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anathemastudio

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Everything posted by anathemastudio

  1. Bump. I got the same error when trying the same thing you did, and got it again with the unpacked vanilla female head mesh femalehead.nif as well. Can't find what it means anywhere yet. If anybody does know what this error's about, please let us know.
  2. Yeah it sounds like what Dragon32 suggested. Where did you install Morrowind? If you install it in a folder on your desktop you should have full permissions. Are you using a mod manager?
  3. Thanks guys :smile: Some fantastic solutions here! I tried doing the CMD fix to register the flowchart DLL file, it registered successfully but that wasn't the problem in my case. So I tried running the Creation Kit in Windows 7 compatibility (I have Windows 10), and that fixed it. Thanks so much! But I am definitely going to do the fix for corrupted Dialogue View XML files, because I'm sure that will happen to me sooner or later. Thanks so much guys, I've been having this problem, and having to use the *%^#$%^#% Player Dialogue tab for months now *Ugh!* For anyone having problems with the Dialogue View showing your Topics in a complete mess, with arrows everywhere and overlapping, this is a great fix. It's a slight adjustment in the CK Preferences/Flowchart: http://skyrimmw.weebly.com/skyrim-modding/skyrim-modding-article-spaghetti-dialogue-linking
  4. Am diggin' the concept. Can go very meta with it, and all sorts of different directions with the story.
  5. It's an old post, but maybe this will still help someone. To export facegen data from CK, you need to be in the Object Window, in Actors / Actor / Actor with the npc's name selected, then Ctrl+F4 to export. If it's successful, it will bring up a window asking if you want to export for the selected npc. Don't do a bunch at once. It will export nifs to C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Meshes\Actors\Character\FaceGenData\FaceGeom (if using Steam version). Inside that folder will be a folder named for your mod's esp file. The nifs will be in that folder and will be auto named with a numeric value. From there, if creating for SSE using RaceMenu especially, I would recommend following polingc's excellent directions here: https://forums.nexusmods.com/index.php?/topic/7755333-merging-race-menu-nifs-in-skyrim-se-for-followers/ Happy modding! :smile:
  6. After installing game and expansions, install MO2 first so that you can use it to install your mods. The mod list looks good. Rise of House Telvanni is an awesome mod, but doesn't start til you are head of house Telvanni. Great House Dagoth is great if you want a main quest ending that sides with Dagoth Ur. Darknuts Great Dwemer Ruins, I think it's called, rebuilds all Dwemer ruins into impressive, dangerous places. Make sure you Google for Darknuts Great Dwemer Ruins and Great House Dagoth compatibility patch. I think it's for v1 of Darknuts. Vvardenfell Druglord is great if you want to, well, be a druglord. Well done actually. I think it's called Join All Houses, let's you do just that. And of course Tamriel Rebuilt, to explore the mainland. A massive mod. Tamriel Rebuilt has two sister projs. One is Project Cyrodil, I believe, and the other I think is Skyrim Home of the Nords. Both add these areas of Tamriel to the game. Of course also get anything these mods need too. There's a ton of great replacers now, and MO2 makes it safe to install them without overwriting files other mods need. Enjoy Vvardenfell! :)
  7. I'm using Mod Organizer 2, mine is in C:\Users\yourusername\AppData\Local\ModOrganizer\SkyrimSE\overwrite\SKSE\Plugins\CharGen
  8. Just watched the video. Amazing tutorial! Too late a response now, but maybe this will help someone else. The missing game files are in the BSA files, in the Data folder, unless I misunderstood the question.
