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Shoneah0Tokala

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Everything posted by Shoneah0Tokala

  1. Okay, depending on the of mods you add this can be quite a long proccess, what you need to do is go to your skyrim directory which should look something like this: "C:\Program Files (x86)\Steam\steamapps\common\skyrim\data" and delete everything associated with your mods. I can't quite remember what an unmodded data folder looks like to be honest so it may be a bit of guess work but you will need to delete all the bsa's, esp's and esm's except for skyrim, update and any of the bsa'sstarting with: "Skyrim - &quot" Also if you have dawnguard, hearthfires or dragonborn installed then you can leave those ones in. Finally you you will need to delete the meshes, textures, interface, animation, misc, shaders, sounds, voices and voicesextra folders - folders, not bsa's (i think you can delete the entire folder but don't hold me to that) then poke around the scripts folders here is the tricky part because I'm not sure what scripts are meant to stay. but you will need to delete any scripts belongingto the mods you deleted, and also returning any of the original's that were replaced, there will also be some other folders depending on what mods you had. That safest way to be sure is check the mod pages for uninstallation instructions though this can be quite tiresome. Failing that re-installation :confused: Hope this helps.
  2. Ok, so a basic rundown of my problem is this, I built a piece of armor at the _1 end of the scale and tested it in game, everything worked fine but there was no slider functionality, tried to scale the vertices manually and re export as _0, when I was poking around in nifscope I saw that the exact same armor had more vertices on the _0 which is bloody strange. anyway, I went in game and tested there no still no functioning weight slider (_1 mesh for nay weight). For my final attempt I tried using the So Much Morpher (SMM) utility to see what it would do (I've had problems with the SMM before where _0 and _1 were both fine but any intermediate was extremely messy.) and even though it all looks good nifscope it causes a ctd when I try to equip the armor and use "SHOWRACEMENU", go to the Appearance mage (dawnguard) or type "Player.setnpcweight 0" into the console. For good measure I attamped to change my weight via these methods then equip the armor and still got ctd at the point of equipping, Any help would be amazing and I will personally shake your hand (via the internet :teehee: )
  3. I know I'm weighing in a little late but I think it is a very good idea however there are a few concerns that make me hesitant to offer my straight away, 1, I've tried adding custom model "demi werewolves" to the game but the only way to allow transformation is via an animal transform script as the werewolf transformation is unique (reletivaly speaking) hence any alteration to that and you still get a werewolf, as for the animal trasformations there is an occasional stuck issue where you can't transform back if you haven't completed most of the companions questline and even sometimes after that and this will be quite frustrating for players if we can't find a workaround. 2, as far as I am aware the skill trees are hardcoded into the game and new ones can't be added without removing a previous tree, unless you do it outside of the level up (check werewolf mods, some of those have extra skill tree's that don't alter the vanilla). And lastly as with any mod it's much better to save the really heavy ifeas until you have a better grasp of modding (that was my mistake, trying to create a worldspace when all I knew was how to make a 3d body in maya. so try and start with something a little simpler, ie, adding were crocs as killable creatures to the game. lots of people will like that I reckon, then after you've released a few bug fixes and gotten to know the CK better you could try and make them playable via a transformation script, then start adding abilities then maybe combine it all for your overall mod idea) aside from that if you need any help with bits and peices you can always drop me a pm, I have my own mods to work on atm but a quick model or two and maybe an explanation on some ck features shouldn't be out of reach. Hope it goes well and good luck with the modding
