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Aboogie1

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Everything posted by Aboogie1

  1. I did a little research after my initial post and now understand what's going on. Is the (Champollion a PEX to Papyrus decompiler by li1nx) mentioned by Shadeybladey any better at decompiling than the decompile option in the CK? I got notepad++ because I thought it was necessary to open and edit .psc files in the first place. Does it also have a decompile option?
  2. I was messing around with a mod I like in the ck. I added an object, added a menu option...then realized I would need to edit the script attached to that menu for anything to happen when it's clicked on in-game. I found the script in question and tried to open it, but the ck said the file could not be found. It was looking in the Data -> Scripts -> Source folder for a .psc file. No such file exists, but there is one .pex file by the same name in the Data -> Scripts folder. I tried to open that .pex file and found that wordpad and notepad give me an unreadable mess. I searched online and read that I need notepad++ for editing papyrus scripts. I got notepad++ and opened the .pex file but the layout is very hard to decipher. Can anyone tell me what's going on and what I need to do to edit this script?
  3. I play as a custom race and want to get some mannequins which look like me. Any ideas about how to do that? I tried SPODUM but there is no option for my race. I also tried using the setrace console command on a mannequin but it says that "setrace could not find a matching form." I'm pretty sure I typed my race's form id correctly. I don't really want to use the "Mannequins look like me" mod because I read in the comments someone mentioning save game problems.
  4. I use a custom race and am trying to edit the esp to include an extra mannequin race which looks like my custom race but with the normal wood texture. I can change the skeleton it uses, but it doesn't let me change the face parts. When I preview it's just a floating head. Does anybody know how I can do this? The CK is super non-user-friendly.
  5. Some of my mods seem to cause save file bloating when active together, but they're rather popular mods so I don't think they're causing it individually. I use NMM. If I get Wrye Bash and make a bash patch will that negate the possible conflicts between my mods and eliminate the bloating?
  6. The title is my question. About how much should the save file increase from exploring new areas? I just started a new game and the save file seems to be growing a bit fast...but I'm not sure. I don't know if it's normal or if some mod I have is making it grow faster than it should.
  7. I had this idea when I read some articles about how easily accessible 3D scanning technology has become. Anyone who has a Microsoft Connect for Windows or even a smart phone with the right app can easily make a full-color 3D point map model of themselves. How cool would it be for someone to make a mod that would allow you to put your 3D model in it and then use that model to adjust your character's skeleton and texture? You could scan yourself into Skyrim.
  8. As far as I know it doesn't exist yet. I know they have already implemented a console command to clear unregistered update events: ClearInvalidRegistrations, and I read that clearing unregistered scripts is on their to-do list. Would that eliminate save game bloating due to mods?
  9. Haha. That would be quite an epic mod I don't think Skyrim's Havok is up to the task of running. My plan is to make the fallen trees that you see from time to time in the forest movable. Or...I've just had a thought...perhaps I could make them harvest-able to avoid things moving around too much. Harvest-able fallen trees and rock piles. I could simply alter some ore veins to give rocks.
  10. Wow. Very thorough response Namira. Thanks a ton. I'm gonna go try that out. I actually found those same two Movable Statics when I was looking through the list. It sounds like making Statics interactable will be more difficult than doing it for Movable Statics. Oh boy. fun fun fun. If I do decide to tackle making certain Statics interactable, will doing so add a ton of data that the game has to remember, thus adding to save game bloat? This is assuming that the static is fairly common and has many instances, like rocks or logs.
  11. Hi. I'm a modder in need of information. I have read that all that needs to be done is to give the Movable Static a name, and it should then be grabable in game. I have tried this on a few objects and am now able to grab them and move them around, but I can't figure out how to make it so that I can add the item to my inventory. When the cross-hair is hovered over the item it gives the option to take...but nothing happens when I try to take it. I would really appreciate it if someone could share this modding secret with me. I'm working on a pretty expansive Crafting Mod and want to make many vanilla movable statics pickup-able so they can be used as ingredients in crafting recipes. Like picking up logs and rocks and making a Giant's Club with said log, rock and some leather strips. I would greatly appreciate this information, and put it to good use :)
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