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Skyzr88

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About Skyzr88

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    United States
  • Currently Playing
    Skyrim, GTA 4, Sims 3, Civ 5, Med E 2 TW
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    Skyrim
  1. I'm trying to make certain combat songs play in a specific area. I currently have some imported tracks and a music Type called Dwarven, (It's for the Dwarven Ruins). I also have specific combat music I want to be played that fits this Dwarven theme. I can't just put the combat music into the Dwarven Type as it will play the combat mus without combat. So is there a way to make a new Music Type and set a Quest trigger like the normal MusCombat Type? The quest for the standard Combat Type is: C03 Rampage. Is there a way to create a new / similar quest and place it in a new MusType? If so can I make it location / cell specific? Is there a way to Duplicate the quest (I know how to do that) AND add it to the Type whilst changing or adding certain parameters so it will only play in the Ruins, or with the Dwarven Playlist Type? Or is there scripting involved? Please Help!
  2. So I load up the creation kit to edit a race mod. I use the Dawnguard DLC in this mod. Usually I never have any issues. I have fixed the multiple masterfile issue as well. However, now I get a message saying string files are missing. The first message is: File. C\Skyrim\Code\TESV\TES\Shared|misc\BGSLocalizedString.cpp Line. 2871 LOCALIZATION Error opening or reading strings file The second message before forcing me to close the CK is as follows: MASTERFILE LOCALIZATION Zero entries or empty block size read from strings file STRINGS\Dawnguard_ENGLISHSTRINGS. Strings will be missing. Now I went into the default ini and the English lin is there.... So I'm fairly confused at what is wrong exactly and am clueless as to what I need to do. Any help is appreciated. -Thanks :)
  3. What exactly is the issue? I'm musing the Performance version option A. Love the Mod it looks great! Now make sure your AA and such is turned off in the Skyrim Launcher. Also if you're running the Full Version then there is an RV install. Go to your Data Folder and open Realvision. Then click on Install RV. Make sure you have the weather patch for COT as well. Make sure your Ini Prefs are set too. Not sure if this will solve any of your issues but good luck. :)
  4. So, I had a similar issue with the mist/poison effect from the ebony mail. (I wanted to use it on a spell without the poison) I just googled variations of the ebony mail effect. When I found the name of it I typed it into the Creation Kit. That's what I would do. So whatever spell, or item it's associated with, just type it in the creation kit, click on edit, and look at the list of effects. If this doesn't work just google the item or spell. Then see if the effect is listed then look it up! I hope this helps. :)
  5. So I'm inadequate to give assistance here, but this would probably get a faster response in the Mod Troubleshooting area. :) Just thought I'd put in my 2 cents.
  6. So I'm wondering how to separate armor meshes. The reason is, I want to take the pauldrons from the steel armor and place them onto robes, or other custom pieces of armor for a battle mage like character. When it comes to adding the pauldrons it just depends on which is easier. If it's easier to make them craft-able, and placeable on top of robes, (I think this would be more difficult), or to simply merge the meshes, and resolve the possible clipping issues to make them apart of the set. If anyone knows of any specific guides, (Video preferred) on how to do this, that would be awesome!! :D I have looked up videos on using blender / cinema 4d, with Photoshop and or Gimp, along with Nifskope. However they all vary in details and methods. Not to mention I use an AMD card, and am unsure if the Nvidia DDS thing they talk about is relative to me, or if I'll need something else. I'm a noob when it comes to meshes, and textures so forgive me if I'm misusing any terminology. Thanks! :D
  7. Rebuilding Helgen causes this issue, also any mod that allows you to occupy Helgen or changes any demographic of that area will effect this sequence. I recommend either using Live another Life, or simply uninstalling these conflicting mods and only if they don't cause any other issues re-install after you have started a new game.
  8. So I've created a custom world just for fun. Now I'm trying to create a city! So I'm curious do I just create a new world space again, make the parent my previous new world, and set the load door teleport to the corresponding cell outside? Or am I missing something? Also, how do I get the LOD to work. I watched Alexander J. Velicky's tutorial, but BSAOpt won't show LODSettings, and I don't know how to get Oscope to load a BSA... Any help is appreciated!!
  9. So, I'll try again with another problem I'm having. I have not yet received any assistance with any of my recent developments. However I'm sure someone out there at least can help me with this. I'm trying to create a new world space. Just for fun. I have the world space, and the land set up. Terra-forming is done. Now, I want to add grass textures and such. However, when I open the landscape edit settings and click on what grass I want, it will not show up, and I can't place anything. It just stays at the default dirt texture. Can someone help? Is it possibly the texture mods I have installed, do I need to uninstall them before I can add grass and such. PLEASE HELP guys.
