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ChewNTobacca

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Everything posted by ChewNTobacca

  1. I'm sure this has been answered, but I cannot find a relevant solution. I'm trying to figure out how to make NPC's talk to each other in random conversation. For example, the Silver-blood inn at Markarth. Kleppr and his wife bicker back and forth, and occasionally make comments to their kids (Hroki and I forget the other guy's name). I've got a married couple that I want to be able to have them talk to each other on occasion in a similar fashion (except they'll be nice to each other!). I understand it should be fairly simple to do this with existing vanilla assets, but anything I've found mostly relates to player and/or event triggered dialogue. I simply want them to talk to each other. I've looked at some of the actors and their dialogue sections, but can't quite decipher what's going on. Can anyone point me in the right direction? Thanks, Chew
  2. Thank you, I appreciate the reply. That's exactly what I wanted to know. I'm often hesitant to push buttons when I don't know what they do... I've noticed the wording can be a little deceiving sometimes. I'm learning as I go, so again I thank you.
  3. Thanks for your suggestions once again. I've actually not fiddled with scripts to any degree, but it sounds like I should learn. I'll do some homework and see if I can't figure this thing out.
  4. Is this possible? I have long wondered if there is a way to go backwards to find users of any reference in the creation kit. Say if I am looking in Actors and see a number in the "users" column, it would be great if there was a way to know what those users are. So if a NPC has 20 users, that number should include any other reference ID that is linked in any way, such as items, spells, markers, etc. I want to know what those 20 users are. Can anyone elaborate on this? Thanks, Chew
  5. I did that too. His "BardSingerFaction" is set to -1, so (I believe) there has to be something that activates his faction. So naturally when I set my bard to the -1 she won't play at all. When set to 0, she will play nonstop and never do anything until the player tells her to take a break. Then when given the NoAutostart variant, she will start when prompted and never stop. Even when given a schedule, she starts on time then won't stop. In other words, she will start however I desire but never stop.
  6. Made a custom bard. She lives elsewhere and is supposed to go play/sing at the inn from 18 to 23. at 18:00, she will go to the inn and start playing. But then when she is supposed to go home and go to sleep, she will eventually make it home while playing the whole way there. Once she gets there she continues to play inevitably. I kind of used Sven's package as a backup guideline, and my package is very much similar. I've got the play spot marker and she uses it just fine, just doesn't ever stop once she starts playing. Obviously I missed something. If anyone has any advice, I am always grateful. Thanks, Chew
  7. Hello again, I'm trying to figure out why I can't have two NPC's sleep in the same double bed. I've got an inn with a functional innkeeper and his wife. They are argonian folks who live in the basement and run the inn. I've got them set with a husband/wife relationship (set as "Confidant" and "Spouse") and each one has their own sleep package, one goes at 22:00 and the other goes at 23:00. The first person to get there gets in bed and sleeps their schedule, while the other stands there and looks at them for the duration of their sleep schedule. I even set them to use the same sleep package and still no luck. Now, I've done this twice before with two other mods, and they both work as they should. I've looked numerous times to see what is different, and all I can see is the fact that the Mr. is the innkeeper. I'm having a hard time understanding why it's worked for me twice and now I can't duplicate it again, even though everything is the same. I've got locations set and all that with the Inn and Dwelling flags. If anyone can help me figure this out I would appreciate it. Thanks, Chew
  8. Update: I believe it is fixed. The forementioned solution worked. Apparently I miskeyed the new editor ID numbers on those two when I re-entered them in SSEEdit.
  9. I seem to have found a solution as outlined here: https://www.creationkit.com/index.php?title=Fixing_Navmesh_Deletion_Tutorial I used the steps mentioned to replace the mesh with the one I created. In game, it appears work as it should. However, when I load the plugin back into Creation Kit, I get the following errors in regards to the two smaller sections of mesh: File 'Clearpine.esp' contains a form with a master file ID but no match in the master file: (007C969A) File 'Clearpine.esp' contains a form with a master file ID but no match in the master file: (007C969B) One is 18 tri and the other is a 14 tri island. Is this a problem? If so, is there a way to fix it?
