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Everything posted by yarddogg77
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SSE Blender to SSE, nifskope doesn't add up.
yarddogg77 replied to yarddogg77's topic in Skyrim's Creation Kit and Modders
Well I think I'm throwing in the towel on SSE. I've deleted the game, and all related modding tools, my mods, Blender, and everything else related to modding SSE. Sick of the frustration, I don't know how all you pro modders on here get anything done, I can't ever seem to get in the current loop and find working software to do what I need to do. It's too bad, I can whip out the most beautiful soul gem models you've ever saw in an hour or two, I just can't get them packed into a NIF. Ever since SSE, I haven't been able to get even one quest script to fire, or even one NIF file imported into the game, yet somehow the rest of you can, yes I'm seriously bummed about it too. I've owned the Witcher 3 and Fallout 4 for 1 1/2 years and haven't played them yet, so I guess I'll move on to them. I hate giving up, but oh well. -
I've been digging for 2 weeks trying to import a few custom objects made in blender into SSE. The methods worked on 32 bit Skyrim, but I'm striking out all over the place. How are people doing it nowadays? I was following that older tutorial about how to import a weapon by switching the trishape data in the nif files using Nifskope. Unfortunately the currect build of Nifskope no longer exports as dae files. Atleast my version doesn't, and that's part of the process. I was going to make nifs for old Skyrim then possibly use Nif optimizer for SSE, but it looks like that's off the table now. Should I use an older nifskope version? Can somebody point me in the right direction. I only want to hear from people who currently CAN get a blend model in the game. Conjecture everywhere......
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SSE How to make a recipe craftable once?
yarddogg77 replied to yarddogg77's topic in Skyrim's Creation Kit and Modders
I think I will just have the player quest for the items rather than making them craftable. Even as you described it, I still don't understand. LOL. I've never been any good at getting a quest to fire, I can't even seem to get a letter delivered bya courier, ever since I switched to SSE, I've had no luck at all. I'm starting to wonder if my creation kit needs bug fixes? I don't understand how all you mod authors are getting anything done. I was starting to learn on Old Skyrim...... -
SSE How to make a recipe craftable once?
yarddogg77 posted a topic in Skyrim's Creation Kit and Modders
I'm working on a mod to create 6 objects. I want them to be craftable only 1 time each. I have posted this question before and somebody mentioned using global values, but I don't know where to begin with it. I see the global forms but have no idea what they do. I assume I would have to attach global values to the recipes, but am not sure how to do this. Or maybe I could attach global values to the forge itself? Anyone have any advice? -
Can anybody tell me what tools or extensions are needed with blender and nifskope to import custom items into SSE? I have a mod I was working on a few years ago but the tools weren't available yet. It would be nice to get back to work on it. Also, a guide to making glow maps would be excellent too.
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Skyui duplicate items in crafting menu.
yarddogg77 replied to yarddogg77's topic in Skyrim's Skyrim SE
I'm so dumb....I have a mod installed that adds craftable weapons to the game using custom meshes and textures and they all have vanilla names. I may conact the author and reqst they come up with custom names for their custom weapons. lol -
I have duplicate items in the crafting menu of Skyui. I've had this problem in the past and I believe it's caused by Camping, because it has a custom crafting sytem added by it. Just wondering if anyone has ever found a fix for this. It's not all items, just some vanilla items.
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Zmerge and Immersive armors, purple textures.
yarddogg77 replied to yudhi108's topic in Skyrim's Skyrim LE
Ahah! I knew Vortex was messing things up. I made a vanilla copy of SSE and plopped it on my desktop with the mods manually installed. Then pointed zMerge at those files for the location of the plug ins, used Down (Old) amsh merge, and it made the BSA. It's obvious that Vortex is as intrusive as I thought. This is going to be laborious to merge my plugins afterall, but oh well. -
Zmerge and Immersive armors, purple textures.