  10. In response to post #11801050. #11821225 is also a reply to the same post. yeah I was having some file missing from another mod i guess. In whiterun the blacksmith and several women had skin / clothing textures, not sure which, not showing up. It didn't happen until after IA7 and the patches. Then however I realized I wasn't in a populated area before when testing, and it came down to a skin mod conflicting with another, that I had always used, but I think I installed it in the wrong order. :/ Thanks for the reply though. First I've had in a while. :)
  11. So I'm working on a music mod, I go to change the default music playlist (Music Type) in Whiterun Plains district 1 to one I've created. When I load up skyrim and go to that area it full of water! I go back into the creation kit and refresh the render, the waters not there until I load up the kit again, and I can't get rid of it? What on earth is going on? All I did was change the default Music Type.
  12. Oh... yeah that could be a problem. Well, try Googling a mp3 to xwm converter for mac. It'll be tougher for sure. Yeah changing the file extension isn't going to do anything. :/ Sorry. Be sure to edit you main post and let people know you have a mac. There might be somebody who knows enough to help out with that. :) Good luck!
  13. I personally haven't used this mod. I made my own (actually getting ready to put it up, over a 100 additioinal songs!) :D So you could try making your own as well that way you can have exactly, and I mean exactly what you want. I just go with an Xwm converter like MultiXwm.exe I got from here: http://www.nexusmods.com/skyrim/mods/3159/? The reason is it's just easier for me. So here's how I use it, then I'll post the Instruction video below that. Step 1: I created a Music folder in the Skyrim Data, Step 2: Downloaded MultiXwm, converted what songs I wanted, then opend the output folder in the MultiXwm, and moved the files into the Music folder I created. Here's the link to the video: If a video isn't your thing I have the rest of the instructions below. Instructions Continued: Step 3: Once I did that then I opened up the creation kit Duplicated the MUSCombat files changed things accordingly, and chose what file out of the Music folder I wanted. NOTE: You can do the same for the MUSBoss (ie Boss Fights and Dragon Fights). Also you can change the exploration music, however unless you want certain songs to play during the night and day you need to un-check the "has conditions" button. IMPORTANT: For MUSCombat / combat Music, DO NOT, uncheck the "has conditions" when you duplicate, this determines when it will play as an enemy engages. Step 4: Go into MUSTypes. (These are essentially playlist.) Example: You see MUSTypeCombat. (In this Type is all the Combat Music) You double click to open it up. Then right click, add new MUStrack, select what track to add. Now you have the songs you want. NOTE: You can do this with any Track, and any Type/Playlist. Step 5: When you're done you save, give it a name, and check it in your load order. INFO: In your case I'm sure you want different Combat music and Boss music, so stick with changing the MUSTypeCombat, and MUSTypeBoss. However if you want Tavern music, or any other just copy the appropriate Track, (make sure if the conditions box is checked that that is what you want.) and add it to the MUSType. What I did differently is I used Audacity to edit my tracks. I cut pieces out, put songs together, fade ins, fade outs, and the works to make the songs I was adding fit the setting and situation. If that's something you're interested in Google it, it's free! Plus I'm 99% certain if you save the file as is, it will save it as a Wav. If not you can surely convert it if you prefer Wav over Xwm. I use Xwm, it's easier for me. NOTE: The other thing with Audacity is if you edit a song, like making it longer, or shorter or what have you, you can export the file to something like Itunes and create a new Artist, and Album. I do that because it makes it easy for me to work on my mod. I hope this Helps! Good luck! :D
  14. I'm trying to make certain combat songs play in a specific area. I currently have some imported tracks and a music Type called Dwarven, (It's for the Dwarven Ruins). I also have specific combat music I want to be played that fits this Dwarven theme. I can't just put the combat music into the Dwarven Type as it will play the combat mus without combat. So is there a way to make a new Music Type and set a Quest trigger like the normal MusCombat Type? The quest for the standard Combat Type is: C03 Rampage. Is there a way to create a new / similar quest and place it in a new MusType? If so can I make it location / cell specific? Is there a way to Duplicate the quest (I know how to do that) AND add it to the Type whilst changing or adding certain parameters so it will only play in the Ruins, or with the Dwarven Playlist Type? Or is there scripting involved? Please Help!
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