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Everything posted by Tilki
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Thanks Ishara, I will try this. Are vanilla source scripts needed for it to compile in general? Because I was working with other mods' scripts. Matthiassagg -- that's the thing, I don't have a right-click / open with option for .psc files. Normally for files that have issues with this you'd go into the Associate menu like I said, but even that doesn't work. There's probably some command I can run to get them to be recognized but not sure.
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Hello, I hope someone can help with CK / MO / Script Compiling. I can't get it to work at all. I followed IsharaMeradin's post #17, here. I'm using Windows 7 64 bit. I got SublimeText (32-bit portable version), opened it, made a SublimePapyrus.ini that I've saved to the same folder where SublimeText exists (in my own "Modding Tools" folder /Sublime Text -- does it need to be in a Skyrim directory, instead?). I set up ST as it says in the CK Wiki. I also set ST to run through MO as an executable. The only part of Post #17 I can't do is 1. Associate PSC files with SublimeText. Is this part important, or just for the convenience of being able to open .pcs in ST via right-click? I think this is because I'm on Windows 7 and ST is a Portable version. Also, there is no .psc file format when I open Programs -> Default Programs -> Associate a file type... All I'm trying to do is make a RaceController script, as outlined on Page 17 of this guide so I can make a simple playable race. The instructions are copied below so you don't have to DL it to see: We are going to add a new Script which will “Trigger” the Proxy we added to our Race earlier, and we will “Connect” this Script with our new Form Lists. 7 a ) Open your “XRaceController” Quest, and In the Quest / Scripts Tab, click “Add”. 7b) Double-click “[New Script]”. 7c) In the “Add New Script” Window, fill in the Name Field with “XRaceController”. Make sure the “Extends” Field is filled with “Quest” – this is usually the case by default - if it is not, then type “Quest” in the “Extends” Field. 7d) Click “OK”. Even after I've set everything up and set CK to run as 32-bit, when I "Click OK", the compiling window opens up and, at the end, returns a fail. I also tried compiling the .psc (there's nothing in it, it's just a title at the point of that instruction) in ST, but absolutely nothing happens. I also tried adding the code from further down in the instructions (not pasted here) to the .psc and hitting Build in ST, but still. Nothing. About ready to pull my hair out. Have I missed something? Please help :/
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I have a little mod that adds some follower creatures with similar AI to this lamp. They have the same problem the lamp has: even though their custom faction is friends with every other faction (and is ally to player) they get attacked by anyone hostile to the player. Their AI is also set to Cowardly and Observe Combat Behavior, so they should run away. How can I make it so they're ignored by enemies during combat? I've googled this for ages but can't find anything relevant. I wonder if it's because they're player allies? Faction Friends are NEVER supposed to attack each other, but maybe player relationships override it? If I turn them neutral to me maybe it can work?
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My Main Save is Borked. Is Console-Questing and Leveling OK?
Tilki replied to Tilki's topic in Skyrim's Skyrim LE
Since this posting, I've managed to get my character almost exactly back to where she was (Level 45, entire College Questline finished, + several other major quests finished) in just a few sittings. Not sure of exact hours; a lot of time was spent adjusting mods and load order. I'll estimate under 10 hours of play-time. Just going to leave the process here in case future persons with hopeless saves come googling. Go to the Cheats & God Items section of Nexus and look for what will be most helpful to you. I chose: Leveling Books Perks Unbound (nice to have anyway) Crafting Supplies Alternate Start (nice to have anyway) Get your mods in good working order. Get EVERYthing you want, test it in a test save, use LOOT, etc. Once you test your new mods, if you like them, DO NOT REMOVE THEM EVER. You never know when some tiny loose script will corrupt your entire 400-hour game. Script cleaners can only do so much. Take screenshots of all of your most important items/quests/skills/etc. in your screwed up save so you can copy them. (Hope it's not so screwed up that you can't do this) Make a CME (if you use ECE) or SPF save of your character and re-use it. Create a BAT file of vanilla items that you want to replace. (Unless you also know the cods for modded items) You can even use a pre-created BAT file, or just copy its sctructure and add your own items. Once you've used the mods to get your skills and levels back to where they were, you can re-do your quests. Consoling quests IS a BAD idea. To re-do them manually, but much faster: CONSOLE COMMANDS: tgm = god mode player.setav speedmult 300 = about as fast as I can go without inducing nausea tcl = no clip tdetect = enemies don't know you're there, but you can still kill them ITEMS: Flyable Broom: This works for me as a Witch and is part of my playthrough anyway, but it's also the easiest/fastest form of transport apart from fast travel.Enchanted Daedric Sword & other OP items: If you don't want to use console commands to kill NPCs and/or you don't just want to run past them with tdetect because you want achievements and/or are paranoid about finishing quests properly. Since my character is a spellsword anyway, I just didn't level my One-Handed all the way to where it was, and slashed through everything on Novice mode. -
Oh, ok. Didn't mean to assume -- just thought you still needed help. :happy: Well, I just posted a long-ass text-based tutorial anyway, in case anyone needs it.
