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acidzebra

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Posts posted by acidzebra

  1. If you're going to mess with vanilla AI packages and plan to release a mod - don't (unless you actually want to change all actors but it doesn't sound like it). Make a copy of the package, then modify that. That package has 302 users, all of whom will be affected by your changes. Just FYI.

     

    If you're just messing about (and I do love me some messing about), open your mod with either TESVgecko or tes5edit and remove the offending record(s).

  2. "Unofficial Skyrim Patch.esp Active

    Bash Tag suggestion(s): {{BASH: Delev, Relev}}

    Note: Recommend to use the Unofficial Dawnguard Patch in addition to Dawnguard. This is need for correct work with Dawnguard."

     

    ...probably a good idea to add the UDP.

    .

    dD-SkyrimMonsterMod EBT Patch.esp Active

    dD-Dawnguard-MonsterMod EBT Patch.esp Active

    Incompatible with: dD-SkyrimMonsterMod EBT Patch.esp

     

    ...you should not run both.

     

    "Sneak Tools.esp

    Error: Delete. Already included in SkyRe_Main.esp."

     

    ...

     

    You know, you should not just run BOSS, you should act on the messages.

     

     

    I have no idea if all of these mods will play nice with Hearthfire, being that it's pretty new and all.

     

    I never had much luck running warzones + tons of other mods, myself. Lots of CTDs for me. For that matter, open cities usually ended in tears for me.

     

    I have no idea if your SkyRe load order is correct.Or if all the OTHER mods have compatibility plugins, I don't recall. Check the mod pages to see if there are skyRe patches.

     

    ...and finally, is your Skyrim up to date? What version?

  3. Yes, making a mock data folder plus subfolders, dumping it all in, and then zipping/raring that will work fine too. Probably better if you are using many resources and subfolders. What the hell are you building? http://forums.nexusmods.com/public/style_emoticons/dark/happy.gif
  4. If you're using winrar, just rar/zip your esp file as you normally would (I only have winrar but I imagine the process is much the same for winzip or other archive software)

     

    Next, open the archive using winrar.

     

    1. right-click in the files area > new folder. Call this folder "meshes"

    2. Open this folder by doubleclicking it (still in the winrar program)

    3. If all your meshes are in the data\meshes folder, just drag and drop all the meshes you need from explorer to winrar, you will get a parameters dialogue, normally just click OK

    (if your meshes are in a subfolder of \data\meshes, recreate this folder structure first, then drop everything in the proper subfolders)

    4. Do the same for \textures, and for whatever other custom resources you have used.

     

    Finally, test your archive just to be sure - close it, then extract it to a test folder - does everything look the way it should? i.e. esp at top level folder, then subfolders with all the meshes etc. You may also want to test this in a "live" skyrim installation which hasn't seen your mod (or temporarily remove your mod + resources used).

     

    This is the "loose files" method, in that people extracting your mod will end up with a bunch of loose files in their skyrim data folder. I may be doing it in a horribly convoluted way, I don't know how everyone else does it. This works for me.

     

    The other method is using the archive.exe tool which came with creation kit to create a single BSA file - for that method see

    http://creationkitad...ive-for-skyrim/

     

    Which is better? I personally have no real preference, but some people have problems with BSAs if the comments on many mod threads are to be believed - I've never had them myself so I don't know. Other people dislike having a bunch of random files in their data folder. You could go the "complete" route and offer both, if you really wanted to please everyone.

     

    Not a stupid question - all part of the process ;)

  5. If it's a modders resource, it's pretty much a given that you're going to use meshes from it. The prohibition is talking about rehosting the entire file somewhere else.

     

    If some other people see the meshes and/or textures, it means they already have that resource or another one which uses the same meshes/textures.

     

    Unless you screwed up something else, but let's assume not and given that you haven't actually packed the meshes and textures with the archive, it's a safe bet.

  6. Kind of discouraged with my mod atm - getting reports that the mesh/texture files are missing when people download it, but l don't know how to fix that. /:

     

    If you've created or are using unique textures or meshes they are living in \data\textures and \data\meshes (or subfolders of that) of your skyrim installation. You need to package them in your archive.

  7. the other thing i wonder is lets say i have the navmesh done, i go ingame and go into the castle, my followers wont go in like they wont go in castle volkihar court garden but they will follow me into orlock castle mods interior. and i do want to set it up where like you ether kill count dracula and winn the key to the castle or you nock him down to his kneys but he is still alive and he gives you the key to the castle and will not attack anymore but i dont know how to script that.

     

    That's actually several questions :)

     

    For the navmesh, you need to finalize it after you've hooked up your castle to the world (door in your castle > teleport > door on the outside in Tamriel)

    http://www.creationk...alizing_Navmesh

     

    For the scripting, you should probably ask a new question on here once you get to that stage. And, you know, learn a little bit about Papyrus scripting ;)

    • Load the Creation Kit as normal. Load your plugin (or create a new one)
    • In this example, we’ll pretend our active plugin is “nifty.esp”
    • Launch Skyrim as normal (and load your cell if it's an interior)
    • Make some changes in the Creation Kit, such as moving or adding a static.
    • In-game, open the console (~) and enter the command: “FCF”
      • This step only applies if you loaded nifty.esp in the Data files section of the launcher
      • This only has to be done once per boot of the game.
      • FCF is shorthand for “force close files”, and allows the Creation Kit to save a loaded plugin

      [*]Return to the creation kit and save nifty.esp[*]Return to the game. If possible, position yourself where you’ll notice your changes.[*]Open the console and enter: “HLP nifty” (or the name of your .esp file)

      • HLP is shorthand for “Hotload plugin”

      [*]The scene will re-load. Your changes show now be visible in-game!

    Source

    http://www.bethblog.com/2012/06/19/creation-kit-hot-loading/

     

    Works as advertised for me.

     

     

     

  8. I'm not sure if it's roombounds - but View > Show/Hide Window > enable Portals and Rooms.

     

    This will show you huge blue cubes if roombounds are defined.

     

    Not sure if you should just go about deleting them - they improve performance in large interior cells. However, if you've moved geometry you may just be able to move them around - but you'll have to move the portals too. Maybe just easier to delete the bunch and create new ones as needed. Read up on the CK wiki article linked to earlier.

     

    (the roombound button is the "empty box" icon in the same row with the trigger box - about in the middle, but unless you have rooms/portals set to on AND have selected the objects you want to include in your room nothing will happen when you click it)

  9. This thread veers between annoying me with rigid lore-mongering and making me laugh out loud with... that other stuff :biggrin:

     

    I think I may have to mod up some magic thermal underwear of +5 frost resistance, just to put everyone's minds at ease over the skimpy armor issue vs cold climates.

     

    *must...wash...eyes...with...soap...to....remove...image....of...naked...flapping....dovahkiin*

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