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Artparker

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Everything posted by Artparker

  1. That outfit is awesome! Something that needs re-textured is a animated flag of that classic black and white skull and cross bones. I'd really love to see that, but alas I don't have that skill, yarg.
  2. Hi all, just wondering how the progress is coming along. Just got back to town!
  3. Howdy all, I found out about this WIP mod after Xion209 commented on my pirate wreck: http://skyrim.nexusmods.com/mods/32630/ At any rate, I've been loving being a pirate, however I feel no purpose, but running around pillaging towns and wracking up huge bounties. So, I decided I wanted to build a pirate cove for myself as a just reward for my hard earned booty, and then I remembered that somebody is already building one! Well, least to say, I've already made a small pirate cove last night, but I'd rather invest my time with other modders, as I love, love, love building the level design, but haven't gotten far enough to know how to create quest lines, which I've got tons of ideas for, but not that interested in learning yet. Regardless, I thought I'd share pictures from my vision of a pirate cove from my mod, and find out where I can fit in with yous guys. If any are interested in taking a look at it in game I'd be fine with sharing. It ain't done yet though, yarg! http://static.skyrim.nexusmods.com/images/4570602-1363025458.jpg http://static.skyrim.nexusmods.com/images/4570602-1363025054.jpg
  4. So I figured out F4 allows you to see the collision mesh, but how do you edit or customize it? Once again google didn't help. As far as I know the creation kit doesn't allow that, an outside program is needed?
  5. Howdy all, my problem is simple, I want my character to pass through an object as if it is not there...all my google searches have failed me, anyone know how to do it? (I'm not talking about the tcl no clip option either, I want it to passable without using the console)
  6. Dear Nexus, I'm pissed off at the moment because I've followed all the readme steps in every mod I've downloaded and closely watched how my game performs after each installation to ensure stupid *@ doesn't happen. Somehow or another, stupid *#&! has occurred. Sure some may say it's not a big deal, but it's driving me crazy that my trees and plants are stuttering for no apparent reason that I can tell, please analyse my settings and mod list if you would so kindly. I also have never had anyone take a look at my mod order and I've used boss, but it doesn't recognize the majority of them, so any and all suggestions are welcomed!!! Thank you. Here is my skyrimpref.ini file: [General] sLanguage=ENGLISH uExterior Cell Buffer=108 uInterior Cell Buffer=9 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [Display] fShadowLODMaxStartFade=1750.0 fSpecularLODMaxStartFade=3500.0 fLightLODMaxStartFade=6125.0 iShadowMapResolutionPrimary=4096 iShadowMapResolutionSecondary=4096 bAllowScreenshot=1 sD3DDevice="NVIDIA GeForce GTX 560M" iTexMipMapSkip=0 bFXAAEnabled=0 fMeshLODLevel2FadeDist=10000000.0000 fMeshLODLevel1FadeDist=10000000.0000 fSpecularLODStartFade=2000.0000 fLightLODStartFade=3500.0000 fTreesMidLODSwitchDist=10000000.0000 iShadowMapResolution=4096 fShadowBiasScale=0.1500 iShadowMaskQuarter=4 iBlurDeferredShadowMask=3 fShadowDistance=8000.0000 iMaxDecalsPerFrame=100 iMaxSkinDecalsPerFrame=25 iAdapter=0 iSize W=1600 iSize H=900 iMultiSample=16 iMaxAnisotropy=16 iPresentInterval=1 bFull Screen=1 fInteriorShadowDistance=3000.0000 bFloatPointRenderTarget=1 fGamma=1.5000 iShadowFilter=0 fDecalLOD2=1750.0000 fDecalLOD1=875.0000 fShadowLODStartFade=350.0000 iTexMipMapMinimum=7 bTransparencyMultisampling=0 iWaterMultiSamples=8 iShadowMode=3 bTreesReceiveShadows=1 bDrawLandShadows=1 bDrawShadows=1 fLeafAnimDampenDistEnd=8050.0000 fLeafAnimDampenDistStart=6300.0000 fMeshLODFadePercentDefault=2.1000 fMeshLODFadeBoundDefault=448.0000 fMeshLODLevel2FadeTreeDistance=3584.0000 fMeshLODLevel1FadeTreeDistance=4977.0000 iScreenShotIndex=52 bShadowMaskZPrepass=0 bMainZPrepass=0 iShadowSplitCount=2 bShadowsOnGrass=1 bDeferredShadows=1 [Audio] fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 fMenuModeFadeOutTime=3.0 fMenuModeFadeInTime=1.0 [Grass] bAllowCreateGrass=1 bAllowLoadGrass=1 b30GrassVS=1 fGrassStartFadeDistance=5320.0000 fGrassMaxStartFadeDistance=12250.0000 fGrassMinStartFadeDistance=700.0000 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the Warnings.txt file for more information. [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa [Combat] fMagnetismStrafeHeadingMult=0.0 fMagnetismLookingMult=0.0 [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 [imagespace] iRadialBlurLevel=2 bDoDepthOfField=1 [LOD] fLODFadeOutMultActors=15.0000 fLODFadeOutMultItems=15.0000 fLODFadeOutMultObjects=15.0000 fLODFadeOutMultSkyCell=1.0000 [Decals] bDecals=1 bSkinnedDecals=1 uMaxDecals=1000 uMaxSkinDecals=100 uMaxSkinDecalsPerActor=60 [TerrainManager] fTreeLoadDistance=75000.0000 fBlockMaximumDistance=250000.0000 fBlockLevel1Distance=70000.0000 fBlockLevel0Distance=35000.0000 fSplitDistanceMult=1.5000 bShowLODInEditor=0 [blurShaderHDR] bDoHighDynamicRange=1 [blurShader] bUseBlurShader=0 [Launcher] bShowAllResolutions=1 uLastAspectRatio=3 bEnableFileSelection=1 [Water] iWaterReflectHeight=2048 iWaterReflectWidth=2048 bUseWaterDisplacements=1 bUseWaterRefractions=1 bUseWaterReflections=1 bUseWaterDepth=1 [MAIN] fSkyCellRefFadeDistance=262500.0000 bGamepadEnable=0 bCrosshairEnabled=0 fHUDOpacity=1.0000 bSaveOnPause=1 bSaveOnTravel=1 bSaveOnWait=1 bSaveOnRest=1 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=4 [interface] bDialogueSubtitles=0 bGeneralSubtitles=0 bShowCompass=0 fMouseCursorSpeed=1.0000 [Controls] fMouseHeadingSensitivity=0.0125 fGamepadHeadingSensitivity=1.9000 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=1 bUseKinect=0 [Particles] iMaxDesired=1313 [saveGame] fAutosaveEveryXMins=15.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 fVal4=1.0000 uID4=0 fVal3=0.5000 uID3=466532 fVal2=0.8000 uID2=554685 fVal1=0.8000 uID1=1007612 fVal0=1.0000 uID0=94881 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=15750.0000 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=70 Here is my mod list: (First of all, I recently decided to try SKSE and SkyUI, my Skyrim is the latest version, which I checked and the SKSE is suppose to work with it, however it did bring up SkyUI menus, it told me on load that SKSE was not working correctly, why? I have no idea, so in my frustration I removed the files, except for the Source files because I have no idea what was overwritten and should not be removed from that specific folder.) WATER.esp Highrestexturepack01.esp Highrestexturepack02.esp Frostfall (subscribed through steam) Ak - buyable paintings and pictures.esp Ak - placeable statics.esp banditseyepatch.esp cookingexpanded.esp Painting in skyrim.esp skyBirds - Airborne perching birds.esp IMAGINATOR (this was installed last week, did not cause the stuttering problem with flora) Leather Huntress (steam) Non-playable armor.esp Better Riften (steam) Garrett's Retreat v.2(steam) Run for your lives.esp WhiterunFortified.esp (can someone tell me if this conflicts with lanterns of skyrim?) RRBetterWhiterunInt.esp (see above comment) Towns and Villages Enhanced - Riverwood (steam) Alternative Start - Live another life.esp WATER - Get wet.esp Low profile supply shack.esp Skinfaxi (steam) Megahold.esp (personal mod, just a tree fort, no affect on gameplay) Thunderdash (steam) Lake home clean.esp (my mod on nexus, no interference) Towns and Villages Enhanced - Markarth Exterior (steam) Towns and Villages Enhanced - Villages Redux (steam) Lanterns of Skyrim - All in one (steam) [ Void Craft ] Optic Nature Pack (steam, this has been in since last week, did not cause the stuttering) DragonStaffofDomination001.esp DYNAVISION dynamic depth of field.esp Frostflow Lighthouse without dead people.esp (personal mod, uses only objects in game, is not the cause of the stuttering) Highrestexturepack03.esp (don't know where this came from...just now saw it) --- My computer specs are in my profile fyi if that helps, I'm really stuck here. My gut tells me it was the last things I installed which were SKSE and SkyUI; I'm not certain about the source folder and if anything that was overwritten there is in conflict now that I've removed those two. Any help is greatly appreciated. On one more note, I would love to use an ENB or get Dynavision to work correctly, however I've had no luck in the many hours I've spent fiddling with both, not gonna lie I'm desperate for better graphics out of my machine.:D