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SUCCESS! Fully-modded, true to ECE-creation Serana: http://i.imgur.com/Ov8ShMXl.png Compare to new ECE ShowRaceMenu config: (But note, lighting is different and changes things. My bad for making her in that dark room -- don't do that.) http://i.imgur.com/26CrEqgl.png The whole journey, in screenshots. This was a great learning project; I now have a slightly better understanding of CK and Gimp. Like I said, I'll just post a guide (soonish) because screenshots would be really helpful and are usually lacking in the instructions I followed. The basic process is almost the same as my original. For now, I wrote this from memory because after so many hours fooling with this, it is burned in: (As always, if some part doesn't make sense, backtrack through this thread and/or google it.) How to Mod Serana (or any NPC) If you use Mod Organizer, make a new profile with ONLY Alternate Start (for easier placement and opening scene skipping) and the mods you need to make her (For the sake of cleanliness and ease) Order mods with LOOT and "redate plugins" (This is ESSENTIAL) Make a NEW test char to spawn her to; put them somewhere. (New test save is MANDATORY. I know because I've ignored this and screwed up my real save.) Make a new character/save for your Serana's face. Do it somewhere well-lit, like Dragonsreach. (Use Alternate Start.) Take screenshots of: eye number, hair number, tint colors, etc. Create ECE Slot Save: after pressing "R" to finish, save to Slot 24. Later, you will load this in CK. Turn off / temporarily remove any tint mods. (Again, I suggest using Mod Organizer: you can either disable them, or remove them from your /mods/ folder entirely, if you want to be 100% sure they're not activating.) Failure to do this will cause purple foreheads, weird faces, etc. Open CK. Load all necessary mods needed to create her. Create a new ESP & name it something: BeautifulSerana.esp if you want. Find and double click to edit your Actor, navigate to Character Gen Parts, change something (anything, like hair). Then click OK, select the Actor in the Object Window, and and press CTRL+F4. This exports FaceGenData and will create Meshes & Textures folders for you. Figure out which mod assets you will need. This part takes a while, because nothing is named descriptively and usually mod authors don't name their asset screenshots. You're going to have to look through your mod folders, along with CK, and figure out which hair is using which hairlines and which eyes correspond to which TextureSet, etc. You will be making use of these menu items in the Object Window's Left Panel: Actors>Actor, Actors>HeadPart, Miscellaneous>TextureSet. You will also need CK's Object and Actor Preview window. Take screenshots of the exact configurations of every eye, hair, and eyebrow you want to use. See which files they point to. Once you figure this out, go collect everything you need (except any vanilla assets that are pointed to; you won't need these. just don't accidentally change/remove those paths) Take a look at the file tree of some other mod that changes the NPC you want to change, or a similar one. Look how they structured the folders. You'll need to make some new folders that won't be created by CK, so copy their structure. Once you have all your parts (hair nifs/tris/dds, eyebrow dds/etc, eye dds/etc) put them in the correct folders inside your BeautifulSerana.esp's folder. Using Mod Organizer, note that your esp doesn't have a folder. You'll need to make one for it. Your Meshes and Textures folder will be inside the "Overwrite" "mod" in the left panel. Double click on it, take them out, and put them in your new BeautifulSerana folder. Be sure you've also created folders specific to your modded NPC, like /textures/actor/character/serana so you don't overwrite any of your general textures. Now that you've hopefully dumped things in the correct places, go back into CK, load your BeautifulSerana.esp and corresponding mods, and make new Head Parts for every modded thing you're using (Hair, Eyes, Brows). You can do this by editing and renaming existing assets that are similar (even the ones from mods) and saying Yes to Create New Form after editing. You'll need to re-link all dds, nifs, tris, etc. for every Head Part to where you've put them in your mod's folders. DO NOT try to re-link anything vanilla. You''ll lose the path. Now, go to your Actor's Character Gen Morphs tab. Click Reset All (button just below Eyes box). In Nose, select NoseType32. Hopefully this face looks familiar -- what you saved to Save Slot 24 will appear here. If you don't have a