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Veltoss

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Everything posted by Veltoss

  1. If it is like an armor piece or some kind of item you'd find in the game world you simply drag and drop the item from the left object list into the cell that you want to put it in. For example, let's say you want to put it in the Riverwood Inn, the Sleeping Giant Inn. In the bottom right window (Cell View), make sure that the list in the top left is on Interiors. Click anywhere in the list and type "riv", it should jump to Riverwood cells, then double click RiverwoodSleepingGiantInn. This will load that cell in the Render Window. Bring up the bandage item in the left Object List, then drag and drop it into the cell. You can then use the gizmos while the object is selected to move the object around. If you want to put it in an exterior cell (the open world), click the drop down list in the top left of the Cell View window and go to Tamriel. Then do the same thing to find the Riverwood cells, and move around the cells to wherever you want to place it. A couple pages you might find useful is Bethesda's Tutorial for Clutter, Bethesda's CK Basics Tutorial, and the hotkey cheatsheet.
  2. Don't touch the original topic that controls the studded armor "brigand" line. Make a copy of it, then replace the armorstuddedcuirass with one of your armors in that copy. If you just right click and copy the topic it will duplicate it. Editing the original could cause problems and compatibility problems for any mods that also edit that topic. You don't need to change anything else on it (or shouldn't, I'm pretty sure). You can repeat the duplication process and change the getequipped item to each piece you want it to activate on (I'd just do chest pieces like vanilla does).
  3. The place you're looking for is inside the quest DialogueGuardsGeneral under the Misc tab. This is where the "hellos" are, the dialogue that doesn't require the player to talk to them first. If you're wanting them to say the same line as one of the existing lines, I'd suggest copying the line (topic) you want and modifying the copy. Modify it by double clicking it to bring up the topic window. Double click the GetEquipped function and change the item to one of your new armors. I've not done this exactly myself, so it may require something more, but that should be all you need if you want guards to say one of the existing lines (like "you wear the armor of a brigand"). If you have your own voice acting, start here. Then you basically just replace the voice parts with your own new voices. There's probably a way to do this with keywords too, by putting keywords on all the armor pieces that the misc topic would recognize, but I'm not positive on how to do that. Some more info on the misc tab is here.
  4. First, I'd use BSAOpt for extracting BSAs. I've never heard of anyone using the Fallout Mod Manager for it. It's always worked great for me, and is easy to use. Second, are you talking about the icons for SkyUI? I haven't played without SkyUI in forever, but looking at screenshots, I don't think vanilla Skyrim has icons for different items. To edit the SkyUI icons you'll have to modify the .swf like you already figured out, for an example Celtic Icons modifies both "skyui_icons_cat.swf" and "skyui_icons_inv.swf". I don't personally have any experience with it, but you might start here or here if you haven't seen those already. Hopefully somebody with experience will come in and have more to offer.
  5. Can you be more specific about what you're wanting done? Are you looking for something like this one, with a shrine placed in a certain location?
  6. I've managed to make a new companion with FO4Edit (mostly). He's got a new material, a world location, all the little details are as good as I can get it with the tools available. He's so close. But I can't interact with him (trade, command to follow, etc). I've tried editing all kinds of things, comparing it to other modder's companions and vanilla companions. Looking at the race, keywords, packages, voicetype, etc. So my question is, does anyone know what requirements there are for an NPC to be interacteable, and what changes I can make to make him work? He is a mirelurk, and I thought maybe it was his race causing the problem, but I couldn't find anything in the races that affected whether they could be interacted with or not. Any help would be greatly appreciated! Answer: I believe I was missing the companion quest that gives them the dialogue for it.
  7. Have you tried re-downloading and reinstalling UFO? We'll probably need to see your load order before we can help much, as that's most likely a load order/compatibility problem.
  8. I agree. At the very least people should try to name them as close to the name of their mod as possible. Finding a mod that changes alchemy and is called "ehousetest.esp" is confusing as hell. As far as name goes, there's a slot in the mod info to add the author name, as well as a short description, so it doesn't need to be in the .esp name.
  9. Can you post a list of your mods? It would make it a lot easier for us to help narrow it down, if no one recognizes it off the top of their heads. You can get a list by running LOOT.
  10. This one should work. Here is one that covers LOD. Remember though, if your world is mostly enclosed and doesn't have any long lines of sight, you might not have to worry about LOD. At least not beyond the CK's built in LOD creator. This page on the wiki covers the details of the worldspace settings for reference. Here is an alternative tutorial that involves creating a worldspace from a heightmap and creating LOD. I wouldn't bother with a heightmap if you're doing something the size of Bloated Man's Grotto, easier to just use the landscape tool.
