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acidzebra

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Posts posted by acidzebra

  1. Needs moar barrels

    http://skyrim.nexusmods.com/mods/26035

    book piles

    http://skyrim.nexusmods.com/mods/21283

    morrowwind stuff

    http://skyrim.nexusmods.com/mods/24883

    couple of display cases

    http://skyrim.nexusmods.com/mods/15997

    some more objects

    http://skyrim.nexusmods.com/mods/26132

     

    I'm actually a little disappointed in how little clutter has been added to skyrim. Perhaps if the import process wasn't such a total pain...

  2. I didn't link to the vids this time - these links are explanations of what finalizing a navmesh is, why you need it, and how to do it.

     

    You can finalize multiple times, no problem. You can also alter your navmeshes, but this typically is more work (removing triangles, moving them) so generally you only really want to add the navmesh to your final layout.

     

    Automatic navmeshing typically has issues with stairs/bridges/elevation. You can fiddle with the parameters in the generation dialog, but this typically leads to other weirdness elsewhere in the level. You'll have to go in manually.

     

    Say you have this bridge, as you can see the top floor has some navmesh and the bottom has some, I want to connect them, Make sure the navmesh bar has triangles, vertices, and edges set to active:

    http://i47.tinypic.com/s309oo.png

     

    And off we go. Here's the bridge:

    http://i47.tinypic.com/a5cf89.jpg

     

    What you do is left-doubleclick the edge of the triangle which will lead up the bridge, the two points at the edge will turn green if you do it right.

    http://i50.tinypic.com/j94zfo.png

     

    Now holding CTRL, you right-click somewhere on the bridge itself and a new triangle will appear

    http://i49.tinypic.com/1fak4i.jpg

     

    At this point I usually cycle through the views with the W key (press it a few times, it's like magic) to make sure it's at the right elevation and place and that the right next edge is selected - the system will automatically select another edge for you to continue your navmesh but it often picks the wrong edge. Here you see it has selected the edge with the two points on the side of the bridge but I want the other edge. You press TAB and the correct edge will be selected.

    http://i45.tinypic.com/2istvlg.png

     

    Hold the CTRL key again and right-click, making a new triangle:

    http://i45.tinypic.com/2ihmj2w.jpg

     

    Now normally I would work my way upwards first but for this example we will connect the other half - I left-doubleclick the edge marked with the red arrow first to select it, then hold CTRL and left double-click the edge marked with the blue arrow. (the other way around works just as well)

    http://i50.tinypic.com/64dl68.png

     

    And voila, the system will connect the two edges with a nice triangle. This technique (CTRL+doubleclick one edge, CTRL + doubleclick second edge is also how you join two disparate meshes).

    http://i46.tinypic.com/99qhdk.jpg

     

    This way you work yourself up the bridge, and then use the ctrl+left-doubleclick to connect the bridge and upper level navmesh when you get there. If you make a mistake, CTRL+Z will undo your last move (you may have to delete a stray point), but after you do, you will have to reselect your edge or whatever you were working on.

     

    Pay attention to left- and right clicks and when to do which, and this may look like a chore but once you get the hang of it you can mesh levels pretty quickly.

  3. Even though you've resurrected a thread 10 months old, that's kind of fitting for a necromancer. Can you test out the attached file please?

     

    Changes:

     

    - changed encounterzone to noresetzone

    - changed location so it won't be picked for radiant quests, added playerhouse data

    - changed double bed to playerownedbed (also double)

    - replaced two single beds with bookshelfs

    - added satchel near enchanting table and alchemy table

    - added one player-owned chest

    - added one mannequin

    - added weapons rack

    - added couple of idle markers left and right

    - ensured non of the other chests/drawers/whatevers has the respawn flag

    - cleaned up navmesh

     

    I won't be doing any extra work on it unless there is some kind of showstopping bug, nor will I expand the caves.You'll still have to clean out the cave by removing the previous occupants, but after that it's all yours.

     

    http://i47.tinypic.com/2eold2s.jpg

  4. Odd, normally the LOD files for tamriel are read from skyrim-meshes.bsa and skyrim-textures.bsa

    After reinstalling, did you continue with your same save or did you start fresh? Does the issue happen with a fresh game?

    (just start the game, at the title screen open the console and coc whiterun - is LOD working properly now?)

     

    If yes, there's something borked in your savegame.

     

    If not, let's try a workaround hack

     

    Try grabbing a copy of bsa browser.

    http://skyrim.nexusmods.com/mods/1395

     

    From skyrim-meshes.bsa select and extract (action > extract)

    - tamriel.lod from path LODsettings

    - everything in path meshes\lod

     

    From skyrim-textures.bsa select and extract

    - everything in path textures\LOD

    - tamriel.objects.dds and tamriel.objects_n.DDS from path \textures\terrain\tamriel\objects

     

    After this you should see a folder \lodsettings and \meshes\lod\xxx and \textures\terrain\lod\xxx in your data folder. Launch the game again, see if this fixes it.

