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SpectralDragon

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  1. I have a mod on nexus called waterstone manor. It is my work, and I spent a very long time making it. I dare say I spent more time making that mod than playing the game. I am going to be a bit blunt here so there is no confusion as to how most modders who have "not allowed" or other some such in their permissions in regards to using their assets or their work taken and used, will feel when that is done so: If someone wanted to put my mod in a complilation, and asked me permission first, I would likely say yes. If someone took my work and uploaded it as a mod compilation without my consent, that is stealing, and I don't give a hoot how convenient it is to you or your "fans". I am the one who devoted my time and energy to bring you free skyrim content. The least you can do is respect my wishes regarding the rights usage. If you do not like my rights usage, make your own mod. I mean it, take the time to open the creation kit, and spend the months it took to learn what I learned making just ONE house mod. Modding is VERY simple: 1) Download BOSS 2) Download wanted mods with a manager. 3) Follow specific installation instructions for each mod. (Usually as easy as letting the manager do it for you) 4) Run BOSS Now, admittedly finding information about modding (and especially in regards to making a mod) on the internet is scattered and can be hard to find (at least it was for me, I actually found STEP long after I learned how to mod.) However this information is quickly being centralized. Still, if you cannot follow those four steps, I think modding isn't for you in the first place. If you don't want to pick and choose mods, there are many people who will be happy to provide you a list of what they consider "Essential mods." Installing all mods is as simple as following the steps I outlined above and should take only a few hours if you have a good or even mediocre internet connection. You will be grabbing probably around 10 gigs worth of stuff depending on your choice of mods so you will have to wait to play your modded game anyway. (Which may be why there are no mod compilations here on nexus for skyrim, now that I think on it.) Now, as adamant as I was above, I am not totally against mod compilations provided: 1) Each mod is being used with the consent of the mod author. 2) Each mod author is recognized for their work. Now, there are mod compilations (And despite your claim many of them are quite stable) for oblivion here on nexus so not sure why it was said earlier that it is not supported here. There are also smaller compilations for skyrim on specific kinds of mods (Hair mods, ect) all of which from what I can see are uploaded with the permission of the original authors.
  2. I admit that the only actor script I have have messed with thus far is the mannequin script but..... Since you are spawning 4 soldiers, are you using four markers? If that does not work, I would try to add more actors to your script and instead tell it to spawn spawn each actor individually. (I hope that makes sense.) Secondly, a dead actor is still theoretically a spawned actor. You will need to find a way to remove dead actors from your arena before it will spawn another. This can be tested by killing said actor, leaving, waiting for the cell to respawn (usually a month game time) and going back in and hitting the button again to see if it spawns a new actor. EDIT: OR you can call a check to see if the actor is dead inside your event. Again I only have one scripted mod so if others with more experience tell you otherwise you might want to listen to them instead.
  3. Did you download the blender 4.49 from nexus? My experience is that is bugged and/or out of date. You will need the latest versions of nifscripts, Nifscope, and depending on what you are working with one or two other things. Refer to this wiki article here which shows you what to do with the tools once they are installed: Ok....wiki isn't working right now but there is an article on the nexus wiki which should have all the instructions you need.
  4. I agree this should be done, however..... If there is an issue with a mod, you really should let the mod author know. Criticism is a spice which, while it can be hard to take in, is necessary for making a mod more professional quality.
  5. I may just have to try this for Waterstone Manor myself as this is the biggest bug (IMHO at least, though nobody has complained about it yet.) So I assume you have to give the container a unique ID? I also assume you can't put more than one in the world or it will cause skyrim to get confused. Unfortunately I think this will cause issues with an established mod since you are changing the way an object is handling an item. When people go to update Skyrim will get confused and use it's JuuJuu magic to try to solve the problem, which never ends well. Will need to test this on a clean save then.
  6. I'm a sucker for large quest mods. Will try it out.
  7. http://skyrim.nexusmods.com/mods/34661/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D34661%26preview%3D&pUp=1 Telvanni Robes without the hole the in the chest might do the trick.
  8. Theoretically you could tie the needle to a script. I know there is a spell which is supposed to "show you the path to the current goal." Also it shouldn't be hard to call a function which either checks the hud compass or, better yet, overlays it somehow onto your mug-compass. hmm, this would be an interesting addition to frostfall (which I am thinking of trying.)
  9. I second this motion. I would be happy to make underwater dungeons if only I could kill things in them. You could do this in both morrowind and oblivion so why not skyrim?