NoseType32, google guides about how to make it. Go to Character Gen Parts. Replace the vanilla Head Parts with the new ones you've created. IMPORTANT: for ALL of your Texture parts below UpperEyeSocket.dds, select *ColorAverage with Interpolation value 0. You DO NOT want to export tint colors from ECE; they look like poo. For custom hair colors, use this guide. For some reason mine bugged out and I couldn't get the Char Gen Parts Tab's Hair Color dropdown menu to recognize ANY new colors, despite specifying all possible FormLists. But you can override this problem by either selecting the color from your main Hair part's "Color" menu, or by changing a vanilla color and saving over it. I'm a n00b, so I don't know 100% if this is advisable -- the latter might change other NPCs hair colors. The former should work fine. Now, look at your Serana's head. Everything should look correct, except the lack of tints. Don't worry about the floating hair. Click OK in Actor window to close. Select your Actor and press CTRL+F4. Once it exports FaceGenData, save the .esp Now you'll need to fix your tints. Find the texture dds. Serana's is: /textures/actor/character/FaceGenData/Dawnguard.esm/00002B6C.dds -- Copy it and paste it in some new folder on you D-Top (e.g. "Seranas Tint Edits"). Copy any tints from any mod you want (I am using tints from SG Female Textures) and paste them in this "Seranas Tint Edits" folder, in a sub folder called "Tints" (or whatever you want). Edit your tints in Gimp. The following is intended for people like me, who are proficient in Photoshop but are Gimp n00bs. If you're a Gimp pro, ignore the extra directions. Hopefully you've installed Gimp and the DDS plugin for it, as you'll basically be following these steps, with some modifications. This way is much cleaner and more bug-free than trying to use NPC Editor (which won't even load my .esp, so I don't recommend it). This part might take some time, but it will give you FULL CONTROL over your tints, which is awesome. Open the DDS in Gimp. Do not include MipMaps. It should be just a light grey or white square. (Not like this. This is bad and wrong. Probably due to not removing ALL textures/tints from the /mods or /Data folder, as stated in Step 5.) Save the file as Gimp's native format, so that next time you wont have to do this all over again. Next time, you can just change the tint colors. Open the first tint you want to use. It'll be White on Black, like this. Copy it to a new layer on top of your bottom grey square (the "skin tone"). If you're using nice textures like SG, you'll notice they're too big. You have 256x256 to work with, so you'll need to resize. In Gimp's Top-Most menus, find Layer>Scale Layer and make sure the link icon is "closed" so it scales proportionally. Scale it to 256x256. (On the other hand, it may be possible to, instead, resize your main dds to the size of your tint masks. I don't know how this works for NPCs -- whether they require 256x256 or if they can have a nice, high-res face.) In Gimp's Top-Most menus, find Color>Invert. Now its Black on White. In Gimp's Top-Most menus, find Colors>Color to Alpha. Select White. Now you should just have a Black cheeks/lips/nose/whatever on a transparent background. In Gimp's Layer Panel, click the Lock Alpha Channel icon. In the Tools menu, double click the foreground color. Hope you took screenshots. Use the eyedropper in the popped-up color menu and drag it to your corresponding tint color in the screenshot, to copy it. Then, in the Top-Most menus, find Edit>Fill with FG Color. This will fill your tint with the right color. Repeat steps 3-7 for every tint you want to use. If you did this all correctly, it should look like makeup on a flat, light surface. Each tint will be visible. Save your colored, layered file. At this point, I like to Save As > "00002B6C_Merged.dds" because you're going to merge everything and don't want to accidentally lose your hard work by saving over the layered file. Now, you can either Merge Down individually, or Merge Visible Layers -- so you have 1 layer left. Once merged, save as .dds, over your 00002B6C.dds (replace it). Copy the 00002B6C.dds you just made, paste it in /textures/actor/character/FaceGenData/Dawnguard.esm/ -- replace the old 00002B6C.dds Your character should now be ready. Put back any tint files you removed/disabled in Step 5! Load your test save, and get Serana:~ prid 02002b74 moveto player *NOTE: the first 02 is based on Dawnguard's place in your Load Order. Hopefully it's #2. If you followed all steps and linked everything properly, she should look just like your ECE creation. YAY! If not... troubleshoot.
