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Tharizdun73

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Everything posted by Tharizdun73

  1. Thanks for the respone! I get what you are saying, but the thing is that it worked fine before, and now it doesn't. Without any real reason. That pisses me off! If it didn't work from the beginning, it would be fine, I would just say "ok, it does not work". But I know it can work, because it worked until a few days ago! But I found a "workaround" for this issue, as I said: Just remove that one dll file when doing CK stuff and put it back when playing. And with MO it is much easier to manage lots of resources for mods, or working on multiple mods that require different resources and stuff like that. So I'm just a bit confused now, but I am guessing that everything is fine now ... :confused:
  2. For now I will just have to remember to delete the d3d9.dll file when using the CK and to put it back when actually playing the game (which I don't do that often anyway :sad:). But if someone knows what the ----- is going on with the CK and ENBoost and SKSE, please let me know here! Thank you for reading all this crap and have a nice day <3
  3. I also would enjoy such a mod!
  4. Wow, I just discovered this. I am currently working on something like this (only for personal use, because it uses lots of resources c0nv3rt3d from Oblibion). I already did the landmass of the ShiveringIsles, but it is still a lot of work for something that can't really be uploaded anyway because those things are not allowed here.I still have to actually place all the objects (like trees and such) in the landscape and make all the interiors. But I have run into a problem: The meshes from the trees from Oblivion are not .nif files, so I can't c0nv3rt them directly, so this little project is sadly on hold for now .... The ShiveringIsles have always felt like home to me (maybe because of the beautiful landscape, maybe because I am a bit "touched by Sheogorath" myself :laugh:), and so I wanted to be able to "access" them from Skyrim. Anyway ...
  5. YES! This would make Skyrim a lot less depressing! I have always wanted something like this, I'm glad I'm not the only one. Why are there no mods like this? There are so much mods on the "extreme" ends of the spectrum, mods that add more "violence" and mods that add more "sexyness" but why isn't there something like this? It is really sad ....
  6. Ok, so I deleted the d3d9.dll file from my Skyrim directory and .... OPENING THE CK FROM MO2 NOW WORKS PERFECTLY!!!!! So, I am happy now, or am I? Of course I'm happy that it works, but I'm asking myself why? Why does ENBoost affect the CK so badly? In the enblocal.ini file there is the following line: IgnoreCreationKit=true So why the ---- does it not work with ENBoost? Hmmm... If I put the d3d9.dll file back in and set IgnoreCreationKit to false, it agian gives me the error message. Maybe I can start the CK through SKSE, like Skyrim itself. So I went into MO and started SKSE with -editor as a start parameter. But then I get a error message saying, that the CK is a newer version then what SKSE supports. What? I checked, and I am sure I have the latest version of SKSE. What is going on?
  7. Ok, so today I decided to (finally) restart my computer, becaue it is windows after all :happy: And now when I open the CK through MO2 i get a error message that says "the application couldn't be launhed correctly (0xc000001d). click OK to close the application". That isn't good, but it is something. Maybe g00gle can help with this ... Ok, I found this: https://steamcommunity.com/app/72850/discussions/0/1473096599329371129/ Someone said there that the CK didn't "like" the d3d9.dll file from ENBoost. Weird! I never had any problems with ENBoost and the CK before ... (BTW I'm just documenting all of this in case someone else ever has the same problem)
  8. Hello people! (I am using Skyrim LE if that matters ... ) Until yesterday everything worked fine: I could start the CK through ModOrganizer2, edit mods, save them, compile scripts, everything worked. Then I decided to install Oblivion. I also wanted ModOrganizer to manage those mods. Everything worked , so I did some stuff with Oblivion and the ConstructionSet there. Today I wanted to continue working on a Skyrim mod, but the CK does not work anymore with MO. When I try to start the CK through MO, it says "preparing VFS" and loads a bit, as it should and then it says "MO is locked" (as it should). Normally the CK would open up at that point. but it does not. The window that says "MO is locked" closes at that point. I already completley removed MO2 and Skyrim and reinstalled both of them. Starting normal Skyrim or the SKSE works fine and the mods load correctly. Only the CK does not work. I already searched a bit on the internet, but I couldn't find anything useful. The "override steam Id" thing is already checked and set to the correct number. I just don't know what to do to get the CK working again with ModOrganizer. If anybody knows of a fix for this problem or has experienced this before, please let me know!