  9. Hi autummsky :) It's easier than it sounds, and easy to install. It installs with Morrowind Graphics Extender (MGE XE). Also, if you haven't already, you might want to install the Morrowind Code Patch. Below I have a link to an install tutorial on youtube, and also MWSE docs. The docs include the download link on Nexus Mods. Make sure to also install the items listed on the Nexus page under Nexus Requirements, it requires those to run. The youtube video talks about some mods that use these later in the video too. Make sure to make backup copies of any game files, such as dll files, etc., that they ask you to replace for install, just in case. If you're new to modding, it's always good to also make a copy of your Data folder, especially if you're not using a mod manager, like Mod Organizer 2. If you want tips on that, let me know. You really only need to do the setup in the tutorial once, unless making changes. When I go to run Morrowind, I start up MGE XE first and let it stay open in the background while I play. Let me know if you have any questions. :) https://youtu.be/c_cVBGYQVcE https://mwse.readthedocs.io/en/latest/installation.html
  10. I'm glad I found this. :smile: I've run into a similar problem, though kinda reversed, and posted about it here with the script. To simplify - all lines in the scripts with the "Game.SetGameSettingFloat" need to be replaced with something else that can change jump height and that doesn't require SKSE. if someone can take a peek at this and let me know if this change is possible, I'd really appreciate it? https://forums.nexusmods.com/index.php?/topic/9343738-slowfall-effect-script-problem/
  11. Hey guys :smile: I have another question concerning this. I ran the following two scripts that dybill was awesome enough to help me with above, through the compiler (keeping in mind I'm working on this mod to be used on xbox and pc, and xbox can't run SKSE) and the compiler threw these errors below. I did some research on the SetGameSettingFloat error and, according to this https://forums.nexusmods.com/index.php?/topic/1222165-mcm-menu-what-am-i-doing-wrong/page-2 (about halfway down, posted by Ghaunadaur 21 November 2013), SetGameSettingFloat is only in the SKSE version of the "Game.psc" script. I confirmed that, it's nowhere to be found in the vanilla SSE script. The original scripts come from a mod Anton gave me permission to build off of, dragon wings that were a non-SKSE version (non-flying), so I'm not really sure how this happened here lol. :smile: Since xbox can't run SKSE. is there a way to make this work without SKSE? The mod is working fine, except for a slowfall effect where, when an NPC is wearing the amulet, the player is getting the slowfall effects instead. Any help would be greatly appreciated - I'm a noob to Papyrus. :smile: This is the mod here: https://www.nexusmods.com/skyrimspecialedition/mods/42113 Errors on the script _Anton_ADW_MagicEffect: Starting 1 compile threads for 1 files... Compiling "_Anton_ADW_MagicEffect"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\_Anton_ADW_MagicEffect.PSC(9,6): SetGameSettingFloat is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\_Anton_ADW_MagicEffect.PSC(9,6): cannot call the member function SetGameSettingFloat alone or on a type, must call it on a variable C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\_Anton_ADW_MagicEffect.PSC(18,6): SetGameSettingFloat is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\_Anton_ADW_MagicEffect.PSC(18,6): cannot call the member function SetGameSettingFloat alone or on a type, must call it on a variable C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\_Anton_ADW_MagicEffect.PSC(27,6): SetGameSettingFloat is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\_Anton_ADW_MagicEffect.PSC(27,6): cannot call the member function SetGameSettingFloat alone or on a type, must call it on a variable No output generated for C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\scripts\Source\_Anton_ADW_MagicEffect.PSC, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\scripts\Source\_Anton_ADW_MagicEffect.PSC This is the whole _Anton_ADW_MagicEffect script: Scriptname _Anton_ADW_MagicEffect extends activemagiceffect Spell Property _Anton_AnimatedDragonWings_Spell Auto GlobalVariable Property _Anton_AnimatedDragonWings_JumpHeight Auto Actor Target Event onEffectStart(Actor akTarget, Actor akCaster) Target = akTarget