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Everything posted by Di0nysys
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[LE] Help again my room is haunted?
Di0nysys replied to sexyangel's topic in Skyrim's Creation Kit and Modders
Fastest way to see your changes is to type CoC yourcellname directly from the main menu. Make sure u've placed a CoCMarkerHeading in ur cell as well before you save and try to see changes. -
My Asus R9 290 card just burnt out, so i'm in the middle of getting a new card. Going for the 1070 asts almost 40% less expensive than the 1080, and yet only 20% less beefy than the 1080. For all 1080p/1440p use cases, it's overkill. Even for VR and 4k, it's got plenty of horsepower to run games at those modes at good framerates. Reviewers really seem to like this card, and it's got good price/performance ratio. If you just wanna use the card for 1 year, the 1060 is at almost the same performance level as the 9the-gen 980's at a ~260$ price point. Also worth considering.
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- gpu
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SSE Get WispMother to move around
Di0nysys replied to NexBeth's topic in Skyrim's Creation Kit and Modders
Put a defaultmasterpackage on her, then place a number of patrol idles in the spots u want her to go. Then make a linked ref from her to Patrol Idle 1, then from Patrol Idle 1 to 2, etc, in the order you want her to move in. Bethesda made a good explanation video on patrol and sandbox if u wanna go in depth. -
Suddenly, Sam heard a loud incessant banging on the metal door. This was particularly strange to her as the door was locked from the outside.
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[LE] I Can't Get Any Secret Passage Door To Work
Di0nysys replied to LvxMagick's topic in Skyrim's Creation Kit and Modders
Go to the door itself, and make its activate parent a lever or switch. That should do the trick. You can also do that for multiple objects by pressing INSERT while selecting the door, then assigning the appropriate activator u want. -
[LE] About backing up my work.
Di0nysys replied to SerchBoogie's topic in Skyrim's Creation Kit and Modders
Xedit has an asset manager script you could use to copy over all referenced assets. -
If you're looking for modern RPG's, Dragon's Dogma, Soulsborne (Dark Souls series and Bloodborne) and Final Fantasy 15 are all brilliant. Tyranny and Pillars of Eternity are pretty great C-RPG's as well if you're ok with an isometric point of view. If you don't mind a sci-fi take, there's always Deus Ex: Mankind Divided and Shadowrun.
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[LE] Creation Kit Marker Error:0
Di0nysys replied to FunkyGandalfCat's topic in Skyrim's Creation Kit and Modders
The model is either not placed in the meshes directory or u didn't refresh (F5) while a cell was loaded. -
The CK is creates dirty edits on its own after editing the contents of vanilla cells in any way. So say for example u moved a bunch of references an inch, then u hit undo, it'll still count as an edit. So watch out for that stuff. These edits usually are benign, and u can easily cut them out in Xedit. Delete all the unncessary vanilla data with xedit by cleaning ITM records and ur save times should be drastically reduced. 8mb is a lot for just a few cells + Nav data. Make sure to also delete any edits u did to vanilla cells and records that are not needed as those, apart from bloating, also cause incompatibilities down the line.
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[LE] Audio for exterior worldspaces.
Di0nysys replied to SkyTaylor21's topic in Skyrim's Creation Kit and Modders
You can apply sounds that play periodically by using the regions tab. This lets you customize frequency and what sounds play within select cells within your worldspace. -
You can make one yourself by stripping out all the quest, land and cell data in xedit. Just rename a copy of Skyrim.esm to something else, and xedit will let u strip it out.
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[LE] Creation Kit Wiki search engine not working?
Di0nysys replied to Hoamaii's topic in Skyrim's Creation Kit and Modders
I just go on the main papyrus page, CTRL+F and just search thru the browser. Their search is awful.- 2 replies
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- creation kit wiki
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Either make the object a hazard, or place a triggerbox and kill the player once they enter it.
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Substance Painter 2 Wood Material
Di0nysys replied to ajhakra's topic in Fallout 4's Creation Kit and Modders
Have you tried looking here? -
I think he's partly saying the truth, in that the engine tech they might want for TES6 hasn't been developed yet. If I were a betting man, I'd bet they're forking a version of IdTech 6 to serve as a next gen open world engine for the TES games. All Zenimax's other studios now run on IdTech (including Dishonored 2 running on modified IdTech), so that could be what he's talking about. At the same time, we gotta remember Zenimax probably invested huge amounts of capital in Elder Scrolls Online, and until they can exhaust that revenue stream, they're not gonna release a TES. I think it's a long way off atm. The most recurring rumor has been that Bethesda is now actively developing a new ip, set in space, possibly called Starfield. Their trademark filings suggest that in the least.
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[LE] Temporarily Hiding Objects
Di0nysys replied to ZauberinStardreamer's topic in Skyrim's Creation Kit and Modders
Press 1 twice to hide. Press Shift+1 to unhide all. -
LE FULL LOD for buildings like the Blue Palace
Di0nysys replied to Novem99's topic in Skyrim's Creation Kit and Modders
Make a copy of the building's static reference, set it to "Never Fades". Then replace the Blue palace references in the cell with your duplicates. Then set the objectreferences for the Blue Palace to "ISFullLOD". -
Sure no problem
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Haven't tested in CK, but it should work fine. Collision is convex. If you still have issues selecting it, import it into 3DSmax and re-export it. The Pivot might be messed up.
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Here you go https://drive.google.com/file/d/0Bypvur6HvCcSazY1SW9CV0JjT1U/view?usp=sharing
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Objects are selectable in ck even without collision. I can take a look if u like. Do you need the collision from the top of the dome or the bottom?
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[LE] Load Door Help - Stumpped
Di0nysys replied to NexTextGorilla's topic in Skyrim's Creation Kit and Modders
The Inaccessible option is not checked.What field to look at to see if it has a name? I am using the exact same door for both, so I do not understand why one works & other does not. Frustrating, but you know...that's modding, ha ha. I dunno, the last thing i can think of is maybe there's a collision plane in front of the door on either side, which is unlikely. Check the base object to see if it has a name. -
[LE] Load Door Help - Stumpped
Di0nysys replied to NexTextGorilla's topic in Skyrim's Creation Kit and Modders
Make sure the door A)Is not set to be Inaccessible, and B)If you've made a new Door, the Door has a name. Doors with no names don't let u activate them. -
[LE] Load Door Help - Stumpped
Di0nysys replied to NexTextGorilla's topic in Skyrim's Creation Kit and Modders
Click on the door, go to the teleport tab, and then select the other door where you spawn in the second cell. After selecting it, make sure to align the teleport markers (yellow) properly, as the player's alignment follows theirs when u spawn into the cell. When you're finished, finalize your navmesh so NPC's know where to go in and out of ur cell.