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Aragorn58

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Posts posted by Aragorn58

  1. 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.

  2. 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.
  3. 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.

  4. OK how about a different question...

     

    How can I get access to Nazeem's voice lines (the actual files)?? I believe they are in Data\sound\voice\skyrim.esm\MaleCondescending\ But following that I get to Skyrim.esm folder and nothing after... so I am guessing I have to get inside the real Skyrim.esm ???

     

    Any help? Come on cdcooley and IsharaMeradin you both have been so helpful in the past any idea's

    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.

  5. I'm trying to package my mod for distribution. After like 5 years it's finally done, but I can't seem to remember how to package it so that I make sure i'm not missing any files.

     

    It uses an ESM and two ESPs. Adds like 300 new weapons/models. Any idea on how to do this? Any programs that might help, that sort of thing?

    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.

  6. 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.

  7. 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.

  8. 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.
  9. Well, it's not exactly what I asked for, but one of the ones on that search was a serviceable substitute I'd never seen before. I was hoping for the specific mod I mentioned, but if no one has it there's no reason to hold my breath, I guess.

    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.

  10.  

    I was just navmeshing the first time the exterior of my created farm and found this information from Arthmoor, that helped me a lot:

     

    Di0nysys, on 28 Sept 2015 - 6:20 PM, said:snapback.png

    Revert all the edits u did to vanilla navmesh. Then manually select all the triangles u want removed, and drag them all the way down under the terrain.

    Then create new triangles connected to the main navmesh around ur house area. Never delete vanilla navmesh.

    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.

  11. 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.

  12. So this is a mod I was very fond of and used for a long time. It didn't require any hair or body resource mods to function, it made all the core housecarls female, and it changed voices and faces/hair to make them all much more attractive. Unfortunately, I switched computers recently (my old one was pretty crappy), and when I tried to reinstall, I found out the mod creator hid the mod for no reason. I know it worked with the most recent update to Skyrim and all the DLC because I bought the Legendary Edition after updates had already ceased, so it wasn't an issue of compatibility or anything. For the life of me I cannot fathom why the mod creator did this, but I hold out hope that someone still has the mod files. If anyone recognizes the mod I'm talking about and has the files and could get copies of them to me (by attaching to a post, or a link to Google Drive or something, I really don't know much about how this forum works), I would be really happy to be able to use this mod on a computer that actually has the specs to play Skyrim on decent settings.

     

    There's basically nothing on the page now, but if it helps it's this mod: https://www.nexusmods.com/skyrim/mods/20158/?

     

    Edit: Looking at an old forum post endorsing the mod, I figured out that apparently I was specifically using the All in One, Vanilla Hair and Eyes version. It's been so long since I originally installed it I didn't remember much from the actual page for the mod. However, as long as it's the Vanilla Hair and Eyes version, copies of the five individual files are just as good.

    https://www.nexusmods.com/skyrim/mods/searchresults/?quicksrc_name=housecarl&quicksrc_auth=&quicksrc_game=110

  13.  

    Try using cow instead of coc. Coc should take you into an interior cell, after which you can walk outside, (coc whiterunbanneredmare) but for outside you want something like

     

    cow world01 10,-5

     

    (where 10 and -5 are fake coordinates, pulled out of nowhere for this...you'll need to enter something that appears on your actual map.

     

    Here's the uesp wiki on console commands. Cow is in untargeted commands.

     

    http://en.uesp.net/wiki/Skyrim:Console

    "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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