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SSE Changing animations at special furniture.
timsterse replied to cumbrianlad's topic in Skyrim's Creation Kit and Modders
@cumbrianlad THank you so much for the post, it is something I wanted to do for a long time and never could figure it out. UNfortunately, it does not seem to work as easily as you suggest. I'm using the regular noble chair, and added the "isSitcrosslegged" keyword, hoping that this will make them sit cross legged on the chair. Alas, nothing actually changes, unfortunately. DO you happen to have acquired additional knowledge on how this needs to be set up? -
I'm adding a chain to a belt (partition 52 MOD_PELVIS_SECONDARY). It's a separate mesh in the NIF. I've added a custom bone to the pelvis node in nifSkope, so I now have 2 extra bones. 1. NPC Pelvis [Pelv] 2. bone_anchor 3. bone_chain I've made an XML based on a working earring that I had, and changed the bone names accordingly. <system xmlns:xsi="ht...blah"> <bone name="NPC Pelvis [Pelv]"/> <bone name="bone_anchor"/> <bone-default> <mass>5</mass> <inertia x="20" y="20" z="20"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.99</linearDamping> <angularDamping>0.99</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone-default> <bone name="bone_chain"/> <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="0" y="-0.2" z="-0.5"/> <angularUpperLimit x="0" y="0.5" z="0.5"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint-default> <generic-constraint bodyA="bone_chain" bodyB="bone_anchor"/> Hoping someone knows what I'm doing wrong, because the chain is static. I checked my weight paint, it definitely looks fine. I also have the NiStringExtraData pointing to the XML file.
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Sounds like you have the virtual body assigned to partition 32, maybe?
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[Need Help] Texture Transparency NOT Working!
timsterse replied to kkim1975's topic in Skyrim's Skyrim LE
Well, it is six years later, and I will have a question: if the specular data is from the msn file's alpha channel, why are there some meshes with a dedicated specular map like blah_s.dds?- 5 replies
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- texture
- transparency
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THANK YOU @isharameradin for clarifying the utterly confusing information shared in a ton of forum posts about where to put what. I've spent wasted 2 hours attempting to figure out what exatcly is supposed to happen and finally confirmed it with excessive reinstalling of CK and moitoring the extracted files, that indeed, for SSE modding, two things matter: get CK from Bethesda Launcher, not from Steam Use Data/Source/Scripts for your PSC human-readable files, which CK will compile into PEX files in Data/Scripts folder for use in-game Leave all the existing ini files alone and add necessary settings in CreationKitCustom.ini but do observe the [sections] CK SE already loads DLC files by default, no need to add to archive lists anymore
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SSE Please help me with compile scripts!
timsterse replied to FriendlyNPC's topic in Skyrim's Creation Kit and Modders
Let me get this straight, someone decided to use "source/scripts" and someone else though it would be good to use "scripts/source"? How on earth is that supposed to be intuitive for anybody? I sound like a jerk, but seriously, what is the idea? I'm so utterly confused about what is supposed to be where. -
Super informative. But I ran into a problem with the threshold value. Is it possible, in SSE, to achieve full 256 levels of alpha channel transparency? It appears that there is no alpha blending going on, it's either transparent or not, for areas that are painted below the threshold.
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I've tried everything, reinstalled the game, CK everything, but no matter... as soon as i Ctrl+F4 to export a facegen, the edited NPC turns up dark faced. To troubleshoot, I did the safest, simplest thing I could think of: use Apachii SkyHair and do nothing but change the hair on a completely vanilla install. Dark Face. Can I fix this somehow with a tool other than CK, because it's clearly not able to export even the most basic edit. Been at this for weeks at this point, it is immensely frustrating.
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SSE Moving an NPC - Location (LCTN) Record
timsterse replied to Taffer42's topic in Skyrim's Creation Kit and Modders
old thread but I was looking for the same - now I guess the right way to do this would be to create a custom quest and set a state with a load marker. like beth does when they place ysolda in the market even though her CK location is in her house. -
Skyrim SE Creakion Kit Missing Facegen Tint Map Glitch Help
timsterse replied to Stephen999's topic in Skyrim's Skyrim SE
gosh that was a truly helpful and fascinating detail. How do you make CK not do this in the export? Some settings or ini adjustment? PS: i am seriously bummed about not being able to fully see your desktop wallpaper, LOL- 3 replies
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- skyrim
- skyrim special edition
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[LE] Making an Exterior Location
timsterse replied to AxelofAtheara's topic in Skyrim's Creation Kit and Modders
https://www.youtube.com/watch?v=-0wTCgp6ahE- 1 reply
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- skyrim
- creation kit
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I'm doing a script that I hope to make more compact. Two things I'm unclear about: 1. objectReference[] I'm setting these properties ObjectReference Property dummyRefDagger Auto ObjectReference Property dummyRefGreatsword Auto ObjectReference Property dummyRefStaff Auto ObjectReference Property dummyRefSword Auto In CK I have to go into the script properties and manually reference them. But I want to use the placed Form (the instance, not the base) and utilize the LinkedRef tab there to set the linked references - avoiding the script properties. How do I iterate though a few linked ref forms? something with .getLinkedRef() I suppose. The script is attached to the base Form (not the instance). 2. Keyword[] Right now I'm setting keywords in the script Keyword Property WeapTypeDagger Auto Keyword Property WeapTypeGreatsword Auto Keyword Property WeapTypeStaff Auto Keyword Property WeapTypeSword Autoand doing a very basic function with a zillion if statements If MountedItem.HasKeyword(WeapTypeSword) debug.notification("sword") ElseIf MountedItem.HasKeyword(WeapTypeStaff) debug.notification("staff") etc... which is bugging me. How will I be able to set these keywords as array so I can just loop though with While()? In the end, I'm thinking I'll loop through the objectReference array and in each statement loop though the keyword array to determine what's what.
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also if not visible in game, its because object coordinates are at 0 or 90 degrees, need to be offset by +0.1 unit (CK bug)
- 8 replies
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- creaktion kiterror
- bug
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