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Adventurer1111

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Everything posted by Adventurer1111

  1. I am not sure mine was not caused by the name of the interior but by the InteriorEditorID name (the one to the left). I did also try adding a COC marker and confirmed settings with Breezehome.
  2. There is no space in plugin name. I am able to save my game ok I just cannot save inside the new custom home that I built. Update: Thanks again 7531Leonidas! Your response inspired me to check the name of my interior and I did have it listed as: Adv1111_RangerAnnex changed to Adv1111RangerAnnex and was able to save fine. Lesson learned (no special characters) in Interior EditorIDs :)
  3. Hello, Not sure what I am doing wrong but I create a custom player home and now I am unable to save a game inside the home. Anyone? Anyone? Bueller? Thanks in advance :)
  4. You would be best exporting the armor as an .obj and then reimporting and doing Skyrim weight painting. As you already mentioned, can't publish that but can use for personal use. Here is a tutorial that may help....Good Luck! 100 Steps to Create Custom Armor================================ Tools Needed:------------Creation Kit SSE (from Bethesda) BAE Extracter (to open existing BSA files and export the .NIFs)Gimp - Create texture and .dds filesNifSkope - to adjust the NifOutfit Studio - to copy bone weights Steps to complete:----------------- BAE1. Extract the NIF file reference using BAE to a reference library folder2. Find a NIF file that is roughly the same as what you are making (ie. Head or Male Body or dog) Creation Kit3. Copy your reference NIF to your data directory under DATA\Meshes\(Your Mod Name)4. Open Creation Kit...(Grab a cup of coffee while waiting).5. Once open File > Save > (Your Mod Name). So you can make a mod .esp file6. Go to Object Window (if you don't see it go to View in the upper banner and click to make visible again).7. Search for all files that correspond to your reference file, (ie. daedric helmet) > right click and duplicate each file then rename for your new model. You should have 2 files that you are copying - AA (Armor Addon) and (Armor) IMPORTANT: Always keep all game files the same and only change copies of files. 8. In your new objects that you just created for your model point to your reference NIF now named as your model - You will need this later to check out your model in game9. Place your armor in Creation Kit in the game by opening a Render Window and dragging over the armor and dropping off in game. Outfit Studio(Weight Painting - Only slightly less fun than counting the holes in your screen door)8. Import the FBX/OBJ file in to Outfit Studio and import your reference NIF file that was already extracted9. Set your NIF file as the reference 10. Align your model as closely as possible to the reference NIF and Copy > Bone Weights and make sure feet/hands are as close as possible and position are as close as possible.11. Right click on your model > Copy bone weights (default settings usually work for the first pass) 12. Once the bone weighting is done you can delete the reference otherwise it will show up with your model13. Make sure you have SBP_30_HEAD as a Partitions14. Export your model as NIF to the file you created in steps 3 to 7 Tip: If your helmet keeps disappearing in game if you get too close try re-sizing it and moving it. NifSkope15. Add in texture files for new model .NIF16. Test in game
  5. Here is a tutorial for armour/weapon if you want to take a shot yourself. If you get stuck message me and will help :) Good Luck! 100 Steps to Create Custom Armor================================ Tools Needed:------------------Creation Kit SSE (download from Bethesda) BAE Extracter (to open existing BSA files and export the .NIFs)Gimp - Create texture and .dds filesNifSkope - to adjust the NifOutfit Studio - to copy bone weights Steps to complete:----------------- BAE1. Extract the NIF file reference using BAE to a reference library folder2. Find a NIF file that is roughly the same as what you are making (ie. Head or Male Body or dog) Creation Kit3. Copy your reference NIF to your data directory under DATA\Meshes\(Your Mod Name)4. Open Creation Kit...(Grab a cup of coffee while waiting).5. Once open File > Save > (Your Mod Name). So you can make a mod .esp file6. Go to Object Window (if you don't see it go to View in the upper banner and click to make visible again).7. Search for all files that correspond to your refernce file, (ie. daedric helmet) > right click and duplicate each file then rename for your new model. You should have 2 files that you are copying - AA (Armor Addon) and (Armor) IMPORTANT: Always keep all game files the same and only change copies of files. 