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Re: SPF vs ECE save -- I'm fairly certain they are different processes. I don't know if you use ECE and are speaking from the standpoint of having a better understanding of this than I, but from what I've gleaned, ECE requires its "slot save" method because of its extended meshes and capabilities. I think that if you were to just SPF command save, it would not record exactly what you did in ECE, but rather a "vanilla version", based on vanilla slider capabilities. I'm too lazy to test that theory, though. EDIT: I just clicked on your screenshots -- you DO use ECE. Ok. Then, I guess my theory is wrong. Based on your experience, the SPF save does the exact same thing? Have you tried the Slot Save method? The reason my first face looked so much better is actually all due to textures and tints. I hadn't applied those correctly. Amazing how much of an effect just these topical things have! Or, maybe not so amazing. It's just like good makeup. Now, the good news is, I have completely, 100% figured this out. Will post in a few. I'm going to create a full guide with screenshots, but I can't do that 'til later and will have a busy weekend, so I'm not sure when. Still, OP will deliver. I can try to help you with Aela now, but I know for a fact she has some issues (I've seen it in other mods, loads of people with Aela face problems, dark face, etc.) so it might be different. Is your only qualm, now, that the hair is wrong? Because that part is easy. (So I say days later.)
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@ Ishara No, I'm not going to release it. I don't have permissions (SG Hair would be impossible, for one) and I'm not prepared to be a "real modder", troubleshooting and all that. It's just for personal use, but I didn't want to link the files to esms. By placing all of the assets in my mod's folders and creating new Head Parts, ColorForms, Texture forms, etc. I was able to make it standalone. However, as soon as I get it in a good place, I think I'll create some sort of "Modding Serana" guide for everyone else. And... ALMOST THERE! By some miracle of modern magic: http://i.imgur.com/svirJvil.png I followed your tint guide in Gimp. Thank you so much for that. This time, after coloring the white, I went to top menu: Layer > Transparencies > Color to Alpha and changed the black to transparent, as well, like you said. Then the final merge made sense. She doesn't quite look as intended, yet. Partially due to tint work being unfinished. Maybe missing speculars or something? And the hair looks a little weird: compared to the ECE screenshot, it's like it's low res or something? But so much better that it used to be. Happy to have nearly figured it out.
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Thank you, guys! @ IsharaMeradin This is the "esm-ify" process, right? I was trying to get by without it, and make the mod "standalone". Fortunately I think I've succeeded! Will post below. @ olnorton I see. I actually did not create an .npc file using the spf command. I used an ECE save: this comment details my exact process. It's possible that the ECE save process also creates an .npc file. I don't know. However, IMPORTANT: Since commenting last, I've read a little bit of the Cerwiden guide and saw the part you mentioned about load order in CK matching load order in your mod manager program. I am using Mod Organizer with LOOT -- this makes things A LOT easier. LOOT has a new feature called "redate plugins" which makes the plugin order in CK the same as it is in Mod Organizer. (Works with NMM, too) Now, I have redated my plugins and moved the files from each mod I was using to within MY mod's Texture & Mesh folders. Due to this advice: Adding Hair Directly to Your Mod. (This also entailed creating new Head Parts for the Hair instead of using SG's premade ones, exactly as in these instructions, and linking to the .nifs and .tris now in my mod's folder) NOW, hair and eyebrows both work correctly! Eyes do not... have yet to figure this out. She is kinda fugly because I removed ALL texture & tint folders prior to exporting the FaceGenData. I like how the imgur gallery images just keep getting worse. So now I just need to fix her face textures, tints, and eyes. ALMOST THERE DEAR GOD. http://i.imgur.com/jhREr8cl.png
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Another note: it may be possible to use another mod as a "base", and to apply your own ECE save, hair, etc. Translated this page. If I understood correctly, I think that is what they did. @ olnorton, this is what you tried as well, right?