  10. nothing? nobody knows where this awesome mod went? that's a shame. I wanted to completely finish it but my file seems to be corrupted.
  11. What happened to Kvatch Rebuilt? The mod has been on hide status for quite a while now. A forum search has not yielded any answers, anyone know what happened?
  12. Sorry for the double post but, just found out you can make a new tree, it just needs to be linked to the experience gained from another Skill. This guy did this here: http://steamcommunity.com/sharedfiles/filedetails/?id=12998&searchtext=Skill+Tree so this is looking possible. IE you can make as many trees as you want, but you can't make new skills. Apparently the one thing you can't change is the perk script hard-coded into the game. I don't care about that though, all I care is that it looks like a seperate tree and does not hinder the original tree.
  13. Odd, it just let me duplicate a tree in the creation kit *scratches head* Again I will play around with it. I will have to test this in game and see if it actually does anything but who knows, maybe I will get lucky. Testing now, cross your fingers.
  14. Well, I know there will be an issue when it comes to picking a single tree at character creation but I am willing to see if it can be done. I also don't know if you can make brand new trees but again I am willing to see if it can be done. On another note, if we can't do that here we can always ask bethesda to consider this for their next game.
  15. I would like to get the communities thoughts and help with ideas on an idea I had. The basic idea is that at the beggining of the game you pick a class. Once you pick this class, it adds a perk tree for your class, this perk tree would add benefits to all the old oblivion/morrowind archetype skills. As an example, lets say you pick a thief class (I'm going a bit generic here on purpose, obviously there are a few thief archetypes like nightblade and such.) When you pick this class, you gain access to the thief perk tree. One side of the tree allows you to add perks to enhance experience bonus to what, in oblivion, would have been your major skills. Sneak for example would be one of the main perks that would get this experience bonus. I would say, at most, the experience bonus should be, say, 10% On the other side of the perk tree, you would gain perks which enhance your class. Lets say for a thief you get an ability which allows you to go invisible for 60 seconds, once a day, as a power. There would also be things on this side of the perk tree which enhance specific perk tree damage or lower the cost of abilities. Now, obviously I don't want to make these things game breaking, but at the same time you should get an immersive feel from your class. You could, possibly, gain experience in this tree by leveling the specific skills tied to your class. Or, you gain no experience in this tree and much like the vampire perks tree the requirements are uncapped. Alternately we can make certain perks level required. I think this should also be used in conjuntion with enhanced enemy mods. Heck I would actually love to see someone do another mod which gives bandits and such these perks. Now, I have never played with perks or the skill trees in the creation kit so I am not sure what the limitations are there, however I have played with scripting a bit and I am willing to put the time in to make sure that this is not only done right, but done in a way which doesn't add more bugs to the game. If someone came along who was more adept at skill tree management and scripting this I would happily move aside. I would like to hear your thoughts on this, the good and the bad, and see if we can possibly brainstorm trees as well for all the old oblivion/morrowind archetypes. Here is a possible example tree (image attached) bearing in mind this isn't set in stone for the thief I am simply using it as an example: Thief - automatic perk which does very little, or perhaps can do something. (Right side gives experience to all the said skills so no explanation there) Silent Backstab: chance that you won't get noticed when sneaking up and backstabbing someone. Alert: Shows if someone is paying attention to you when not in sneak mode (can be turned off) Escape: a small chance that the enemy will lose track of you when going into sneak mode. Dissapear: invisible for 60 seconds, automatic success on escape. That is just one example and obviously if you thieves out there don't like it I can change the tree. Let me know what you think. If there is interest in this I will start making the mod otherwise I will move on to the next project I had planned.
  16. Waterstone Manor Has three hidden rooms, a treasure room, a talos room (to hide that bit from the thalmor) and a daedric artifact room (to hide those bits from vigilants and "small minded, fearful nords.") I dare you to find all three within an hour of acquiring the house! There is a puzzle involved in finding all three and it has stumped many people so far.
