
-
Hi folks. I'm currently exploring how to add custom music to a mod, and think I've grasped everything I need to know. I have identified a piece of music I would like to use - it is a cover version of a copyrighted track. I suspect I know the answer to this already, but figured I would ask anyway. When wishing to use a cover version of a piece of music in a mod, does one only need permission from the cover artist, or the copyright holder of the original piece of music that the cover is based on? I would guess the latter, but if anyone with a deeper understanding of such issues could clarify that would be great. Thanks, Kualan
-
Hey folks. Having trouble with a mesh collision. I've used the markarthblocktemp01.nif to build a large structure in an upcoming update to my mod, but when I test it in game there seems to be no collision as I and any NPCs can walk right through it (quite the problem since the blocks are supposed to be building a giant wall!) Is there an easy way to add collision to an object (it is just a big cube) through the CK or Nifscope, or alternatively would anyone be willing to help me out and add the collision to the object for me (I can PM you the .nif)? Would be much obliged for any assistance! Thanks.
-
[LE] [WIP] The Hound Armor - Game of Thrones
Kualan replied to Zenl's topic in Skyrim's Creation Kit and Modders
You're not owed anything guys. Sure, it would have been nice to see the project completed or the work so far released as a resource, but the modder is under no obligation to do so and really doesn't warrant being insulted. -
Can somebody help me get my skyrim mods working
Kualan replied to Brian3211's topic in Skyrim's Skyrim LE
As the modder for the Game of Thrones Adaptation Mod, I recommend a manual install (instructions on the mod page) rather than using NMM. NMM seems to struggle with applying the update files to the mod. -
Hi folks. Was wondering if it was possible to mass-replace certain words or phrases in the dialogue text in the Creation Kit? For example, a quick method to make every reference to 'Whiterun' to 'Bob's City' or whatever. The idea of going through every single QUST file to edit all the dialogue to match changes in a mod is not an altogether appealing one, heh. Cheers in advance.
-
Moving An NPC To A New Location By Editing AI Packages?
Kualan replied to Kualan's topic in Skyrim's Skyrim LE
I managed to achieve the result I wanted, though it is a bit of a mish-mash job. For any who find this topic whilst looking to achieve something similar, this is what I did; Found the NPC Ref in the Cell View (in this case Vignar in Jorvasskr). Changed his 'Enable' properties to run during a random trigger in the Battle of Whiterun - what this means is that Vignar won't be present in the Companions Hall until that trigger is activated. Since you can't access the Companions Hall during the Battle of Whiterun, and by the end of it (if playing as the Stormcloaks) he is transferred to the Jarlship, he is effectively never in the Companions Hall. -
Moving An NPC To A New Location By Editing AI Packages?
Kualan replied to Kualan's topic in Skyrim's Skyrim LE
Thanks for the tips Ashenfire, am experimenting with travel packages as we speak but having no luck so far. Will let you know if luck changes. -
Hey there! I'm working on a mod, and it involves replacing a lot of the game's vanilla NPCs with new characters. One such character I wish to replace is Vignar Gray-Mane, the old man who hangs out in the Companions Hall in Whiterun and replaces Balgruuf if the player sides with the Stormcloaks in the Civil War. For the purposes of my mod, I want the man who replaces Balgruuf to be someone else; let's call the guy Bob. So through the CK, I change Vignar's name to 'Bob' and alter his appearance, outfit, etc to what I envision Bob to look like. All good so far. Now comes the tricky part. I don't want Bob to spend all his time prior to becoming Jarl hanging out in the Companions Hall. I don't even want him in Whiterun. I want him in an entirely new location (one not in the original game, as it happens), but I can't simply drag-and-drop him from Whiterun to the new location because this would change his RefID, and it is that ID that who-knows-how-many quest scripts rely on to place him on the Jarl's throne when the time comes. After a lot of head-scratching, I decided to look at Vignar's AI Packages in the Creation Kit. In the AI Packages tab when double-clicking on his listing under 'Actors', I can see that Vignar has packages for when he goes to sleep, when he walks around the city, when he visits the Bannered Mare, etc. All normal AI routine stuff. The walking-around-the-city once looks promising, so I decide to delete the others and make that one 24-hours long. I then edit the location cell listed in the package from one of Whiterun's districts to my brand new location. My theory is that Vignar/Bob will now spend his time walking around the new location sandbox-style until the quest scripts for the Stormcloak takeover of Whiterun require him to jump ship to the Jarls' role. Except it doesn't. Despite the only AI Package assigned to him being to walk around this new cell, Vignar/Bob still does nothing but sit around the Companions Hall in Whiterun, moaning about Battle-Borns and Imperials in his usual cantankerous old way. Anybody have any idea where I'm going wrong? How do I get the guy to change his location to a completely different one whilst maintaining his current RefID for the purposes of scripts that need it?
-
Changing banners/decorations based on Civil War.
Kualan replied to Kualan's topic in Skyrim's Skyrim LE
Cheeky bump? -
Changing banners/decorations based on Civil War.
Kualan replied to Kualan's topic in Skyrim's Skyrim LE
My search through the CWGarrison scripts has turned up nothing. Scripting is the one area of Skyrim modding I only have a little bit of experience in, but I'm hoping this will be a relatively simply process once we discovered just -where- I need to be looking. -
Hi folks, wondering if you could me out with a bit of a headscratcher. I'm working on the next version of my Game of Thrones Adaptation Mod (V4 coming soon!); http://skyrim.nexusmods.com/mods/20925 One of the things I'm doing for the next version of the mod I am adding more banners and adornments to the various settlements, but would like these banners to change based on which faction controls that town - in the mod these will be houses like Stark and Lannister, but for the purposes of this question I'll use the vanilla names. Let's say I have decorated Windhelm with a lot more Stormcloak flags and what-not, but choose to side with the Imperials in the Civil War questline. How would I go about telling the game that Imperial conquest of Windhelm should also prompt all of those Stormcloak flags to change to Imperial ones? I have seen this occur in the vanilla game with the Whiterun Watchtower and one of the watchtowers near Riften, but can't for the life of me find how it was done. Been digging through the Civil War quest scripts which I suspect is hiding the answer to the problem but it seems akin to finding a needle in a haystack. Any help would be grand! EDIT: Still digging through it, and think the CWGarrison scripts are the ones that need looking at.
-
Do you have this mod installed? http://skyrim.nexusmods.com/mods/33502 It has been known to cause the issue you're dealing with. Hope it helps!
-
Ah thank you very much!