  11. Start here to create an actor. Go here to learn how to create a companion. To use the face of a character you've made ingame, look at this tutorial. This Standalone NPC tutorial also covers using a player character's face, I believe. This one covers using ChargenExtension. Here's another alternative general follower tutorial. And another. I'm not a fan of video tutorials myself, but definitely wouldn't suggest using them when you're just learning the basics. The above text tutorials should work much better for you. In addition to those, if you're completely new to the Creation Kit, the Creation Kit Wiki and Tutorials will be very helpful.
  12. I'm not sure you can do it without a script. The main quest uses a script to detect when the player uses the specific Unrelenting Force shout. Go to /skyrim/Data/ and extract Scripts.rar somewhere to get the psx (uncompiled) scripts. The script used in that quest is MQ104PlayerScript. Only the first chunk of that seems to be related to detecting a shout. If you can change it to detect the keyword MagicShout in the spell being cast that'll make it so that it detects any shout. The script is connected to the quest alias Player in the MQ104 quest. Alternatively, someone in this thread suggests using the following code to detect any shout by using the keyword MagicShout: Keyword Property MagicShout AutoEvent OnSpellCast(Form akSpell) if (akSpell.HasKeyword(MagicShout)) Do Stuff endifEndEvent Sorry I can't help more, I'm still new to Papyrus myself. But hopefully the above is a good starting point to get you in the right direction.
  13. I found Support Magic as a reference. Try setting the damaging Magic Effects flag to include Detrimental but not Hostile. Maybe the Hostile effect, even though it's not damaging the friendly NPC, is still telling the NPC that it was hit by a hostile effect. I'd suggest download Support Magic and taking a look at a spell like SMrayspell or SMgroupheal. Figure out how those work, since they both manage to damage and heal different actors in a single spell (unlike any Vanilla spells as far as I know). I don't suggest copying directly from another mod, but using another mod as a reference can be a huge boon when you want to do something that doesn't exist in the vanilla game.
  14. From what I understand, the debug character loads everything like a fresh save every time. I'd base your testing entirely off of that, rather than saves that could be messed up by the mod being changed between tests. Are the two saves she shows up on older saves? It could be she worked fine then, and was already spawned in that save, so when something was changed to break her spawning, she was already there, so it wasn't an issue. Might try troubleshooting whether it's something with the NPC or something with the cell. Try placing her in a different cell like Bannered Mare (something vanilla) and see if she shows up using the test character. At the same time you might try testing other NPCs in that cell (if there aren't already others).
  15. Can you explain a bit more about what you are wanting the NPC to do? Is it supposed to be like a mannequin or target dummy? I'm no coder, but I imagine the no animation thing is from me.EnableAI(false). Does the NPC need to show other hit events, like the weapon hitting them or causing bleeding? If not, then just enable "Is Ghost" in the actor's edit window. This will make weapons go through it, and it shouldn't cause any hit events like staggering. I'm not entirely sure what's moving the NPC when it's getting attacked though, so this may not work.
  16. In addition to using occlusion planes, you can fit more people in the city by using clever packaging schedules. Since many NPCs spend their time inside interiors, they won't really affect the exterior city worldspace, but as far as the player is concerned they are still citizens of the city and add to the liveliness. I believe you could have a several hundred NPC city, with many of them being inside at any one time, and scheduled to have 10-40~ actually moving around in the exterior areas in combination with FiftyTifty's suggestion. Here's a picture to help explain what I mean. http://i.imgur.com/89LxmNm.png White numbers represent number of NPCs walking around the city in a "bubble" (number is pointless and random). To make it easy, most NPCs could stay within their "origin bubble" (where their bed is), with multi-bubble travelers carefully scheduled so that there are not too many NPCs within any bubble at any time. Including NPCs that are inside interiors, you could have a few hundred NPCs with proper scheduling, giving many of them some outdoor time so that 200 NPCs aren't constantly indoors and the same 40 NPCs aren't always outside. To prevent lag when the player gets view of a non-occluded opening (the openings between the walls), you can put another occluded object a bit in front of the entrance/exit areas like this ----_---- so that the object (and an occlusion plane) are blocking their view of the next bubble until they're around the object and entering the other area. Still might cause some FPS drops, though, since so much would be loaded in at a time. That's why it's also important to use occlusion planes on larger buildings, so everything within the bubble isn't coming in all at once. Sorry if this doesn't make sense, or maybe doesn't work that well in practice, but I swear it works in my head. :laugh:
  17. Like the others said, yes. It would be time consuming and difficult though. You're limited with what mountain piece shapes you can use, and you'd probably have to redesign large parts of many of the mountains to add steps. The Seven Thousand Steps to Hrothgar has mountain piece objects but also needs the landscape itself to poke up and look nice where you place the path. The main problem here is that you need some kind of spiral shape around the mountains for that path to exist. You could have a real thin path, just enough for the player to walk on, but you'll still need to change the shape of some of the mountains enough that you might run into trouble with stuff like cave entrances. The wider you make the mountain, the wider the base is, and the more existing stuff you'll have to worry about. It's certainly doable, but be prepared for some trial and error. Coords 15, -14 is a good reference area of the Four Thousand Steps. Pretty much all the objects you might need are in this area (minus the mountain pieces), like the flags, piled rocks, snow effects, etc. It also has a back-and-forth path which could be a useful design reference if you want to keep the steps on one side of a mountain (which might be easier than a full spiral).
