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Everything posted by ANative
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[LE] Enable Sky Lightning Dynamically?
ANative replied to ANative's topic in Skyrim's Creation Kit and Modders
Towards everyone having the same problem and who doesn't want to wait until arturo bestows his secret innovations upon the modding community. My proposed solution from last page works, I just tested it. You can simply use dummy weathers for the interior parts and "real weathers" for the exterior parts and change them dynamically via three lines of code when getting closer to the exterior parts. There is even a vanilla triggerbox from the dawnguard dlc that does that, so you don't even need to code yourself. Now I only need to get some LODs in my interor cell for maximum immersion... -
[LE] Enable Sky Lightning Dynamically?
ANative replied to ANative's topic in Skyrim's Creation Kit and Modders
Thank you very much for that detailed answer! I think I have found/ thought of a good solution for the problem I had. I think I can just use a single interior cell, have skylight enabled constantly and use two weathers. One Dummy weather for the interior cell that doesn't change over the time of day and gives me the typical interior look and one exterior weather that changes with the time of day. As soon as the player leaves the inside a script changes the weather (There's even a vanilla script for that.) It's very similar to what Bethesda does in Blackreach where they emulate an interior cell via a weather. 90 % sure that works, but I haven't tested it yet. Sarcasm yes, arrogance no. You were very confidently stating wrong facts about the CK and I was merely pointing that out. Also you claimed to have a solution that you wouldn't share. I get way and that's ok, but then... why tell everyone at all? -
[LE] Enable Sky Lightning Dynamically?
ANative replied to ANative's topic in Skyrim's Creation Kit and Modders
Look, if you want to be the grown up here, act like one and don't delete your posts because you got some facts about the CK wrong... Everybody gets things wrong, it's not a big deal unless you make it one. Thanks for your answers nonetheless. -
[LE] Enable Sky Lightning Dynamically?
ANative replied to ANative's topic in Skyrim's Creation Kit and Modders
I wasn't judging I perfectly understand. You just understood it as judgement. So you're the guy with the good CK knowledge? Changing lightning templates and imagespaces is one of the basic features of room bounds. It's used in almost every vanilla cell that uses room bounds. To adjust fog for example. It was just a first thought and it would work. You could stack them on top of each other linked to the neightbouring rooms via portals and only ever had one enabled. No rendering problems. Just problems with slowly changing light... that's why I am here to ask experts with 3000+ hours of hard work. -
[LE] Enable Sky Lightning Dynamically?
ANative replied to ANative's topic in Skyrim's Creation Kit and Modders
So you're saying something similar can be done (with tricks) but you won't share it in order to keep your mod special? I was thinking about trying to emulate a transition via different room bounds where you can indeed assign different lightning templates and different images spaces to different areas within the same cell depending on the player's position. However this approach has some issues with different daytimes where different lightning is required. One could enable/disable various room bounds depending on daytime via a script but that solution comes with a bunch of new and different problems so I was wondering if there was a proper way of doing it. -
Hi everybody, I was wondering if there is a way to dynamically enable Sky Lightning in an interior cell depending on your position. Basically one part of the cell is a proper indoor interior, but I'd like to have an open transition to an exterior area (in the same cell). In the exterior I want to use the Sky lightning while in the interior part I want to keep the normal interior lightning properties. Does anyone know weather this is somehow possible or not? Best Alter Native
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[LE] Crash in Custom Exterior Cell
ANative replied to ANative's topic in Skyrim's Creation Kit and Modders
Thank you very much maxarturo! You were right (I think and hope :ermm: ). I think I found the broken nif. It was a resource file that only provide the fence of the Thalmor embassy as a BSLODTriShape instead of a NiTriShape. Removing that .nif seems to have solved the issue. The weird thing was that it never crashed on COC in the exterior, but on doorchange most of the time and sometimes when you approached it from other exterior cells... it crashed around 30% of the time... Anyway, thanks. -
Hi everyone, I'm working on a custom exterior cell and I'm trying to figure out a weird crash that I'm having. Sometimes ~60-70% of the time when I approach my custom edited exterior cell in the game world by walking to it the game crashes. The navmesh is completely untouched and there are no doors yet leading to that cell. There are just a couple of statics placed in the game world ~50 to 100 nothing unreasonable. All statics work fine within a testcell. I can enter that cell without any problems so I think I can rule out a broken .nif. As soon as I copy the statics from the testcell to the exterior cell the game starts to crash somewhat randomly. - The landscape is untouched - The landscape doesn't crash without the mod activated - The navmesh is untouched - No vanilla objects are deleted - All objects by itself load fine within the creation kit and within an interior test cell - It even sometimes crashes on a mostly clean MO profile with a new character Anyone got any idea of what could be wrong? Thank you!
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[LE] Ordering Parent Masters of .esp
ANative replied to ANative's topic in Skyrim's Creation Kit and Modders
Thanks! I'll try that! Why do I have to make that switching between .esp and .esm? When both .esps are an .esm and I duplicate the cell I create a new .esp and don't copy the cell to the target .esp that has now become a .esm? -
Hi guys, I've two .esps A & B and I want to copy a cell between them via duplication while having them both loaded. That cell uses files from both Dawnguard & Dragonborn. In the "Parent Master List" of .esp A they are ordered as Dawnguard.esm Dragonborn.esm while in the other as Dragonborn.esm Dawnguard.esm That means after copying and reloading the cell all assets used from Dragonborn and Dawnguard are removed as Skyrim basically just remembers .esp A uses object Nr. 1234 from Masterfile 2. When it then tries to load the same cell with a changed Parent Master List, Object Nr. 1234 of previously Dawnguard is now refereing to Object Nr. 1234 of Dragonborn. As that object likely doesn't exist it gets deleted and the whole cell is broken. Is there a way to fix that? Basically I need to rearrange the .esm of the .esp. I know there is this guide in the CK Wiki that talks about changing the order of master files, but the solution doesn't seem to work. As the objects still get deleted, even though the list has changed. As far as my understand goes, an .esp remembers the the objects with respect to the position of the .esms in the masterlist which doesn't get changed for each individual object with that suggested solution and thus it doesn't work. Anyone has some experience with a problem like this?