  4. So, while making a custom race in skyrim creation kit I add a spell (let's say blizzard) to the racial spell list, when I click ok and then reopen the race the spell is gone, tested in game - no spell basically I'm creating the most useless race in all of tamriel. I've tried deleting the race and starting from scratch but it happens again, i've tried reloading the ck but same problem "add, close, open and gone" but it doesn't do it with the vampire counterpart either which is why I'm gettting really confused. This is me adding the power and this is after pressing ok then reopening
  5. maybe you could try saving it as a new esp altogether (it could be that becuase you overwrite cloaks it only recognizes cloaks in game), I haven't encountered this yet so it's just a suggestion, another idea would be to open ck, load cloaks and bandoliers Esp's adn duplicate every cloak and bandolier that you wish to use then attaching the duplicates to the bandits and saving as a new esp. (I reccomend saving as a new esp because if you make a game destroying error you can just delete that esp without having to reinstall cloaks and going to get the cloak you want all over again)
  6. Ok guys, I made a snow elf race (Race power = Ice Form) The Ice form Power Relies on a bound armor and spell script to work, I've altered it so that until ateration reaches 30 it is simply a frost cloak spell after, level 30 you get the ice form armo and the two spells that go with it. Heres how it looks now: Scriptname IceFormScript extends activemagiceffect Armor Property ClothesCollegeRobesApprenticeVariant1 auto Armor Property ClothesCollegeBootsApprenticeVariant1 auto Armor Property BoundEbonyBoots auto Armor Property BoundEbonyCuirass auto Armor Property BoundEbonyGauntlets auto Armor Property BoundEbonyHelmet auto Weapon Property ElvenDagger auto SPELL Property IceformSpikeLeftHandSpell auto SPELL Property IceFormWallOfFrostSpell auto SPELL Property FrostbiteLeftHandSpell auto Event OnEffectStart (Actor ckTarget, Actor ckCaster) Utility.Wait(0.2) if((Game.GetPlayer().GetActorValue("Ateration") >= 30)) Game.GetPlayer().EquipItem(BoundEbonyGauntlets, 1, true) Game.GetPlayer().EquipItem(BoundEbonyHelmet, 1, true) Game.GetPlayer().EquipSpell(IceFormSpikeLeftHandSpell, 1) Game.GetPlayer().EquipSpell(IceFormWallOfFrostSpell, 1) Game.GetPlayer().EquipItem(BoundEbonyBoots, 1, true) Game.GetPlayer().EquipItem(BoundEbonyCuirass, 1, true) Else Game.GetPlayer().AddSpell(FrostbiteLeftHandSpell, 1) endif EndEvent Event OnEffectFinish(Actor ckTarget, Actor ckCaster) if (Game.GetPlayer().GetEquippedWeapon() == ElvenDagger) Game.GetPlayer().EquipItem(ElvenDagger, false, true) Game.GetPlayer().EquipSpell(FrostbiteLeftHandSpell, 1) Game.GetPlayer().RemoveItem(boundEbonyBoots, 1, true) Game.GetPlayer().RemoveItem(boundEbonyCuirass, 1, true) Game.GetPlayer().RemoveItem(boundEbonyGauntlets, 1, true) Game.GetPlayer().RemoveItem(boundEbonyHelmet, 1, true) Game.GetPlayer().RemoveSpell(IceFormSpikeLeftHandSpell) Game.GetPlayer().RemoveSpell(IceFormWallOfFrostSpell) Game.GetPlayer().EquipItem(ClothesCollegeRobesApprenticeVariant1, false, true) Game.GetPlayer().EquipItem(ClothesCollegeBootsApprenticeVariant1, false, true) else Game.GetPlayer().EquipItem(ElvenDagger, false, true) Game.GetPlayer().EquipSpell(FrostbiteLeftHandSpell, 1) Game.GetPlayer().RemoveItem(boundEbonyBoots, 1, true) Game.GetPlayer().RemoveItem(boundEbonyCuirass, 1, true) Game.GetPlayer().RemoveItem(boundEbonyGauntlets, 1, true) Game.GetPlayer().RemoveItem(boundEbonyHelmet, 1, true) Game.GetPlayer().RemoveSpell(IceFormSpikeLeftHandSpell) Game.GetPlayer().RemoveSpell(IceFormWallOfFrostSpell) Game.GetPlayer().EquipItem(ClothesCollegeRobesApprenticeVariant1, false, true) Game.GetPlayer().EquipItem(ClothesCollegeBootsApprenticeVariant1, false, true) endif EndEvent Now what I want to do is make this code work and add an extra couple of lines to tell the game that at level 40 alteration player gets "Ice Form Spike Left Hand Spell" and Ateration = 50 player gets "Ice Form Wall Of Frost spell". So how can I restruture the script to to allow this, or should I put the two spells into a seperate script? Any assistance on this would be very helpful because I'm still very new to papyrus. Thank you
  7. Aren't Bretons half mer anyway, you could have a variable that tells the game "if: 1 parent mer + 1 parent human = 1 baby breton", I like the idea of flipping a coin if 1 parent is beast race though, or add some half beast races "man/mer-Khajiit or argoninan" plus "Argonian-Khajiit" will add for some interesting looking characters with that last one :D Scaly Khajiit and Furry Lizardmen
