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dragonslayer2k12

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Everything posted by dragonslayer2k12

  1. I really REALLY CAN'T STAND the lighting bugs in this game and the ck. Have too many lights in a cell? they will be bugged. Have a light radius inside another light radius? they will be bugged too. The latest bug for me is the furniture or other objects turn dark as if they are not exposed to light when a light source is far away and only light up when a light source is directly on top of them. No amount of moving or adjusting other light sources nearby or far away will fix it. This light bug is one of the worst bugs in a game ever. I am starting to think that some of the sadistic japanese devs from dark souls games are secretly working at bethesda! Why else would they allow something like this to happen? Does anyone know of a way to fix the dark furniture/object bug?
  2. Thinking about fixing player houses that use dummy items like windhelm or adding them to display cases if they don't. I am thinking that the reason why things don't stay in display cases is because they use dummy items in the cases and putting stuff in the cases that don't fit in the dummy items will cause them to fall out of the display case? So when there are certain display cases and they have the UI prompt to put a weapon for example in a display case and it stays there it is because the weapon was accepted back into the dummy item probably a weapon dummy item appropriate for that weapon? From what I am reading on the CK website it shows a warning to position dummy items just above a surface instead of touching it aka display case so the item placed there doesn't havok interact and fall to the floor or the bottom of the display case? Maybe the reason why some items get kicked out of display cases even though they fit the dummy item is because they are just a bit too big even default items and they havok interact?
  3. It worked! I even replaced the secret door wardrobes with duplicates too so they just say open wardrobe. One thing I learned from this though, use the hidden from local map option for anything you want to hide behind secret doors so the player is stumped until they look around for clues among objects instead of local maps.
  4. Oh? So if you don't have anything in the name field of a door the prompt won't come up for opening that door? I was afraid it would just say "open" when the player got near the door instead of "open door" so I ruled that out as an option. But now it looks like I can just duplicate the default secret door and name it something different and use that instead with nothing in the name field:-) Thanks for the info!
  5. WOW! Your voice is totally different between the krund character in your first post link and the other voices in that link but some of those characters sound too similar but that is still fine most people don't even notice that sort of thing between two different movies or tv shows. Someone should start a huge voice replacer mod here and find all you voa types and put all of you to work replacing the redundant default voices in skyrim! We only need ONE character per voice for the famous voa already in the game not 30 per lol. I would like to think of that elf in the fletcher shop in whiterun as robert picardo not a bunch of other characters too and the voice of belethor should be just for belethor not also that nutty guy in markarth prison and mercer and and... why did they just use only a few voices and not even make any effort to vary them anyway?
  6. Finally got some time today to do some testing with different options in the CK. Ok so I can set the activate parent only option under the active parent tab and that will only let the doors open with the linked hidden activator that the player has to find but it still shows the message open false panel E when I am looking at the panel in game. Trying the inaccessible option in the CK makes the message go away but the hidden activator doesn't do anything because the door is inaccessible. I had time now to think about your message today about moving stuff with an activator but I don't understand how to do that in CK unless scripting is involved?
  7. I got some secret panel doors setup but I was thinking they would only open if I set them up to an activator like a pull bar or chain etc. but they show the open secret panel message when I get near them just like any door would show an open door message. I want the secret panel doors to only be opened closed by their bars or chains or sneaky objects so how can I do that?
  8. Thanks for the reply, that is what I was thinking too just need to figure it out but it would be better if the items would be set to just the rank of the player and not a script but I don't think that will work.
  9. Did you install the mod correctly? The mod may be conflicting with another mod so you will have to disable one mod at a time until it works right. When it does work right the mod you disabled is the conflict.
  10. I edit the leveled lists every time I make a new armor or item but I don't mess with existing armors leveled lists. I don't like smithing everything either it would be good to only be able to buy some stuff like the backpacks in my support gear mod:-)
  11. I am trying to setup some objects in one of the player houses so they are only enable when the player becomes the leader of one of the guilds in the game. For example leader of the thieves guild rank would enable several objects in the player house but which xmarker or object to choose from what cell to make that happen? Edit Looks like I can edit the quest script of whatever guild leadership I want to tie it to I just hate doing scripts when I don't have to do them and the less scripting use the better since there are so many scripts in so many mods.
  12. WOW! I did not know that the warhammer stuff went in this direction. Of course I don't keep up with it much beyond space hulk for the 3DO system and the recent space marine pc game. I don't know why their games don't focus more on the blood angels and killing genestealers instead of those orcs and creepy little guys running around.
  13. Looking at one of the throne nifs in CK it references the isjarlchair keyword which leads to use info of idlejarlchair anim. I searched the animations bsa and found idlejarlchairsit.txt in meshes/animationsetdata/defaultmaledata. Checked the bsa with fo3archive program.
  14. Mods posted in the summer are not downloaded as much as mods posted in the winter. I know this from experience lol. People tend to use their gaming computers most on the weekends after running all their errands, keeping up with kids if any, dealing with real life crap and if they have a good job they spend time on the gaming pc but no full time job or spotty job, no games for them bad economy effects everything.
