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mrpdean

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Everything posted by mrpdean

  1. I'm in two minds about auto-sorting. I'm going to include a version of my house mod which has it just because some people really want it in player homes, but I probably won't use it myself. I quite like the process of manually going through all my takings from a long days adventuring and sorting it myself, but then I prefer realism over convenience. I'm also not sure about huge trophy rooms. I personally want a homely house, not a museum. But again, I might include a version which has a trophy room somewhere for those that really want one.
  2. Sort of. You would need to properly UV your model in Max but yes, you can export it without any texture. Generally speaking, textures are assigned to modelling inside the NIF file, not through the CK. However, for some NIFs you can override the texture (or parts of it) via the CK to create variations of the same model/nif. If I were you I'd start with the basics first, by creating a simple static model and following the process of getting it into the CK. There are several good tutorials for doing this and it will teach you the basic steps which will help you when you move on to more advanced things like skinned models.
  3. It depends a bit on what you are wanting to create. FBX is very good and transferring between Max versions. However, if you are wanting to create skinned meshes, than you will have to do some steps within Max 2012 in order to use the features of the NifTools plugin e.g. adding the BSDismemberSkin Modifier. To be honest though, if I were you I'd just do the whole process in Max 2012. In terms of the basic modelling workflow, the interface, modifiers etc etc, there really isn't any noticeable difference between Max 2012 and 2014. If you know Max 2014 already, you shouldn't have any problem finding your way around Max 2012 and I think doing it all in Max 2012 will save your a lot of headaches in the long run. Just to complicate things a bit further, if you are wanting to create new animations for Skyrim then Max 2010 (32 bit) is the best option, in my opinion. I use Max 2010 (32 bit) for Skyrim skinned animations due to the compatibility of the Havok Behavior Tools I use Max 2012 (32 bit) for the creation of all static and non-skinned animated nifs I use Max 2014 (64 bit) for all non-skyrim related projects.
  4. There is currently no workaround for the lack of a nif importer/exporter for Max 2014. As FiftyTifty said, Max 2012 along with Theru's max plugin is the easiest, most reliable combination I've found so far. However, there is nothing stopping you from doing all your modelling, skinning etc in Max 2014, and just use Max 2012 for importing/exporting.
  5. Excellent. Glad you got it working.
  6. I had the same problem when looking for a suitable player house. There are some good ones out there but most are too over the top for me. I don't wan't a castle but I don't want a shack either. I think Effeob has the right idea in that the only way you're likely to end up with your perfect house is to build it yourself. I started making my own version of Lakeview manor for the this reason. You can see some early screen shots of it on my Lakeview modders resourse page http://www.nexusmods.com/skyrim/mods/41645/? Honestly, i think that making your own house (or just modifying an existing house) is probably one of the easier things you can do with the creation kit and if you plan on continuing to play for a while it's worth learning how to do it. There are many good tutorials out there. It's also very rewarding when you do it. At least I find it enjoyable.
  7. Maybe try deleting the SkyrimEditorPrefs.ini file which might reset things.
  8. Not sure, but it looks like it's minimised and refusing to maximise. You could try going into the Task Manager, finding it under applications, right-click it and select Maximise. Sometime that will force a program to maximise. Long shot, but that's all I have.
  9. Ssshhhh, don't tell Warner Bros :wink:
  10. I haven't actually tried it myself so I'm no expert, sorry. I just know it's possible because others have done it. Have you checked out the info on the Dark Creation site. There is quite a lot, like this for example: http://www.darkcreations.org/beyond-skyrim/wiki/index.php/Region_Generation There are several forum threads on the subject as well, like this one: http://www.darkcreations.org/forums/topic/3245-ck-region-generator-tips-and-tricks/#
  11. It is possible to do this in the CK. This page should get you started (specifically, read the 'Objects tab' section): http://www.creationkit.com/Region Remember to save/backup frequently as this process is prone to frequent crashes in the CK. You need a fairly powerful PC (lots of ram) to be able to do this. The results won't be perfect and will require a lot of manual 'fixing' but it still should be faster than placing everything by hand. Good luck!
  12. Quick question. Hoping someone knows the answer. Is there any way to visualize decals in the creation kit? There is a "decals" tickbox under the View > Show/Hide Window, but ticking this doesn't seem to work. In fact if I tick it and close the Show/Hide Window dialog box, when I go back in there "decals" is unticked again. Very hard to place decals if you can't see exactly how they are being projected. Thanks
  13. I believe it is the defaultWICommentTRIG. I've never used it so can't say exactly how it works but there is a script attached to it and the properties for that script should be fairly self explanatory. If you need an example to look at, the interior cell BrokenOarGrotto01 has a couple of these triggers in it. I just played through there and I remember my follower commenting on how impressive the sight was :)
  14. You can certainly edit someone elses mod. I would definitely move all your gear to a safe home just in case but you shouldn't lose anything unless you delete containers. The only trouble you might have is if the Dwemer Armory mod uses any custom scripts and if the author hasn't included the source files for those scripts. I've never used that mod so I don't know if it does have scripts. You should also get permission from the author if you indend to share your modified version.
  15. You should be able to see the collision mesh for all objects (that have one) by pressing F4 with the render windows selected. I'd happy to take a look if you want to send it through.
  16. Difficult to answer you questions without having access to your mod to see what's going on but here are a few things you could check: If you just copied the hatchery setup from one of the Hearthfire homes then chances are the parts (bouys, anchors, fish etc) are disabled by default so check that "initially disabled' isn't ticked in the object properties. In my experience this problem with weapon plaques is almost always related to collisions. That is, the collision mesh of the wall (that the plaque is up against) is blocking access to the plaque activator, like this: http://forums.nexusmods.com/index.php?/topic/1252560-stupid-weapon-plaques-and-racks-how-do-they-work/?p=10500673 so it's worth checking that. Not sure about you problem with the mill sorry. But I'd be checking for collision related issues there as well. Good luck!