  10. Here's another of the one giving me problems: (Sorry I couldn't make them both fit at once) It looks to me like it is telling me that the entire navmesh has been deleted for that cell. If anyone can tell me where I went wrong, I would be grateful! Thanks, Chew
  11. I did a bit more looking in SSEEdit, and it looks like it is telling me that the entire navmesh is deleted? Here's a shot of one of the cells that work: Looks like what changes I made are in effect.
  12. Hi all, I've been creating a small village that occupies multiple exterior cells (-31, 23; -31, 22; -31, 21; -30, 23; -30, 22). Naturally there had to be some changes made to the navmesh. After finalizing the meshes in each cell, there is one that is being problematic. I changed one section of the border mesh, and now any of my followers or townspeople will not cross any of the borders into or out of that cell EXCEPT the small part that I changed. I feel like it may have something to do with the "preferred path". Occasionally I can get a follower to cross over by going away from the preferred path and through a different section. I found a thread describing a similar problem here: https://forums.nexusmods.com/index.php?/topic/5753967-problem-with-navmesh-border-in-a-specific-place/ I've done everything mentioned there (except re-do the whole thing by hand) and to no avail. I also double-checked to make sure I used the "find cover edges" as well. As far as I can tell, all the borders should be ok; they have the green sections on both sides, and I made sure they match up. What is strange to me is that the small portion I modified works fine, and the rest of what remains untouched does not. Some things I might point out: When loading my plugin in Creation Kit I get the message stating the the mesh needs to be refinalized and there are bounds missing. It is only on the problem cell. The cell that is giving me fits is "VolskyggeExterior02" (-31, 22). I have a fair amount of navmesh experience but do not consider myself an expert by any means. I've searched the web for answers and found none that were helpful. I feel like there must be something fairly simple I am missing. Any help is much appreciated. I can provide screenshots and/or more information as needed. Thanks, Chew
  13. I found the source of the issue after messling around with it some more. First, I renamed one of the craftable items to a different ID that did not begin with a 0 (zero), and had no effect on anything that I could see. So I thought I would check some of the other common factors that ONLY the craftable items have, as there are a bunch more objects and items added by the same plugin. Turns out that the problem had nothing to do with the crafting recipes or crafted items, but rather in the enchanting recipe, of all things. I had the bench keyword set as "isEnchanting", where it should have been "WICraftingEnchanting". Don't know how the enchanting recipe is tied in to construction, but hey. A somewhat logical solution has been reached. Maybe this will help someone in the future. Thank you, Ishara, for your replies and suggestions. -Chew
  14. Yes, yes they are. Well, not the recipes themselves, but the created objects. I've always used the same name scheme as vanilla for the recipes ("RecipeArmorChewyPajamas" in this case). They are labeled that way in all my other mods as well. I put a 0 (zero) at the start if the items for ease of access. I hadn't considered it to be a problem before now. I will fiddle with one of them to see if it makes any difference. Thank you.
  15. I've checked in SSEEdit, and there are no conflicts of any sort with this plugin. Also, SSEEdit reports no keywords changed in any of the mods I've created. And to clarify, the items shown in the previous image can also be crafted normally as intended at a smithing forge or anvil in addition to the drafting table. Here is the recipe for the pajama pants in Creation Kit: And here is the recipe for a Daedric Helmet (just as an example): As you can see, the correct workbench is selected. It's the same one I've used in all the others I've done. The issue doesn't appear to have any effect on anything else. I'd just kinda like to know what's going on and how to fix it. I've searched the web, too, and can't find where anyone else has brought this up in discussion anywhere.
