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timstertimster

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  1. I tried using ENB Man (look it up on Nexus) to do this, but unfortunately it's only for installing and removing a single ENB config at a time. I tired using it for skse, but to no avail. Really a BIG BUMMER that all mod managers INSIST on dealing with the data folder exclusively.
  2. Thanks for reply. I want to use ECE in game. I guess I have to save player character from Alternate Actors and import face gen data... Had hoped there was a mod that can save it directly.
  3. I've heard about some mod called Alternate Actors... Or something. but not sure if that's gonna work. How do I target an NPC to edit their appearance and save it to the game? Do I have to use CK and BodySlide? Thanks for porters. I'm looking for the correct workflow.
  4. If you're using the controller on PC with something like motioninjoy, then you're going to have to get one of the mods that allow you to use BOTH the keyboard AND the controller. Vanilla settings will disable keyboard input and some mappings get lost.
  5. I'm making a house mod, everything works fine. Last night I changed the file name of my .esp for versioning reasons, which has never been a problem. Now, for some reason, when I load my usual "virgin" save file, the game won't recognize my interior cell. Normally, I can just coc to my cell without problems, but since last night, Skyrim refuses to load that cell. Does anyone have experience with this?
  6. I also have this problem and absolutely NONE OF THE ABOVE worked for me at all. Finally I had it, and now I simply do this: open /facegendata/facetint/myNPC.esp/There, change all DDS and TGA files manually. They all had a red block at the top and I simply copied the bottom area all the way to the top, overwrite file, and presto, it worked.
  7. Thanks for a very informative thread. I'm attempting a rack (plaque, really), that accepts only a specific weapon. Thanks to previous posts I'm able to correctly identify the weapon with a simple integer matching. But could anyone tell my why this adjusted script snippet below insists on placing the weapon on the rack? The variable "RequiredItemHexToDecimal" is an Int Auto I've set at top of script (I manually look up the hex code and use an online converter to get a decimal). The boolean returns fine, so the variables themselves don't seem to be an issue. My problem appears to be the if statement... for some reason, the weapon placement handler fires no matter what. Auto STATE EmptyRack EVENT onActivate(ObjectReference TriggerRef) Int theWeaponHexInteger = Game.GetPlayer().GetEquippedWeapon().getFormID() Bool isAllowedWeapon = (RequiredItemHexToDecimal == theWeaponHexInteger) if (TriggerRef == Game.GetPlayer() as Actor) if(isAllowedWeapon == FALSE) Debug.Notification("Incorrect weapon") else HandleWeaponPlacement() endif endif endEVENT endSTATEAny pointer is much appreciated.
  8. ahhhh yes it totally sucks they somehow don't have this feature. The only "solution" I know of is to collect the NIF files and copy/paste them in a group.NIF and import that. Stupid approach but works if groups are important for some reason (like uniform scaling)
  9. Well.. I've been trying to figure this out for a week now and finally worked it out. And since I rely on you all out there to share your knowledge, it's only fair I add to this collective "Dovahkiin's Creation Kit Encyclopedia"... Find the object the player should have in their inventory to place, and notate the CK object ID. You will need it later to select from a CK drop down list. Click EDIT and copy the NIF file path (click inline edit to be able to copy), and close editor (no changes) In Object window, navigate to static/clutter Right click and select NEW, set an ID and paste NIF path, then save. Select newly created object and and place it where you want it in the room. That's the placeholder (it won't initially appear in the list, so go to "All" and filter for it) Edit and set this object to initially disabled do not havok settle do not respawn With the placeholder active in render window, click "T in the box icon" in toolbar to make a trigger, choose NEW from list, name it and save In Render window, edit trigger: In 3D make sure z-rotation is not 0. This is important due to a bug in game that disables triggers that are exactly 0 on grid. In Primitive, set to player activate. Otherwise you won't see a prompt in game. In Linked Reference, create new and select the placeholder. This is when you realize naming your custom stuff well is important. You can't use "select in render window" because your trigger is covering the object. In Scripts, add this script: Scriptname myCoolPlaceableObjectScript extends ObjectReference MiscObject Property ItemToPlace Auto Bool Property isPlaced = false Auto Hidden Message Property FailMessage auto Event OnActivate(ObjectReference akActivator) if(isPlaced == FALSE) if akActivator.getItemCount(ItemToPlace) >= 1 isPlaced = TRUE self.getLinkedRef().enable() (akActivator as actor).removeItem(ItemToPlace, 1) else FailMessage.show() endif else isPlaced = FALSE self.getLinkedRef().disable() (akActivator as actor).addItem(ItemToPlace, 1) endif endEvent Save the script, wait for compiler to finish and close script editor. Right click the new script and EDIT PROPERTIES: ItemToPlace: select your CK object ID from step 1. This is the required item that has to be in player inventory to place it. FailMSG: select defaultLackTheItemMSG Done! This will create a totally static object that only uses the existing model and textures from CK, and nothing else. That way you never have issues with weird behavior. The script checks if your item is in the inventory and changes the visibility of the placeholder.
  10. Thanks for the reply. I worked it out using the claw tutorial, thanks for the pointer!
  11. yes like tunaisafish suggests, making a blank static based on NIF location is the only way that worked for me. The scripts didn't prevent picking up items that aren't in objects/static/clutter My solution step-by-step was: 1. in object window, find the item you want to place (let's say it's NOT in the static category in CK) 2. edit, and find the NIF file location. Edit again, edit once more, copy location path 3. cancel and close, making no changes 4. navigate object window to objects/clutter and right click, create NEW 5. give it an ID, in NIF location paste your path, and save/close 6. if you get a CK warning that it can't find the item, try edit/paste path again. It's a bug and you just have to try and eventually it will accept without complaint 7. when done, close/save and find your item by going "all" and filtering - the new item doesn't show in the category right away (CK bug) 8. you're done. place the static and check don't havok settle, and ignored by sandbox if it's furniture or some such.
  12. for reference, the little detail that makes trigggers work in some buggy games is setting the z-rotation to something other than 0. gotta love buggy software.
  13. Hi... I've tried to do this last weekend and have no luck. I'm trying to reference a specific item in the invoentory. In the Creation Kit it's called "TG01HaelgaStatueRef", which is the special Dibella statue from Helgea's bunkhouse. I'd like to be able to have a placeholder in my playerhome, so I di the following: 1. made an activator that will say "Helgea's Dibella Statue" when you focus it 2. placed a copy of the base object "TG01HaelgaStatue" on a table and set it to initially disabled and do not respawn. That's my placeholder. 3. linked the activator to the placeholder and the placeholder to the activator But I'm stuck now - I'm trying to check player inventory upon activator interaction. If the statue is in the inventory I want to have it placed onto the table. I think there is some scripting required and I can't figure out how to do it. Anyone know how this cold be accomplished? Thanks.
  14. Thank you. I'm hoping there wouldn't be a need for scripting. Oof.
  15. I placed an activator on a table in my player home mod and placed a dibella statue (gold) and set the statue to initially disabled. I then linked the activator to the statue and the statue to the activator like you would do with a weapon rack. But. No dice. In game I don't get the activator at all even. Does anyone know how to do this? I'm trying to build a table where you can place the thieves guild collectibles. You know, the mask and boat and so on...
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