8. In your new objects that you just created for your model point to your reference NIF now named as your model - You will need this later to check out your model in game9. Place your armor in Creation Kit in the game by opening a Render Window and dragging over the armor and dropping off in game. Outfit Studio(Weight Painting - Only slightly less fun than counting the holes in your screen door)8. Import the FBX/OBJ file in to Outfit Studio and import your reference NIF file that was already extracted9. Set your NIF file as the reference 10. Align your model as closely as possible to the reference NIF and Copy > Bone Weights and make sure feet/hands are as close as possible and position are as close as possible.11. Right click on your model > Copy bone weights (default settings usually work for the first pass) 12. Once the bone weighting is done you can delete the reference otherwise it will show up with your model13. Make sure you have SBP_30_HEAD as a Partitions14. Export your model as NIF to the file you created in steps 3 to 715. Test in game.Tip: If your helmet keeps disappearing in game if you get too close try re-sizing it and moving it. NifSkope16. Add in texture files for new model .NIF Also check out this source: https://forums.nexusmods.com/index.php?/topic/561271-new-outfit/ For Weapon: Adventurer1111 - 100 Steps for Custom Item to Skyrim WORKFLOW--------0. BAE - Extract NIF reference(s) with BAE1. Blender or Outfit Studio - Prepare .OBJ for export in Blender or Outfit Studio2. SSE NIF Optimizer - Convert reference file to LE3. NifSkope - Import OBJ into NifSkope NIF LE reference -OR- Copy new model NIF to Reference NIF and adjust as needed, also use Chunk Merge for any custom collision4. SSE NIF Optimizer - Convert new model LE to SSE5. Creation Kit - Add new custom model NIF to game Tools: All tools listed below are free.---------------------------------------BAE - Easily export and view DDS and NIF files Gimp - Modify dds (texture) files Blender 2.79/Outfit Studio* - 3D Modelling,Outfit Studio will export to .NIF format Chunk Merge - Add custom collision to unique meshes SSE Nif Optimizer - Optimize Nifs, Convert Nifs from LE to SSE and back again NifSkope 2.0 Dev 7 or Nifskope Pre Alpha 6 - This process will work with both. Use these apps to add custom mesh, Re-Texture, Convert to file format needed by game. NifSkope is like a filing cabinet for your NIF mesh files with folders and sub-folders. Creation Kit - Get your new NIF into creation kit for use in game. This program manages NIF and texture files for use in game. Notes: ------New Model = Your new model that you just created. Yay You!Reference = Existing model from the game that is similar to what you created. (ie. My Kewl New Sword (new model) and IronSword (reference model)) Try and hit save often and save mutiple versions as you trying things out to save yourself from extra work later if something goes horribly wrong. Not that it would... 0. BAE------Extract Reference NIF Use the BAE extractor tool to get your files ready. You will need a refernce file for inputting into Skyrim SE later. In order for meshes to be extracted as Nif for reference you'll need Bethesda archive extractor. This is super easy to use because all you have to do is drag the texture.bsa or mesh.bsa file over and tell it where to extract your copy to. 1. Blender 2.79---------------Triangulate FacesUV UnwrapExport to OBJ Note: You can also export to .OBJ from Outfit Studio Your starting model should be saved as an obj and you have to triangulate it so it has only triangles its faces you can press ctrl T to do this or you can go into the export section in blender when you're exporting your mesh to an obj and you can hit this check box "Triangulate Faces" and that will also triangulate the mesh. Save as something like MeshNameTriangulated.obj so you don't get files confused. Make sure you are OK with UV unwrap map because this will be used for texturing later. If you are saving a lower poly model steps are: 1. Decimate model2. Export modified model with modifer, triangulate to OBJ3. Import modified Low Poly model again into Blender and UV unwrap 2. SSE Nif Optimizer--------------------Convert Copy of Reference File to LE This process will not work with Skyrim SSE (Special Edition) NIF files so you have to convert your reference NIF file to LE (Limited Edition). If you are using an LE file already you can skip this step. Tip: Save a COPY of your NIF reference file to a temporary folder so you can use your extracted files again. Open your SSE Nif Optimizer and browse to that folder and check the box to LE and Optimize. You can check the time-stamp on the Nif file to make sure it was converted. 