  9. Thanks for making that clear. I am familiar with the Skyrim CreationKit, so I think the Oblivion ConstructionSet will not be much different (maybe worse :laugh: ). I think I could put something together that will work ... It's just for a personal project anyway .... (I am basically trying to "recreate" the ShiveringIsles in Skyrim, just for personal use of course, that's why I need all the locations of all the objects)
  10. Wow, thanks for the very quick answer! I didn't expect anybody to still be here after all these years :happy: What is this CSE you speak of? I am not really that familiar with modding Oblivion, so sorry for the question.
  11. Still waiting for someone to reply to this ....
  12. Thanks for all the answers, I thought nobody would answer to this. A short while ago I started to come up with ideas to improve the quests of the game, or for completely new ones and I am now trying to learn how the whole CreationKit quest scripting stuff works and so far it's going great. If you know how to use the CreationKit you really start feeling like god :laugh:
  13. Hello! Is there any way to "export" the X Y Z coordinates and the X Y Z rotation value of every object in a cell? I want a table that looks something like this: EditorID Type PosX PosY PosZ RotX RotY RotZ Scale CityWall45turn Static 46729.0938 13774.7471 1792.0000 0 0 -135 1 I could do it "by hand" but that would take a long time. I want to do this for all the cells in the ShiveringIsles, exterior and interior. I already tried to open the ShiveringIsles.esm in TES4EDIT but I can't open it. Other files work fine. I've already tried to convert it to a esp-file and open that, but didn't work either. Would be nice if someone knew anything about this!
  14. Hello everybody! I am looking for a mod. I know there is a search function and I know that g00gle is a thing, but those tools couldn't help me, because I don't know exactly what I'm looking for. I am looking for a mod that adds more depth to Skyrim. And if nobody knows of such a mod, I am looking for some advice to make it myself. Because the only thing I found until now were complaints about Skyrim and more complaints, but never a solution, and I think that is sad. Skyrim is pretty close to beeing a "perfect game" in my opinion, There are just a few things that need to be improved. And for that we have mods! I have found mods for all the things that I thought were missing in Skyrim. The only thing I haven't found yet is a mod that adds more depth. It feels to me that your actions have no consequences, that is the main problem I have with Skyrim. It is just strange how the player-character is supposed to be the Dragonborn, a legendary figure, but not even he/she can change anything for the better. That's why I nearly always roleplay as a non-dragonborn character. You maybe want to ask me now: Dude, what's your problem? It's just a game, why do you take Skyrim so seriously? Because for me, Skyrim feels like home. A place where I can always go to, when the real world gets too painful and sad. Without Skyrim (or Oblivion a few years ago) I wouldn't be here today ... I know that this sounds cheesy, but it is how I feel.. Maybe I need help ... But anyway, I want to make Skyrim a better place add some depth to Skyrim, so it feels a bit more "real", but not in a depressing sad way (like the real world). Because it just feels like there's something missing in Skyrim, but I don't really know what exactly ... Sorry for writing all of this, I just had to put all of this somewhere ...
  15. Oh! Yeah, like I said, it was a stupid question, but thanks for explaining, I now understand. Thanks for the reply! <3
  16. Thank you for the quick reply! This may be a stupid question but what is a "marker board"? I couldn't find anything about it on the CreationKit wiki.
  17. Good morning people! I am currently (again) messing around with the creation kit and I'm trying to make a player home on that mountain west of Fort Greymoor near Whiterun. Nothing too complicated, but it should have a massive cave-system / dungeon / cellar underneath it. While thinking about how I am going to do this, something came to my mind: Is there any way to add something like little textboxes to cells in the creation kit? I think this would be really useful when planning interior spaces or dungeons. Because taking a screenshot of a place in top-down view and then loading it in paint and adding text to it is a pain in the butt. And when I am trying to come up with a room-layout for a dungeon I often move thing around and adding some sort of moveable textbox would be great. Like a marker it would of course be invisible in the actual game. I know i could just place map markers, name them and make them disabled, so they won't show in the game. But the problem with that is that to know what the marker means, you would have to first click on it and you couldn't just see the text. This may sound like a unnecessary thing but I often work on a project, then put it aside for a few weeks and then when I open the mod again I just think "What was I thinking this room should be?". Basically like adding comments to a script, but for the cell view window. Thank you for taking your time to read this and think about it. <3
  18. Good evening! I have a question: So normally the file structure of a mod looks like this: SkyrimMeshesMyModBuildings (here are all the meshes for buildings and so on)Trees (here are all the meshes for trees and so on)Landscape (here are all the meshes for rocks and stone and so)TexturesMyModBuildings (here are the textures for the building-meshes)Trees (same here)Landscape (same here)However for some reason the texture files for a mod i have are directly inside of the Textures folder, so it looks like this: SkyrimMeshesMyModBuildingsTreesLandscapeTexturesBuildingsTreesLandscapeIs there a easy way to "offset" the texture path of the meshes or do I have to go through hundrets of meshes and manually change all the textures? NEVERMIND ALL OF THIS, it isn't the source of the problem I have. Could someone delete this thing please?