  17. No it shouldn't cause problem for others because you are only temporarily converting the original plugin into an esm (master). You convert it back again to test your 'fix plugin...if that makes sense. I'm not explaining this very well so here is a good step by step tutorial for doing what you want to do: http://forums.nexusmods.com/index.php?/topic/754151-tutorials-without-youtoob/page-2&do=findComment&comment=6035531 Note that it's using Wrye Bash instead of TESVSnip (Wrye Bash is probably better) and also note the part about having to leave Wrye Bash open when editing you plugin. That's important.
  18. You can use something like tesvsnip to convert the esp into an esm (master). I've not tried it myself but apparently it works: http://forums.nexusmods.com/index.php?/topic/596948-how-do-you-make-esms/
  19. Which cell are you looking at? I noticed you had a few that had been edited. I was testing in the aaaPelagiusWingRestored cell and I couldn't see any mannequin in there and the weapon rack in the corridor (that has the sword hanging in the middle) was working fine for me.
  20. Not sure what you tried for the display case but the one in the master bedroom is working now. Just needed to add the orange WeaponRackDisplayACTIVATORPlayerHouse and the blue WeaponRackDisplayPlayerHouse and link them together using the correct keywords. As for the weapon plaques, you had everything set up right. The problem was that the collision mesh on those walls extends way out from the actual wall, inline with the strip of stone that runs through the middle of the wall. So, to put a plaque in that location you have to bring it out from the wall enough that the plaque mesh is in front of the walls collision mesh. See below: http://i39.tinypic.com/2psi0qs.gif I didn't mess with you weapon racks because the one in the main corridor (at least that's what I'm calling it) appears to be working fine, so just follow that setup for the rest of them. If you have any problems with other weapon racks, check that the walls collision mesh isn't blocking the weapon rack. Click F4 with the render window selected to show collision meshes. Hope that help. Good luck!
  21. I'll take a look for you tonight if you still need help. I just finished putting a bunch of weapon racks and plaques into my modded house so have gotten into a routine that's been working well for me so far.
  22. That's quite a bit you're asking there. I doubt you'll get anyone writing a step by step tutorial for you because there is sufficient information out there already. The basic steps would be: 1. Build your model. I don't think there is any nif exporter for c4d. In my opinion the best option is 3d max 2012 for exporting nifs, but you can also use blender. You could always model in c4d but at some stage you would probably have to bring it into max or blender in order to export it as a nif. Obvisously the modeling process would include creating all the nessecary textures/normal maps etc. You have to follow a similar process to create and export collision meshes for you structure unless using basic primitive shapes for collisions. 2. Once you have your structure and collision meshes in nif format you have to do a bit of fixing using nifskope as neither blender nor max export perfectly. 3. I then use ChunkMerge to add the collision mesh to the final nif. 4. Import your final nif into the CK and place it into the game world. Obvisously I've glossed over a lot of the details but if you research each of those basic steps you should be able to find enough information and/or tutorials. Here is a good tutorial for exporting from max to nif: http://www.darkcreations.org/forums/topic/3883-exporting-static-meshes-from-3d-studio-max-to-skyrim/ Forget that it's a house. The process is more or less the same for any static object. You mentioned that your structure is like trees. If you want animated tree like structures (where branches move in the wind for example) then things get a bit more complicated. Another, much easier option is to use the many existing meshes in Skyrim and place, scale, rotate them to get something close to what you want. You'd be surprised what you can achieve by using the existing models, effects etc in creative ways. Good luck!
  23. The short answer is yes, it would be best to install the mods again unless you understand what files each mod is overwriting. Both install order and load order are important, but I think the instructions from the author are more about install order as many of the mods in the list overwrite various files from previous mods in the list. So the install order is important for ensuring that the right version of a file (texture/mesh etc) is the left in place at the end of the install procedure. None of the mods are really 'essential' in terms of getting the ENB to work but are just required if you want to get the exact look of the screen shots the author has uploaded. At the end of the install procedure I always run BOSS just to ensure that the load order is correct.
  24. I've done a bit of scripting but nothing with spells before, however from looking at your script I think I can spot a few problems. First is the event you are using. When I'm using triggers I always use the OnTriggerEnter event. I'm not entirely sure if the OnActivate actually fires for a trigger but I suspect it doesn't. You're also going to want to use the OnTriggerLeave event for disabling the glow effect as you describe in your post. Check out the "A Trigger That Detects When The Player Enters" example on the wiki and start by making sure your trigger is actually firing. Secondly, with your IF statement it looks like you are wanting to check if it was the player that entered the trigger but I don't think you're doing it right. I generally do use something like this: If akActionRef == Game.GetPlayer() Assuming your script is attached to your trigger box (which it probably should be) then you appear to be casting the spell from the trigger box, to the trigger box. I can't see anywhere in your code where you are referencing the skull. If myTrigger is assigned to the skull then you might do something like: skullglow.Cast(myTrigger, myTrigger) Also, I'm not sure why you are extending Actor for this script. I'd extend ObjectReference Anyway, here is how I would probably try to do it. Add the script to your trigger box. ScriptName zzzSkullGlow Extends ObjectReference Spell Property skullGlowSpell auto ;assign your glow spell to this property ObjectReference Property theTargetSkull auto ;assign the target skull to this propery Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() skullGlowSpell.Cast(theTargetSkull, theTargetSkull) EndIf EndEvent
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