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I've created a "guide" of all of the exact steps I followed, to make this as clear as possible. With some pictures. Problem is, it doesn't work. Hope someone can identify what's wrong. Create a Nord female face in ECE, in game Save to Save Slot 24 Open CK Load: Skyrim.esm Update.esm Danguard.esm SGhairpack.esm (name inexact) SGhairpack.esp (name inexact) CharacterMakingExtender.esp EnhancedCharacterEdit.esp TheEyesofBeauty.esp SGFemaleTextures.esp SGFemaleEyebrows.esp Create a new .esp named “Serana.esp” or similar. Temporarily remove all skin textures from Data folder so they won't interact with CK values; Otherwise they cause the "dark/red/purple forehead bug. (When using Mod Organizer, move out of /mod/SGFemaleTextures) Remember to re-place these after saving the final .esp and before testing in game. Left panel of CK Object Window: Click Actors Search & find DLC1Serana. Double click to open. Top tabs of Actor window: Navigate right-ward to Character Gen Morphs Click Reset All button (under Eyes sliders) In Nose Type, select NoseType32 If you saved your ECE face, this will import the correct face data. (100% Tested & Effective) Top Tabs: Click Character Gen Parts Under Base Head Parts, choose desired Eyes, Hair (standalone hair guide), and Eyebrows by clicking on each and navigating to the correct asset name in the drop-down menu just below. (Finding a mod’s names for assets can take some time, trial & error in the Preview window) Hair does not show normally, but can be viewed by zooming out with the Scroll Wheel and positioning the head using the Left Mouse Button and Middle Mouse Button (push down on Scroll Wheel). Custom Hair Color: Use this guide. (100% Tested & Effective) Tints: These do not export properly. Gimp or NPC Editor processing is required. Once all changes are made, press OK in Actor window to close. In Object Window, select DLC1Serana again and press CTRL+F4 to export FaceGenData. When it’s done, save the .esp Test in game. Undelined = commands: ~ Prid 02002b74 (provided Dawnguard.esm is 02 in your load order) then moveto player Works Correctly: ECE face mesh imports & shows in game Custom hair colors shows in game Missing steps: Modded SG Hair does not show up in game. Is replaced by vanilla asset. Would prefer to avoid Wrye master-setting and use as Standalone, if possible. Modded Eyes do not show up in game. Replaced by vanilla asset. Modded Eyebrows -- incorrect ones show in game. Tintmasks: NPC Editor: cannot load saved Serana.esp. Nothing shows up, only skyrim logo where a head normally is. (EDIT: NPC Editor does not support DLC Actors. Whether this extends to customized actors opened as their own .esps, I don't know.) Gimp: haven’t completed the process, yet. Might work. However, SKIN TONE DDS looks wrong?
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@ olnorton: Ishara did actually help me out with the Gimp problem. I think I might be able to do it that way. Except for that grey skin file -- I still have no idea if that's correct, it looks wrong. Just looked at Cerwiden. Can't DL right now, but will check the guide later. Really nice of that modder to provide it. A little confused about those item codes, because it doesn't display that way at all in my CK. I'll just post images of the process next time. @ Ranaline: Thanks! Just going to bullet to make it easier to read: I CTRL+F4 every time. The hair appearing in CK is not a problem (any longer) but Hair, Brows, & Eyes don't load in game.Might be due to load order as olnorton suggested. NPC Editor: as stated, I can't open the Serana.esp at all due to an "Object reference not set to an instance of an object" Error.HOWEVER: I think I forgot to load CharacterMakingExtender.esp & EnhancedCharacterEdit .esp in NPC Edtior. May be the problem.Nifscope: Never used it before. Sounds easy enough, but since nothing else is working, I'd rather not open yet another new program unless it's absolutely necessary -- because every new thing seems to require hours of troubleshooting.