yarddogg77 replied to yudhi108's topic in Skyrim's Skyrim LE
I'm having an issue with zEdit/ZMerge 0.6.4 not extracting loose files or building BSAs at all. I have a clean Vanilla install for about the 6th time just to be orderly. Other than that I have the Creation Kit, SKSE64, the creation kit fixes, I've loaded the esp's in creation kit and saved to make sure, I have ticked all the boxes in ZMerge for handling assets and scripts, and I have tried both the extract method, and copy method. zMerge will not extract even loose files, or build a BSA. The two mods I'm merging have no dependansies on any other mods, and they are the only two installed on my game just to keep the process clean. I have tried this with Vortex, and without any mod manager over and over. Is there any program which will do what I'm trying to do? I don't know how mod authors are getting anything done around here. They always seem to know some secrets to making things work as described, yet I can't even make things work when following thorough tutorials and directions. What the hell could be going wrong? Am I missing a patch, or tool, or setting? I've checked every thing. The only thing spitting out with the new esp are json files. -
SSE Edit Autoclean Doesn't Seem to Clean
yarddogg77 replied to yarddogg77's topic in Skyrim's Skyrim SE
Nope, nothing. i manually saved the update ESM and then auto cleaned Dawnguard and it is still pink. However, I went down the log from the top and it mentioned 82 records undeleted, then identical to master records 759 removed, then more identical to master, then finally 0. So I guess it worked, I'm just used to seeing the nice green meaning it is clean. So why is it still lit up pink with errors? I don't know how to fix these errors Something is going on. I'll manually save then can it again but I'm guessing it will still be pink. -
SSE Edit Autoclean Doesn't Seem to Clean
yarddogg77 replied to yarddogg77's topic in Skyrim's Skyrim SE
You know something? You may be right. Autoclean supposedly saves 3 times and after the process, is what I've read, but i did not manaually save the update esm after the cleaning. That makes sense because the others come after. I am currently installing a fresh brand new shiny SSE with nothing else in the game folder, not that it would matter. I will try manually saving the cleaned update esm. Thanks. -
So I'm back on modding Skyrim after a few years and everything has changed. I'm new to Vortex, SSE Edit is new, everything is new again. Exciting huh? Nope. I tried to clean my pluggins as always and autoclean doesn't seem to be removing duplicate files, the plugins are still pink. The update plugin cleaned fine. After that I tried the rest and the result is always the same. They are still pink, dirty and no duplicate records were removed. What now?
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General Mod Advice Needed, Behind on Modding....
yarddogg77 replied to yarddogg77's topic in Skyrim's Skyrim LE
Thanks. I should have clarified right from the start, I'm not new to modding. I've been modding Bethesda games since Fallout 3. As a matter of fact. I have 2 of my own mods I would love to release, unfortunately I can't seem to figure out Papyrus, like at all. Both mods would require the courier to deliver a letter, and I can't even get that accomplished, so I guess my mods will stay in my own load order forever. I should just reach out to a real mod maker and get some support because one of the mods has never even been touched on in this game. I have used MO before, it was okay, I like the idea of being able to setup more than one type of playthrough. I might look at it again. So they have released Script Extender, definitely gonna DL that. So, I have played through SSE once, are there any must have bugs or fixes? Seemed pretty stable to me at the time. What about mods? I always liked the survival mods, now I actually purchased the survival add on from Bethesda. I haven't played since I bought it. I heard there is no Thrist! What mod would you recommend to add thirst need to my character? As far as other mods, are there any that you would recommend for adding playthrough time such as new lands and quests? I don't know if you guys ever heard of the mod called Forgotten Magic, but it was awesome and I would like another magic mod to make my character more awesome. I don't care about eye candy because the game looks good enough for me. Also, I was messing around with mods to make melly combat more interesting too such as Dul Sheath Redux, just wondering if there is anything later and greater. -
I haven't played in a while. I also haven't modded in a while with this game. I'm just looking for general advice. So here's some questions. How does the Bethesda Mod menu work? Does it mess up load orders? It looks easy to use, but sketchy since there are no comments, or anything else. I noticed there is now a SSE Script Extender. Can anyone point me towards the official page? Also, Do you guys recommend sticking with the Nexus Mod Manager, or is there a new alternative that works out better, such as the Bethesda mod menu? Also, I'm looking for mods to support the new Survival Add On. And finally.... Any other misc. advice you want to offer me or mods that increase immersion I would like to hear about.
