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gengrimm

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Posts posted by gengrimm

  1. I would recommend creating a global variable called fAA<Modder's Initials>hunger variable i.e fAAGGhunger

     

    rather than using a non globle variable that will be used by multiple function/scripts.

     

    It will be easier to access that way if you are writing numours scripts that need to access that data.

     

    ~~~~~~~~~~~~~~~~~~~

    Also I'd make Magic effect bonuses for Well Fed or Hungry.

     

    i.e

    full = +10% Health/Sta Regen

    -----------------------

    Hungry = 25% HP drain

    Mal-nurished = 50% hp drain

    Starving = 75% health drain

  2. Try compairing what the Prefab parts of the ambush look like to your copied version. Some link might be coming lose when you copy paste.

     

    One thing that comes lose from Copy paste is Unique Ref IDs for objects/actors.

  3. One way to get grass in a indoor cave is to create a "World space". This will give you a landscape to sclupt and use for your underground forest, thus allowing you to paint grass areas.

     

    You'd use the terrain and the indoor cave sets, but let the terrain clip into the cave areas.

     

    You'll have to tweak the settings to make the area uneffected by weather and to run like cave assuming you want the weather/sounds/light to run like a cave.

  4. This is a problem with this version of the CK. Changes to face change don't seem to take effect .

     

    Via Fergal

    "Here's a technique that helps when modifying an NPC from the base game.

    Edit a NPCs warpaint face gen etc

    Click OK

    In the Object Window, find the base Actor you've just edited.

    With the Actor(s) selected, press ctrl+F4. Click "Yes" when prompted to export.

    This will create a DDS and a TGA in ...\Syrim\data\Textures\Actors\Character\FaceGenData\FaceTint\Skyrim.esm

    Note: The TGA is not really neccessary, as the DDS should be uncompressed.

    With these textures in place, run the game and test your NPC. Note that the plugin changes need not be saved.

     

    "

     

    Also search first before posting.

  5. Mark were all of the sliders are on the vid.

     

    Use CK to alter an existing Female Companion.

     

    Find the NPC in the object window.

    Should be located Actors -> Race -> Female/Male-Name

     

    Right click on the name and select edit

     

    Go to the Face Gen tab

     

    Alter the sliders to where they should be for the face you want.

    Hit the ok.

    Select the actor int he object window. hit Ctrl-F4

    Hit Ok

    This will have created Face gen files, they act as overrides to default values, so even without a "Mod file" (.esp) it will still load it.

     

    ^for the above this only works if the companion you edit is the same gender and race as the intended face gen.

  6. Makes changes to NPC in CK.

     

    Find NPC in "Object Window"

     

    Select them and hit Ctrl-F4

     

    Hit yes.

     

    This generates skin tone files that override the default values that messup changing warpaint.

     

    you do not need a .esp for this to work I think.

  7. There are probably scripts attached to each of the bookshelves and inorder for them to work they need a Unique Ref ID.

     

    Try Copying a Bookshelf and any volumes that might be used to represent the differnt shelves, paste in new location. Give each a unique ref id and see if the Volumes need to be linked to the bookcase or vice versa.

     

    Best way to do it, is called Reversed, engineer. first create your copy to look like the original, then create a copy of the script swaping out unique IDS.

  8. Ahh I see, when he said to look up the actor in the object window, I was thinking the render window. I got it to work now, thanks! I found a "Update NPC Skin Tint" thingy in one of the drop down menus at the top of the toolset. Sadly it didn't seem to help with editing existing NPCs in Skyrim.
  9. look through the scripts in editor for anything that might control leveling. there may be a method listed in there for detecting when a player levels up, or skills up. Hopefully Skillup detection isn't hardcoded into engine >.>
  10. Also crashes are Usally pretty normal. Unless they are always happening at the exact same point, thats bad.

     

    Pro Tip 1: Save

    Pro Tip 2: Save multiple copies (I.e Myhome1 myhome2 etc etc)

    Pro Tip 3: Don't save over copies you want to keep.

    Pro Tip 4: Save Often.

  11. You need a .BSA extractor that can extract the data. I don't think they changed anything from Obliv/Fallout so their BSA managers should do the trick.

     

    Are you trying to use an item for something other then it is? I.e use a sword as armor, torso as a shield.

     

    If NOT, then you can find the item in the toolbox in CK right click, edit, Change the ID (NOT the name) of the object. Hit ok/apply. It will ask if you want to create a new object/actor/whatever, hit yes. Boom you got your self a brand new uniwith its own unquie ref id.

  12. I'd recommend looking to see if there is a OnSkillUp method to bounce your Get skill and addperk script off of.

     

    Running off loading or time is most certainly a waste of resources and just not a good practice.

     

    I haven't dived into the Papyrus yet, but when I get home I'll look for a good method for you to bounce your script off of.

  13. In my experiments last night I was finding changing a tat would cause the skin to go do default pink color, work with a Orc and it will be very noticeable....

     

    ^Also the character I was working with Bogarkh Steel Heart, had default settings of "black" (The second one down) for the universal warpaints with interpolation of 0 except for the active one which was WarpaintRed01 and interpolation 1.0. Her settings for the orc warpaint were all "color Average" with interpolation of 0.

     

    Yet when I set the active warpaint to black, interpolation to 0. Set the other Warpaint to warpaint red and IntPol 1.

     

    Save, save Load game.

     

    And her face was pink, no tat, and her skin town was changed as well.

     

    Looking at her in the preview for the CK it looked fine.

     

    I have a THOERY that it has to do with modifing currently existing NPCs. If you do so, it is just like when you type "Showracemenu" in game your character will default skintone and turn off warpaints.

     

    I'll test this more once I get home from work.

  14. Not sure how much Modding experience you guys have with previous TES/GECK tools, but unstable has always been its middle name.

     

    Are these crashes while your in the process of modding AFTER loading skyrim data, are they consistantly at the same point?

    -These might be the normal run of the mill crashesh that happen because they surgicaly removed a bunch of junk from the Toolset to get it to us. So just try your best to work around them, SAVE OFTEN AND ALWAYS KEEP BACKUPs.

     

    Crashes causes when using Text/object find aren't unusaly they tend to be in fact the client LOOKS like it is hung up to windows who then spawns its program not responding message etc etc.

    -When it goes into an unresponsive state like that it can help to give it 5-10min before you start clicking stuff.

     

    Crashes that Happen WHILE loading Skyrim data, may be like the text/object find. To windows it appears it stopped working when it really didn't.

    Give it some extra time to load things before you try to let windows shut it down.

     

    CTDs are pretty unusal, usally you'll get a window "This program is unresponsive message."

     

    All in all most tools end up being unstable even when the devs use them. Like 3Ds MAX, Torque Game engine, etc etc

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