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Just some screenshots of Gimp process: This is my "skin tone" DDS which I took from the Textures folder generated for Serana: Looks wrong?? http://oi57.tinypic.com/2dchhes.jpg One of the tint mask layers (copied from SG) after I did the Color to Alpha thing: (if I merged down like it said to in the guide, I'd only be left with this shown layer) http://oi61.tinypic.com/29qljyv.jpg
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Trying to use IsharaMeradin's guide, now -- the Gimp one. I don't understand parts 15-17. If you do that, all you're left with is a single, flat layer showing ONE tint (whichever one happened to be on top). Unless I'm missing something important and/or don't understand how .dds work. (I can tell you if you flatten your layers in Photoshop, the data you kept separate on each layer would be gone -- not good.)
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Man. That's too bad. It's always the things you think should be simple enough... I'm about to give up (again) as well. I've had so much trouble with Serana since installing DG, it makes me not even want to do that quest. NPC Editor isn't working. Can't locate Serana and can't get my .esp to load because "Object reference not set to an instance of an object." <--- Whatever that means. Googling it only returns more people asking about the same thing, but either in the wrong context, or not getting any answers.
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Read a little about using NPC Editor for tintmasks, but it doesn't want to work for me because I use Mod Organizer. I have no idea how to get it to recognize all of my plugins, and it doesn't even open the normal Skyrim.esm and DLCs normally -- I get an error. This is really a pain in the nuts. It'd be nice if everything just played well together. EDIT: Ok I think I got NPC Editor running by creating an executable for it in Mod Organizer. Maybe. It's just "Loading" for eternity. Edit 2: Nope. It's just "Loading...". It's not working. Tried running the executable while on an MO Profile with only Skyrim.esm, Update, the DLCs, and my custom Serana.esp, thinking maybe it was taking forever because I had so many mods? But no, that didn't help. Edit 3: Ok I got it to work. Uninstalled/cleaned up using its exe Launcher, then Reinstalled inside of SteamApps/Common/Skyrim/NPC Editor, then created an executable in Mod Organizer and pointed it to Skyrim NPC Editor.exe, then ran it from MO and when it prompted, pointed it to Skyrim.esm inside /Skyrim/Data/. Now... to get the tints to work! I'll be using Jeir's instruction. From what I've seen around, pparently NPC Editor exports corrupt .esps sometimes, but for this purpose I'll only be needing the .dds it generates, anyway.
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Hi! I think I actually saw you post about this earlier, when I was googling intensely. I tried that suggestion to temporarily disable/remove SG tints. Then I colored the face with standard colors and set some high values for Interpolation. Next, exported it all using CTRL+F4 like normal, saved, and ran. That last screenshot shows it: I don't think the tints worked at all. :confused: I also loaded: TheEyesofBeauty.esp, SGTexturesRenewal.esp, SGTexturesRenewal,esm (yes it also has a master), and SGEyebrows,esp (names may be inexact but you get the point). From there, I followed the instructions from "Add a Follower...". But it isn't working for some reason? They show up in CK, but in the game they reset to vanilla assets. However, I can tell she is using the nose32/slot24 face preset. So at least that part is right.
