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acidzebra

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Posts posted by acidzebra

  1. (edit: oh wow, did NOT notice the poster above me resurrected a dead thread :( oh well left here in case someone new comes along)

     

    Duplicate away, it's better than changing the original game art :)

     

    Here's the cliff notes version

     

    A book. Make a duplicate in CK for your custom book. Note the inventory art reference. Make a duplicate of that too. Also take note of the world art used.

    http://i50.tinypic.com/dxi6v8.png

     

    Note the model used for the inventory art.

    http://i50.tinypic.com/1oom03.png

    Open that model in nifscope, point this textureset to your new textureset, save as new file. Do the same for your world art.

    http://i50.tinypic.com/352g17o.png

    Now update your duplicate books to use the newly created models using the new textures. One completely custom book, created!

  2. Here's the solution from the page i linked to, hasn't failed me yet on multiple playthroughs.

     

     

    You may wish to save your game before taking the following steps:

    1. If you do not have both the Flames and Frostbite destruction spells, you can climb the ramp at the southeast point in the room and obtain one or both spell tomes from the table there. Only the Frostbite spell is required.
    2. Return to same position you assumed when placing the crystal.
    3. Notice that there are three horizontal blue bands circling the upper portion of the room, each with a round reflector positioned at some point around it.
    4. Direct a Frostbite spell into the middle of the ring where you placed the Crystal. When the beams move, cast a second Frostbite spell. When the beams move again, cast a third Frostbite spell. Note that other combinations of the Flames and Frostbite spells may also work. Do not use other spells.

    When you say "equipped" that creates confusion - perhaps you mean "installed" ;)

     

     

     

  3. For large worldspaces you generate heightmap > terrain > then detailing. Since you've gone straight to detail you've essentially skipped the heightmap stage (this is fine for smaller and medium-sized worldspaces, so don't worry about it - it would be too much work to manually build a worldmap the size of Tamriel and that's where heightmaps come in).

     

    If you want some more tips

    a) make a manual backup of your file before you start working and every 4 hours, especially when things get complex. The CK autobackup will only save the last X saves (if turned on) so if you save a lot that is useless.

    b) if you're going to add dragons you will need to generate terrain height data (not heightmap), details here or they will just fly through everything

    c) if your worldspace is fairly large and you get terrain and building pop-in or fade-in (or you don't get the "endless sea" view you would get in a port town) you will need to generate LOD for terrain and/or objects. I find terrain LOD is easiest done through Oscape, details here and object LOD can be done through the CK, the most complete information I found here.

    d) if you're doing landscape texturing with the CK's landscape/paint tool remember that there is a maximum of 6 textures in every cell quadrant and if you go over that black spots will appear. You can remove them by undo or move the camera into the offending cell, press "H" to enter landscaping mode if you're not already in it, then "i" to get the quadrant texture info window. you can select any texture and press del to remove it. The CK will not ask for confirmation and just do it so be careful.

    e) don't go around changing water and land height in world > worldspaces after you initially set it because it may confuse the hell out of oscape and the CK terrain LOD generator, preventing you from generating proper terrain LOD

    f) similarly, in World > worldspaces don't touch the usable dimensions or cell coordinates (in the map sections) unless you know what you're doing

    g) LODs are generated at several levels (2,4,8,16,32 IIRC) with less mesh detail the higher the level. The highest (least amount of detail) level, the 32 set, is used to build the local map data (what you see when you press M ingame)

     

    That's all I can think of for worldbuilding right now.

  4. Scriv: if the worldspace is large that would make for some awfully big collision markers. The preferred way is, I think, to use the region editor (menu World > Regions), select your worldspace from the dropdown, define a new region (right-click in the region name list > new region), select that region and designate it as a border region (Tab general, check border region, apply), and then draw your desired borders in the little world map shown (left-click on a cell to place marker, left click new cell to place marker, two more times until you have a nice box (or more if you need a different shape), then right click in the map window and choose "done" to complete the box. Or undo last point to go back. Then apply once more and close the editor.

     

    This may sound more complex than it is, see this page (for fallout but still valid) for more graphic detail.It also talks about lots of other stuff but you just want to know how to draw a region. But man you can do some awesome stuff with the region editor.

     

    When you try to cross the border you will get the familiar "you cannot go that way" message.

  5. Wow, this is not even my mod and I'm getting frustrated because I don't see it. Aside from some high-poly triangles in the cell just below the house which should be simplified, that gazebo circle which is probably too thin to have AIs successfully walk it and a possible floating island in the main house area which I think is actually the balcony (nice idea), I just don't see it. It looks clean enough.

     

    Have you tried running a pathing test in that main house cell?

    http://www.creationk...m/Pathing_Tests

    (does the CK think the AI will be able to navigate as expected)

     

    Have you tried making where you want the AI to walk a preferred path?

    (select the triangles which form your desired path, press P - the triangles will change color to that of the road)

     

    :psyduck:

     

    Brutal suggestion: make a backup of your file, go into the cell, click menu navmesh > remove cell navmeshes, then save. Weep for the loss of your carefully crafted navmesh. Auto-generate a new navmesh (a havok-based one, I would think). See what the CK comes up with. Save and test first after the usual finalizing and cover removal/generating, then, if pigs fly and it works, cleanup.

  6. Very strange, I've not seen this behavior and I've messed with Tamriel, custom worldspaces, and interior cells.

     

    Could you post a 45-degree angle shot of the same area as pic #3 with just the navmesh showing? There must be something we're missing but I can't for the life of me think what.

     

    It looks like a lovely place, by the way.

  7. 9 vs 9 votes, how exciting :ohdear:

     

    I don't care if the chest moving up and down is an oversight or intentional, chest moves up and down ingame = breathing. Also being able to drown is a strong argument. "Talking" not so much, that just indicates a vampire still can force air through the larynx if it chooses to do so.

     

    Now, knowing the guy asking the question is the wet and cold author, the next logical question should be "is the vampire's body temperature high enough to cause breath condensation in cold climates?" :dance:

  8. Okay it's not entirely clear but based on the third pic what I think is happening is that the gaps between the main mesh and your little "peninsulas" (basically everywhere where I see a cover wall on two sides and maybe especially where I don't but I think there should be, which I bet is where the problem is) are so small that the AI pather thinks "I can bridge those, silly human probably forgot to close the gaps!" (even though the peninsula may be on the 2nd floor)

     

    Try widening the distances on both sides of the fence/porch/whatever.

     

    By the way - have you checked your navmesh for errors? Just checking - I sometimes forget.

  9. I was kind of hoping for a dirty exposé here going by the title.

     

    Perhaps it was the last thing before a crash

     

    I've long ago given up trying to blame my last papyrus entry to the actual cause for the crash - but nevertheless this is interesting data :)

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