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Grand93022

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  1. Use a WeaponRackMid not a WeaponRackMidPlayerHouse, see if that helps.
  2. Ok so I took a peek at your mod, first I opened the Details (File->Data highlight your mod click the details button) in that I see you edited a sound so I highlighted it and hit the delete key to ignore it, then loaded and saved your mod and ran it, it alone. And no sound issue in Solitude or ProudspireManor cells.
  3. Copy/Paste of my post at Bethesda's forum if this helps... Ok this is how I got a bard to work. 1) You need the actor with the BardSingerFaction and JobBardFaction (I just copied Lisette of the Winking Skeever) 2) Next Place an XMarkerHeading where you want them to play, and then Double-click the Bard in the render window and in the linkedref tab add the XMarkerHeading with the keyword BardPlaySpot. (I also just copied some markers from the winking skeever like BardSongNeutralLocationMarker and DrinkingSongMarker not sure if they are needed) 3) Next create a new location for your cell (like MyPlayerHouseLocation) under WorldData/Location edit the fields as normal but make sure you have LocTypeInn as a keyword. (this is used by the BardSongsScript), then edit your cell's location field to your new location. This should get your bard to take request and play randomly. But if I missed something feel to correct me. Add to that that I set the bard as a boss of the location.
  4. Creating a Merchant Tut may help, but AFAIK I would make a new faction (like MyWeaponMerchantFaction) for that container and add that to the merchant's factions.
  5. This isn't what you ask for but you can access your .esp details where you load your mod and ignore (delete key) changes you've made but you don't want to keep, and they will be deleted when you save again. This is how you can clear a dirty mod and possibly fix Breezehome.
  6. It tells NPCs where they can walk.
  7. Use the toolbars menu for Character/Update NPC body tint colors and see if that helps.
  8. I was going to say just take the DLC from Oblivion but didn't feel like being a jerk (what a waste of money that was at the time).
  9. To help you find objects... In the Object Window scroll to and expanded the World Object section in it you'll find... Activator These are object that players activate like weapon racks or levers. Container These are the chests, barrels, cabinets, etc that players or NPCs take and store items with. Door These are the object with open and closed states like Doors (well duh) and display cases. Flora These are some (not all) ingredients like nests, garlic ropes, and hanging fish. Furniture These are Static object with markers attached to tell a player or NPC how to use that object like a chair with a sit animation attached or a chopping block with a chopping animation attached. Grass Grass objects like small plants (never used these yet myself) Light The light sources like candle light with their many setting like NS (no shadow). MoveableStatic These are things like dust clouds, waterfalls, river rapids, or steam. Your basic visual FX section. Static These are what you'll use most of the time, they are the basic building blocks of the CK. Tree The rest of the Flora like pine trees, shrubs, and natural ingredient sources like hanging moss plants. Use these sections and the filter to narrow down what your looking for. Example type wood as a filter and look at the static section to find StockadeWoodplanks01 easier (use fireplace as a filter in the static section to find ImpFireplace01). Hope that helps a little and wasn't completely useless for you.
  10. If you go to the WarehousePrefabs cell and copy paste one of the many weapon racks do they work for you? I did this as the Bethesda Tut on Prefabs states but the activator didn't work in game. I just copy a rack or mannequin (all 3 parts simultaneously) in the player houses and paste where I need it. I don't use any of the warehouse stuff. I have had no issues (like so many others keep reporting) with any mannequin, rack or bookshelf. Thank you for the reply, I just wanted to verify if it is or isn't the warehouse prefabs that are buggy. Though I don't like to simply cut and paste everything myself, as I want to know how it works so I can customize it if I want/need to, this is mainly for bookshelves that shape can very greatly (I used a DweRmSmWall01 as a shelf in my house).
  11. mm, You think if I cut out some of the mid pieces in the floor and used the platform as the bottom, I could use it below ground? Though I don't know what I can use for side walls... use NorPlatBigWall01 or 02 then if you want more depth.
  12. Ok then use platforms then like NorPlatWall01 but this will raise the floor level in the room.
  13. If you go to the WarehousePrefabs cell and copy paste one of the many weapon racks do they work for you? I did this as the Bethesda Tut on Prefabs states but the activator didn't work in game. I only ask this to see if this was my own problem.
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