3. NifSkope 2.0 Dev 7---------------------Import New Model Triangulated .OBJ TO > Reference NIFResize, Reposition and Bounding SphereAdd and Adjust Texture to New ModelDelete Reference ModelAdd Collision to New Model Mesh Import New Model Triangulated .OBJ TO > Reference NIFNext we're going to want to use a mesh that serves the same purpose as the one you're putting in the game. Since my new item is a custom new model sword I would want to find another sword to put into and use as a reference. Open NifSkope:File Open - your LE NIF Reference File Note: BSTriShape in SSE is the same as NiTriShape. If you are seeing BSTriShape check that you converted the NIF to LE version. First we need to find the mesh that matches your new model. Look at the shape of NiTriShape for import (ie. to match my new model sword I am looking for the NiTriShape that is also a sword). If your file has mutiple shapes you want to make sure you pick the correct one. You can click on the NiTriShape to see where it belongs because the shape will then show up with wiry and green. Once you find the correct reference mesh/shape highlight it and Block > Duplicate branch. A new NiTriShape will be created where you can import your .OBJ to. This duplicate NiTriShape will have the same name as your reference NiTriShape so to keep it all straight highlight the new duplicated NiTriShape scroll down to Block Details > Name > click on the little txt and type in the name of the new mesh model (no spaces) that you will be importing. Now highlight your new model NiTriShape and then goto File > Import > .OBJ and browse to your OBJ file and Open. If you are using a file that has edge blood (ie. weapons) you will need to import your .OBJ shape to these NiTriShapes also so that the blood has the same shape as your weapon. Otherwise you will have blood floating in the air. Highlight each edge blood and import your .OBJ file. This will move some of the BSShaderProperty and BSShaderEffect files out from under the file but you can add them back in the final clean up. Resize, Reposition and Bounding SphereYou should now have both models in the same NifSkope. Your new model will need to be sized down so that it is in the same size and same position as your default/reference mesh. To change the shape and position of the new model mesh you have right click on the mesh image then goto Transform > Edit and you'll see this edit window pop up and you can adjust everything down to what you want it to be. Remember goal is roughly same size same position, handles especially should line up. Check to make sure you line up by changing and looking at each view. Note: You can use this Transform > Scale function also after you put your model in game to adjust the size up or down as needed. If you used Outfit Studio to export to .OBJ You MAY also need to go into BSDismemberSkinInstance -> NiSkinData (directly under the NiTriShape) , clicking on NiSkinData will show the information in the bottom window, click on the little arrow next to "Skin Transform" and there is another set of x,y,z coordinates that match the ones you entered. We now need to customize the bounding sphere. Go to Block Details and expand out BoundingSpere > Radius double click in the box to increase or decrease the circle size and X: Y: Z: to move the position. Once you are done you can click on BoundingSphere again to see the sphere lines and confirm that you have completely covered your mesh. Add and Adjust Texture to New ModelGoto your new model and under the NiTriShape should be a branch called BSLightingShadingProperty highlight this > Block Details to adjust some of the settings to your preference. You can play here with settings like Glossiness, Here is also where you can adjust your texture set under that BSShaderTexture. Optional: If you don't like the texture set of your reference model you can goto your New Model NIF highlight BSShaderProperty > Remove Branch then open another NIF in a new instance of NifSkope goto the preferred texture and shaded NiTriShape then highlight BSLightingShadingProperty > Block > Copy Branch and go back to your new model and highlight the NiTriShape and Block > Paste Branch. Paste Branch will copy all of the lighting and shader properties along with the textures. Note:Block>Remove - Removes the selected object. Any attached objects are now floating free in the scene. Block>Remove Branch - This will remove the selected block, and its sub-folders, any data, and properties. Also Optional: You can also just copy the texture path from your reference and paste to your new model under BSShaderTextures > Block Details > click the flower and copy the path only. Once you are done with the texture you can Edit UV to make sure the texture is aligned the way you want. Delete Reference ModelIMPORTANT: The next thing we want to do is delete the original or reference NiTriShape mesh because you don't want it showing up in your new mesh. Go to reference NiTriShape right-click on the reference mesh hit Block > Remove Branch. Be sure to delete any BSShaderProperty that might be floating loose (not under a NiTriShape). Tip: Keep the original reference file open next to your new model and make sure that you have all the needed files and no extra floating files. We will also use this for one final check. Floating files will cause your game to crash. Add Collision to New Model MeshIf your new model is the same size and position as your reference model and it should be for this process. You are in luck! You will not have to make any changes as the existing collision will cover your mesh. The only