Jump to content

ben446

Supporter
  • Posts

    144
  • Joined

  • Last visited

Everything posted by ben446

  1. ok so I had an idea for a new home mod I started work on it last year and left it alone for a while due to several family issues. so I came back to my idea this year and decided to start off afresh. in doing so I have noticed a couple of issues and was hoping to get some help from other mod authors. I have done a few smaller home mods before but what I want to do with this home mod is make the one home that no one can do with out if your a collector this is for you a mage no problem this is for you a thief or warrior again this is for you. So this home mod will be spread over two new world spaces. on for the main home that will have everything anyone could need and the other would be a hunting valley connected to the home throw some hidden dungeon. well I decided to merge a few mods (that have permissions) with my mod first. things like new animals some new enchanting fonts just bits like that. well ive done this process before successfully, however this time its not so successful. IVe been using sseedit with the merge plug in script. the plugsins merge I load up the ck and everything is fine. however as with the ck it crashes after it crashes I load up the ck again load up my mod the mods I merged with it are no longer merged. does anybody know why this happens and if I can stop this from happening. my second issue is with the world space itself, I have just made the valley added the mountains to stop the character from straying from the vally dug out an intended lake and river and added a waterfall. ive also added the gate house to the new world but now for some reason the mod when loaded has it so the lad mass is on different levels and it is possible to view under the land in places like the river flows ok to a point then the next few cells are floating about it and flat. ive tried reloading the cell pressing f5 ive tried shutting the ck down and reloading but it is still happening again any help to get my world mass to how it should be and help as to why this happens please please help This mod has been floating around my head for over a year and it is something I wanted to have done for this time last year but it weren't to be but I do really wanna finish this mod this time. Thank you all for reading and thank you for your help
  2. As has all ready been stated, using a controller on the pc will give you the same results. Ive always played roleplay games on console but upgraded to a decent pc and started playing on the pc. Some people say it is easier to use the keyboard than a controller. If like me you've not played this sorta game on the pc before investing in a controller is the way to go. Just plug the controller in load skyrim up and play. None of the old trouble of trying to install, the controller is supported by skyrim unlike oblivion which didn't support a controller.
  3. I myself have spent months working on a very large player home and am still nowhere near done, like you I was a late arrival to the party and I had the same issue you have had. To combat this issue something I have done is create a new world space to locate the home within. My home is accessable through a boat at the solitude docks, but I am also thinking of adding a cave entry. This brings me to my suggestion for you. You could locate a suitable cliff or even an already completed cave system within the CK, add a little Load Door, then link that to a new world space to where you could locate your player home. This way it is still within the Reach and you can have the Forsworn within the story of the home, but without having to find a large enough spot for you build your Fort.
  4. thanks a lot for your help it is very much appreciated
  5. thank you so much for your help the script I was using was assigned to the key. as I said I did manage to adapt it before but when I had issues with my laptop I lost the adapted script. but having it so I can lock and unlock about 30ish doors with on key makes things so much easier . Thank you so much for all your help
  6. This is still a subject I really need help with. if I have to do it so one key locks one door and one door only im gonna have to have about 30 keys for the whole mod. so having help to adapt this script will make things so much easier and will cut down on the amount of keys needed. Thanks for all your help
  7. you could also use some tutorials by darkfox127 that are on youtube. ive never made a human follower use the dog/animal follower dialogue. but im guessing if you follow his tutorial on making an animal follower you should be able to get your follower to use the animal follower dialogue. it comes down to the factions, but he will also show you how to add the right dialogue. You may also want to check out his tutorials on making a follower. He has several that he has done over time and each one goes into more detail on how to create the follower
  8. i don't know what programmes that are best to use but I was looking through some tutorials on you tube the other day and there was a MA who does a lot of custom armor and weapon mods who has done a whole series on creating armor and weapons and holds your hands right through the whole process. I believe the video author is called nightasy tutorials. I hope these tutorials help. I was gonna use them myself but I couldn't get on with the modelling programmes that are used to create the meshes