  7. For anyone who has this same problem I found the answer finally on google...it was really difficult to know what to type exactly, anyway they're called blood decals and they have blue arrows above them. My lighthouse is blood free! http://www.creationkit.com/TextureSet
  8. So the problem is simple, but I can't seem to find an answer for it. I'm trying to mod the Frostflow Lighthouse, however there is blood all over the place, so I tinkered and tinkered and I couldn't figure out how to remove it from the floor objects, so I figured out I could delete them and ctrl-z undo and the blood went away. Wrong, after a little while the blood reappeared with-in the creation kit. So obviously I have no idea how to remove the blood without replacing the floors completely which I want to avoid since the floors are fine where they are, can someone inform me of how to get around this?
  9. Thanks for making this more clear! And that resource mod is awesome,.. thx for the link!
  10. Howdy fellow modders! I'm trying to get some issues solved with my first modding project, it's a bit ambitious for a novice, but I don't mind learning. Here's the link to my project if you want to view/download it: http://skyrim.nexusmods.com/downloads/file.php?id=16967#content Please take a look at the file, I've spent 3 weeks on this, there is also a secret hallway with a nice surprise. Now for the questions: Nav-meshing: either I need someone who loves doing this or I need a step-by-step guide; I'm having trouble pin-pointing information that isn't convoluted, can someone help? Limitations: my file in CK is at 95% (X out of 157.00), does this mean if I reach the threshold (100%) the file will become too much for the game or my computer? What's this referring to? Major issue of concern for my CK file is I've noticed in the Cell Window an asterisk * next to cell names... When I auto-generated a nav-mesh for my interior and finalized it later on, I clicked on finalize "all meshes" or something with "all" in it and that created asterisks next to all the interior cells. This has slowed down my save file dramatically on saving and loading the file, however no difference in-game. My concern is, I don't know what this did or what it has done in-game to cells I wanted to make no changes to. Can anyone tell me if I should be concerned about this? And if it is an issue, how can I isolate my cell and transplant it into a new file or what would be the best course of action? Mostly I'd like to not have the *'s next to those cells I need not change. Markers: with the bathtub, I've placed markers for sitting and laying-slant in the tub, however I'm encountering trouble with finding information on how to make the markers work in-game, I'd think they require triggers but I have no clue which ones to use. Also the markers over-lap because I want to be able to use the tub two or three positions, is this possible? Mannequins question: is it ok for Xmarkers to overlap? If you look at the file you'll see what I'm trying to do with the 7 mannequins placed in a circle, why 7? Because I've read they can't face north. Also an issue with my nav-mesh with the mannequins is that the platform they are on is a slightly higher than the floor and auto-generate did not set it underneath them, so I modified the triangle by pulling it right under their feet, I consider it sloppy and very difficult to modify the nav-mesh, I couldn't figure out how to add points even though I read the CK wiki. Final question: can I copy display cases from other cells and plop them in my house or is this bad? It seems some things work, so I'm curious as to what the standard is. Please give me any advice/information/feedback! I'm an ambitious novice and this is my first mod. :D Thanks for reading, -Art
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