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Everything posted by HermaeusPriest
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[LE] CK started crashing on loading plugins
HermaeusPriest replied to Syntia13's topic in Skyrim's Creation Kit and Modders
Well, then I can at least tell what my problem was, maybe it will help you. Do you have English version of Skyrim\CK? The thing is both game and CK should be of one language. -
[LE] CK started crashing on loading plugins
HermaeusPriest replied to Syntia13's topic in Skyrim's Creation Kit and Modders
Check "editor warnings.txt" - it can help. I just had the same problem and fixed it using the info from that file. -
[LE] Editing The Castle Stonespire Mod
HermaeusPriest replied to Doomrover's topic in Skyrim's Creation Kit and Modders
When opening the plugin you want to change - mark it as active. -
[LE] Mesh doesn't see Alpha channel
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
Yay, that worked! Thanx! Maybe you can also help me with combined armor? I copy/paste the "branch", and it looks good in NifScope, but CK and the game sees only the original assets. -
If the mesh doesn't have alpha channel in it's texture by default (nord plate armor for example), it will not see alpha even if you add it. It's clearly somewhere in the mesh properties, cause when I apply the same texture to the other mesh - alpha is working. I wonder if I could change it in NifScope
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[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
Yeah, I'm alredy making the mod, and everyting's working. BTW I found it easyer to have two versions of the master file - one is ESMfied for CK, other original, for testing. Pretty easy considering I use Mod Organizer to run Skyrim, and it has original Legacy file. And then I run CK from the game directory and load the ESMfied file. It's.. just a small tip, maybe someone else can use it:) -
Why No Mod Packs (ala Minecraft)?
HermaeusPriest replied to RooksGambit's topic in Skyrim's Skyrim LE
But there ARE mod packs. Some of them comes from one author, that combines severel mods into one download. Sometimes even cross-author things. For example Dragonborn Gallery includes some modes from different authors. -
Got it now, I guess. Seems tough to me. - you basicly need to combine dagger with a gauntlet, or to make it connect to character's wrist, not to the hand, like all other weapon (3d modeling) - if you want it to be switchable - you also need a custom animation. No idea how to do this, maybe some one more skilled can help.
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[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
Aaaand I found the similar function in Tes5edit! Nice! -
If you wanna make a weapon that uses steel dagger (or any other) model, but has different stats - it's pretty easy actually. Just open Creation Kit, find the weeapon you wanna use, press right click an chose "duplicate" - now chose your duplicated weapon and you can change stats and name, and many more.
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[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
Now THIS is helpful! Honestly what I want is to make a small addon to Dragonborn Gallery. Didn't wanna mention it while waiting for the permission, but now I think it's OK cause it's written in the description that "feel free to create addon content that uses the museum as a master file". Aaaand that's what also written on the mod page: "Using Wrye Bash you must right click on the LegacyoftheDragonborn.esp and choose "ESM-FY" this turns Legacy's master flag on, but allows it to remain as an ESP file." But your solution seems nice too, especially the fact that I can do it using other programs (Tes4edit for example), without Wrye Bash, And I already contacted the mod author, hope he will help me. Anyway thank you all for helping! -
Not that I'm that big of a moder, but... making your own weapon is a retty tough task - you need to know 3D modeling along with modding. I sugest you to start with something more simple. Make a house from in-game assets to learn how Creation Kit works, then make a retexture - it's pretty simple and you'll learn how to add new stuff to the game. And after this you can try to make your own models. Well, that's how I feel about it. Good luck!
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[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
Eeh.. I kinda figured it out... I guess... The solution was closer then I thought, I just needed to read ALL the "parent mod" description. :wallbash: the problem is if my file depends on House.esm it won't recognise House.esp, and this is needed for House.esp is made not by me. The thing is I need to make "house.esp" to function like .esm, but still remain .esp... but for this I need freakin wrye bash (that still doesn't work). Maybe if I turn it into .esm with my other program, and then manually rename back to .esp... It can actually work... and there's only one way to know it :) -
[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
Same. It should not be a part of any of the mods, it should be like a separate patch that combines the house and the sword, but only if the player has downloaded house.esp AND sword.esp AND the patch. -
[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
And I mean no, it will not, because house.em will have to replace house.esp. Well that's bad And it shuld not be a standalone. -
[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
Well, I mean will it work with house.esp, without house.esm? -
[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
If I use the second way (re-saving) will other users be able to use my mod without downloading the renamed masters? Cause part of the task is to make my mod compatible with the original "house.esp" and "sword.esp" ...honestly the same question is for Wrye Bash option. p.s. used the other prog for esp->esm convertion (Bash refused to open), but this actualy helped, thanx a lot! Still I wonder if my mod will work with the original versions of "house.esp" and "sword.esp" or will it require the new "esmified" versions. Anyway I think I can figure this out on my own, thanx again! -
[LE] CK creating duplicates
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Creation Kit and Modders
How do I do this? Simply renaming esp to esm doesn't work. Adding them as a masters in TES5edit - too - it shows all the master files when I load CK, but after saving it removes all masters exept of the original ones (Skyrim, Dawnguard, Dragonborn). And yeah, the other problem is if the sword itself comes with separate mod - it doesn't appear at all! But I guess it's s a part of the same problem. -
So this is a problem: I'm trying to modify ESP with an other ESP. Say one ESP is a house, and the other should add a sword to this house. When I save "sword.esp", next time I open it, I've got the DUPLICATE001 of house with the sword in it, and no changes to the original house. I added "house.esp" as the master-file for "sword.esp" in Tes5edit, but it doesn't help. Didn't find any other solution. Help, please!
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An other gift to mobile users and a big f**ck you to PC users. You know some sites have a buuton "switch to mobile version".
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I made the simple edition of floor mesh (made it triangle) and everything looks good, but it seems like collision box is too big and the character's just walking on the air. This is the first time I ever used 3d editor (Blender), so I have no idea what I did wrong. Can someone help please? This is the file: https://www.nexusmods.com/skyrim/mods/87661/? The problem mesh is in the left room ("library") The door to the house is between Breezehom and blacksmith in Whiterun.
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Hi. Sorry for asking, but can someone please help me with the simple (I think) mesh editing? For 3d modeling is like a dragon language for me... I need triangle half-floor piece (just flat, no form is needed) and one separte section of wooden balcony fence (SMdEBalSol02 in the kreation kit). ..Can't find how to upload the image here... Will be nice if someone can do this and, I think, this can be useful for other modders too (especially the triangle floor piece) Thanx. And sorry. -------------------------------- UPD. made the floor parts myself, but they're acting strange
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Texture problem, please help!
HermaeusPriest replied to HermaeusPriest's topic in Skyrim's Skyrim LE
1. This is strange, I chosed the correct path for Khadjit and Argonian meshes. Checked it out one more time in Kreation Kit. maybe I should try that TesVEdit... 2. Changed it, thanx. Still everyting works exept of cats and lizards :confused: UPD. Found it!! All I needed to do is to check the "show all" box in the "models" section LOL Thanx again, the Tes5edit helped me :) -
Greetings. There's a strange problem with my mode. Sorry if it's simple, it'd my first mode and I cann't find the solution. ALso sorry my English, I'm not the native speaker. I made a simple retexture mode that adds a new robe to the game. Everything works exept of the one thing: Argonians and Khadjits are refusung to use the new retextured model and replacing it with the original version. Here's the link https://www.nexusmods.com/skyrim/mods/87359/? Thanx.