  15. This is really REALLY BUGGING ME because it means that I just can't move a bookshelf from a default position because it will still be in that position or rather the function of that bookshelf with a save game. The shelf itself is in the new position but when you try to use it there is no function if the bookshelf was moved across the room but move it only slightly and books fall off the shelf. I have tried reset interior commands and pcb commands they don't fix this problem. I have modded two player houses now and working on a third, I NEED to move a bookshelf because the wall behind it has changed and now clips through the bookshelf and I don't want to change the wall because using another type of wall will clip through the next room so I have to move that bookshelf but I know that it will be a problem for save game users that already bought the house in their game. Maybe there is a command to purge some buffer for activators? Because that is technically what won't move in a save game is activators oh and containers like bookshelf containers. Anyone figured this out yet?
  16. You could always make those physjic monks robes playable with a mod and use those instead but they are a bit bright maybe find some texture mods for those robes.
  17. I have made two house mods now and both times no matter what I do or how carefully I follow videos and instructions I just can't get the price for a home upgrade to show at the purchase menu. The price always shows as [...] instead of [500] for example.
  18. I know how to delete blocks but I only need to delete some faces or polys not the whole block, how do I do that in nifskope? I have tried selecting the face or as nifskope calls it triangle and then pressing the delete key or double click left/right mouse buttons and everything else I could think of but I still can't figure out how to delete a single triangle or several of them. I hope it can be done, it is only logical that triangles could be deleted since we can delete blocks which also deletes triangles and verts. Anyone figured this out yet can you post how to do it thanks.
  19. Spent some time in the CK looking at proudspire inside and outside loaded two instances so I could compare them together. Looking at the outside of that house it seems like there is not even enough room to sit down in there! So some imagineering has to happen on the inside to kinda look like the outside. The main problem with the inside is the stairs. There simply is no set of stairs that will fit in a small space in there, even a set of ladders from whiterun interiors would not work. I can see a pillar that is just outside of the stairs like beth was gonna make the stairs sideways instead of straight out like they did. That works to lessen the size but it still doesn't look right because the outside of the house does not reflect the stairwell area. Someone would have to remodel the external house mesh to make that stairwell look right and there is no room for the house then because of the bards college so close next door so some other meshes would have to be remodeled too. I don't have 3d modelling programs or any knowledge of how to use them so I will have to depend on the nifs from the game files and see if I can cajigger them to look just right outside and not cut into the bards college courtyard somehow. Now if there was a circular stair well in the game files somewhere that would only take up one square floor section of space that would solve all the problems right there but probably no characters could fit on it or maybe beth thought it was too complicated for that era? Did anyone ever make a circular stair mesh around here before and release it? I really hate the way this house looks, it is supposed to be the best player house in the game with over the top furniture and top notch interior yet it looks like a rush job.
  20. WHAT!!!!!! NOOOOOOO!!!!!!!!!! That sucks, omg that sucks so bad! Yeah I definitely want to work on something like that once I figure out HF and really get into it I will try to find a way to fix this. I really hate how my player houses are empty most of the time and it would be a real nag to hear kids wandering around begging for food in every city.
  21. That is what I was thinking too but doesn't DG do something to the alchemy lab in breezehome or something like that?
  22. Do I have to use both dawnguard and hearthfire DLC when making mods for player houses in CK? Can I use just hearthfire instead? From what I understand so far, only hearthfire changes the player houses right?
  23. Yeah that eternity room thing not too fond of it lol. Just looking over the details of modding proudspire manor and noticed that for some reason the devs completely left out the start xmarkers! So instead they used that opposite of parent option so the junk and cobwebs go away when the decorate markers are enabled by the housepurchase script. It would seem simple enough that if I just made start xmarkers I could link all the junk to the right markers and then change the scripts in the housepurchase script to use them but I am concerned that if I do that, it would mess up a save game for anyone that bought the house already. So I would have to burden the user with the additional requirement that the mod has to be used BEFORE any purchasing or entering of proudspire manor? I used to think that proudspire was the best house in the game but after finishing two mods for breezehome I have found out that proudspire sucks! Maybe I will redo the whole thing and make it look more like the outside and just put one more floor in there for the stuff that I will have to lop off the right side (when viewed from the bottom door outside) and call it done? Only problem is where to put the stairs and also, compatiblity with hearthfire? According to uesp the childrens room is added to that space just outside the player bedroom?
  24. I was thinking of modding proudspire manor soon and noticed that the outside did not match the inside AT ALL no chimney outside no right side of the house big enough for the inside lol it looks like a big mess. I modded breezehome recently and the only size problem was that one section on the front of the house. I haven't looked at other player houses yet with this kind of thinking but it would suck to find out that all of them have some serious size problems. With proudspire the right side can't even be fixed because the bards college is shoved up against the house and there is no room to add a right side so the housecarl can have a room and the first floor can fit and the player bedroom can fit... total mess. Now that I think about it most houses in skyrim are probably like this too not just player houses:-(
  25. Something I didn't pay attention to for some reason until now, the left hand on any character I use from any save game has their left hand closed when nothing is equipped to that hand. It looks like a shield is being held but there is none there? I have dawnguard and hearthfire but I DID NOT install them yet just playing with main game. Even if I disable mods and try saves that were never touched by any mods this happens. Could this be a bug of v.8 or just a bug in general?
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