thing you need to do is make sure your model is covered by the collision. To see your collision goto Block List > scroll to BHKCollisionObject to see the size of your collision. It will show up in a yellow wire. Make sure your model is attached to the collision by going to bhkCollisionOject > scroll down to Block Details > Target > (make sure your model is listed under Target. If it is not you can add it) To Resize Your Collision: If you choose not to use Chunk Merge for your custom collision you can go in and resize your collision by going to the collision shape; usually listed under bhkRigidBodyT > highlight bhkBoxShape (this was mine but yours may be a different shape) scroll down to Block Details > change Dimensions until the collision is large enough for your custom mesh. Go back to bhkRigidBodyT > scroll down to Block Details > Translation > Adjust your translation to move the collision so it is over your new model. Another Way is to use ChunkMerge application See the full tutorial at http://xoleras.com/node/84 IMPORTANT FINAL Step: Open your original LE reference file alongside your new model NIF and make sure that you have the same files in both numbering may be different but it should be the same types of files. You can add any Textures or Shader effects that might still be needed and REMEMBER to delete any free floating files. Save your NIF over to the Skyrim directory path that corresponds with your new model. 4. SSE Nif Optimizer--------------------Convert Copy of Reference File back to SSE Your file will not work with Skyrim SSE (Special Edition) so you have to convert your reference NIF file back from LE (Limited Edition) to SSE. If you are modding for LE file you can skip this step. 5. Creation Kit--------------- Goto Creation Kit (assuming you have a working knowledge of Creation Kit) and go to the weapon/item original reference that you created a new model for. You can search for this object in the Object View > Filter. Once you find the reference object that you created highlight > Right Click > Duplicate. IMPORTANT: Open the duplicated copy and rename the object to a new ID and a new name. Tip: Always add a unique name to your files so you can find them easily later. I always start my mod items, npcs, armors, etc. with with Adv1111_ Goto the "Art and Sound" and Model > EDIT browse to to your new Model and update to your new model. Always use copies of game files and save to your mod so you don't crash your game. Remember if you are making a weapon you need a 1st Person version of the NIF also. Tip: You can do this first by creating a Mod shell and pointing your mod to the new model NIF and then just keep copying over as you are working on the file to test in game. Check out your new model in game... Enjoy!--------If everything is working correctly, thank the Skyrim Gods for this miracle! Enjoy your new creation in game. Share with the World! Be Kind! Be Happy! Make more mods! Some additional Sources:------------------------------------ Squash: - Gambsmoore/MikeMoore: -xol: http://xoleras.com/node/84- EnzedDev: Winsmoke:
  6. A good place to start is with making your own follower, you can find instructions for that here: This is for Skyrim LE Creation Kit (downloaded from Steam) but is generally the same for Skyrim SE Creation Kit (downloaded from Bethesda.net). Skyrim Creation Kit Beginner's Guide - LevelSkip Instructions on making your own follower in Creation Kit: How to Create a Custom Follower and Marriage Partner for Skyrim _ LevelSkip.pdf Good Luck!
  7. Here is what I have in notes from Patternboy. I have not used this yet but it is a very comprehensive guide on uploading a mod to Xbox. They did a great job on this: https://www.nexusmods.com/skyrimspecialedition/mods/27189
  8. I think for... #3 in you mod you have to include the character face tint and face mesh (although not sure on the face mesh) and deliver with your mod to remove the grey face you can find this under: FACE TINT: \Data\Textures\Actors\Character\FaceGenData\FaceTint\(modname).esp \Data\Meshes\Actors\Character\FaceGenData\FaceGeom\(modname).esp #5 I believe it is because you have this set to No Reset Zone, which is usually more important to Players than food anyways :) Good Luck!
  9. The workflow I have used if I want to adjust in Blender and not use Outfit Studio for mesh changes is: 1. Open NIF in Outfit Studio 2. Export to OBJ 3. Open OBJ in Blender and make mesh tweaks 4. Export to OBJ when done 5. Open OBJ in Outfit Studio and open original NIF; make sure the new mesh and old mesh from original NIF align. Delete the old mesh (IMPORTANT: Make sure you have a backup); if you are making anything with bone weights you will have to re-copy bone weights. 6. Export to NIF with reference from Outfit Studio 7. Add back in .dds texture files in NIF file Just to add on to what others have said, Blender will not open SSE NIF files so it has to be an LE but I have not had a lot of luck with NIF files in Blender so I always use OBJ or FBX as a go between. Good Luck!
