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About Punkn

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PunkN#2083
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SSE Creation Kit
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Skyrim SE
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Apologies for not realizing your question was posted before now... Unsure why I only receive notifications for post replies --- when the mood just-so-happens to strike Gmail in the nutters... I struggled with textures a lot during my beginner days as a modder. However, I'd like to think (at least) that I've made some progress over the last 3 years spent in "the Battle for Kratas"; sounded like a pretty addbass name for my fight for what was still a ridiculously sad rate of progress. I digress; were you able to figure out what was causing the textures failure to render in-game? These tid-bits of info I've come to value (and begun collecting) enough to start a hand-written binder. ADD never gave me a chance in school, 'n it's not about to start making things easier just because I have an aging think-muscle. If (on the off-chance) it's still unanswered, I can share what I know 'n hopefully provide some solutions... I couldn't recount exactly the number of times I spent too much time --- like [did] the 2 (+) years of Papyrus induced boolhonkey that hindered the ability to release any mods that'd be worthy of decent repute. trying to troubleshoot something before either begging my son(s) to fix my fudgy during a rare visit home or partake in another episode of "wipe 'n gripe" with my bipolar PC.
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[LE] When opening creation kit it immediately closes
Punkn replied to etho20's topic in Skyrim's Creation Kit and Modders
Have you tried uploading any mods at all from the CK? As in Bethesda for XB1 or even just for PC? If so, and you haven't removed the .bsa(s) and .bsl(s) from the "Archive/Root" or "Temp" folders, it'll repeatedly crash until those are completely removed from those two target locations. -
Never be sorry for taking your time on your projects... that just means that it'll kick that much more butt when you're finished with it; not to mention assure that more users will be happy with the final product as opposed to annoyed by any quick-fixes to a fast-break[ing] game. lol! However, I'm diving into the mess that is scripting now, myself... so if I come across anything while I'm trying to figure out my bathtub "hooey" that sticks out or reminds me of what it is you're aiming to do, I'll for sure share it here!
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[LE] Exporting Models FROM the CK for Editing in Nifskope
Punkn replied to Punkn's topic in Skyrim's Creation Kit and Modders
Would it just be best then if I created the majority of the architecture in Nifskope as "Mashups" of sorts to help reduce system-strain and overall file-size? -
I'm 99.9% positive that there are not any tutorials/topics relating to this matter --- however, I've been wrong many-o-times before --- but if I am in fact mistaken, a point in the right direction via link would even be appreciated at this point. I've been working on some projects, and one of the "things" I am having trouble with figuring out (due to my massive lack of experience with scripting on my own) is how to create a bathtub that holds water which can heal players upon entering the bath. I've come across just a few mentions on the topic, although what I've found hasn't been very helpful. The closest I've come to finding a solution was on Steam forums --- which I'm unable to post on since all our games are purchased on my son's account --- that suggested using the "defaultCastOnTriggerSCRIPT" / using a trigger box. While that serves as a good starting point, I'm still clueless on how to achieve my goal using this method... although I was hoping for some way to do this that would be easily followed by my "simple-self". Any ideas at all would be greatly appreciated! This bath is needed in two of my projects, one of which is the second chapter to our "Reborn" mod which I'd really REALLY love to get finished and out of my hair so I can focus on the other projects that I'm severely behind on!
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Anybody who has to restore/refresh their OS... ESPECIALLY if you find yourself dealing with the 32/64bit-bull-spit, knows all too well the headaches that come with the process all too well. I could go into detail how the last 6 days have been a living nightmare on Windows Street for me, but, I don't want to flood the thread with all that extra reading material --- ergo --- I'll post the "quick" of it on here, and absolutely do plan on posting full details to either a YouTube video or my site that's currently under construction which will contain similar articles/tools/links/etc. After a system restore went Cookoo for Coa-Coa Crapola, I followed my father's suggestion to refresh my OS (most of us know this since we've dealt with it before) --- for those who don't know yet --- which is an entirely different process than a system restore. Since dad is rarely wrong about anything (it's a family curse lol) and awesome to-boot, I figured the 3 hour wait definitely couldn't hurt since the restore had already done more than a conceivable amount of damage to my system. Once it finished up refreshing, I immediately began noticing a positive change between that moment and the first windows log-in after the "restore" and it continued to show that progress. To put in a list (if you find yourself needing to follow steps or remember anything that pops out at you) here's what I [did] and it's part in-thanks to gentester and Bisador... both posted comments in this exact thread so don't forget to read their comments in full for further details. 