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somnomania

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  1. I really hate necroing but I'm having this exact problem, having loaded Bruma into the CK so I can play around with putting some of the lovely houses from it in a new worldspace for myself. I've put the Bruma BSAs in both CreationKit.ini and SkyrimEditor.ini, and the mountain and rock cliff pieces are still missing the actual rock in a lot of instances, or are completely invisible.
  2. I'm suddenly having this issue now as well, and I'm already using the fixes from Nexus. :sad: This is super annoying, I rely on the preview window very heavily. And I doubt it's an issue of poorly converted meshes and textures, since I don't have anything but Skyrim assets loaded, but I don't know.
  3. I've been messing around in Tiled, and I have something I'm really happy with and that seems like it should work, but clearly something's missing, because when I put the file in the right place and try to load up my game, as soon as I select the save file it loops me back to the start screen.
  4. Yeah, as I said (I think), I've done light switches and also timed enable/disable things with glow-emitting windows, both with success and pride that it worked, and I've tried the weather clipping but every time I do it it just seems to switch the inclement weather off entirely when it switches to the sheltered area, so that when I leave it it's no longer raining at all. I'm super impatient, but I'll try and start small and get the hang of it. Thank you again!
  5. Thank you! It also seems like there's a lot of info out there, so I get overwhelmed and don't really know what to look at first, but this all seems very promising. Impatience is also a very real problem. :laugh: Maybe today I'll make some extra strong coffee and sit down with this stuff and take some notes.
  6. There's not a whole lot that makes me feel really stupid and like I'm missing something, but Papyrus certainly does. I have almost a thousand hours in the CK, but most of that has just been assembling and cluttering houses for myself, with the only scripting involved being things like lightswitches, which there are existing complete scripts for. My current problem is that I'd really like to just learn Papyrus so I can make decent scripts of my own, but every tutorial I've found is still not clicking in my brain. I'm not great with math (which a friend compared coding in general to), and everything I look at feels like I'm not getting all of the information somehow. Like if I was given the nouns in a different language but not the verbs or conjunctions, and then tried to write a coherent sentence. I can do specific tutorial samples just fine, but those don't give me the tools to do anything besides that specific script, or it doesn't feel like they do, anyway. I just need a dummies guide, something that says "for this type of script, this is the template, variables go here and here; if you want it to do this additional thing here's what you add". The specific issue I'm having right this second is that I want to do my own auto-sort/cloud storage with some additional subcategories that General Stores doesn't have, and while loading GS up and looking at the scripts attached to things in it helped a little, the main part I don't understand is how it learns where to put items from mods. It has two formlists for each bit of storage, one with the vanilla items in it and one that's empty but has "new" in the name, and nothing I've looked at explains how items get added to that new list.
  7. I found that if I create the package separately and then add it to the NPC, it behaves just fine, so there's that fixed, anyway. I'll have to keep messing around with things to try and get some attacks for my guards, yeah.
  8. Ugh. So I watched the DarkFox vids on AI packages, I was all ready to go, I opened up the first NPC I have and started trying to set up a package, and when I try to confirm it and close that window, the CK crashes. I can add existing packages just fine, but when I try to edit them, it crashes. This is even more inconvenient than the weird screen blackout I have when I flip to the Interior Data tab for an interior cell's info, or the fact that I have to force close the CK from the task manager because of some tweak I made in the past that makes the whole thing more stable (except for that fact). Any thoughts, anyone? Obviously this is a real problem.
  9. Thank you for the suggestion! I took a look at that quest, and the second script on it had this in it: Now, I have almost no experience with Papyrus; the only scripting I've done has been copied from external sources and tailored so that the names of items match or whatever. I can sort of understand this script fragment, but I don't know what else is needed/how to adapt it for what I'm talking about. Obviously there's a part that directly turns on/off dragons, but I don't know if that's a specific quest reference (it looks like one to me) or not.
  10. Ah! I always forget about DarkFox's tutorials, I had the NPC playlist bookmarked to watch already. Thank you! And I suppose if I don't figure out the dragon, I could always just bruteforce it and place one in the world space, and set it to respawn.
  11. So I'm setting up the umpteenth player house in the CK, using a custom worldspace, with a handful of buildings that will house NPCs, sort of a personal staff. I've got the innkeeper/cook set up, that's no problem, and guards were easy as well, but it's the remaining two that are stumping me, I don't have enough consistent experience with making functioning NPCs. One is a merchant, and while a basic merchant who functions in one building is easy, I'd really love it if he could somehow be rigged to only be present some days and not others. It's a coastal setting, so I'm imagining he would follow trade routes via ship and stop by once in a while with new goods, perhaps a day or two at a time every week. I could just come home and the ship would be visible in the bay + the longboat tied up at the dock + the NPC in the trading post building. Is this possible? The second NPC is a steward/caretaker, who I want chopping and carrying firewood, sweeping both indoors and out, that sort of thing. If she could specifically use the chopping block I've placed, and carry firewood, placing some small quantity of it into the woodpile storage I've set up, that would be fantastic, but I don't know if that's doable. I seem to recall looking into this sort of complex behavior a while ago and finding that it was difficult to manage. Additionally, is it possible to have the guards and the innkeeper and the steward follow a schedule, taking time at least once a day to sit down at the inn and eat, and sleep for a few hours? (Also additionally, and only slightly off topic, how does one enable random dragon attacks in a custom worldspace? I'd like for my guards to actually have a purpose besides looking nice.)
  12. Okay, sorted it out on my own. Loading the bad mod file alongside a new one and not as the active mod and duplicating the interior cells seems to have worked; I need to fix all the custom items now, and I'll have to rebuild the outside, but that was way simpler than the inside.
  13. So I messed up in a big way. I've been working on a house, and I usually use the marker storage unit cell as the one I duplicate for new interior cells, because it has the least amount of stuff to select and delete to clear it out. But with this house, I wasn't paying attention and apparently it didn't duplicate, and I deleted all the actual markers and connections from it. I need to know now if there's a way I could load up another house mod or something and copy the real storage unit cell from it into this one and have it still work properly with the game. Alternatively, would it work to cut/paste the entire house interior into a new mod file? Like, cut from this one and then reload the data with no active file, and then paste and save as a new mod file? I hope someone can help, I've put so much time into this house already.
  14. I almost can't believe it, but that seems to be helping for the moment, at least partially. I tried basic Windows Vista first, and then settled on Vista Service Pack 1, and I can not only load interior cells but CHANGE cells. Exterior cells are still making it crash, however, when it's about three-quarters through loading the cell.
  15. I have FO3:GOTY. I'm running GECK 1.5. My OS is Windows 8.1. GECK will open just fine, I can load multiple masters just fine, I can browse items just fine (although I'm coming from 400+ hours in the Skyrim Creation Kit and GECK doesn't handle quite the same way), but as soon as I try to load a cell (interior or exterior), it gets halfway through loading the objects and/or terrain and then I get the message that it's stopped working and to close the program. Even if I just load the main .esm and pick a random vanilla cell, it does this. It's super frustrating, because all I want to do is build things, and clearly I can't when it's doing this. I hope someone can help.
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