  10. Hello Modders I am working on the following model which has a body and two fur parts. The fur parts are emitting light when they are in shadow anywhere in the game but look ok in NifSkope. I have checked the .dds files and it is not related to those or a secular .dds I have compared the NIF to a file that has a fur part that works correctly. I can't figure it out and was hoping it might be a quick easy question for another modder that already encountered this. Thanks in advance.
  11. You can use Outfit Studio to sculpt the hair or you can export to OBJ from NifSkope and use something like Blender. That might work. Please post what you do end up using for future generations... Good Luck!
  12. I have found when this happens that the best bet is to open two nif files (1 vanilla/working file with the problem NIF) together and check the files; make sure you don't have any free floating files in NifSkope in Block List and expand each one by one. The numbering may be different but the files should be the same pay particular attention for free floating files also that will typically cause a crash. Good Luck!
  13. I think everything is gone because you have respawn clicked on your cell? You only need to click respawn on your NPCs (ie. fish in this instance) Respawn on cell will reset the entire cell. If that is not it, I am not sure but I suspect it is some combination within these settings. Good Luck!
  14. You can use this process to import an existing FBX or OBJ file of a helmet if you decide not to use the Armour Mashup already mentioned. 100 Steps to Create Custom Armor ================================ Tools Needed: ------------------- Creation Kit SSE (from Bethesda) BAE Extracter (to open existing BSA files and export the .NIFs) Gimp - Create texture and .dds files NifSkope - to adjust the Nif Outfit Studio - to copy bone weights Steps to complete: ----------------- BAE 1. Extract the NIF file reference using BAE from a .BSA reference library folder 2. Find a NIF file that is roughly the same as what you are making (ie. Daedric Helmet) Creation Kit 3. Copy your reference NIF to your data directory under DATA\Meshes\(Your Mod Name)\(YourNifName).nif 4. Open Creation Kit...(Grab a cup of coffee while waiting). 5. Once open File > Save > (Your Mod Name). So you can make a mod .esp file 6. Go to Object Window (if you don't see it go to View in the upper banner and click to make visible again). 7. Search for all files that correspond to your reference file, (ie. daedric helmet) > right click and duplicate each file then rename for your new model. You should have 2 files that you are copying - AA (Armor Addon) and (Armor) IMPORTANT: Always keep all game files the same and only change copies of files. 8. In your object that you just created for your model point to your reference NIF now named as your model - You will need this later to check out your model in game 9. Place your armor in Creation Kit in the game by opening a Render Window (ie. WhiterunBanneredMare) and dragging over the armor and place in game. Outfit Studio (Weight Painting - Only slightly less fun than counting the holes in your screen door) 8. Import the FBX or OBJ file of your new helmet model in to Outfit Studio and import your reference NIF file that was already extracted 9. Set your NIF file as the reference 10. Align your model as closely as possible and make sure neck opening/size are as close as possible and position are as close as possible. Check from all angles. 11. Right click on your model > Copy bone weights (default settings usually work for the first pass) 12. Once the bone weighting is done you can delete the reference otherwise it will show up with your model 13. Make sure you have SBP_30_HEAD as a Partitions 14. Export your model as NIF to the file you created in steps 3 to 7 15. Test in game. Tip: If your helmet keeps disappearing in game if you get too close try re-sizing it down. NifSkope 16. Add in texture files for new model .NIF If everything is working...Thank the Skyrim Gods for this miracle of modding. Good Luck!
  15. Congrats on your Quest 2! I love mine and I love playing Skyrim VR unplugged. It is amazing! I always load my Skyrim VR mods manually just because Bethesda did not set up VR to be modded. I will load the mod into my SE version and then copy over the BSA/ESP to the SkyrimVR data file then I copy the mod name from SE (\AppData\Local\Skyrim Special Edition) into the VR plugins.txt file. What are you using to play Skryim on Quest 2? Is it AirLink or Virtual Desktop? You might want to try uninstalling the game completely and re-installing so you get a clean game from scratch. Get the game to work and then load 1 at a time. Here is a great tutorial to installing manually after you get the game to work. I hope you get it working...you will love it. Good Luck!