  17. A few things here (which I learned when playing with a custom script from making waterstone as well as trying to get the mannequins to work for dozens of hours in the creation kit:) To stop the talk issue, it's a simple matter of selecting the mannequin in the creation kit, and selecting the bound box button. Make the box a bit bigger than the mannequin but make sure your activator is pulled in front of the bound box so you can actually select the mannequin in question. Secondly, when testing any and all changes to a mannequin, you need a save which has not yet activated any scripts in your house. This is aggrevating but ensures you are getting an accurate experience with your mannequins. Third, I am not sure how many mannequins you have in a single room but the most that you can make stable is right around ten in a single roombound. If you are going to be putting a multitude of mannequins in a vault you need to put no more than say 12 in a roombound at a time or they will attempt to wander and change thier pose. Also make sure each mannequin is on it's own navmesh. Lastly, if you have not encountered this problem allready, you may have an issue with your stuff not being equiped on the mannequins when you leave and enter the vault. Make sure the box for each piece of the mannequin: the mannequin itself, the activator, and the Marker is not checked to respawn. I did the extra step of making the room set to never respawn as well. I *think* that covers it.
  18. It sounds like you have your settings ramped up to the highest they can be. This isn't actually what you want! I have read in a few places that skyrim has a lot of trouble dumping it's memory cache. As far as I know there are no utilities that fix this. You are going to have to sacrifice some of those settings. For me the distant LOD settings and the shadows are the biggest strain that I have control over, so lower your shadow settings, and to hide the fact that your shadow settings learn how to add blurr to shadows via .ini tweaks. If you have mods which make distant LOD meshes high res, you might want to consider removing those as well. If you do everything right then when you are done your game will run a lot better (and longer) without looking too much different. As far as ENB's I don't personally use them so someone else might need to help you there.
  19. If I am reading this right you want to have multiple plugins for a mod that modify the same script for different purposes. This isn't a good idea, as whichever plugin at the bottom of the load order will overwrite any and all changes from the plugins above it in the load order. I can think of two stable ways to handle this: 1) Use a unique script for each plugin instead, each performing the necessary task. 2) You may be able to use a single script for each plugin, but the script will need to be the same for each plugin, only utilizing different parts of the script each. Not sure how this would work.
  20. If your too lazy to put in a proper description, your probably too lazy to do the mod correctly in the first place.
  21. I can answer that. Drop a map marker inside your worldspace. However, getting the map marker to show up on the world map where your city is supposed to sit is a bit trickier but the basics are covered below. If you are actually putting a city in skyrim, you actually do need to use tamriel as a parent worldspace. The reasons are: 1) Dragon's should, theoretically, be able to enter the town from the sky ("Use Sky Cell" should be on) 2) it would be wierd to have it raining outside the city, enter the city and suddenly find it sunny. ("Use Climate Data" should be checked.) The next thing you need to do is set your Wold Map Offset Data inside the World Spaces Window. This is where your map marker will actually sit (measured in cells, so find the cell your city will sit in and find out what coordinates those are, and use that data.) That SHOULD do it unless I have missed a vital step.
  22. Your right, there does not seem to be a tutorial like this in the wiki. I will do the necessary work to move it when time allows. I appreciate you pointing this out to me btw, as I was not aware of the Nexus Wiki until you pointed it out. EDIT: Done, linked here: http://wiki.tesnexus.com/index.php/Creating_an_Exterior_Worldspace note that I will be editing this in the future to make it more readable, as well as adding new info on worldspace editing.
  23. Creating a New Exterior Cell (Basic Level) Notes: It is assumed that the reader has a basic understanding of the layout of the creation kit and how it works. As such, this tutorial is written without the use of images. Creating an exterior cell is different than creating an interior cell, especially at the beginning of the process. This tutorial will explain how to create a new exterior world from scratch. It will cover what some of the options are, how to build landmass, how to add grasses and textures to your landmass, how to mesh your cells and make sure that the meshes for each exterior cell is linked together, and how to test it in game. 1) Creating the new Worldspace In the creation kit, exteriors are divided into world spaces, the biggest being "Tamriel," (which is the outdoor expanse of Skyrim.) Unlike interior cells you cannot edit or make new world spaces from either the object window or the cell view window. In the main creation kit window, you will see "File, Edit, World," and so on. Click on "World," and in the drop-down menu click on "World Spaces." A large window will pop up showing all of the world spaces. From here you have two options for creating a new world space: Option one: Right click anywhere on the list and hit "New" Option Two: Right click on a world space and hit "Duplicate." The difference between the two is minimal, if you click new a window will pop up, type in something you will remember and which is not the same identity as anything else in the creation kit. What you are typing is a way for the game and the creation kit to identify the world space. Note