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imperator29

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Everything posted by imperator29

  1. I found a solution: I downloaded the SSE Nif Optimizer and ran it on the daedroth NIF. Now, everything appears as it should in the CK and in the game. Thank you to everyone who offered suggestions. I appreciate the help!
  2. I think I found a solution. I downloaded SSE NIF Optimizer and used it on the daedroth NIF, and that seems to have fixed the problem. The textures now render correctly in the CK and in the game!
  3. Ahh, okay. I probably added those references when I was editing the creationkit.ini to enable multiple masters. Good to know that they can be removed. Thanks!
  4. I'm having problems creating a daedroth from Vicn's Creature Pack. When I try to create it in the CK, the textures don't show up even though I can see them just fine in NifSkope (for what it's worth, when viewing it in NifSkope, I'm viewing the same file that I placed into my Data folder). There are no special textures for the daedroth--for example, the daedroth's skin is just the vanilla Falmer skin. By the way, the texture paths look like this in NifSkope: When I inadvertently raised this issue in the Oldrim CK Nexus forum, someone suggested that the texture BSAs might be missing from my creationkit.ini. However, I double checked the ini file and they're all there. For reference, this is what I have: Another person thought that this could be a CK-only issue that wouldn't appear in game, but when I loaded the daedroth into the game, it was rendered as a red triangle with an exclamation point. Any idea what's going on here? EDIT: I reinstalled the CK, and while I'm still having the same problems with the daedroth, I now have a new error message: Also, when I try to create an Armor Addon for the daedroth, this appears under "Alternate Textures" in the Model Data window:
  5. I went ahead and loaded the daedroth into the game, but the textures still didn't display. The creature was rendered as a red triangle with an exclamation point. Yeah, all of those BSAs have been added to the creationkit.ini. The Dawnguard, Dragonborn, and Hearthfires BSAs are in there, too. Thanks for pointing out the SSE forum, by the way. I totally missed it! :blush:
  6. I'm trying to create a daedroth in the Special Edition using the daedroth mesh from Vicn's creature pack. I placed the daedroth mesh in the meshes section of the Data folder, and while everything looks fine in NifSkope, when I try to create the creature in the CK, the textures don't show up at all, making the creature effectively invisible. After examining the NIF in NifSkope, I noticed that it's using vanilla textures (for example, the main skin texture is the Falmer skin texture), so I'm a bit confused as to why the CK can't seem to find the textures. The texture paths in NifSkope look like this: However, I noticed that, with the Special Edition, the vanilla textures appear to be spread across multiple BSAs (e.g., Skyrim - Textures0.bsa), so I wonder if that isn't the cause of the problem. (For what it's worth, I *am* using the Special Edition version of Vicn's creature pack.) Am I correct about the cause of the problem? If so, how do I fix it? Please note that I'm a newbie when it comes to textures (and modding in general), so I don't have a lot of background knowledge. :smile: Thanks in advance for your help!
  7. I also asked this question on the Skyrim Mod subreddit, and once of the users was kind enough to give me some advice. I thought I'd share it here in case anyone else is having the same sort of issues. It seems that one has to create an armor addon and an armor in order to get the creature to work properly. In the case of the Shambles, I did this by duplicating the Fost Atronach's armor addon and armor and then pointing them toward the Shambles nif. Then, I simply duplicated the Frost Atronach actor and gave it the Shambles armor. It seems that one shouldn't bother creating a new race--whenever I tried that, I started having animation issues. I've tried this method with several monsters from Vicn's creature pack, and it has worked every time.
  8. When using a creature pack to make a new monster, how does one go about changing its behavior? I've made a Bone Looper with Vicn's Creature Pack, but it still uses the Chaurus's spit attack. Is there a way for me to stop it from spitting and make it use dragon shouts instead? I've tried giving it shouts in the SpellList and adjusting its combat behavior, but that doesn't seem to work. I suspect this is because the Bone Looper still technically uses the Chaurus Race, and the Chaurus Race doesn't seem to have the ability to use shouts. Changing the race doesn't seem to be an option: I was told that I shouldn't create a new race when making a creature-pack creature. Indeed, whenever I've tried to mess around with the race, the animations stop working, and the creature seems to crumple like a soda can.
  9. Hi everyone, New modder here! I'm having trouble with Vicn's creature pack. I've used one of his models to make a creature in the Creation Kit, but when I put it into the game, it doesn't move properly. It'll move frontwards, backwards, and side to side, but its limbs don't move. It's like a statue on a trolley, or a unit in Civilization II. The creature in question is a Shambles, and here's what I did to make it: 1) I created a Shambles race using the Frost Atronach race as a template (I chose Frost Atronach because the Shambles model uses the Frost Atronach skeleton), and I assigned it the Shambles .nif file. That seemed to do the trick, as it showed up properly in the CK. 2) Then, I created a Shambles actor. I did this by duplicating the Frost Atronach Actor and changing the race/name to Shambles. For testing purposes, I've left everything else the same. It looks fine in-game, and I haven't noticed any issues beyond the movement ones. Something is clearly wrong with the animation, and it has me stumped. I would have thought that, since the Shambles uses the Frost Atronach's skeleton, I could simply use the default animations, but that doesn't seem to be working. Have I goofed? Do I need to do something extra? For reference, I've attached screenshots of the Shambles' animation tab. Any help would be most appreciated! Thanks!
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