  16. I recall a tutorial that said that you can sometimes add the 1 item to the Vendor NPC inventory and they will sell it in their store. I would try that. It is a quick easy test/fix. Good Luck!
  17. I had this same issue with a helmet. I had to tweak my mesh size and made it slightly smaller in Outfit Studio then exported to Nif with reference and then it went away. I am not sure if this is the case for you but maybe save a version and try that. Good Luck!
  18. Congratulations on your new follower companion! Here is a great tutorial for setting them up. How to Create a Custom Follower and Marriage Partner for Skyrim _ LevelSkip.pdf In terms of the dialog, there is a goofy thing in Skyrim that has plagued many the modder with the dialog bug. You can usually work around by meeting the character, saving the game, and then talking to them again. You can also often times fix this by adding an SEQ file with your mod to add an SEQ file you will need SSEEdit. Then follow these steps: Adding an SEQ file-------------------------1. If you do not have it already, create a Data/Seq/ folder2. Open SSEEdit 4.0.3 (process will not work in Creation Kit for SSE)3. Open mod you need SEQ for by double clicking4. Right Click on mod > Other > Create SEQ file > The file will be created in your Data/Seq folder How to add NPC dialogue:-----------------------
  19. I had the same thing and then I tried running the mod on another computer with a new character and it worked fine. I am not sure what caused it but could not get it to launch from the computer that I was using to build the mod. If you want to upload I could test it for you. Just IM me.
  20. I feel like this was more than two words...so here is my two word response :smile: Here are all the tools that I have used so far: - Blender 2.82 for model tweaks and modelling - Archive.exe for creating BSA files - Audacity for creating custom sound files - BAE for extracting NIF files from existing BSA files - BodySlide for custom armours - ChunkMerge - for NIF collision files - Creation Kit SSE (from Bethesda) - Creation Kit LE (from Steam) - GIMP for texture file creation + DDS plugin needed - NifUtilsSuite for NIF tools (also includes ChunkMerge) - NifSkope for NIF file creation and manipulation - Notepad ++ for reading script files - Outfit Studio for custom armor and weight painting - SSE NIF Optimizer to convert NIF files back and forth from LE to SSE - SSEEdit - Certain ESP file edits (also needed to make dialog SEQ files) + VR BeatSaber to take out my frustration at not understanding all the previous listed tools. I am sure there are more that I have not included. I am currently working on creating a mod from a mud (text based rpg) that I used to play that is closed. A similar mud called Realms of Redemption is open and that is what I am basing my mod on. The mud is based on a DnD open source story line. I am mainly focusing on the Ranger guild because that is what I enjoyed playing but there were Pirates, Paladins, Thieves, etc. I would be happy if anyone wants to partner on this mod. I would just ask that they at least play the mud first to lvl 25 so they can get a feel for what I am trying to re-create, sadly there are not many players for txt based games anymore. I am afraid I bit off more than I can chew because I have to add custom worldspace, creatures, and animations :sad: if you or anyone else is interested in this project you can find out more about the mud and creating a character here: https://realms-of-redemption.fandom.com/wiki/Main_Page I have seen other Mod Authors list projects here also like Daermonster for his recent Mortal Combat project to see if anyone is interested. The only other place I know that lists projects out is TES Alliance but I have not seen a lot of activity there lately. Finally, not sure on the Chieftan question....maybe someone else knows.
  21. If you get stuck IM me :smile: I would be happy to help to the best of my ability that is...
  22. Hello All, I am working on a custom model dragon follower and do not want them to walk because it looks stupid with the model. How would you recommend I go about this? So far I have: Created a custom Dragon Race and removed the walk check box -> Didn't work Add AI data packages to the custom dragon so that it only hovers/orbits -> Didn't work I have zero experience with animation so would rather avoid changing/removing walking animatioin if I can. Thoughts?...Anyone? Thanks All!
  23. You can use the mod Lazy Follower to do the same thing. https://www.nexusmods.com/skyrimspecialedition/mods/43312 Make your own followers completely ingame using your own or someone elses RaceMenu preset. No Creation Kit work necessary! Yay!
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