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Everything posted by KhajitDave
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SSE Texture files are too big (GIMP)
KhajitDave replied to KhajitDave's topic in Skyrim's Creation Kit and Modders
Thanks very much for your help. I tried everything but there's no change- the image scale already seems to be the right size, and choosing compression options when exporting causes the Creation Kit to crash when attempting to load the compressed texture. Is it simply the case that the Creation Kit compresses all the files when you upload them? So the extracted vanilla files are the compressed versions. I'm gonna test it out. -
I've taken some vanilla texture files and edited them in GIMP, but upon exporting the file (to save it as a DDS file), the file size grows from around 5MB to 16MB! I want to keep my mod file as small as possible, so how should I make the file size smaller? Thanks!
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So I recently noticed 2 of my mods were conflicting in a way I didn't expect. In one mod I added a new race, and edited an existing armor/skin to be usable with that new race. In the second mod I basically did the same thing, but using the same skin. I thought that the edited data for the skin would be "merged" when loading both mods- so the skin would be available for Race1, and also for Race2, but actually one version of the Skin is replaced with the other (depending on load order). This means that the new creature added by the mod is invisible because its skin isn't available for that race. So my first question is basically, should I not be editing the vanilla files in this way, in order to avoid conflicts like this? What I've done is copied the vanilla skin so that it's its own entry, for both mods. This works fine. HOWEVER, the new creatures in the mods also wear certain clothes/armors, so I have the exact same problem with the Armor-Addons. Does this mean that I also need to create new versions of each of the armor types, rather than edit the vanilla files? This would work fine, but I'm guessing it means that the game would end up with duplicate armor/clothing types. I'm not sure if that would be much of a problem but I don't think it's ideal. Thanks
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SSE Creating a custom weapon using existing models
KhajitDave replied to KhajitDave's topic in Skyrim's Creation Kit and Modders
Thanks! I'll give it a try. -
SSE Creating a custom weapon using existing models
KhajitDave replied to KhajitDave's topic in Skyrim's Creation Kit and Modders
It seems to be very simple so far, but it'd be nice if there was a way to ensure that the 1st person and 3rd person models are exactly the same, i.e. a way to copy and paste the position data of each mesh. -
Hi everyone, I'm a complete beginner at making custom models but I want to have a go. For now I'd like to make a weapon simply by adding other models and repositioning/resizing them. For example, let's say I want to simply make a hammer which has a rock on the end. How would I go best about this? Is there anything I need to pay attention to? At the moment I'm using Outfit Studio and I'm working on the 3rd person model first. Is there an easy way to make sure the 1st model is the same? Thanks for your help.
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SSE Creation Club content in CK?!
KhajitDave replied to KhajitDave's topic in Skyrim's Creation Kit and Modders
My bad,didn't realise I needed to download everything from the Creation Club!! -
I've downloaded the Anniversary Edition but not all the Creation Club content seems to be available to load in the Creation Kit. For example, all the new crossbows and staffs etc. Does anyone know if it's possible to load this new content?
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So there's an Alternative Start mod on the PS4, I'm trying to figure out how it works, and I think I'm getting closer. I know how to make the Player start at a different place when starting a new game, but the part I'm not understanding is how the mod gives a set of clothes and force-equips them when you choose your start location (for example, in the mod, you start in a room, and from there can select to join different factions, so you'll be teleported to the mage's guild wearing the mage robes if you choose to join the mages guild etc). Various items can be added to the player through the use of player aliases in extra quests, but armor isn't force-equipped this way. Now, I've noticed that in the main quest script for the first quest (MQ101), there is a part which adds two armor items to the player and force-equips them (the Prisoner clothes and prisoner sandals), and in the mod, the player is only ever equipped with 2 items (e.g. if you choose to start in the dark brotherhood, you'll start with the boots and main body armor but not the hood etc), so my hunch is that the mod uses this script multiple times with the properties changed to add and force-equip the armor items. My first guess was that the mod author made multiple copies of the MQ101 quest, but that doesn't seem possible. Is it possible to use the same script, "QF_MQ101_0003372B", in a different quest? How would I make the script start? Another modder has tried to help me, and he made an example which seems to do exactly the same thing, except for the way the armor is added and equipped (you select an activator, which activates a different quest, which has 2 quest aliases- one is a location for the player to teleport to, and the other is the player alias. The player alias uses a script to force-equip an outfit upon entering a location, but it doesn't always work). So I was thinking that the alternative would be to use the same script from the main quest somehow. Edit: Not sure if this is helpful but I've learned that the mod author has set the MQ101 stage to 1000 for some reason. I'm gonna copy this and see what happens. Any ideas?! Thanks!!