  9. hi im not 100% sure on this and Im not currently able to check my ck to check this, But I believe I may be able to help with your issue. place the horse you wish to place. In the rendor window click on the horse This should bring the usual dialogue box up. Navigate to ownership The decide if its an NPC you wish to set as the owner or a faction. Say its an NPC click the npc section under ownership then search out for the NPC you wish to make the owner. Say its a faction do the same but under the faction heading and find the faction you want. For a farm id recommend finding out the farmers name and setting the horse as being owned by that farmer the way I just said. If the horse is being placed at a bandit camp or a civil war camp id recommend setting it to the faction. Edit: you could also place some horses in skyrim where ever you want and set them as being owned by the player or by a faction that the player is able to join, such as the dark brotherhood sanctuary. That way the player can use them without comminting a crime or even if you set it as being owned by the companions or something so they player can use the horse and not commit a crime as long as they belong to that faction. Most items can be set to being owned by the player and NPC or Faction by using the method I just described. Happy modding
  10. Ok a couple of questions first. Does the file that contains the sload have other changes or is it one that just adds sloads into the game? Kinda like mihailmods does with his or is it contained in a file with other stuff added like a quest or something. I have personally added a few of mihails monsters to a mod im currently working on. As the file is just the monsters meshes textures and sounds I tend to used SSEedit with a script that is located on this site. it was made for the oldrim version of tesvedit but it still works on SSEedit. the script will allow you to merge the file with yours and then it is just drag and drop into your mod. As the two files are merged the orginal containing the sload will have the sload set up as the OMA intended. But that only works in the creature is just apart of a creature mod and not a mod that also adds more to the game.
  11. Ok some im using a script that is a modders resource. Its a script that will make a key also lock a door. I did manage to adjust it before for what I wanted. Basically I wanted it so one key would open and lock a lot of doors. But since then I had to reinstall my whole laptop and cannot remember how I adjusted it before. ObjectReference Property Door01 auto ObjectReference Property Door02 auto String Property LOCKMESSAGE auto Event OnEquipped (Actor akActor) Int OpenState = Door01.GetOpenState() If (OpenState == 1 || OpenState ==2) debug.notification (LOCKMESSAGE) Door01.Activate(Game.GetPlayer)) Utility.Wait(1.5) Door01.Lock() Else Debug.notification(LOCKMESSAGE) Door01.Lock() Else debug.notification(LOCKMESSAGE) Door02.Activate(Game.GetPLayer)) Utility.Wait(1.5) DOor02.Lock() Else Debug.notification(LOCKMESSAGE) Door02.Lock() EndIf EndEvent If someone could help me correct my mistake and show me how to add more doors itd be greatly appreciated. Im currently working on a large home/CHeat/Adventure Mod. Id like to make it so the home section of the mod will have a master key that will open the main house the armoury and some other areas. As I say I did manage to sort this before but had to reinstall my laptop. Last time I worked on this mod I believe it was about 19 doors that was all linked to the one key Thank you very much for all your help in advance
  12. This is the second time within about a week that ive had this happen. I go to load the CK up as normal and I have to reinstall it as the programme is no longer there to run and when I install it it does it in about 2 seconds. This wouldn't be an issue so much but I have changed the ini files and everytime this happens it goes back to the vanilla ini siles and as im not that good with codes and programming and such I have to look for the code lines on line and where to place them. Ok after kinda a rant and also informing you of my issue I was wondering if anyone else has had this happen or know why it happens and how to fix it. Any help with this subject will be greatly recieved
  13. I have know figured this out and will leave a quick tutorial for anyone else struggling with this. You need to place your kinetic resonators in place along with the static pipe for them. link the resonator (activator) to an xmarker. Bethesda seem to use a different xmarker for each one. Then search for DLC01dundbchimemaster Duplicate this and rename the duplicate. This will make sure there is mistakes made with any quests. place the trigger link the trigger to each kinetic resonator with the key word- Linkcustom01-09 making sure to leave one free Link the trigger to the door using the free linkcustom keyword All that's left now is to go into the scripts of the trigger load up the properties now just go through either clearing the reference of the property leaving it as it is in some cases, If you wish to add ambushes place them in place and use the last 6 properties of the script to link them together too.] I hope this has helped anyone struggling. I know its not in depth but hopefully it is enough for you to follow or giving you enough idea to work the rest out for yourself. I am writing this after a crash filled day on the ck, so my appologies for the lack of detail but ive had crash after crash and just want to go to bed now hahahaha
  14. im not sure if this is any help as I haven't touched the stables within the ck, but it does seem this something that may be handled by a quest. a quest within the ck don't just cover quests as they do in game they also cover things like dialogue and many other aspects of the game. it does seem like this may be something that is handled by a quest