  5. Sounds like an admirable (if huge) project. To make your life a little easier, you could ask the tes5edit team if there is any chance of adding an export function (like "take all the edited/deleted vanilla records and dump them in a csv format"). There is another program tes5dump which will dump ALL records of a given plugin (it's a commandline tool) which you can write to a text file but then you just have this massive text file; you'd have to build your own excel (or whatever) tool to compare records to vanilla.
  6. I can't find the forum thread now (it wasn't on the nexus) but some people were making rather big changes to skyrim itself, they needed an ini file to override the skyrim one, and I think they said the changes wouldn't apply unless they stuck the ini inside the BSA file. Which didn't make sense to me, and it was a pretty old thread, but it seemed to work for them.

     

    I do hope you get it working again, it's such a lovely map.

  7. Yes, tes5edit will tell you, at least for the cells and objects and worldspace. Scripts, I'd have to check a completely vanilla install but I think that folder starts out pretty much empty except for the source directory.

     

    Depending on how many mods you're examining, this may take AGES, even with TES5edit's filtering ability. And it will only be valid for that particular version of a mod you're examining, if an author updates their mod and adds/changes stuff...

  8. Creating a new worldspace is as easy as going to world menu > world spaces, right-click in the editorID list > new.

     

    http://www.creationkit.com/Worldspace

     

    Bam. New world. Actually adding content to your new world can be quite a challenge, given that some of CKs tools are... a little broken. Even Bethesa doesn't use the CK heightmap editor anymore for world generation. ( http://www.creationk...ightmap_Editing )Here is a tutorial for something that will work.

     

    http://hoddminir.blo...-in-skyrim.html

     

    It's quite involved, but don't get discouraged. You can also edit the worldspace directly with the landscaping tools, but you'll be going at it for a long time.

     

    http://www.creationkit.com/Landscape

     

    Linking up your worldspace to Tamriel can be done in a variety of ways, for example, put a boat near a jetty, put in a ship's wheel, put a triggerbox in front of the wheel. When the player enters the triggerbox, have a script ask him if he wants to travel, if yes, use fast travel to move him him and his party to the new world where you've placed a boat and an xheadingmarker.

     

    Setting up triggers

    http://www.creationk...e_Player_Enters

     

    Scripted fast travel

    Game.EnableFastTravel()

    Game.FastTravel(TargetLocation)

     

    Like I said, you can do it any number of ways, teleportspells, magic carpets, cave entrances with autoload doors, your call.

     

    The nexus is littered with abandoned land mass mods, so I think you'll need something more if you want to draw people in.

  9. A sailing ship is just a flying ship at sea level (or vice versa for sky). Problem is all the flying ship mods I've seen tend to fly through everything. So do boat mods. You'd have to program in a lot of boundary conditions somehow. Not a small task. Unless you don't care about that, then it would be just a matter of taking a flying ship mod and lowering it to ground level.
  10. No idea, sorry. Don't know what mods you've been installing and pulling over time (as you're noticing, removing a mod may not remove all the effects and/or files and definitely not everything stored in your save games), I've borked my skyrim twice, and it's always been easier for me to just remove all of skyrim and reinstall clean, then add only the mods I definitely want, keeping it stable for an entire playthrough before adding new exciting stuff.
  11. RCRN dumps a lot of files in the skyrim folder which may not go away when disabled. The official uninstall docs say to remove

     

    injFX_Settings.h

    shader.fx

    d3d9.dll

    injFX_Shaders (the whole folder)

    rcrnShaders.esp (located in "Data" folder)

    RCRNvolumetric.bsa (located in "Data" folder)

    RCRNvolumetric.esp (located in "Data" folder)

    sun.dds (located in "Data/textures/sky" folder)

    sunglare.dds (located in "Data/textures/sky" folder)

    snow01.dds (located in "Data/textures/landscape" folder)

    snow02.dds (located in "Data/textures/landscape" folder)

    snow01_n.dds (located in "Data/textures/landscape" folder)

    snow02_n.dds (located in "Data/textures/landscape" folder)

    grasssnow01.dds (located in "Data/textures/landscape" folder)

    dirtsnowpath01.dds (located in "Data/textures/landscape" folder)

    road01snow01.dds (located in "Data/textures/landscape/roads" folder)

    road01snow01_n.dds (located in "Data/textures/landscape/roads" folder)

    treepineforestbranchcompsnow.dds (located in "Data/textures/landscape/trees" folder)

    ALL THE FILES LOCATED IN "Data/textures/terrain/tamriel" (ONLY the ones located in the main one, DO NOT TOUCH subfolders!)

    fxsnowflakesblur01RCRN.dds (located in "Data/textures/effects" folder)

    rcrn_DynamicInteriorFix.pex (located in "Data/scripts" folder)

    rcrn_DynamicInteriorFix.psc (located in "Data/scripts/source" folder)

     

     

    ...which may or may not mess with other mod's additions. You may want to manually remove them and reinstall ENB.

  12. @Veltoss - thats what i was thinking. However, if you're going to remove it, do it in a small cell, wait 30 days, the entire clean save procedure because it may cause lots of ctds otherwise.

    @maid - no idea, sorry. I'd say one of your armor mods, obviously. I dont think its in the hothtrooper compilation, maybe the song general, i dont know that one (or any bear armor)

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