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nhackett

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Everything posted by nhackett

  1. I would download Summoning of Ship and use the script(s) as inspiration. Look at Function Land() in
  2. I need this. A .nif that snaps to cockpit modules and let's us edit a .dds for our custom nose pinup art.
  3. I stumbled on your post after releasing https://www.nexusmods.com/starfield/mods/6335?tab=description I would like to read that tutorial I keep seeing mentioned or pick your brain on how to incorporate your findings with my own mod. Especially since I plan to do fuel and cargo next, now that I figured out the engines.
  4. You can go into xedit and find all the M class parts and delete any keywords referring to M class. Dunno if that will work. It may be hardcoded into the game, and the keywords serve some other purpose.
  5. I made a mod for something like that https://www.nexusmods.com/starfield/mods/6335?tab=description I made copies of all the engines and turned them into structural elements. They don't have any engine stats or use up any power. So put whatever stat engines on your ship and then decorate your ship with whatever engines you like. It's pretty easy to override ship engines stats with xEdit. I could do it or explain how to do it if you want. It's very easy to replace one engine model with another, but not create a brand new model from scratch as far as I know. Also, very easy to change the thrust and maneuverability of the engines.
  6. The book isn't public domain. They wouldn't spend the money to license 2 paragraphs of it for when you pick it up. Dickens, however, free to use. It'll get modded in eventually. Regardless of one's opinion of Hawking, a fictional child wants to read his book. It makes her more interesting.
  7. I think starfield became a game FOR modders in its development. If the random POI are set up like radiant quests from skyrim, it'll be easy to add a whole bunch of custom 'dungeons.' Not to mention, every pixel of every planet or moon you can land on is a potential static point of interest for modders to add custom cities, homes, factions, etc. There is gonna be so much content added in after CK2 drops... I'm just curious how MSoft is gonna commercialize it.
  8. it should be a picture of the proportional editing tool. the menu looks kinda like an O and a ^ next to each other in box. you can turn it on in the menu or just hit alt + O to turn it on and off. when i load the page the picture loads, but i might have it saved as some goofy format ill take a look at it later
  9. the least time consuming way to test location change events is to make a tiny cell with a loading door to a simple 1 room 'dungeon' with a boss and a boss chest. Random encounter quests are tied to global variables keeping track of probability and time passed since the last event. Player level is one of many other checks that can be made for an encounter to happen. The WETriggerScript is a great example of what the OP, I believe, is looking for.
  10. Debugging is annoying, but I know it is necessary. That is my complaint. I only brought up Break of Dawn because I don't know of any mods that use a quest of that style to introduce custom quests or add unique weapons, armors, etc. I think it would be a worthwhile tutorial to have around. Introducing new items in game without polluting crafting lists or dirtying vanilla world space all the while having compatibility with any mods that add new dungeons and/or world spaces that have been set up appropriately for the story manager. Edit: And avoiding leveled list conflicts for folks that don't make bashed patches.
  11. Check out Tundra Defense http://www.nexusmods.com/skyrim/mods/22330/? You get to build your own little town, add guards with whatever gear you want them to have, and can spawn raids by bandits, draugr, vampires, or even dragons. The raids can also be set to happen randomly. A good empty space to build up your town is just east of the cave that leads to the dawnguard fort. If you don't have dawnguard it is north east of the vigilant's outpost found east of riften.
  12. @Matthiaswagg, look I really respect everything you do for the community. I've read the tutorials on your personal website, and I don't want to argue with you. Breaking Dawn is based on an On Location Change, it is tied to a global variable in the SM event node for random probability. Even at 100% probability a coc to the dungeon won't trigger an On Location Change event. It was a giant pain in my ass rewriting and testing that quest to suit my needs. There is a much simpler solution using a different SM Event Node.
  13. Bad tutorials, conflicting information on linking into the Radaint system, and an inability to discern veteran modders from veteran trolls. Do any quest mods start from finding an item or note in a random boss chest or on a random boss? Break of Dawn is a perfect example of how to create such a quest. I've had a lot of trouble trying to implement something similar. Testing is difficult because a CoC to a boss or chest won't trigger the Radiant system, and I do not know who to trust about compatibility and conflicts with other Radiant quest mods. Those are only the problems I've encountered personally. Have you looked at the CK Wiki? This tutorial is LITERALLY the exact thing you're looking for, just change Boss as reftype to BossContainer. This is what we mean - people who don't search that much. The CK wiki (ESP. This set of tutorials) is quite accurate. To test, just do sqv yorQuestID in the console and it will show if aliases are filled. If yes - it probably worked. http://www.creationkit.com/Bethesda_Tutorial_Radiant_Quests its not that simple. the reference aliases for Break of Dawn are for moving quest objective arrows around. the tutorial has the quest beginning with an npc, not beginning with finding an item in a random container. the solution i've found doesn't use any aliases, but conditions on a new node in the SM event node. Now that it is working I must recreate the entire thing in another mod to test if changes in the SM node are compatible between mods, because reading the forums says it is and it isn't.
  14. Bad tutorials, conflicting information on linking into the Radaint system, and an inability to discern veteran modders from veteran trolls. Do any quest mods start from finding an item or note in a random boss chest or on a random boss? Break of Dawn is a perfect example of how to create such a quest. I've had a lot of trouble trying to implement something similar. Testing is difficult because a CoC to a boss or chest won't trigger the Radiant system, and I do not know who to trust about compatibility and conflicts with other Radiant quest mods. Those are only the problems I've encountered personally.