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SSE Need help beginning quest upon reading Note
KhajitDave replied to kingjamics's topic in Skyrim's Creation Kit and Modders
I don't know anything about quests but my only advice is: 1. Try disabling the other mods when you test yours, just for the sake of attempting to isolate the problem. If everything works ok when you disable the other mods, then I guess that means you know the problem is caused by a conflicting mod 2. Try changing the script variables to a different quest and stage (e.g. one that already exists within the game), again just to try and isolate the problem. My prediction is that the script will work as intended with a different quest (e.g. you read the note and then the "Dragonborn" quest starts, telling you to go to Solstheim), so the problem lies with the quest you've created rather than the script. -
Yes, I've got somewhere thanks to this page http://tesalliance.org/forums/index.php?/tutorials/article/165-skyrim-original-skyrim-se-alternate-start-mods-how-to-destroy-helgen-and-make-it-look-like-it-should-be-after-alduins-attack/ So basically what I've been able to do with a mod I'm making is have the player start in a new location with absolutely no items, spells or powers. The mod has nothing to do with the world of Skyrim so I'm pretty sure I can just ignore all the Helgen/Quest stuff because it won't be an issue (it's impossible to get to for one thing) However, what I'm stuck at is figuring out how to add items to the player later. In the Fast Alternate Start PS4 mod, you start in a room where you make your character and choose powers, vampirism etc, but then later choose where you want to start by activating an item. Upon activating the item, you're transported to a certain location and will have some items given to your character (e.g. clothes, potions, armor etc). I'm thinking that the teleportation is either done via a script (either as part of a quest or just a script by itself), or it's an item simply acting as a door. I'm thinking the items you get is either given by modified scripts via a quest or by standalone scripts. TBH I haven't started playing around with it yet but if anyone here has any idea please let me know!
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I'd like to know how where to find these in the Creation Kit so I can use them for modding. Anyone know? I'm intrigued by how reanimations work in Skyrim. Thanks!
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When I first played Oblivion all those years ago, it was my first time playing an Elder Scrolls game and I was first struck by its.....goofiness. Like the game generally resembles a serious, Tolkien-esque fantasy but then suddenly you're speaking to a female Shrek in a dress, and in terms of dialogue and storylines I wouldn't say it's very mature. But then, despite all that, there are certain moments and enemies which seemed quite shocking and scary- the things I remember are the wraiths, Lucien Lachance's mutilated corpse, and a dremora in Oblivion who shouts "YOU SHOULD NOT BE HERE, MORTAL" at you. Skyrim on the other hand, doesn't seem to have any scary moments (IMO at least) and I can't put my finger on why. It's one of the first things I noticed. I'm wondering if it's the artwork, sound levels, lack of real darkness in caves etc, gameplay elements, or maybe a mixture of everything. I remember enemies in Oblivion were harder to escape from, whereas in Skyrim I think it's easier and therefore the enemies don't have the same sense of danger and menace. Something like a Dragon Priest should be a scary enemy, but they just slowly float around, keeping their distance, firing spells at you. What do you think?! I'd love to hear other opinions and thoughts.
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My only guess is that using the player.advskill console command messes up the leveling somehow? Basically i'm standing outside Boulderfall Cave on my PC copy of Skyrim, and I use the console to get my Level up to 29. When I enter the cave, the Necromancer is a "Master Necromancer" type. However, on my PS4 version, my character is a higher level (about level 32) and when I enter the cave, it's an "Ascendant Necromancer", which is lower level. I've disabled all mods and it still happens. Any idea why? It's important to me because it's related to a spell mod I made- on my PS4 version, the higher level spell tomes don't appear so much because the necromancers aren't a high enough level. Thanks
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Yeah, i'm asking how if anyone knows how it works, probably what scripts it's using since PS4 mods can only use the vanilla scripts with modified properties. I think the only thing I need to know atm is how, upon activating a certain object, you teleport location and have items added and items removed. It's not just a nearby chest.