  8. I'm afraid I'm runnng out of ideas then... Sorry i can't be more assistance, I know how it feels when it just won't happen how it's supposed to :(
  9. So I wrote a script for a bound armor and sword spell, unfortunately, as it say in the description after the power wears of my character is stark naked, I tried to add an extra couple of lines to the script to make him wear beggar clothes when it ends, which worked but then the player was stuck in those robes indefinately, as in I can't unequip them or put anything else back on. I am gonna attach my script to this post for users to look at and hopefully offer some insight. Scriptname IceFormScript extends activemagiceffect Armor Property ClothesBeggarRobes auto Armor Property ClothesBeggarBoots auto Armor Property BoundEbonyBoots auto Armor Property BoundEbonyCuirass auto Armor Property BoundEbonyGauntlets auto Armor Property BoundEbonyHelmet auto Armor Property BoundEbonyShield auto Weapon Property BoundEbonySword auto Event OnEffectStart (Actor ckTarget, Actor ckCaster) Utility.Wait(0.2) Game.GetPlayer().EquipItem(BoundEbonyBoots, false, true) Game.GetPlayer().EquipItem(BoundEbonyCuirass, false, true) Game.GetPlayer().EquipItem(BoundEbonyGauntlets, false, true) Game.GetPlayer().EquipItem(BoundEbonyHelmet, false, true) Game.GetPlayer().EquipItem(BoundEbonyShield, false, true) Game.GetPlayer().EquipItem(BoundEbonySword, false, true) EndEvent Event OnEffectFinish(Actor ckTarget, Actor ckCaster) if (Game.GetPlayer().GetEquippedShield() == boundEbonyShield) Game.GetPlayer().RemoveItem(boundEbonyBoots, 1, true) Game.GetPlayer().RemoveItem(boundEbonyCuirass, 1, true) Game.GetPlayer().RemoveItem(boundEbonyGauntlets, 1, true) Game.GetPlayer().RemoveItem(boundEbonyHelmet, 1, true) Game.GetPlayer().RemoveItem(BoundEbonySword, 1, true) Game.GetPlayer().RemoveItem(BoundEbonyShield, 1, true) Game.GetPlayer().EquipItem(ClothesBeggarRobes, 1, true) Game.GetPlayer().EquipItem(ClothesBeggarBoots, 1, true) endif EndEvent Is there a way I cold alter this to allow the player to automatically reequip his previous gear at spell end or even just stop him from being in the buff in the middle of skyrim with all that snow?
  10. I think that's lod related, I've been working on worldspace for a little while now and I actually encountered that once but I don't remember exactly how I resolved it, how big is the worldspace supposed to be, also in the worldspaces menu there is a slider for distance lod multiplier, make sure that is at 1. You coould also try and use a different climate (I made one from scratch but if you can't be bothered then find one that is sunny all the time or has very little clouds on it). Failing all of the above then you may just have to make a tweak or two and hope for the best. :EDIT: If you are making a very large worldspace (say -64 x -64 or larger) then that fog is most likely because of how far you are looking, are those hills in the distance meant to be a short walk away or at least a days ride for example?
  11. Try downloading Skyrim NPC Editor, You can use a Variety of mods alongside it, it's free and it allows better character cusstimization than the CK, if it's just npc's and followers you want then I greatly recommend, There is also a tutorial on custom followers for npc edit available on the nexus. Unfortunately I haven't ried usin those two mods in the ck so I can't be much assisance. Good Luck
  12. I have a question, I was looking aat the papyrus log and 1 phrase caught my eye "[01/14/2013 - 07:31:37AM] Error: File "Dragonborn.esm" does not exist or is not currently loaded." There are actually many references like this in the log, as if it's trying to find mods that are no longer there or something similar, not sure if that is at all related though. Anyway, my question, Dragonborn isn't out yet, right? So why is it in your log?... Related to CTD's maybe?
  13. It is irritating that we receive a promise of early 2013 and yet here we are halfway through january and after skulking through various web pages there is still no definitive answer from bethesda, in fact next to no updates at all as to a release. If they're not careful the release date will come and go without anyone realising which will put them out on a lot of profits. Anyone else think they should get their act together?
  14. I can't see any attachment without a pic not sure what you mean to be honest, but I reckon it might be to do with lod or climate, how many cells is the worldspace and what are the setting for it in world data menu?