  15. i know there are some great people still putting a lot of time and effort into the tools modders have available. from my understanding, only recently have animation tools become much more available to the community. HDT has been around now, and has some promising possibilities. SKSE, SkyProc, Nifskope, ENB and Racemenu are being actively maintained and progressing forward. Generating LoD for large world spaces has become much simpler. There has also been a migration of Steam modders to the Nexus. Right now is a great time for learning, and sharing knowledge. As a mod author, it is a very exciting time. Don't give up on the Nexus yet. Follower mods are probably the most well documented and easiest to create type of mod. They are both a good entry point for new authors and a gateway into learning how Skyrim's quest and race system works. Even experienced modders are able to learn new tricks with the new tools available for npc creation. In short, Hot Files may seem not so hot to you, but the new and updated tools available to modders is truly hot right now.
  16. in the creation kit. you are having problems with a specific mod? maybe report the issue to the mod author with a link to this thread for fixing it.
  17. only brought it up out of curiosity. your attention to detail and the thought you have put into weights and measures has sparked my interest. i have made personal mods with rooms filled with thousands of ingots and coins to have battles with enemies that cause explosions, only for the fun of having items havok all over the place. 1000 coins in game takes up quit a bit of space, and drops your fps quite a bit with a well placed exploding bolt.
  18. This is my basic 'must have' set of mesh/texture mods Unofficial Patches Body mod of choice, probably UNP or CBBE XP32 Maximum Skeleton http://www.nexusmods.com/skyrim/mods/26800/? HDT Physics Extension - http://www.nexusmods.com/skyrim/mods/53996/? A Quality World Map With Roads http://www.nexusmods.com/skyrim/mods/4929/? Fences of Skyrim - No More Flickering Fences http://www.nexusmods.com/skyrim/mods/58980/? Static Mesh Improvement Mod - SMIM http://www.nexusmods.com/skyrim/mods/8655/? Skyrim Flora Overhaul http://www.nexusmods.com/skyrim/mods/141/? Unique Grasses and Groundcovers - Nature and Landscape Enhancement http://www.nexusmods.com/skyrim/mods/42370/? aMidianBorn armor and weapon textures ApachiiSkyHair http://www.nexusmods.com/skyrim/mods/10168/? Superior Lore-Friendly Hair - HD textures http://www.nexusmods.com/skyrim/mods/36510/? Female Hairstyles with Physics http://www.nexusmods.com/skyrim/mods/57179/? Gizmodians Scars http://www.nexusmods.com/skyrim/mods/3574/? Pretty Lips http://www.nexusmods.com/skyrim/mods/1167/? True Eyes http://www.nexusmods.com/skyrim/mods/49963/? Brows http://www.nexusmods.com/skyrim/mods/30411/? Beards http://www.nexusmods.com/skyrim/mods/28363/? CITRUS Heads (HD Meshes) http://www.nexusmods.com/skyrim/mods/58989/? Mature skin texture and body for UNP CBBE ADEC http://www.nexusmods.com/skyrim/mods/32986/? SkySight Skins - Ultra HD 4K and 2K - Male Textures http://www.nexusmods.com/skyrim/mods/58443/? Smile in HD http://www.nexusmods.com/skyrim/mods/34346/? XCE - Warpaint and Dirt http://www.nexusmods.com/skyrim/mods/29977/? Skyrim HD - 2K Textures http://www.nexusmods.com/skyrim/mods/607/? or anything with HD and parallax Enhanced Lights and FX http://www.nexusmods.com/skyrim/mods/27043/? and Pure Waters http://www.nexusmods.com/skyrim/mods/1111/? or Purity http://www.nexusmods.com/skyrim/mods/65242/? There are alternatives to everything. I didn't even include any npc/monster meshes/textures. A lot comes down to taste. Enjoy your new rig!
  19. after loading a bunch of cells, the CK decides it doesn't want to load any more resources. Sometimes pressing F5 with the render window in focus will fix it; otherwise, you will have to shut it down and reopen the CK. If you aren't careful, you may inadvertently make a change in position location of a cell while looking around inside it. This marks the cell as changed and will make your mod 'dirty.' Copy/paste or even duplicating a cell puts you in the same boat. I recommend making a new cell, selecting the type of architecture you want for your house in the object window, and filtering furniture for 'noble' or 'common' or whatever to fill it up. You should also check out some of the modder's resources here on the nexus. There are some really great resources for cluttering up a home.
  20. you might like True Vision, but I agree with Boombro. Try a bunch out. I personally use Grim and Somber Hircine; although, it does not match your description of what you are looking for at all.
  21. and make sure you have your textures placed in skyrim's data/textures folder. something like data/textures/myTextures/mySwordTexture.dds. if you still find an error in the CK, the .nif file must be corrupt. save or export your mesh as .3ds and use nifskope to import it on a vanilla mesh. a link to my steam guide on weapons: http://steamcommunity.com/sharedfiles/filedetails/?id=211267339 read the section: Using Nifskope
  22. you can use a vanilla .nif of a similar weapon and import a .3ds file into a nitrishape node, but my money is on incorrect paths to your textures.
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