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Everything posted by timsterse
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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
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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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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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Thanks for the suggestion. I went ahead and added bone references to the BSDismemberSkinInstance and also changed the Body Part reference to the correct one in Partitinons. This process made the armor disappear in NifSkope, and opening it now in Outfit Studio causes a "fatal exception". What I originally did is to import the reference body NIF and the armor OBJ in Outfit Studio, and then save this as nif with reference.
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Trying to get a custom armor happening. It looks good when I open the nif in NifSkope. Checked file paths and they're "textures\myArmor\diffuse.dds". In Outfit Studio, it looks like skin color, oddly, but clicking on the mesh node and properties > textures shows me it's the correct file path. In Creation Kit, I'm using an existing armor and replacing the mesh with my .nif And that's where I'm stumped: The body itself shows up (reference body I guess), but my armor mesh is invisible. I tired to change the texture to WhiteBear in CK since that's definitely a working texture, but nothing. I placed the mod in the data/meshes/character. etc... folder to see if it shows in game at all, but also nothing. if anyone has pointers, I'd appreciate it.
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Tutorials WITHOUT "youtoob"
timsterse replied to Allannaa's topic in Skyrim's Creation Kit and Modders
:( No posts since late March 2018? There are more cobwebs on this thread than in Bleakwind Bluff! I guess the last few die-hard modding Hagravens left to drink Skooma... or something. -
[LE] Newbie - Placing Potions
timsterse replied to cryptdix's topic in Skyrim's Creation Kit and Modders
Whoa... that was totally not intuitive from an authoring standpoint. Locigally, there should be a container with a quiver mesh and you would store arrow Form references inside, like you do with every container -
Going though some issues with my mod. Notably, vanilla scripts are resource intensive so I found this old discussion and am attempting to utilize the scripts in there. http://www.gamesas.com/universal-item-display-script-weapons-shields-potions-etc-t259977.html Short copy of instructions from original post: new activator (worldobjects/activators), unique ID, label, choose nif mesh, save - mind z0.0 bug new container (worldobjects/containers), unique ID, label, choose nif mesh (search 'dummy' for mesh URLs), save select container new trigger from Tmenu icon, form DefaultBlankTrigger, primitive tab: L_TRIGGER - mind z0.0 bug container edit base, add script [need script source from my nexus forum post] new message, unique ID, tick Message Box, enter sensible language for fail message / alternatively use deaultLackTheItemMSG message open script properties, set DisplayType [1-8], messageCount and MessageWarning (rest optional/ see code for details) activator, new script, unique ID, paste code [from nexus forum post] go back to instance, not base(!), script tab: script properties: itemChest is container, itemTriger is trigger box The container script was garbled on the original post, so I went though the effort to troubleshoot line by line until it compiled successfully. Bool Property Blocked = False Auto Message Property MessageWarning Auto Message Property MessageCount Auto Keyword Property ArmorShield Auto Keyword Property WeapTypeDagger Auto Keyword Property WeapTypeSword Auto Keyword Property WeapTypeGreatSword Auto Keyword Property ClothingRing Auto Keyword Property VendorItemPotion Auto Keyword Property VendorItemPoison Auto FormList Property GemList Auto FormList Property ClawList Auto FormList Property WhitePhial Auto Form Property ItemSlot = None Auto Hidden Int Property PlacedItem = 0 Auto Hidden Int Property DisplayType Auto ; 1 = Weapon rack, 2 = Dagger case, 3 = Jewel display, 4 = Shield plaque, 5 = Potion/poison, 6 = Dragon claw, 7 = COA weapon, 8 = Book Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Actor PlayerRef = Game.GetPlayer() If (akSourceContainer == PlayerRef) If (AllowedItems(akBaseItem)) If (aiItemCount == 1) && (PlacedItem == 0) PlacedItem += aiItemCount ItemSlot = akBaseItem RegisterForSingleUpdate(0.1) Else MessageCount.Show() PlacedItem += aiItemCount Self.RemoveItem(akBaseItem, aiItemCount, False, PlayerRef) EndIf Else MessageWarning.Show() PlacedItem += aiItemCount Self.RemoveItem(akBaseItem, aiItemCount, False, PlayerRef) EndIf Else Self.RemoveItem(akBaseItem, aiItemCount, False, akSourceContainer) EndIf EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) If (akDestContainer == Game.GetPlayer()) UnregisterForUpdate() EndIf PlacedItem -= aiItemCount EndEvent Event OnUpdate() MountCurrentItem(ItemSlot) EndEvent Function MountCurrentItem(Form akBaseItem) Int i = 0 ObjectReference MountedItem = DropObject(akBaseItem) If (MountedItem != None) Blocked = True While(!MountedItem.Is3DLoaded()) && (i < 10) Utility.Wait(0.1) i += 1 EndWhile MountedItem.SetMotionType(Motion_Keyframed, False) MountedItem.TranslateToRef(Self, 2000.0, 0.0) Utility.Wait(1) Blocked = False EndIf EndFunction Bool Function AllowedItems(Form akBaseItem) If (DisplayType == 1) Return (akBaseItem as Weapon) ElseIf (DisplayType == 2) Return (akBaseItem.HasKeyword(WeapTypeDagger)) ElseIf (DisplayType == 3) Return ((akBaseItem.HasKeyword(ClothingRing)) || (GemList.HasForm(akBaseItem))) ElseIf (DisplayType == 4) Return (akBaseItem.HasKeyword(ArmorShield)) ElseIf (DisplayType == 5) Return ((akBaseItem.HasKeyword(VendorItemPotion)) || (akBaseItem.HasKeyword(VendorItemPoison)) || (WhitePhial.HasForm(akBaseItem))) ElseIf (DisplayType == 6) Return (ClawList.HasForm(akBaseItem)) ElseIf (DisplayType == 7) Return ((akBaseItem.HasKeyword(WeapTypeSword)) || (akBaseItem.HasKeyword(WeapTypeGreatSword))) ElseIf (DisplayType == 8) Return (akBaseItem as Book) EndIf EndFunction this is the activator script but requires the container script given name as reference: ObjectReference Property ItemChest Auto ObjectReference Property ItemTrigger Auto Event OnActivate(ObjectReference akActionRef) If (akActionRef == Game.GetPlayer()) If ((ItemTrigger.GetTriggerObjectCount() == 0) && ((ItemChest as ;;;container script name;;;).Blocked == False)) ItemChest.Activate(akActionRef) EndIf EndIf EndEvent For now, I'm posting for reference but I assume I'll run into trouble as usual and will need to ask the community some questions. And if (amLucky=1) Return as Tutorial ;P