1) Opened Steam and Validated my SSE Game Files --- the game I've been having issues with and use the CK for (if it helps anyone to know) is Skyrim SE 2) Opened/Ran the Bethesda Launcher (which immediately installed Visual C++ --- so far I haven't encountered a problem with it doing so) 3) Via Launcher: Validated the files for the CK 4) Attempted to launch the CK from Launcher --- received notification that I'm missing "d3dx9_42.dll" BEFORE RUNNING OFF TO DL/INSTALL THE MISSING FILE, KEEP READING --- ONLY SUGGESTING, BUT YOU-DO-YOU 5) Second attempt to launch the CK --- without doing anything additional, downloading any new files, etc... got a new notification for missing "steam_api64.dll" 6) Restarted my PC --- after restart, I decided to look into fixes (instead of YouTube and Google) on [here] and Steam's site...but I haven't paid enough money to them to be graced with the ability to post on those forums or even comment on existing posts. I know - dumb. 6) Opened Folder: ( [PF](x86)/Steam / SteamApps / Skyrim Special Edition) >> located the missing steam_api64.dll >> copy & paste to a temp folder on desktop --- the temp folder step was just a precaution I wanted to take after the mass-chaos I'd lived during the last week 7) Opened Folder ( Windows / System32 ) and ( Windows / SysWOW ) to paste [DLL] to the system folders 8) Launched the Game from the shortcut on my Desktop >> Visited the Creation Club (I'm sure the Mod Page might work as well) and Downloaded/Installed the Rare Curios DLC ***because my laptop is old enough to have been using Windows 7 when it was the newest OS available*** 9) Restarted my laptop to exit the game from the Creation Club & Deleted both default Game & CK Shortcuts from the Desktop 10) Went back to the (Skyrim Special Edition) folder to create the new Game Shortcut and found the CreationKit.exe, the INI files for the CK, etc in the [sSE] folder --- Keep in mind I didn't paste anything to that folder... couldn't have since the INI files were never found on my laptop before this point 10-b) Also created the new CK Shortcut from this EXE instead of the EXE that's automatically placed in the Bethesda Launcher folder when downloaded To "test" this spontaneous CK.EXE I launched from the EXE instead of shortcut.... and the heavens opened up... angels sang... I celebrated and woke up the whole house... I know that there are many "methods" of fixing the "missing .dll issues" on just YouTube/Google alone... and while they may help MOST people, they can also cause a plethora of catastrophic problems that will only create a dog-pile of stress and grey hair. If anybody needs any help with an issue that popped up which is eerily similar to those which I described going thru myself, please don't hesitate to message me or comment on this and I'll get all my notes and such together to post all that on a different thread to prevent this one from going astray. Hope it helps --- even if it only helps one person at some point. I bid y'all "adieu" as the CK is open behind Firefox and calling my name desperately X-D
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My million-dollar question of the month: I'm wanting to figure out how to export a house build (for example...let's use Calixto's House of Curiosities as a ref.) to open as the pieces "land" in the CK/Cells. IF this is even possible without the nightmare of having to position every piece manually. If I'm still making zero sense, my goal is to basically take the house I've built and make it one single model instead of dozens (upon dozens) of individual pieces in hopes of reducing file size and the strain that's put on the CK itself whenever I work on the mod. I'm hoping that someone can shed some light on how I could go about doing this more easily that the copy-n-paste-branches nightmare that I'm worried I'll be left to deal with.
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I'm not sure if this will add any insight or ideas to help you out... but... I've found through modding with a couple buddies who play PS4 that duplicating/renaming/editing IN the CK usually works for PS4 mods. That meaning that editing vanilla scripts using N++ with the Papyrus add-on won't work. Whenever we are modding for Sony users, we do EVERYTHING in-CK to make sure it'll work; which can be extremely exhausting as well as time consuming; but worth the effort for those who use the finalized mod. For example, I know that the vanilla game has certain scripts for unique displays... copying them and assigning unique ID's (sorry... not entirely a master at scripting, so I apologize if my terminology is "off") to edit them for use in a player home should work this way at least. You cannot copy scripts and assign them new ID's. You can, however, copy and re-ID objects holding scripts and change any property assignments for that script to work. I suspect that this is what you were intending to reference. Yes, thank you! Haha! I haven't been able to get Papyrus working well enough for long enough to get myself familiarized with Scripting as much as I'd like to... So when it was explained to me some time ago --- I was more lost than... well... More lost than I usually am! hehehe But the concept was there; somewhat. But, now I know and it's already in my notes! Leave no knowledge behind!
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I'm not sure if this will add any insight or ideas to help you out... but... I've found through modding with a couple buddies who play PS4 that duplicating/renaming/editing IN the CK usually works for PS4 mods. That meaning that editing vanilla scripts using N++ with the Papyrus add-on won't work. Whenever we are modding for Sony users, we do EVERYTHING in-CK to make sure it'll work; which can be extremely exhausting as well as time consuming; but worth the effort for those who use the finalized mod. For example, I know that the vanilla game has certain scripts for unique displays... copying them and assigning unique ID's (sorry... not entirely a master at scripting, so I apologize if my terminology is "off") to edit them for use in a player home should work this way at least.
