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VectorPlexus

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Everything posted by VectorPlexus

  1. depends on the mod... usually the modder should tell you if there are specific updating instructions. Otherwise, just update it over the older one
  2. first you need to declare the mounted actor reference somewhere (probably its a good idea if you declare it as a property somewhere, maybe in a quest alias). You could then use the IsRidingHorse condition, to check if the player is riding a horse or not. If not, then simply use ActorRef.SetRace(WhateverRace).
  3. why not put the default vanilla nif/DDS in each race folder? or do you want a different loincloth (your post was not very clear)
  4. I don't know what was your way, but the correct way is, creating TextureSets in the CK, and then point the ArmorAddons/HeadParts texture to those you want to use.
  5. I'm a little confused by what you mean with "extracted the 4 files [...] from the textures". But if you dont see the models in the AA form it might be 2 things: - wrong dismember partition - improper Shader node If you just want to edit textures, create first TextureSets, assign each set of DDS fles to a new one (you can use SkinHandMale_1 or SkinHandFemale_1 as a template for that, modify it, and when pressing OK, just say that you want to create a new form) After that, duplicate RedguardClothesHatKhaAA any number of times you have created your TextureSets, and in each one assign a different one ofc. If you want it just to be usable by Khajiits, select the KhajiitRace under Race, and select KhajiitVampireRace on the additional ones. After that, just do the same for the Armors, duplicate each armor, and correct the proper AA under models This way you dont even need to edit the nif (unless ofc you want something different on it, like some alpha maps)
  6. and in case you are wondering where to put those 2 lines draco posted, its in the SkyrimEditor.ini found inside the game install folder (just put it in the [General] section)
  7. dont import through nifskope... it doesnt work. Use either blender or 3ds max niftools
  8. Nifskope doesnt export/import OBJs UVs. You have to do the import/export nifs either in Blender or 3DS Max
  9. Well, you could start by creating a new playable race, and choose that as the PC Race. You could then specify folders for all the assets for that specific race. Then its a matter of redoing all the 3D models, and that means NIFs, TRI's and map those assets in the CK for that particular race. I have a friend that is working on a femboy mod called TnT (Twink and Trap), but he has put the project on standby. Google for "skyrim TnT twink and trap" and you should find the post about it, and maybe you can team up with him so you both can work on it (just a thought)
  10. its exactly the same way has any other body part, but instead of ArmorAddon form, you use HeadPart form to set the models/TRI's/TextureSets
  11. When testing mods, and specially when you are developing them, never use a dirty save. Personally, I keep a clean save just after I finished the first quest (out of Helgen Keep), so I can test any changes I may do on the mods I'm working on.
  12. Just download the mod, and read the README. Also that mod requires FNIS, so maybe you should take a peek on how FNIS works (which does not involve any CKing). Bethesda holds the HKP and HKB source files. This is like saying "how did Nasa put a man in the Moon" when someone is asking how can he go to the Moon aswell... We just don't have the tools nor the resources, that Nasa or Bethesda have. Ofc we could try and built our own resources, with the legacy HBT, but that would mean, doing it from scratch... And doing a full behavior project like the one used by the Default Character, is not a one man job, and it would take huge amounts of time, not to mention that you still wouldnt be able to know how Bethesda behavior is really working And I didnt said there's no way, what I said is... it's tricky, and there's no CK involved to ADD new animations. Animations per se (hkx files) are not added through a form or anything of the sort, they are just assets that are hooked up in behavior files (hkx aswell). Even some rigs and ragdolls, are somehow built in the behavior files.
  13. @OP: I can tell you what is the most silly and alienating thread ever... want to take a wild guess? :psyduck:
  14. just no. Overall, non replacing animations is still a very tricky thing to achieve. there's no possible kung-fuing in the CK to make it happen, at least as my knowledge goes. You can't add .hkx animation references in the CK. The only way to add (note the emphasys on ADD, not REPLACE) new animations so far is through FNIS. You have http://skyrim.nexusmods.com/mods/14871 which allows for exclusive animations for a particular race (requires FNIS).