  18. What I would like to do is create a specific enchanter that allows the player to enchant items with a special enchant. That special enchant will only be available to the player when using that specific enchanter. Basically the same way that the Skyforge is the only place you can make certain kinds of weapons and armor. However, enchanting works differently than crafting, and after searching all over the CK I cannot find a way to do this without scripting. I also can't seem to find anything similar to the "recipes" that crafting uses, or else this would be a lot easier I suspect. I've looked around the wiki a bit as well as at existing scripts (in the CK and community made scripts) and can't find anywhere to get started. My coding ability is nearly non-existent, but I can handle something basic. However, due to time, I don't plan on learning Papyrus completely. So if this isn't possible with a basic/simple script and would be a lot of work/trouble, I plan to simply have the enchanter give an enchanting buff to the player instead using the "associated spell" feature on furniture. So what I would like to know is this: How hard/complicated would a script be to temporarily give the player the knowledge of a particular enchant? Is there a simple way to script a spell to teach the player, since the "associated spell" feature on furniture would automatically activate and deactivate the spell when the player uses the enchanter? And the followup question, can anyone give me a nudge in the right direction as to how to make a script like that? I appreciate any help anyone can give me. :happy:
  19. 1. The Modders Resource section of the Nexus is a likely place to find resources like this, though I've never seen original food assets. :/ 2. Can't help you there. I'm sure something like this could probably be done with a Papyrus script, but I'm afraid I'm clueless with Papyrus myself. 3. BSA files can be made with the Creation Kit itself. A BSA file is just an archive of all of the stuff (like meshes and textures) that your mod uses. It makes it easier for people to install/uninstall, and "cleaner", since there aren't a bunch of loose files. If you're having trouble with the built-in archive feature like some people do, you can use archive.exe as an alternative. 4. Fairly simple fix for it here. 5. Try looking at this guide, it seems to cover what you need. This page on the wiki links to useful information on each of the "bits" of audio as well.
  20. Seconded! I'd absolutely love Khajiit and Argonian children.
  21. I agree with Tlaffoon. It might be something simple that is easy to overlook, like a package setting. I can take a look at the mod though if you want, just message me a link. I find fixing problems like this very satisfying :tongue:
  22. This guide should cover everything. Alternatively, there's also this guide with other useful links within it.
  23. Plenty of ram, and the processor should be fine. Your video card is listed in the Unofficial Video Chipsets Specifications page on the wiki under the Very High/Extremely High section. You should be able to run Ultra just fine.
  24. If you can't get the steam version to work, or hate the workshop, this is the non-steam download for it. It's listed on the mod's steam page, too.
  25. The fields for choosing the skeleton, body texture, etc are supposed to be grey. You hit Edit like you did, and choose the mesh/texture from a folder within Data. UNfortunately the CK is silly about some stuff and I'm pretty sure you can't tell it to use a different vanilla mesh/texture for this without first extracting it from the BSA. As long as you extract it to the vanilla filepath your mod will load the default textures from the BSA when loaded ingame (I think). You'll have to use BSAopt to extract the mesh/texture from the BSAs that come with Skyrim and put the files in the proper Data folders for it to show up correctly in the CK. The reason it worked for your plant is that you copied it exactly as-is and didn't want to change the mesh/texture from what it originally was. Unless you meant that the race has the skeleton/texture filepaths blank, in which case you should just try re-copying the original DogCompanionRace and then not hitting the Edit button. Hitting Edit and then Cancel will clear the field, which you can't "fix" without re-pathing it to the extracted files.
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