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That is not how I would have made a custom container. I would have used NifSkope to merge the various mesh nodes into a single NIF. I would have then duplicated an actual container record in the Creation Kit and replaced the NIF with the one that I had made. Then placed the container wherever I wanted in the render window. Containers do not need trigger boxes or activators unless they are hidden and intend to be used with something like a bookshelf or mannequin. That's what I sort'a wondered... I heard that containers could be created with activators, so wanted to give it a try... Thought I was messing something up but all my mashups that I've made in Nifskope to use as containers have worked just fine, so I think I'll stick with the method that I've seen works. Thank you for clearing that up! However... Now that I think about it, I'm still stumped as to why my weapon plaque's markers are visible in-game until a weapon is placed on them; then it's all "POOF...normal weapon plaques". But once I remove the weapon, that bright white blob is back in action. Is this due to what I attempted with the activators? It doesn't happen with my bookshelves or mannequins - just the weapon plaques (and displays are showing their orange markers as well).
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Are there any good written tutorials or troubleshooting articles in regards to using triggers/activators for custom containers? I'm having trouble figuring out exactly what I'm doing wrong that's causing them to simply not work. For that matter, I'm having just as much trouble finding any information online about using activators for anything other than magic effects or levers, etc. Any help pointing me in the right direction would be greatly appreciated! Just in case tho, I'll include the steps that I take to create the containers... my eyes are not as "tuned" as many are here on Nexus. lol! Keeping my fingers crossed that my "oopsie" is obvious enough to others even tho it's kept me oblivious to the cause: 1st) I created my "container" using static items (i.e.: soulgems in a common crate...all statics for sure) 2nd) I selected all the items that I meant to be included in this custom container and clicked on the "Trigger" button [T in the square] and selected "defaultblanktrigger" from the box --- I assigned it a unique ID 3rd) brought up the Trigger's Ref. Dialogue box and first went to tab --- "3D Data" to make sure that the annals were anything but "0" or "90" --- under "Primitive" Tab checked the flag for "Player Activation" --- lastly under "Scripts" I searched and selected "ActivateLinkedChestDummyScript" --- then clicked "OK" 4th) I located a satchel/barrel (I tried both for different "containers") and assigned them their unique/descriptive IDs once I dropped them into the render window. From there I double-clicked the container, emptied all the auto-contents and made sure that the respawn flag was unchecked. 5th) Then I returned to the trigger and double-clicked it, went to tab --- "Linked Refs" to create a "new" link and selected the container. Of course, clicking "OK" when done.
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After nearly 11 months of nightmarish fighting to get Papyrus to work in N++ ---- and failing every time ---- I finally found the solution after figuring out the perfect "how-to" combo from numerous different sites, a video and a smidget of good luck for a change... I tested the compiler by creating a new script (but in fact just typing out a generic script provided by creation kit's site (to ensure that I wouldn't mistake my own idiocy for papyrus failings), compiled it successfully without errors and tested it; all without forgetting to bust out my epic happy-dance-moves and freaking out my neighbors. I'm absolutely the wrong person to type out how I managed to do it... at least in a way that isn't constantly veering off topic as my brain is usually doing, and easy for other's to follow. I don't even understand all the terminology enough to know what the heck to call these "words" that I'm seeing. lol It's tragic and pathetic... but, my brain will get me there eventually. I can however explain in very basic terms to someone who actually knows scripting enough to know how to create their own without needing to look at a vanilla script to guide them. I apologize if I'm coming off disrespectful or annoying for offering to spread the word like I am... I'm just trying to find a good info source to start me off at the absolute beginning and came across a few topics that you helped people in. I remember the stress and aggravation from those 11 months.... I have no reservations when it comes to sharing the knowledge so that other new scripters won't have to go thru their own little slice of **** ! I figured that the more people can find solutions that not only differ from one-another but are also (actually) successful! If I don't offer to share this if you'd like to add this info to any of your sites/blogs/etc. now, then I'll continue to type on and on... so, I'll just end it with "please feel free to throw me an inbox if you want... and I could never be offended if anyone did not want to share I'm sure that most (people) have their own horrible memories of papyrus in their "learning days" - so not wanting any part of it is more understandable than ever.
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SSE Creation Kit Help (Compiling Scripts)
Punkn replied to Yutzwagon's topic in Skyrim's Creation Kit and Modders
I'm not sure if you're still looking for solutions to compile in N++... but.. I did FINALLY manage to successfully install papyrus plugin for, open/view/change/create...and finally compile! It was a nightmare from it's November-start! It's a pretty lengthy process to type out, but I'd be happy to if you're still looking for help.