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SSE Courier Delivery Help....
yarddogg77 replied to yarddogg77's topic in Skyrim's Creation Kit and Modders
I have tried all four of the only tutorials that I can find for courier deliveries. None of them work as the tutorial author says. Can anyone point me to a tutorial written specifically for SSE? Like I say, I have managed to have a letter delivered on Skyrim 32 bit, but SSE simply does not compile the scripts as the tutorials are written. Something must have changed. I've been in the CK trying to use other missions as reference, I can't figure this out. -
Alright, I'm annoyed. I've reinstalled my OS, and had to reinstall all my programs. Now, my scripting isn't working. The creation kit doesn't like to uninstall worth a s#*!, and I have very little faith in the bethesda net launcher. I need to know exactly where the script psc files are supposed to be in my game folder. Could somebody tell me the correct path on their SCK who also script. In other words, if your SCK is scripting just fine, where are your psc files? Skyrim Special Edition>Data>Scripts>Source>PSC.? or is it Skyrim Special Edition>Data>Scripts>Source>Scripts>PSC? These are the little things Bethesda overlooks in their worthless tutorials which cause so much confusion and wasted time for newbies. It's no wonder I never get past armor and weapons. Sure it's just one little thing, along with the hundreds of other little things overlooked along the way, well this is a pretty important f*#@ing thing wouldn't you say?
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I know this topic has been beat to death, but I'm trying to use the Skyrim Courier to deliver a letter so I can start a quest for my mod. I don't have any trouble finding turorials that teach how to build a quest, stages, and all, but I've read almost every tutorial on using the courier that I can find and I still can't get the courier to deliver the damned letter, this is annoying. Most of the videos or written tutorials I find are outdated, I'm assuming that's why they don't work. I know I have been able to have a letter delivered on Skyrim 32 bit in the past, but there is something different about SSE, it's not working. Can anyone point me towards a current tutorial that doesn't suck please. I'm trying to have a letter delivered when a vanilla mission is completed to start my quest. The player is supposed to seek out an object once the letter is delivered and read... It's that simple. I know which vanilla mission needs to be completed, I know how to set stages, but I need better guidance than the outdated tutorials I have been finding.
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I'm looking for a way to craft an item only once. I guess I'll tell you what I'm doing first. I'm making a mod which will have the player quest to find a forge that will craft reusable soul gems. I have the reusable soul gems working in game but am having issues. At first I had my reusable soul gems working just fine. I had about 4 of them in my inventory, I could fill them and they would say filled, then I could enchant with them and I would have the empties in my inventory again. Once I added the Black Star to my inventory and started using it, the reusable soul gems I had made and was using, stopped stacking in my inventory correctly. My inventory shows the gems, then I soul trap one black soul, and it shows the entire stack as full gems. I can enchant 1 item and the stack shows all empty gems. So I decided It would be best it they did not stack in my inventory, and decided 6 reusable soul gems would be more than enough for game play. I duplicated the gem 5 times so the gems will not stack in my inventory and will hopefully work correctly for filling and emptying. The only trouble is, I need to have 6 seperate recipes to craft the gems, and I only want the recipes to craft the soul gems once. I know this was an issue a long time ago on the Old Skyrim, and the mod author had to make a seperate quest to add an empty soul gem to the intentory whenever a soul gem was consumed in order to create the effect of reusable soul gems for the same reasons I'm having to fiddle with this. Whatever script that decides how the Black Star is used, seems to screw up everything I'm trying to do in one way or another. The key word to make a soul gem reusable is 'reusablesoulgem'. I assume this keyword is attached to the script that runs The Black Star. I am at my wits end trying to keep my reusable soul gems working and stacking in my inventory as they should. If I found a way to add an empty gem to my inventory whenever one is consumed, then I could get around the pesky Black Star script, but I'm not an experienced scripter, and I'm not comfortable messing around with the enchanting table script, it's a little complicated, because it is actually listed as a quest, and then in the advanced tab it shows the script used during enchanting, which I will have to unpack and look at. So the question is, does anyone know a way to make an item craftable only once? I'm actually using the smelter to craft the gems at the time just for simplicity and for testing with standard recipes.