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I was surprised to see a PS4 mod which allows an alternate start, since I assumed it would rely heavily on scripting, so I was wondering how they're made. I suppose there are two main parts I'm interested in- 1. starting the game in a certain location and skipping the usual Skyrim intro, and 2. how to enable the teleport and adding/removal of items when you choose how you want to start. I'm interested in making my own mod which has nothing to do with the Elder Scrolls universe and Skyrim, so making an alternate start would be the first step. Thanks!!
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Thanks for your help. By "record", do you mean voice recordings for custom dialogue? If so, you're right that the PS4 can't use them, but they're not always necessary for a quest. As a test, I want to make a quest where you read a note/book, the quest starts, you have to kill a certain actor, then the quest is completed. What would be the minimum necessary to make such a quest?
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I've made a "Necromancy Summon Spells" mod which adds about 28 new spell tomes into the game. I wanted to avoid changing the game too much, so I decided to add the spell tomes unobtrusively into the game as loot items, which are collected when killing Necromancer bosses. There aren't many Necromancer bosses in the game, but this isn't a big problem as they respawn after a while (Hob's Fall Cave contains 3 bosses). The problem I'm having is that the higher-level spell tomes simply don't appear much (or at all) as loot in the game. There are 6 spell tomes set to level 35, and another 6 set to level 50 (!) As far as I know, the level 35 tomes only appear as loot on the body of "Arondil", and I don't think the level 50 tomes appear at all. From what I gather, the tomes which appear as loot first depends on the NPC's level, and is then further restricted by the level set in the Encounter Zone- is this correct? Ideally I'd like the spell tomes to appear based only on the player's level- is there a way to do this? Thanks for your help!!
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I know very little about making quests but I was wondering, even for the most simple quest imaginable, are papyrus fragments necessary to advance the quest to the next stage? I was hoping there would be a way to make custom quests for the PS4, but since a papyrus fragment would be an extra, external file (I presume), that's the reason why quests for the PS4 are an impossibility.
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I'm sure this has already been thought of, but since you can hold a bow in your left hand, and your right hand is free unless you're getting ready to shoot an arrow, why not cast spells with one hand while holding the bow in the other? I think this would be a great mod- of course there's nothing to stop you from just simply unequipping the bow every time you want to use the bow, but it's not the same is it? I have no idea how a mod like this would be implemented though
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Modding for PS4, what can we do? (Q&A)
KhajitDave replied to ErianDragonborn's topic in Skyrim's Skyrim LE
AFAIK you can edit scripts in a way- it seems that some scripts have certain properties that can be edited. For example, there's a "Transmogrify" spell which turns people into chickens. If you go into the dunTransmogrifyFFaimed magic effect, you will see the script in the bottom right corner and you can edit the properties. So you can edit this to make it so that NPC's turn into a different creature, and this works on PS4 since it doesn't count as a new script- you're just editing certain aspects of the script (in the same way you can edit an NPC's stats). However, the property itself, which designates the type of thing the NPC is turned into, is set as "actor", and this can't be changed as far as I know. As far as I know an external asset is any new file other than the ".esp" mod file. So modding for PS4 can only involve editing numbers, values and parameters etc. New models, sounds, scripts and textures are all extra files. I think as a general rule of thumb, anything you can do within the Creation Kit won't be an external asset. I suppose you could think of it as a giant database or spreadsheet- you can add new rows, change the data types and modify the values, but that's all. Adding a picture in the spreadsheet for example obviously involves an external file. I haven't tried it out yet but I think your method of using triggers could work. Like I mentioned earlier, you should be able to modify existing scripts so that they point to your quest instead of the quest they were originally made for. -
SSE Nifskope- helmet doesn't move with head
KhajitDave replied to KhajitDave's topic in Skyrim's Creation Kit and Modders
Thanks for your help. I've got it working somewhat, but there seems to be more to it than I anticipated. The goat head isn't completely there and disappears according to the camera angle. I'm gonna give up for now but come back to it once I've learned more about this side of modding.