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Progress? Not really: The interpolation-to-0 thing helped get rid of the dark forehead, but it appears that just sets all the tints' opacities to zero. Apparently tints must be applied either by using an ActorBase's Traits, or some complicated Gimp/Photoshop work. Serana doesn't seem to have a BaseActor for some reason? What have I gotten myself into? I can't get the hair to work. I followed the TESnexus guide to setting modded hair and making it standalone, but in game she always reverts to vanilla. How do I make her use the right hair? Looks like eyes and brows are also reverting to something. Annoying. http://i.imgur.com/2eGnrWUl.png
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Just for personal use. ----- EDIT 2: SUCCESS. Please see this post: includes final screenshots and FULL instructions about how to do this. ----- EDIT: Please navigate to page 2 and read this comment. Clear, exact "guide" I used + what didn't work. ----- I read the instructions about how to create an NPC from an ECE CME save. <link to blacklisted site removed>, since the ones on ECE's page are a little hard to understand (don't mean to be rude, but the ones at *site not allowed* are translated better). See also, Caithe's instructions to save to ECE's Slot 24 in-game: <link to blacklisted site removed> ^ The site was an unmentionable site that I'm not allowed to talk about here apparently, so please click through to imgur. I have posted the links there. They are perfectly SFW and helpful. So far so good. Made this face quickly just to try it out: http://i.imgur.com/lJUfwR5l.png Then, went into CK and created a Serana.esp, set it as Active, and selected SG Hair, Eyes of Beauty, Skyrim and Dawnguard. The hair wasn't showing correctly in CK, the forehead was dark, and I couldn't match the hair or makeup colors because ECE's are different (they show as [custom] in CK)... so anyway, I CTRL + F4'd her and saved, and got this in game: http://i.imgur.com/4Tl8tP6l.png Well, it's not completely terrible for not knowing what I'm doing at all! Could someone please help me with / confirm next steps? Fixing the mismatched forehead: Set interpolations to 0? Hair: Following the guide in "Add a Follower to Skyrim" should fix it? Makeup and Hair colors: how can I use ECE's tint colors in CK? --› EDIT: Looks like it's possible to simply copy the RGB values used in-game to CK and create a new ColorForm? Eyebrows: I think I was using SG brows in ECE, but don't remember if it has an esp to select in CK, to change the headpart? To change brows, do I have to create a custom race? She should be using the same textures that I have for everyone in game, so unless there's no other way to specify eyebrows that don't include an .esp to load in CK, I don't know if there's a reason to do this? Anything else I should know? Thank you for reading.
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Savegame Corruption? Lighten the blow with a New Character
Tilki replied to Halendia's topic in Skyrim's Skyrim LE
Thank you for this guide! My main character's saves are in a bad state :sad: hope to fix this via new game + console. However, I see you haven't included Quest Stage consoling. Would it be terrible to do that? Error-inviting? I really don't want to do dozens of hours of quests over. -
My Main Save is Borked. Is Console-Questing and Leveling OK?
Tilki replied to Tilki's topic in Skyrim's Skyrim LE
Also found this just now: Console Leveling the "Proper" Way Just want to make sure this is an acceptable form of salvation :laugh: -
I'm having a couple of known problems affecting my main character's save game, and there may be still more that I haven't yet encountered. I've been up and down the forums and google about these errors, and have neither found nor gotten solutions. Tried re-installing, cleaning saves, etc. etc. etc. Fact is, they are only affecting that character's saves. When I test any new character's game, everything's fine: mods work well, no weird barriers, etc. Probably due to less-than-ideal modding practices (although I tried to be very careful, you just never know... with scripts and removing mods, there's always a chance to screw things up). I don't want to just start a new game because I have hundreds of hours on this character, plus an RP journal with a whole story, etc. However, a new game would eliminate these problems instantly... rather than spending even more time trying to surgically pinpoint and remove them, sans success. That said, is it totally bad/dangerous/etc. to start a new game and console-catch-up? Console levels, skills, quests, items, etc, up to where I left off? (Someone at reddit even provided a nice set of commands to do this) I know console commands also have the potential to cause problems, so would I just be inviting more trouble by trying to do this? Thank you.
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How do you find the Quest ID's added by a mod, in CK?
Tilki replied to Tilki's topic in Skyrim's Skyrim LE
Thank you! -
I'm looking at the mod in the Creation Kit, but because it opens Skyrim.esm and the DLCs as Masters, I have no idea where the mod's quests are or how to find them. I don't know what they're named. Is there some obvious way of finding a mod's files?
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Just reporting in: I spent well over a game-month away from Serana doing other things/playing other quests. I left her at the Dawnguard fortress (mind you, this is mid-quest, after saving the Moth Priest) and left the mod Activated in Mod Organizer. When I came back to the DG, she was still the same. As always. I guess I give up.