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SSE Copy entire Interior Cell?
yarddogg77 replied to yarddogg77's topic in Skyrim's Creation Kit and Modders
WOW!, Nevermind, figured it out. -
I know there are plenty of tutorials about creating cells, but I just want to copy an entire dungeon, then slap a door on it and be done. There is a ruin that I like, 'Rannveigs Fast'. Is there a form I can copy to duplicate the dungeon rather than building one piece for piece?
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I always use Gimp 2 with the DDS plugin to recolor textures. My little recipe in Gimp 2, is Desaturate, then adjust the contrast Brightness, then Colorize. You need the DDS plugin to recompress the textures after you are done with them. Is the mod in loose file format or are the Textures in BSA'S? If the mod is loose texture files, then just drop the texture into the folder with the same name and you are good to go. Don't forget to zip your new texture into the mod file then reinstall it and delete the old mod file because if yu ever try to reinstall the mod, your changes will be forgotten. If the mod is packed up into a BSA, then you will need to extract the BSA first using BAE, (find it on nexus). I don't know what program is used currently for repacking SSE BSAs. BUT, if you are going to go through all that, then you might as well pack the texture into your vanilla BSA and delete that file out of the mod you are fiddling with. No need for the rest of the mod if you are modding it yourself.
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SSE Creation Kit Will Not Load Any Plugins
yarddogg77 replied to manbullcultist's topic in Skyrim's Creation Kit and Modders
Maybe it wasn't the Nifs, but if the game engine can't use the Skyrim 32 bit Nifs, then parts of the Creation Kit for SSE like the render window, wouldn't be able to either. You could try replacing the ifs with SSE nifs of the same name, then try to load the ESP. If you had custom textures assigned to them, those would still work with SSE Nifs.The ESPs are to point to the Nifs , and SCK 2 will try to load those Nifs. Try changing the Nifs if your mod has custom nifs, then I might load up. -
SSE Creation Kit Will Not Load Any Plugins
yarddogg77 replied to manbullcultist's topic in Skyrim's Creation Kit and Modders
Hey. I had SSE and Creation Kit 2 installed on my old laptop. Recently I cobbled together a better tower pc so I copied SSE over to the new pc. I've been using the SCK 2 for a few weeks now without the Bethesda launcher. Everything was working anyway except scripts. I tried to update but ended up with a mess so I decided to reinstall SCK 2. Long story short, the uninstall is messy. I installed the bethesda launcher, but it wouldn't uninstall the Creation Kit completely. I had to reinstall the SCK, then uninstall it through Programs, then manually delete all the files, and clean my PC with Ccleaner to get rid of all the orphaned files left behind by the Creation Kit. Then I verified SSE through Steam, and reinstalled the Creation Kit using the Bethesda Launcher, now it's working. I tried to port over a few small mods I had made for Skyrim 32 bit, but SSE didn't like them, and i had the same load trouble as you. I had custom Nif files associated with the ESPs for the mods. I think the SCK 2 for SSE didn't want to load the ESP because the Nifs are so different. That's my theory. I just ended up starting all over with my mods. Sorry my response doesn't fix your issues, but that's my experience. -
I'll bet that's exactly what it was. My character was just inside the Whiterun gate, and I was trying too set the boots down up at dragon reach. Anyway, I don't know what happened but everything else I've been placing in game is showing up just fine. Maybe there was something wrong with the nif file for the object at that time.