  15. You just need to setup a quest, no need for stages, just check "start game enabled". no need for setting up a faction (unless you want to save that NPC wardrobe of choice), you can use keywords, to check what type of armor is using ("armorclothing" and "armorcuirass"). setup the dialogue options with conditions by using these same keywords. Do remember that mods with dialogue quests need to have a SEQ file in order to show properly (at least in the first save you load after enabling the mod). Also, having a script issue and not showing the script, nor giving any error msg, its like trying to put a thread on a needle with your eyes closed and expecting someone that is blind-folded to give you directions so you can fit it through. Finally, you always need an ESP for scripts to be able to run, could you maybe specify what is your doubt?
  16. You are loading more than one ESP at the same time? because, thats pointless, you can only modify ESM records/Forms and you can only save one ESP at a time. What you can do, if you're trying to provide a patch for a mod that is an ESP, is convert it to ESM. Duplicate the ESP file, rename its extension to ESM, load that renamed ESM in the CK (set as active aswell) and when done loading, just save. Close the CK, and now you can load the ESP patch to have the new ESM as master.
  17. could be a corrupted texture. have you tried to re-download the file and unzip it again? other then that, probably could be some graphic driver issue, check if you have any updates for your Graphic Card.
  18. Have you played dragonborn yet? This sounds like your ESM for dragonborn is not ticked to activate, so the game crashes on startup because the patch is looking for the Dragonborn masterfile and not finding it. Open skyrim and go to the Data Files menu to see if Dragonborn is checked or not. When I downloaded it, I had to manually check it to get it to run. I highly doubt that... if an ESP has a master, even if the master is unticked, it will automatically load. What can happen though, is that the Dragonborn.esm is being loaded on the fly, thus gets loaded after a normal plugin that may conflict with. Sounds more like a wrong loading order for me. Regarding loading orders with DLC's/Updates/Unofficial patches, you should always load in this order: Skyrim.esm Update.esm Dawnguard.esm Heartfire.esm Dragonborn.esm [OTHER ESMs] ... Unofficial Skyrim Patch.esp Unofficial Dawnguard Patch.esp Unofficial Heartfire Patch.esp Unofficial Dragonborn Patch.esp [OTHER ESPs] ...
  19. Just bring the mesh to Blender/3DS Max, weight paint the vertex groups/nodes you which to affect the mesh and export with a new base skeleton. The Bif Scripts will create the adequate needed nodes for you
  20. Well, for skeleton only, you'll need at the very least: 3DS Max Havok Content Tools Nif Scripts for 3DS Max HKXCMD.EXE Building a new skeleton is a fairly complex task, and so far, I haven't found any tutorial on that. Some bits and tips, here and there, but you still need to do a lot of keyboard head bashing to try to figure it out (at least thats what I feel, started messing with Havok Content Tools just this week) For textures and meshes, you should check this: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1
  21. I usually get rid of those messages by simply clearing both pex and psc versions
  22. it could be a problem with missing class extend scripts, try reinstalling SKSE first, maybe it will fix it. if not, reinstall the CK
  23. I'm a little confused by what you meant, but is this what you're looking for? http://www.creationkit.com/RemoveAllItems_-_ObjectReference
  24. nothing, but check the mod's download page, sometimes mod authors offer the source in a different download, or try to contact the author and request the source.
  25. I had issues at one point, when I tried a new game it would always CTD when Alduin first shouted, and it turned out to be ENB/INI settings. So I'm guessing that your problem may have something to do with that, and since Dynavision applies a blurish effect I'll bet that is what is causing it along side with ENB/INI settings. My advice is: reset your INI settings via the launcher, afterwards reinstall ENB and any ENB related "mods". Try to disable Dynavison aswell ofc.
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