  15. Well im working on my master piece a mod that will function as a home for every type of build you can imagine, it will keep you in all materials you need but you will have to work for it. it will include everything that a skyrim home owner could ever want. to keep it lore friendly some of the dwarven goodies will be hide in a secret dwarven ruin hidden under the island home. Now as you go deeper into the ruins the better the goodies get as youd expect, but id like to lock the last secret away, as it will be hidden within a dwarven ruin, id like to use some sort of dwarven lock. I did experiement with the door you find in alfatand with the two explorers fighting. I weren't 100% happy with that though, so ive been looking into the kinetic resonators and tonal lock system. I have tried working it out within the ck, I have searched the web for a tutorial on how to use them. All to no avail. if you are able to point me in the right direction to find a tutorial or are able to offer some advice on how to get them working it would be much appreciated. Thank you all in advance
  16. Hi ive only been modding about a year and only created 2 house mods and been working on a 3rd one some time but having to keep starting over. I would like to suggest if you have the CK loading up the mod you wish to patch, then load up the cells of the house right clicking and changing the ownership of that cell to the player. This should then show that the house belongs to the player and allow you to send people there. If you don't have permission to do this it just means any changes you make must stay for your use only and you wont be able to upload the mod to this or any other site
  17. Just another author of tutorials that go along with darkfox127 is bestinslot. both of these two produce top quality tutorials and they have taught me everything I know or have given me enough information about the ck to allow me to feel confident enough to experiement . I would also suggest going to the oldrim section of this site and search for project modularity there in the download section you can download some script that were created by darkfox 127. I found writing scripts are the hardest things to do, darkfox127 will talk you through the scripts so you can understand what they do within his tutorials. he is the reason I can read a script - still cant write one but I can read one
  18. Has this been made yet. Its deffinatly one mod id download. I don't like the werewolves or vampires in skyrim. I always cure myself of vampirism as soon as I contract the disease. I like to try and 100% skyrim every playthrough which unfortunately means having to become a werewolf. I always found it odd, that Bethesda didn't give you the option of joining the silver hand and not becoming a werewolf. The did it with dawnguard and the vampire lords. Its why I like Bethesda games, they normally give you choice, to have the werewolf curse forced upon you just don't seem very Bethesda to me. I really really hope someone sees this thread and makes it. I would but my skills with the ck do not stretch to such an under taking. If someone does decide to make this mod and need help with this such as lore books, diaries or buildings feel free to contact me and ill work with any ma that is willing and able to make this mod a reality and fix a big mistake made by bethesda
  19. From my understanding of the CK , scripts and enchantments I believe you would need to create a new enchantment, add a script to it. I aint very good at script writing, but im sure it would work with if statements, If the glove is equipped your ok, If that glove aint equipped you die. You would then need to go to Keening and apply your new enchantment to keening. You would need to have a property set as the glove you with to be able to use keening with. It should work with either a vanilla piece of armor say like dwarven Gauntlets. But if you wanted it so only one pair of gloves or gauntlets would allow you to weild keening then you would need to create the gloves or gauntlets. This could be done by duplicating an existing set of gloves or gauntlets and give them a new ID and change any stats you wish to change. If you can find someone to write the script for you, there are tutorials available on youtube that would help guide you through making the enchantment and applying it to keening. I did find one by darkfox127 on you tube that I have used to create a sword that will banish foes when they are struck with the blade. it would be the same sort of thing, just obviously your script would be one that causes damage if you don't have the right gloves or gauntlets equipped, instead of a teleport script.
  20. I have a couple of questions for you before I can offer advice. Before you noticed the orginal crash had you added or removed any mods mid playthrough? The reason I ask this is, as you stated it seems like something that was had baked into the save. Now if this was a conflict of two or more mods and one of which had been removed before, it could be that a script or something was hard baked into your save. By starting a new save obviously, the offending object/script that was hard baked into the previous save. So by starting a new save you would have corrected the issue you was having. If you hadn't added and removed any mods before the crashing occurred it may be worth doing a couple more fresh starts and see if this crash occurs again. Personally if its working now, I wouldn't worry about it. But bare in mind adding and removing mods mid playthrough especially script heavy mods can cause issues such as this.