If akTarget == Game.GetPlayer() _Anton_AnimatedDragonWings_JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 300.0) Endif Target.AddSpell( _Anton_AnimatedDragonWings_Spell, False) EndEvent Event OnCellLoad() If Target == Game.GetPlayer() ;_Anton_AnimatedDragonWings_JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 300.0) Endif Target.AddSpell( _Anton_AnimatedDragonWings_Spell, False) EndEvent Event OnPlayerLoadGame() If Target == Game.GetPlayer() _Anton_AnimatedDragonWings_JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 300.0) Endif Target.AddSpell( _Anton_AnimatedDragonWings_Spell, False) EndEvent Errors on the _Anton_ADW_MagicEffect_Dispel script: Starting 1 compile threads for 1 files...Compiling "_Anton_ADW_MagicEffect_Dispel"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\_Anton_ADW_MagicEffect_Dispel.PSC(8,6): SetGameSettingFloat is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\_Anton_ADW_MagicEffect_Dispel.PSC(8,6): cannot call the member function SetGameSettingFloat alone or on a type, must call it on a variable No output generated for C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\scripts\Source\_Anton_ADW_MagicEffect_Dispel.PSC, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\scripts\Source\_Anton_ADW_MagicEffect_Dispel.PSC This is the whole _Anton_ADW_MagicEffect_Dispel script: Scriptname _Anton_ADW_MagicEffect_Dispel extends activemagiceffect GlobalVariable Property _Anton_AnimatedDragonWings_Switch Auto GlobalVariable Property _Anton_AnimatedDragonWings_JumpHeight Auto Actor Target Event onEffectStart(Actor akTarget, Actor akCaster) If akTarget == Game.GetPlayer() Game.SetGameSettingFloat("fJumpHeightMin", _Anton_AnimatedDragonWings_JumpHeight.GetValue() ) _Anton_AnimatedDragonWings_Switch.SetValueInt(2) Endif EndEvent
  12. I've made the changes to that first script _Anton_ADW_MagicEffect and am now changing the others. This one is _Anton_ADW_MagicEffect_Counter Scriptname _Anton_ADW_MagicEffect_Counter extends activemagiceffect GlobalVariable Property _Anton_AnimatedDragonWings_Switch Auto Int SwitchState Event onEffectStart(Actor akTarget, Actor akCaster) SwitchState = _Anton_AnimatedDragonWings_Switch.GetValueInt() If SwitchState >= 2 _Anton_AnimatedDragonWings_Switch.SetValueInt(0) Else SwitchState += 1 _Anton_AnimatedDragonWings_Switch.SetValueInt(SwitchState) EndIf EndEventBased on the changes to the _Anton_ADW_MagicEffect script, I'm thinking this script needs to be changed to say the following, if you have a chance, please let me know if I missed something here: Scriptname _Anton_ADW_MagicEffect_Counter extends activemagiceffect GlobalVariable Property _Anton_AnimatedDragonWings_Switch Auto Int SwitchState Actor Target Event onEffectStart(Actor akTarget, Actor akCaster) Target = akTarget SwitchState = _Anton_AnimatedDragonWings_Switch.GetValueInt() If SwitchState >= 2 _Anton_AnimatedDragonWings_Switch.SetValueInt(0) Else SwitchState += 1 _Anton_AnimatedDragonWings_Switch.SetValueInt(SwitchState) EndIf EndEventAnd the last script is _Anton_ADW_MagicEffect_Dispel this is it here: Scriptname _Anton_ADW_MagicEffect_Dispel extends activemagiceffect GlobalVariable Property _Anton_AnimatedDragonWings_Switch Auto GlobalVariable Property _Anton_AnimatedDragonWings_JumpHeight Auto Event onEffectStart(Actor akTarget, Actor akCaster) Game.SetGameSettingFloat("fJumpHeightMin", _Anton_AnimatedDragonWings_JumpHeight.GetValue() ) _Anton_AnimatedDragonWings_Switch.SetValueInt(2) EndEvent Again, based on the changes to the first script, I'm thinking this one needs to say: Scriptname _Anton_ADW_MagicEffect_Dispel extends activemagiceffect GlobalVariable Property _Anton_AnimatedDragonWings_Switch Auto GlobalVariable Property _Anton_AnimatedDragonWings_JumpHeight Auto Actor Target Event onEffectStart(Actor akTarget, Actor akCaster) Target = akTarget If akTarget == Game.GetPlayer() Game.SetGameSettingFloat("fJumpHeightMin", _Anton_AnimatedDragonWings_JumpHeight.GetValue() ) _Anton_AnimatedDragonWings_Switch.SetValueInt(2) Endif EndEventI know coding for web dev, but this is new to me, so if you have a chance please let me know if I missed something with any of these. I'd really appreciate it. :)
  13. Would this be a good way to go? http://wiki.beyondskyrim.org/wiki/Arcane_University:Outfit_Studio_Export
  14. Hmm it doesn't appear to be letting me upload the files, they're in a compressed RAR file right now, maybe that's why.
