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Aragorn58

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Everything posted by Aragorn58

  1. Go to Creation Kit Wiki and in the search window type Archive.exe it will give you detailed instructions on how to pack your folders.
  2. From what I can see from the video your navmesh is not correct. You should not see any yellow lines at the edges of your triangles in the middle of the room,only at the edges near walls or anywhere you intended the navmesh to end. That indicates where the edges of your triangles are. You have triangles overlapping each other and that is why your npcs are behaving the way they are. If you open any vanilla cell either interior or exterior you will see what I mean. I would be more than happy to help you with this but I don't have access to my computer or the CK at the moment due to work schedule.
  3. You need to actually create the navmesh in your cells. Not just click on the finalize button. You can use the CKs built in navmesh generation but I have found you get better results doing it by hand. There is information on the CK Wiki and also many YouTube videos on the techniques. It is rather easy to do but can be a bit time consuming and depending on the size of your dungeon can be a bit tedious.
  4. I still can't see any navmesh in the dungeon. I believe that is your problem. If there is no navmesh in a cell, NPCS will not spawn.
  5. Is the Nordic part navmeshed and finalized, does your NPC have an AI package running on him that prevents them from being in that area.
  6. @yuan well explained, I didn't have the time or patience to deal with nonsense.
  7. I'm done. The methods I was suggesting have been used for a long time, with successful results. If you are such an expert on the matter then maybe you should enlighten all of us on the proper way by creating a tutorial and asking that it be stickyed in the forums.
  8. As far as just moving or just deleting a few verts or triangles in a single exterior cell is fine and should have no consequences. I have done this myself for one mod. But from some of the posts by the OP in this and the Oldrim forums they have added quite a bit to the vanilla cells that it would be much easier to lower the vanilla navmesh and then replace it with their own. I'm by no standards an expert on the subject but I have completely navmeshed a small world space by hand as well as numerous interior cells with no issues reported from any of my mods or those that I have worked on.
  9. I've never changed all the navmesh in an entire vanilla cell, but my understanding is to select the entire navmesh in the cell and drag it low enough so the connection to the adjacent cells is broken. Then replace it with your new navmesh and finalize the cell.
  10. I believe the actual voice files are in the Voices.bsa. You can use the Voice File Reference Tool to find the exact lines spoken by any NPC or voice types. It can be found on the Nexus just type it in the search box.
  11. I usually do it outside the CK using the archive tool Archive.exe located in your Steam/Steamapps/common/Skyrim folder. You can find easy to follow instructions on the Creation Kit Wiki. Just type Archive.exe in the search window, and then click on the first choice on the page that opens.
  12. I normally be happy to, but I'm starting a new job and will be away from Tamriel for awhile. I will still be lurking on the forums and offer any advice I can.
  13. First the Draugr not appearing. Is the cell you are placing them in navmeshed and is it finalized? Without navmesh in the cell the NPCs will not spawn. Second from the looks of the lower picture, the hole you made in the landscape is not large enough to accommodate the pieces you placed in there. And yes any LOD may be in play also. Third the landscape tools take some getting used to. You can adjust the radius of the area you want to work with as well as the strength of the effect. The smooth tool will help even out high or low spots to the actual base terrain. It will not change or flatten anything like rocks or trees. They will have to be removed by hand. But again making any dramatic changes to the Tamriel landscape will effect the LODs in that area. Unless you regenerate them for that area which can be quite q task if you have never done it before.
  14. I'm sure you can figure out which assets you used using TES5Edit. But unfortunately I have never done that so I'm not much help there. Packing an archive can be done using Archive. exe located in your Skyrim folder. There are instructions on the CK Wiki. You can also create an archive of loose files using 7zip. On your desktop create a folder and name it the same as your mod. Inside that folder create another folder named data. Inside that folder place your esp and any sub folders following the same structure as the Skyrim Data folder. When you are sure you have all your files in the correct places use 7zip to create the archive. Then, remove all of your files from the Skyrim Data folder and put them in a safe place. Use your preferred mod manager of choice to load the mod and test all is working before uploading the mod.
  15. You can't just upload the esp file, and expect your mod to work. You also have to include any custom meshes and textures. But that is not saying you have to include the entire resource pack. For example if you downloaded a furniture pack with several different items, and only used 2 of them you only need to pack the meshes and textures for those 2 items. You can then either package it as a bsa or as loose files.
  16. Mod conflicts are going to happen. Almost no way to avoid them with the thousands of mods that are available. We are just fortunate we have the tools to help resolve them. @Tashini, I've had 2 mods posted that have edits to the vanilla navmesh without a single report of navmesh problems.
  17. It is fairly easy to do for your self. Just open up the Creation Kit and have at it. Just remember the female animations will not take effect if you have already met any of the housecarls. I've done this myself because even though they are warriors they are still women after all. If you are using the vanilla voice types make sure they can be assigned to the housecarls as to keep their dialogue.
  18. Arthmoor: This isn't necessary. It's perfectly safe to delete selected triangles from the vanilla navmesh. It only becomes an issue when you delete the ENTIRE vanilla navmesh in a cell. Case in point: Every mod I've ever released that needed navmesh work both adds and deletes triangles from vanilla navmeshes. They work just fine. @wizardsmith: Do the edits you need to do. Be careful NOT to remove the navmeshes entirely. When you're satisfied, you need to go into the two cells you edited and use the functions to find "cover edges" and "finalize". This will properly restore the borders between cells and they should light back up in green as expected. You should then check it for ITMs and deleted references in TES5Edit to make sure nothing went wrong in the process. So I didn't need to drag the original navmesh away, what I tried first but was pretty much complicated. I have now deleted the triangles below the house and trees and other places and connected my new to the vanilla one and it's working without issues. Perhaps this may help you. Holy crap, if this is true this is a serious game-changer! I'm going to have to test this tonight. I have recently been working with navcut boxes, and that's been working just fine for what I was doing... but if I could safely delete a few triangles, wow, that would make things work so much better! I've done exactly that several times in mods I've released also in personal ones without issues. But I imagine if two modders happen to edit the same triangles there could be a problem just like with anything else.
  19. If you take into account the size of the Tamriel world space, I'm thinking they did as I mentioned in my earlier post. In your case if you are only removing few triangles and replacing them with your own you should not have any issues. I have done this myself on several occasions without problems. As long as you do not remove the entire vanilla navmesh from the cell. I miss read your first post thinking the "islands " you were speaking of a new world spaces and not navmesh islands.
  20. https://www.nexusmods.com/skyrim/mods/searchresults/?quicksrc_name=housecarl&quicksrc_auth=&quicksrc_game=110
  21. As DiOnysis says use the CKs built in tool to generate navmesh for areas that are not that critical like forest areas or mountains. But areas that are close to villages, homes, or along roads, I have found it much easier to do them by hand rather than generate them automatically and go through and fix the errors.
  22. Just reread your original post, are you sure your mod is activated either through your mod manager of choice or the start screen.
  23. "item "world01" not found in worldspace parameter" If you type cow yourworldspacename 0,0 it will place you in the center cell of your world. Just replace yourworldspacename with the actual name of your world. If you want to go to a specific cell just change the coordinates. You can also give your cells names and place a cocmarkerheading in the cell and then you can use the coc command to enter the cell.
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