  16. Came across a new issue in one of my mods: All of the craftable items added by the mod show up at a Hearthfires BYOH drafting table and require no ingredients; you can just make them. I've never had this happen before. Let me elaborate. I've made a mod that adds myself and family as NPC's, with their own house near Darkshade. Along with the mod comes a handful of weapons, armor, etc. In Creation Kit, I made them craftable, temperable, and enchantable like any of the standard gear. All of that works fine; I can craft them at a forge, upgrade them at a grindstone or armor workbench, and put whatever enchantment on them. HOWEVER... I go to any of the drafting tables (i.e. at Lakeview Manor) where you draw the plans for the next piece of the house, and all of the craftable objects show up there as being craftable without having any of the required ingredients. I tried, and sure enough, I can stand there and make them all day long without any materials. Mind you this is the fourth mod I've done like this with similar items and recipes, but this is the only one that gives me any guff. I opened up my Creation Kit to compare with the other three I've done, and everything is the same as the others, near as I can tell. Has anyone had this happen before? I appreciate any pointers. Thanks, Chew
  17. I'm wondering how to go about making custom children. I've started on a mod that places my family as NPCs and followers. Normal adults are a breeze to modify appearance, give new hair styles, etc., but I'm stuck on the kids. I've got 2 boys, one 8 and one 10, with braids to their knees, and want to give them appropriate hair and make them look less like claymation. I've tried making a new race and all new head parts, but can't seem to make the pieces fit together properly. I can make the kids just fine, but when I give them a new custom hairdo it doesn't match their head. I'm starting to wonder if it's possible with creation kit, NifSkope, and vanilla resources, or do I have to install some playable children mod and export a racemenu preset? Thanks for any advice, Chew
  18. Recently I had the same issue. In my case it was a missing mesh, I had the _1 mesh but not a _0. You might have a look at this post: https://forums.nexusmods.com/index.php?/topic/949478-custom-weaponarmor-invisible-in-creation-kit-and-game/ It's an old post but still relevant. It provided the solution to my problem. And of course, make sure your texture paths are set correctly. Hope this helps.
  19. I did a fresh install of SSE on my secondary PC for testing mods. I noticed some things have gone missing on that install compared to the other. For example: on the one machine I use for playing and designing, there's a fire with a cooking spit and a couple bedrolls at the entrance to Riverwood. If I load creation kit, it matches what I see in-game. On the test machine (with the same version of SSE), there's nothing there but a pile of wood. I don't have creation kit installed on the test machine, so I haven't loaded it there; but one should assume the same results since it is the same version of the same game. As far as I can tell, there are no mods that affect that cell. The fresh install has no mods ever installed except the one(s) in testing. Also, in testing a mod that places a few items around Tamriel, will be fine on one machine; but when moved to the other PC, about 1 out of 3 of them are moved or missing. Can anyone tell me why they're so much different? Thanks, Chew
  20. Ok, so I figured out what I did wrong. After analyzing some of the FaceGen files in NifSkope, it seemed like all I had to is copy the .nif of the NPCs from the "my mod.esp" folder into the "Skyrim.esp" (or appropriate dlc) and overwrite. Problem solved. Hopefully this helps someone else in the future.
  21. @Kain: I am not experiencing any crashes or load problems; I've never used meshes from LE on special edition. I think your issue is different, and due to just that. You might look here for your solution: https://www.nexusmods.com/skyrimspecialedition/mods/17990 The author goes into good detail on the conversion, and includes links to other sites as a bonus. My situation is different, as all the textures and meshes are from base resources and SE mods.
  22. Thanks, that does give some food for thought. I've made a number of attempts at it , and here's what's happening: On the PC it was created, all works great. If I pack an archive, not so great. If I use FaceGen and facetint from "My Mod.esp" folders I get dark face but perfect hair and features. If I use FaceGen and facetint from "Skyrim.esm" (or dlc) folders, I get perfect faces and features, but purple hair. There's gotta be something I'm missing or doing wrong. Still seeking a solution.
  23. I got it figured out, sort of. Apparently when modifying an existing NPC, FaceGen and facetint are created in the Skyrim.esm (or appropriate dlc) as well as the "mod title.esp" folders. I just packed the ones out of the Skyrim.esm and that fixed the dark face problem. However, that left me with a new problem: everyone I gave a new hair style (ie, KS Hairdo's) now has purple hair! It looks exactly like what you see when opening the hair in NifSkope. Anyone encountered that one before? It's strange, because it was fine before I used the other FaceGen data.
  24. Question about how to handle FaceGen data that alters existing game characters. I have yet to find an answer in my searching. I know how to export the new files for my own NPC's and pack them up (for upload or whatever) and has always worked fine. I've done other mods that introduce new NPC's and have not encountered the issue. But I've been working on my own mod that alters the appearance of several NPC's, and when I package it up in an archive I get the dark face problem (I'd rather not call it a "bug"). Of course, on the PC which it was created, it is all working well. I feel like the FaceGen data should essentially overwrite the original in order for it all to work out. So, my question is, rather than keep the newly exported FaceGeom and facetint in their own folders, do I overwrite the original game data in the Skyrim.esm folder and reference those in my archive? Or is there something else I need to do? Thanks for any foresight. -Chew
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