  15. Hi guys :) I'm a noob to creating 3D assets, and am working with someone to create a sword for a mod in Skyrim. They have created the perfect sword for our mod, but I know Skyrim uses NIF and DDS, and these files are OBJ and MTL. Can someone help me with how to convert these? I'm more of a quest/dialogue person lol. :) I've uploaded the files in case you need to see them. Any help would be greatly appreciated. :)
  16. Hi Dybill :), you're awesome with this stuff! You helped me with another scripting question for addiction involving a sword. :) Awesome thanks guys for all your help, I really appreciate it and your time. I'm a complete noob to scripting, but this makes sense now and I can work with it, thanks to you all. :)
  17. That is so sweet, thanks man! :) This is such a big help, I really appreciate it. I can actually get this working now, because of your help here. :)
  18. Is there a way to view older messages in the Nexus Messenger? I didn't realize it hides older ones, and need to view a message from a few months ago.
  19. Awesome, thanks so much Dylbill :smile: I will definitely get to work with these. Now I'm a complete noob with scripting :smile: so are these the properties you mentioned or do you know of a better reference for them? https://www.creationkit.com/index.php?title=Property_Reference Or here, there is a part about halfway down about setting Properties https://www.creationkit.com/index.php?title=Papyrus_Introduction Thanks again :smile:
  20. Hey guys :smile:I'm working on a mod where I need to script an addiction in SSE, without using SKSE (because I am making it for both PC and XBox, and SKSE is not available on XBox). It's for a mod I'm working on called Stormbringer, based on Elric stories by Michael Moorcock. The Stormbringer sword should cause something like an addiction, so when you're not using it for a day then you have debuffs or similar to health and stamina, and when you are using it these stats could increase somewhat too. I've seen many addiction mods, but they all seem to require SKSE. The closest I've found without needing SKSE were survival based mods where you start to get sick when you've been in cold weather too long, or haven't eaten for awhile, that sort of thing. I am new to scripting though, so I was wondering if anyone could give me some tips on this? Thanks guys, have a good one :smile:
  21. Hey guys :smile: I made a mod for Skyrim SE, it's here on nexus https://www.nexusmods.com/skyrimspecialedition/mods/42113 The mod has amulets that you can disenchant and use the enchantment on most anything. The enchantment is animated dragon wings. NPC's can use them too. It is not a flight mod, because I made it for both XBox and PC, and XBox can't use SKSE, so no flight capability, the mod just has the animated wings and slowfall effects. There was a bug reported that when an NPC is wearing the amulet, the player is getting the slowfall effects instead. Now I created this mod originally for my husband, because he loved this other dragon wings mod here https://www.nexusmods.com/skyrim/mods/53271?tab=description But it used potions and spells instead to activate and deactivate the wings, so I got permission to use this mod, and just connected the wings to the amulets instead. So the bug is probably an issue from the original mod, I'm thinking it's coming from the scripting, which I didn't change at all in my mod. I just started learning scripting, so it's not really my thing, but I really want to fix this bug quickly for the people using it. If anyone can give me advice, let me know and I'll upload or paste the scripts here. :smile: Thanks guys, have a good one :smile:
  22. Update: we have the custom textures and meshes for Elric's sword and ring, and the sword is finished, so now just need help with scripting, quest, voiceovers, internal environments, and character editing. Please pm me if interested.
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