  15. Hi all I built a worldspace the has full lod and it's own map but when ever I load up the map in game it's so cloudy that I can barely see the terrain, Is there a way to clear up all that fog because it's a little irratating to try and navigate around the place like that. This Is Facing the north South East and West All of these pictures were taken from the same spot on the map I've only rotated the camera to look in different directions If I travel further from cell 0,0 I can not see the terrin at all Someone please assist me in this as it's dragged my work to a halt
  16. Do you mean niftools for maya? if so you just install "niflib.dll into C:\Program files\autodesk\maya 2012\bin. And then "Niflib.dll" and "nifTranslator.mll" into C:\Program files\Autodesk\maya 2012\bin\plug-ins. Nifskope itself can be installed anywhere you want I think. Just a heads up any nif's imported into maya will be wireframe no matter what view type you select, can get a little tricky to see whats going on, you'd probably be better off with blender or 3ds, if you have a working knowledge of 3d then they're essentially easy to pick up but as the ui is completely different from maya you may still have to look up a pointer or two on line. Unfortunately I haven't encoountered that problem before with followers but if I had to guess it would be to do with her combat style maybe, try setting her as "csmage", failing that I wouldn't know. If you need any more maya help pm me and I'll see what I can do os some posts can go unnoticed on the forum for a long time and I can get back to you quicker this way :)
  17. can you still see in 3rd person mode? if so then you guy is blind :P just kidding. I've heard of similar things happening underwater, if I'm not mistaken it's to do with your graphics card, there is something you can do to fix it though, by going into you skyrim.ini file "my documents\my games\skyrim" and adding a sentence, however I can't remember what it is but it's fairly easy to find online. good luck
  18. I've been toying with this idea for a while now to make a mod with with some spell that will use up the players stamina instead of magicka but I'm still unsure on how to do it, I thought I could just make a simple magic effect to drain stamina from self and add it to a flame spell but it didn't work out as I hoped. Woould someone be able to explain just how I could set it up, ie will I need to use a script to tell the game that it needs to take "5 stamina per second from the player while the spell is active and end when stamina runs out" or is there a much simpler way that I somehow missed?
  19. I've not heard of a mod to fix this yet. Are you running any race mods and which ones because I had a similar problem trying to get battle matera to work so I can hopefully guide you through what I did to solve it. I noticed when opening showracemenu that any attempt to place the cursor on top of the race I wanted to play as I would get an instant ctd. Here's what I did. step 1: make sure you are in a small room with not to much clutter as this will help to load faster step 2: open the console and type player.setrace nord (can be any race in game I just used nord as it's easiest to remember) step 3: type showracemenu into console and it should hopefully work now. - If there are still any problems then try removing some mods (different race mods are most likely the culprit), loading the game, then saving and loading again to refresh the so it won't complain about missing data (clean save basically) and trying again, remember though there are lots of possibilities as to which mod is conflicting so it may take a few tries to get it right. If you want to show me which mods you are running then I may be able to further help you but I can't guarantee it. Good Luck
  20. Awesome, thanks for letting me know. I just wanted to make sure it could be done before I dove in over my head. Will begin prowling tutorials and forums asap. Thanks again :)
  21. I'm afraid you've lost me now. To be honest I'm still fairly new to modding, but I think there were both kinds in there, not sure how I could be certain though... :/
  22. Pretty sure there are tree meshes in the meshes.bsa, just confirmed, inside the bsa file the folder structure goes Meshes\Landscape\Trees then a series of .nif's representring the individuel trees. So in theory you could extract those nifs to use as static in creation kit (then their lod should be linked to static instead of tree) and creation kit would see them as static, so it shouldn't cause the lod bug. Please bear in mind that all of this is just theoretical and remains untested, it might be a good idea to back up your esp file and current lod's just in case.
  23. have you tried disabling then re-enabling her? Open the console, click on her (so the reference ID shows op in the top of the command line) then type "Disable " and press enter. Now typ "Enable " and press enter again. If this doesn't work you made to to alter her dialog option in creation kit, I'm not certain but I think if you remove only the portion of dialog she repeatedly says to you then she won't have anything to say (make sure to save as a unique esp so if it causes crashes you can just delete it. My brother had the same problem with Farkas, ot sure how he resolved it though
  24. Ok guys, I haven't tested this yet but I may have a workaround for the creation kits LOD issue when generating trees. Theoretically speaking the issuse only affects trees so what if the trees beyond the 32nd cell were not actually tree but generated and labelled as static, architecture or clutter. IE you extract all the tree meshes from the meshes.bsa then in the creation kit under let's say Static>Architecture or something similar you add your meshes, so the creation kit will recognize it as Architecture instead of trees, now these trees could be placed outside of the 32nd and -32nd cells, then when generating tree LOD they should not be affected as they are referenced as a different LOD (Static I think) so Genenerating static will cause these trees to appear as LOD. Bear in mind that this idea is completely theoretical and as such untested at this point. I have not reached the point where I will be adding tree LOD to my worldspace so haven't bothered to test it yet but if anyone else would like to give it a go and let me know how it works out or weven knows of this idea being suggested and tried elsewhere and can let me know the result then that would be great. Otherwise I will update this thread myself when I reach that point (probably 1-2 months away). Thanks all and happy modding
  25. I was thinking of creating a custom race that has next to no magic ability but would cast spells that drain health or stamina instead. My question; is it possible to make those spells only usable by that race and if so has it already been done, how would I do it myself or would someone else like to make it for me?
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