this is not the name of your worldspace in game, we will get to that later. If you hit duplicate, you are going to want to select it and change the formid into whatever you want it to be, again something that isn't already used by the creation kit. Note: making your formid and worldspace name similar will allow you to find it easier if you exit the creation kit and come back to your mod later. You now have a new worldspace. But it's not quite that easy, we still have to change it in this window so that it is the way we want it. 2) Editing your new worldspace. You have a basic worldspace, and at this point it might be wise to click ok so that the creation kit will register that you have a new world space in the cell view and render window. In the cell view window you can click on the drop-down menu and select your worldspace. Notice there is a single cell called "Wilderness." For those of you who are making a large worldspace (like myself.) it is worth noting that the cell coordinates for this cell is 0,0. Knowing which coordinates each cell is becomes useful as you go along. If you are making a small world this isn't as useful. It is my suggestion to rename your original cell before doing anything else. Select it by clicking on it a single time, then press F2. If you have specific plans for this cell then name it something appropriate, but for now calling it "coccell" will do, as you can always rename it later. (Note that is might be a good idea to name this to something appropriate before linking it to any interior cells later on.) Now you can double click the cell to load it into the render window. You will see either a bunch of water or a lot of land. If you clicked new it will be water, if you duplicated another world it could be either. Read this before you do anything else: If you look around in the render window, and you happen to go to another cell, the creation kit will automatically create a new cell for you. For those of you who want small, easy to load worlds you want to keep this in mind. So, we have a bunch of land and a bunch of water. One is on top of the other. We can now change this to suit our needs. Click on World => Worldspace again. Select your world. In this window you see a bunch of options. This Link will explain what those options do. I will go over over these briefly as well. Name: This is the actual, in game name of your worldspace. If you want your doors that link to this worldspace to reflect where you are going, you need to fill this in. Parent Worldspace: Select "None" if you want to optimize your worldspace the way you want it, or, if you know of a worldspace that looks and feels the way you are going to want this worldspace to look, select that one. Under the "sharable data" box we have: Use LOD data, use Land Data, Use....... all of these boxes are above their corresponding, manual input options. If you have anything other than "None" selected in "Parent Worldspace," you have the option to import that data into your own worldspace. LOD Water Height: Why this option is here I don't know, but this is the height any long distance water is going to be viewed at. LOD Water Type: This is what your water is going to look like at a distance. Default Land Height: the height of your default land. This is how high it is before you edit it in the render window. Default Water Height: Same as above only for water. No, there is no way to remove the water permanently that I know of. Water: The type of water when viewed up close. Climate: Controls what you see in the sky and the weather that occurs in your world space. Select one appropriate for it's location and climate. I would suggest either Skyrim or Default. Map Stuff: I haven't played with this yet, but this basically allows you to upload your own map and gives the option for cloud formations over it. The rest of these options are either self-explanatory or advanced options which I am not familiar with. For now, select your music, and if you only want the world space to be so large, click fixed dimmensions. If your worldspace is small, click small world to help with loading. I will be covering encounter zone and location in another tutorial. These affect what you randomly encounter as enemies and which side quests effect your worldspace respectively. Once you have the world the way you want it click ok. Note that sometimes the creation kit will not update itself in the render window. If this happens try selecting the render window and hit F5. If that still does not work, you must save your mod and reload it in the creation kit. Some tips: if you are creating an island it is best to have your water level above land, if you are creating a landmass with no water it is best to lower the water to the point where it will never affect what you do in the creation kit. What I like to do is lower the water by about 50 to 200 below the land so that I can make lakes. If you want to do lakes and rivers you might want to lower it a bit lower as you want your river to run into a lake rather than be engulfed by it. In the cell view window lets load up the space you renamed earlier and get to editing landmass. 