  19. Is there really no working "playable Falmer Race" mod? I dont believe that! Please, if you know of one, let me know here ...
  20. Good evening everyone! I searched a bit on Nexus and found this: https://www.nexusmods.com/skyrim/mods/61969 It's a mod that let's you play as a Falmer. Yes, the "ugly monsters", not the beautiful snow-elfs. But this mod looks like it wasn't updated since a few years and it seems that most clothes and armor do not work on the playable Falmer race. Does anyone know of a playable Falmer race that actually works? And no, I don't mean Snow-Elfs, I want to play as one of those "ugly" Falmers, you know, the one you see in Dwemer ruins all the time ... Either I'm too stupid to search, or nobody has made such a thing yet, which I wouldn't believe. I freaking love the Falmer and think they are really cute. [i know, something is wrong with me, but i don't care ...] Thank you for any responses <3
  21. Nevermind, I just found this https://www.nexusmods.com/skyrim/mods/52675?tab=description and made a 3D-model from the heightmap. You can delete this thing or ignore it or whatever ...
  22. Good evening everybody! I know that it is possible to turn a heightmap into a worldspace with the creation kit and other programms. So now my question is: Would it be possible to export the landscape of Skyrim as a heightmap and turn it into a 3D model, so it could be used in other 3D applications (like for example SketchUp) ? If this is possible, how would it be done? I would be happy about any replies.
  23. Hello! I just started messing around with the creation kit (again) and I made the exterior for a castle with the "fort dawnguard" exterior stuff, and so far it looks great. Now I am starting to work on the interiors. I already have a rough idea of the layout of the rooms and such, but there is one problem. The "fort dawnguard interior" parts look great and all, but there are no simple stars. There are those tower-stairs, but those are just horrible if you have lots of height. So my question is: Does anybody know of a "modders resource" - dawnguard-style interior stairs thing? Or should I just use the vampire-castle interior pieces and retexture them to match the dawnguard-style exterior? I know this is maybe a stupid question, but I can't think that I'm the first person who thinks "The Dawnguard architecture looks awsome, I want to make something with it, but oh s#*&#33;, the stairs are useless". Thanks for taking the time to read this!
  24. Hello everybody! I just wanted to let you all know, that I'm getting a CTD when I'm standing right next to nirnroots. It's not something that bothers me much, because if I don't go near any nirnroot, nothing happens. What you guys think could be the reason for this? I think I don't have any mods installed that change the nirnroots or something like that. At first I thought the CTD happened because I entered a specific cell but when I walked around the nirnroot, no CTD happens. Strange. I just can't think of any explanation for this.
  25. Hello! I was just messing around in the Creation Kit and I discovered that most of the buildings in Skyrim are bigger one the inside then the exterior structure would suggest. For example Dragonsreach in Whiterun. The main hall and the hall where you trap that dragon would never fit inside the building. Or the Blue Palace in Solitude. Or .... (The list goes on) Does someone know of a mod that "fixes" such issues? Somethig like a architecture overhaul that makes the interiors a bit smaller and more beliveable? I've looked for mods and so far I have not found any mod that does such a thing. I have searched with G00gle and it seems like I am the only one how is bothered by this issue. If nobody knows of a mod that fixes these issues, I might just make one myself. In that case, do you have any tips for me? I know the basics about the Creation Kit like making interiors, navmesh-stuff and so on, so it should be possible to make this happen. Thank you for reading this and for your replies.
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