  21. If you are struggling to port the mod over there are plenty of tutorials on youtube that will walk you through how to port the mod
  22. you could always try contacting DarkFox127 and ask if he would port Morskom Estate over to the SE. I believe it was him and Elianora who built this mod for oldrim. If he says he wont ask him if you can have permission to port it over. If you are using the Creation Kit there are tutorials for porting old mods. One I found that was helpful was by Darkfox127 on youtube.
  23. I have looked at a couple of mods that show a view from an interior cell. I believe one of them was levellers tower. The way that they seem to do what you want to do is. to build the interior cell as normal. Then infront of the window that they wish to look out of, they build a replica of the exterior location. I believe as I said before that levellers tower did this. His mod allowed the player too look out of the window at a mountain (I cant remember which one in skyrim it was). He just placed some mountain pieces outside the window so when you look through the window you could see a mountain and it gave the appearance of being able to look out of the window. After looking at your screen shot, id like to ask what is supposed to be infront of the window? a mountain the forest of falkreath a ruin ? If its just a forest id suggest using some trial and error and placing some trees just outside the window. Then going in game and seeing how it looks. You may need to change the positioning of the trees or maybe even the tree itself. if its supposed to be a mountain with trees between the window and the mountain it would be easier. You would just add a mountain piece behind the trees. This would help hid the void outside of the window. Youd see the mountain, the trees and it would look like you was looking at a mountain through the window. Again if it was a cave or ruin with some of the forest in between then add the cave entrance or the ruin at the back with the trees infront. But the placement of the pieces will take some trial and error. I would suggest maybe downloading some mods that give the affect you wish for, Such as leveller tower. Then go into the CK load up these mods and just find the windows, that allow you to look through them and see how they did it and try and work out what is gonna be best for yourself
  24. im not sure about giving the matching set bonus. but to make it so it needs the right perk to temper it, add that as a condition to the recipe for each item. this should then double the armour rating, Bethesda use conditions and keywords to make everything work, as im guessing you found out when making the armour craftable.
  25. im currently working on a large house mod that is spread across two islands. one acts as the player home complete with crime system, farm, mine guards and armoury. There is a hidden dwemer ruin on the one island that links to a hunting area ( using a teleport pad). Within the Dwemer ruins I have managed to add many dwemer goodies, such as aetherium armour and weapons, that are craftable, as well as other goodies. I want this house mod to be filled with everything every player in skyrim will need. ive made a soul gem crafting system and scroll crafting. I was thinking id like to make a dwemer work shop, within the workshop will be several dwemer autommatons that are just dead. But I was thinking of adding a system to allow the player to craft their own as followers. I did come across a tutorial that allows for you to create your own trophies for your trophy stand. I did also find other crafting tutorials, but they involve having the objects disabled then enabled once you create it at a work bench. I was wondering if it was possible to use the tutorial for the trophies to make the dwemer automaton followers. the tutorial does not require the static object to be placed and disabled to the ben enabled during the course of play. If this would not work if anyone can point me in the right direction id be greatful I know id need to create my own versions of the automatons. So they are friendly and follower possible. But I don't want the player to just press a button and the automaton just appear. I have done that with dwarven horses. I also don't want to just pop them in for the player to walk up to and talk to then they walk with you as I have done this with dwarven dogs. Id like it so the player can go back and recreate another automaton anytime aslong as they have the ingredients and space for the follower. This house mod is gonna be my baby. I did start it a while ago but found I had to restart as I had to redo to much. Ive been working on this mod for months now. Ive included everything I can think of that the player would need. From pets, to two hidden followers to scroll crafting and soul gem crafting. A hidden realm of oblivion, Created by the dwemer, with a teleport sword to teleport any foe you strike with it directly to the oblivion realm. It has its own weapons, many new enemies, that come from mods with open permissions. It has a few weapons I have created, Mainly dragon swords made from dragon bones. But this weapons would be named after the named dragon their bones are from. Like on from alduin. they have their own states and several also have enchantments. so I do feel this would add the last piece of the puzzle to the mod. The mod will be updated with new features as I think of them, but before this is released id love to make this idea doable. Thank you to anyone who has read this far and thank you to anyone who can help me with this idea
×
×
  • Create New...