3 Editing Landmass The world is created, now we can get to the fun part of making it look the way we want. Before we start doing that though, I highly suggest going into the Object window, selecting all, and typing in coc in the filter. Drag and drop the COC Marker that pops up into the render window. This will allow us to test the landmass in game later. (If while editing the landmass you cover the coc marker simply go into the cell view window, select it, hit T once, then hold Z and raise it up. You can raise it up above the floor and hit F to make it drop to the ground.) Editing landmass is not the same as editing an interior: it's a whole different process which I will explain now. In the creation kit window you will see a bunch of icons under "file, world," ect. The icon you are looking for shows a landscape, click on that and the landscape editor will show up. (Alternatively you can just select the render window and press the "H" key.) If you hover your mouse over the render window it should be surrounded by a red circle. If there is no red circle make sure "Show Edit Radius" is selected in the Landscape Edit window which popped up a second ago. You can edit the radius of this red circle by adding different numbers into the "edit radius" box and hitting the button next to it. As a note I could never figure out what edit falloff percent did. Now, with your red circle over a piece of land and ONLY show edit radius selected, left click (and hold while dragging) and pull your landmass either up or down. What you will notice is that a pyramid shape will form. If you let go of the mouse it will set the height of the shape. Clicking anywhere on that shape will add another pyramid to the shape. To my knowledge, there is no other shape the editor will let you use while raising or lowering your landmass. You can, however, soften the edges later so don't worry about being stuck with blocky pyramids. Raise or lower a bunch of pyramids and play around with it, you will notice that you can get complex shapes by making pyramids on pyramids. You will notice that it is rather difficult to make a flat surface this way. I will now show you how to flatten out the top of your new landmass. Click on "Flatten Vertices," and select the height you want your pyramids to flatten out to. Left click and hold down the button, and move the mouse around in the render window. You will notice that your landmass flattens out but stays at that height, and in fact if you go beyond the pyramids into your unedited areas (without lifting your finger off the mouse,) it will raise those areas to those heights as well. Sometimes, however, we do not want a totally flat mesa and blocky pyramids, Deselect flatten vertices and select soften vertices. This time, you may want to click on the mouse rather than hold it down. Do this on any hard edges you don't want and notice that it rounds them out. Now, this is all good for a small worldspace that won't take long to build, but there is another tool for those who are in a hurry. Select drawing mode, then hold the mouse down over a landmass and move it around. The longer you hold the mouse in an area the more it will draw up the landmass. By typing in a higher number in the box it will do this faster. If you move your mouse around it will draw up as you go along. Often this is a lot better than simply working with boring blocky pyramids although the pyramids themselves are useful for fine detailing your landmass. But, once your landmass is where you want it, and then softened up, you have the problem of it being rather bland and lacking in detail. The next section deals in adding texture and grasses, but before that you can go into the game, hit the tilde key (~) (at least thats the key on US keyboards anyway, not sure what it is in other countries). and type in coc coctest (Replace coctest with whatever you named your first cell.) You will notice that any cells that you have not edited the landmass on will not be set right. Don't worry, the second you change that it will fix itself. 4) Textures and Grasses Make sure drawing mode is still selected for this next step. With the Landmass edit window still up click on a name in the Texture list. In the render window right click a spot with your mouse. You should notice it changed the way that spot looked. You should be able to preview what each texture looks like when selecting it in the Landscape Edit window, next to the list. If you selected a texture that has a grass attached it will also randomly place grass. If you don't want grass drawn in that area there will be a no grass version that you can select. Now, left click on the area you just textured and hit "i". A window will pop up showing you what textures you used and where. From here, you can right click a texture, and delete or change it. This is useful if you made a mistake or use more than 6 textures in an area (which leaves a big black splotch instead of the intended texture.) Now, some might not have grass show up in the render window but it will show in the game. This Article will tell you how to fix that. Always remember to back up your files before editing them directly! That's all from me for now. I hope this helps someone. EDIT1: Forgot to mention that you need to have drawing mode on when texturing landmass. Fixed now.
  24. Is this thread still being updated? Since I have the basic information I will be writing a few tutorials on creating exterior cells, Editing Form lists, and a few other things. I am a new modder however I have scoured the internet and put that knowledge into practice. BTW thank you Slogga for your tutorials and explanations on scripting. Because of your help I was able to write my own script and greatly reduce the mannequin bugs in my mod.
  25. I just figured out how to add different trophy recipes to bases! (yes I know not hard to figure out but hey, I am new to modding :P ) More to the point, I am not limited to statics, check this out: http://skyrim.nexusmods.com/Images/244750/? (picture is very large so did not hotlink here) So I did some looking around, and could not find a mod which adds additional trophy recipes to the game. Since I have figured this out, I decided to do this myself. If anyone wants to suggest a trophy that is not A) a human/mer actor in the game and B) isn't too large to fit on a BYOH trophy base (either size) I am taking suggestions. List so far: DLC1: Armored Troll Vale Sabrecat Vale Deer Deathhound DLC2: Ashspawn Burnt Spriggan Reikling Dwarven Ballista Lurker Seeker (if it isn't too large) Magical Spiders Boar Vanilla: Snowy Sabrecat Dragonpriest I am probably going to do versions for: vanilla, dlc1, dlc2, and All Content. I am also going to try to get permission from some of the guys who did their own mod content monsters to see if I can add them (Would require having their mod), but no promises on that front.
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