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CroWhiskey

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  1. Well you could always add more spawnpoints with creatures you created. wis and civil unrest got so many spawns that way, no? Or perhaps editing vanilla spawnpoints? Try both... I'm sorry if I'm not being too helpful, I'm just shooting in the dark here and repeating what I read around on the forum, but i guess even a shot in the dark for an answer is better than none at all?
  2. Did you FINALIZE the navmesh (the red tick button on navmesh toolbar)? It enables the AI to move about the world. There should be a green triangle in front of your cell's entrance/exit when finalized. Didn't watch the video Blessing01 posted, but that's how I solved it when I had the issue.
  3. I read your topic yesterday and was hoping that someone knew the answer, but honestly, I don't think you can. It might be hardcoded into the engine, so you can distinguish your, for example, summoned frost atronach from that summoned by the (friendly) NPC. I hope I'm wrong. I'd like to remove it too.
  4. I have absolutely no idea how to make it work, but consider downloading "Wars in Skyrim IV" ("WiS IV"). It adds a whole lot of spawn points, wolves attack in larger packs etc...
  5. Enable "Full LOD" on all disappearing objects when you're done with the mod, go see it ingame, make a separate save, exit, disable "Full LOD" in the editor, save mod and should be fine. For some reason, I couldn't get the game to show those objects until I saved with full LOD on.
  6. Actually there is a dungeon with a mage that keeps resurrecting spiders, somewhere near Rorikstead IIRC. Can's remember the name off the top of my head, sorry. I know, I cleared it some time ago. That's what gave me the idea actually. But what I meant was making a bunch (10+) of dead spiders fall from the ceiling when you enter the room and when you make sure they're all dead and go for the exit they all resurrect at once. Anyway, this is getting off topic, sorry. @Aarondhp24: hey thanks, I didn't know that. @mitzibishi: try working at the angle of some 30-45 degrees, rather than from the top-down view, it's easier to place the triangles that way unless you're meshing a very cluttered room or nordic small halls (I HATE those wooden planks on top of the sections, they always screw my navmesh up at some point), in which case you'll have to put the cam very close to or inside the room you're meshing.
  7. Don't know the solution to your problem, but try looking into the AzurasStarInterior01 cell. it looks like it has a lot of similar effects, so try comparing effect properties and see if you can dig something up. at least that's what i do when something doesn't work as intended.
  8. hmm and how about making a bunch of DEAD spiders drop when you enter the room, only to be resurrected when on your way to the room exit, or on the way to the lever used to open the room exit? i think ill try that one now :P a whole bunch of people dont want to play skyrim just because of the spiders. this would make 'em even creepier.
  9. More details, please? Maybe a screenshot? It doesn't sound like a bug to me... The animations aren't flawless... (nor Legendary, for that matter xD)
  10. New to modding? Did you check your mods in "Data Files" through Skyrim launcher? And I think you meant "steam", not "stReam"
  11. I read somewhere that Steam screwed up steamcloud with the latest update.
  12. First off, A HUGE THANKS FOR REPLYING!!!!!!!!!!!! You're actually the first person who bothered to help me. Figured it out myself, but thanks anyway. Although, you nailed only half of the problem. In this case I used the mannequins from Hjerim, so I started looking for what might have changed when I was copying them, but nothing did. And yes, they had the Outfit=None thing, and yes, they reverted to nothing equipped because of that, but that wasn't the core of my problem. I almost started pulling my hair out when it struck me: maybe it wasn't the mannequins, maybe there was something about the very cell that made them unequip armor. And bingo! The Hjerim house had one significant difference in its properties (thank God I went and checked it): Under the "Interior Data" tab the "Encounter Zone" was set to "NoResetZone". Since I already went through the mannequin's properties and saw the very Outfit=none that you mentioned I knew I nailed it. So I went testing. I use BloodCoinsNormal with Wars in Skyrim IV, so my DungeonRespawnTime is set to 2 days. (I knew for sure that it was 2 days because the 3 Dremoras I put in one of the rooms to harvest Daedra Hearts were respawning exactly every 2 days. I didn't check on mannequins while harvesting). I put some armor on some of the mannequins and fast travelled all across Skyrim (it seems that it's faster to lose time that way, Markarth-Riften relation, compared to waiting), did one quest and came back after approximately 2 in-game weeks, and guess what? Everything was exactly as I left it: the mannequins had the armor displayed, even one door I deliberately left open was still open. Too bad I had to erase the Dremoras room because they didn't spawn anymore, but I can make another cell for them. BTW, I love that mod of yours. Now I have naked Lydia walking around Breezehome :P Endorsed! Regards
  13. The title pretty much says it all: I created a cell, put some mannequins in, loaded the mod, got to my cell in-game without coc, Put some armor on those mannequins, went in and out of the cell a couple of times to make sure everything was in order, and it was. I was out doing quests for some time (not sure how long, maybe 4-5 in-game days) and when I got back all the mannequins had the armor in their inventory, but unequipped. Since I put quite a lot of mannequins for all the different armor types I can find, it's really annoying to have to take the armor from their inventory and then give it back for them to equip it, and do that for every single one. Any help would be much appreciated! Sorry for my bad english, I'm not a native speaker.
  14. I dont know about the skin mods... maybe you did not install them correctly, or they are conflicting... If you give your follower better armor than what he/she already has, then he/she will equip it automatically. for example, Lydia starts with a set of steel armor. if you give her a set of iron armor she will not equip it because she has better armor already equipped. but if you give her a set of dwarven armor, she will equip it automatically and immediately
  15. First, move the camera closer to the light. If the camera is too far the light will not be rendered to prevent performance issues. You can bypass this by double-clicking on the light, choosing "Light options" tab (or something like that, the tab has 'light' in its name), and checking the "Never fades" checkbox. Alternatively, click once on the light to highlight it, press and hold the S key and click and hold the left mouse button on the light and drag the pointer upwards. This will increase the light radius. If the result of increasing the radius is not visible, or is barely visible, click once on the light to highlight it, press and hold Ctrl+Alt+S and click and hold the left mouse button on the light and drag the pointer upwards. This will increase the light intensity. I don't mean to insult your intelligence or anything with this, but also do make sure that the "Initially disabled" option is unchecked Hope this helps.
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