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Gilron

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  1. Greetings, in the CK I made a new world and a region with the region generator. The sounds are working fine (birds, critters, etc.) But the music doesn't. I used the "MusicType" list under the Region Generator's Sound tab. I selected some musics, but the game won't play them. If I start the game I hear the combat music like I would be in battle, but there are no enemies in the world at all so I don't understand. Gilron EDIT: Nevermind, it's solved. I found out that the location associated with the world had the COMBAT MUSIC instead of default music. I turned it to DEFAULT and it works just fine.
  2. @SkyrimFantom: Briefly I don't know how to hide activators but: Under the View tab there is a Show/Hide Window option and there you could hide the activators. To me it's always greyed out so I can't. Maybe that's only for me. I don't know more yet.
  3. I have a few questions about the CK's region editor. I'm a bit new to it. 1) When I generate a world there are a couple of regions (*), what were created automatically to the world. I had a look and I think they exist to all regions in the game. What is their purpose?* -------- (*) Hills Region10 Region127 Region13 Region16 ExtHelgenAttack AudioInt... AudioExt... -------- 2) I can make new regions, but I can't figure out how does the weather tab work? As I understand there is a "Weather type" list from where I can put weathers to the weather box on the left side. To do this I have to click on the "Add" button, but then another window list appears and I'm not sure what for. (The list contains things like "AnimalGold" and "1stPKillCam".) Anyway if I just close the window then the weather goes to it's place fine, but I would like to know what for that window and should I use to something? 3) I would like to know more about the sound tab. It's pretty clear what for, but I don't know how to add sounds to the list because left and right clicking just don't help. 4) Is there any way to listen these sounds and musics? I would like to know how they sounds before I chose one. Gilron ------------------------------------ EDIT1: Ok now I know that I have to drop the sounds to the list from the object window and I can listen them too. (question 3 and 4)
  4. @Tamira: I should have read your first post more carefully. Thank you.
  5. Very nice idea. I didn't know these scripts before. It's always good to learn something new.
  6. Hm, well are you sure you placed a collision box large enough that NPC's can't reach the door? I'm not sure if that is the problem, but you could try to use a large box what would completely contain the door's "green" navmesh triangle. Sorry if I send an answer that is something you are sure about. I had really no better idea, usually my problem is the opposite of yours. P.S: Are NPC's (especially Followers) using a teleport door, or fast travel?
  7. Greetings, I started this topic, because I made a worldspace with LOD, but used wrong water and land levels in Oscape. I think now I know what is the right level. But to change the water LOD level to the real water level, I have to (I think) regenerate the LOD. How can I do this? I had tried to delete the files I made with Oscape, then runned it again. It seemed that it didn't delete the old LOD and made a new one too. So I have two land at different altitudes and I can walk on the upper only. So what is the right way to regenerate LOD for my worldspace? How to delete the old LOD, to get only the new? Thx in advance, Gilron
  8. Hi Have you tried collision boxes with L_Navcut? In theory if you place it around a door only you can go through. Gilron
  9. Hi, I made a map with Geocontrol 2 and used TesAnnwyn to convert it to an esp. For the esp I generated LOD by Oscape. I have a problem with cells disappear near the border of the worldspace (not just the bordercells), but they apper out of nowhere if I'm closing. That's interesting. Is there any solution? Thx, Gilron
  10. Hi erehwonnz, ------------------------------------ To make a new worldspace: LANDSCAPE AND HEIGHTMAP If you want to make a big world, then follow this link. But if you start with a moderate size one, then just use Creation Kit: World->World Spaces->New. Two great video tutorials: a) Heightmap b) Landscape You can then place objects from the Object Window to make your world nice. LOD: You can use Oscape to generate LOD for your world. There is a guide here. Or there is long a video, what explains how to make lod for anything. ------------------------------------ You can have multiple worldspaces, that's not problem. Actually there are multiple worldspaces in the game (Example: Japhet's Folly). ------------------------------------ I cannot point you out how to make a new start, but I heard some mods what gives you alternate starts. I fear that you have to do something with the main questline though. ------------------------------------ Gilron P.S: You should make Navmesh too. EDIT: I know it's not complete, sorry. But basically this is what you need for a new worldspace.
  11. Hello! I have a problem with MoveTo. I placed two actors and two markers. In a quest the actors should travel to their own markers as soon as the quest's stage will be 40. So I made this script at the Quest Window's Quest Stages tab under stage 40: setObjectiveCompleted(30) setObjectiveDisplayed(40) Alias_WreckDawnXmarker.GetReference().Disable() Alias_BumblebeeDawnXmarker.GetReference().Enable() Alias_DanRu.GetReference().Enable() debug.notification("FLY AWAY1") Alias_Hogg.GetRef().MoveTo(Alias_HoggBumblebeeDawnRef.GetRef()) debug.notification("FLY AWAY2") Alias_Bjan.GetRef().MoveTo(Alias_BjanBumblebeeDawnRef.GetRef()) debug.notification("FLY AWAY3") I think it's working, because in game the two actor disappear (and I get all 3 debug notifications), but when I travel to the place they should be after the teleportation, I can't find them. Then if I travel back to their original place, they are there again. I think after they teleport, they go back to their original place. I don't know why and what should I do instead. I thought that maybe AI packages do this, but I don't use any of them. Gilron
  12. Link0Knight in case you are still interested. You did almost everything right. I did what Tamira advised: ... And then I followed you instructions. It worked. EDIT: Sorry, I had a closer look and it seems what Tamira wrote works on the cairn with mage statue skin. I can use the statue and it says Hello World, but the trigger is useless. And when I gave a try to the the cairn with the breton mage skin it didn't worked. EDIT2: Well, I had an even closer look and there are to things worth to mention: 1. If you use Tamira's method, then you can actually use the placed object, you don't need the trigger. This don't work with LoadScreenBretonMage, but works fine with MageStatue. It's interesting, because both are STATIC. 2. The other method is to use the script on the trigger box what is around the figure.
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