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Posts posted by ANative
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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...
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[snip]
Ye in short all You need is:
- Exterior World for Interiors
- Region for each Interior in your Exterior World
- Many Scripts ( 1 Cardinal nad 3 control scripts :o )
[snip]
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.
I didn't erase my posts because i got my facts wrong, i did forgot about that particular subject, and it's quite reasonable to forget or mess something up, after all we are all just humans, and CK is not my only occupation outside work.What bothers me is your sarcastic and arrogant attitude torguard someone that's just trying to help you !.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?
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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.
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"So you're saying something similar can be done (with tricks) but you won't share it in order to keep your mod special?"Don't you think that it would be completely unfair towards myself and the 3000+ hard working hours that i've invested in this project, to just share my innovations before the project is even released.No "tricks", to achieve this you need a good knowledge of CK, the game engine and Papyrus, this requires a good... Good knowledge of scripting.
I wasn't judging I perfectly understand. You just understood it as judgement.
"I was thinking about trying to emulate a transition via different room bounds where you can indeed assign different lightning templates"
Room Bounds are only for "Optimization" (what should / shouldn't be Render), you can not assign "Lightning Templates" to a Room Bound, they have nothing to do with applying visuals, only restricting them.You can only assign ONE Lighting Template per cell.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.
"One could enable/disable various room bounds depending on daytime via a script"This will result in very bad things, with the first been that meshes will stop been render and you will might end up seeing just an empty void.And highly possible CTD (if the player is in the same cell) when you will try to enable/disable from one Room Bound and their corresponding Portals to the other.
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.
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Unfortunately CK does not provide such an option, neither for exterior or interior cells.If i understand you correctly, you want to simulate real time/world lighting, like been in a pitch black dungeon then exiting to a bright opened exterior part of the same cell, real time lighting transition.This can not be done due to the fact that the cell uses "One ImageSpace" and "One Lighting Template" at any single time, and since you can not change the "Lighting Template" via scripting (such a function does not exist neither with vanilla or SKSE or other scripts plugins) you are limited to what you can actually do with lighting in the same cell.You will need to do what's traditionally done in this case, create different cells that will use different lighting.This is one of the two things that i focused a lot to achieve in my project, weather system for interior cells and realistic lighting transition, both can not be done !.However, i did manage to achieve both of them, but this will required from you to star thinking outside the box... way outside the box !.* I always provide assistance to fellow modders in every way that i can, but with things that I've never seen done before, i'll tell you that it can be done but not the how.Not at least after i release my mod, afterwards i'll even release all my innovations as modders resources.Have a happy modding !.
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.
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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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If you are using modders resources it can easily be a nif issue.If you have 50 nifs, seperate them in groups of 10 and test each group until you find the problematic nif, also after you have paste the COPIES > DUPLICATE them and DELETE the COPIES.Is highly possible that the fact that you only encounter CTD in an exterior cell is related to NODES or LOD.From what i have discover, a big portions of those modders resources are badly made, and i always check them before using them.I've encounter the same issue with one of my heavy load interior cell and after three weeks of searching it turned out to be only one mesh which its nodes were all F***** UP.
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.
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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! -
Use TES5Edit to re-order the master files in the plugin that has Dragonborn before Dawnguard.
Then before loading the plugins in the Creation Kit make sure you false flag them as ESM files. Wrye Bash can be used for this. Right click on the desired plugin and choose "esmify". Whenever you want to test in-game, reverse the process by using the "espify" option and adjust load order as needed.
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?
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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?

[LE] How Do I Make Modder's Resources Work with The Creation Kit While Running It Through Mod Organizer
in Creation Kit and Modders
Posted
It's enough to add the .bsa of the mods to the archives to be loaded.
Open the editor .ini and add the respective .bsa to SResourceArchiveList2. That saves you disc space by not unpacking everything.