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Weedsekatze

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Everything posted by Weedsekatze

  1. I've found a solution and it's actually very simple. The problem was that I'd added too many assets to the CK's object window. I took the time out of my day and sorted through their counts and deleted all of the ones that were in use by 0 references, as well as their meshes and textures within my folder structure. I've kept them in there (and loose for now too) figuring I'd need them in the future maybe. In addition to the CK now running smoother, it also loads and saves faster than it did before and I can also place references in my worldspace again without the Creation Kit randomly crashing as soon as I let go of the reference in the render window. I always suspected this was a CK only issue, considering everything ran smoothly in-game. So my advice for the people of the future stumbling over this thread having the same issue as me is to not postpone folder structure cleanup until you're ready to pack your files into a .bsa (you'll likely go over your folders another time when doing that anyway) and to also not add every asset you'd maybe like to use in the future to the CK (even if they're part of a modder's resource pack that you're using some bits and pieces of). Trust me, you won't end up using all of them.
  2. Hey! So this isn't a pressing issue, just something I can't seem to find a solution for and maybe someone on here can tell me what I'm missing. I've been working on a modding project for years now and so far I've never had any issues when adding static assets to the CK. They've worked flawlessly in-game as well as in the CK each time. Lately though, when I add a new static asset to the Creation Kit, no matter how tried and tested the source of the mesh/texture is (even vanilla assets give me these results), the CK will let me save the .esp once, but continously crash when I attempt to save my .esp after I've closed and opened the CK again. There's no error messages or warning signs, it will just crash to desktop. In-game the new meshes/textures work without issue and the .esp works as intended, however. I've scoured the forums for a bit and found topics discussing a similar issue where people would CTD upon attempting to save, where the CK would also create a .tes file. That's not the case for me, though, and suggested fixes in those threads yielded no results. Anyway, I can work around this by just avoiding to use any new assets for now, but not being able to figure out what the issue is has been vexing me for days. Does anyone have any ideas?
  3. Yes, of course I did. I also did it again for every line, recording a sound file in the CK before adding my fuz file, I mean, after fixing my dialogue conditions and it went smoothly. Everything's working in-game now, subtitles, sound, etc. So, thank you very much!
  4. Alright, so I tried that and it still doesn't work. It records just fine, but when I hit "done", there's still no path to the file generated. Checking Data/Sound/Voice on my hard drive, there's also no new sound file in my esp's folder. However, I noticed that in the vanilla quest, the whole dialogue branch I'm trying to recreate here is in a different quest tab, "Dialogue Views", whereas I put mine into "Player Dialogue". Wouldn't be the first time a small mistake like that one gave me trouble, so I guess I'll copy & paste my branch over there and see if that makes any difference. //EDIT: Well, guess I saw that one coming, still no luck. The CK created a path to the voices, until I started adding conditions again. The GetIsID condition went well. The GetInFaction: PotentialFollowerFaction one too. Once I added the GetInFaction: CurrentFollowerFaction condition, however, the path to the voice file vanished. //EDIT x2: DEAR HEAVENS I FIGURED IT OUT. I can't believe it took me months to realize that I have to change the GetInFaction conditions to run on my actor reference! So for future reference, should anyone stumble over this thread, ready to rip their hair out because they're at their wit's end: After adding your conditions, make sure the GetInFaction conditions are set to run on your actor's reference: Double click on your condition, at the bottom left corner, select Run on: Reference, then click Select, select your actor's ref, and that's it! still, agerweb, thanks for trying to help me out here. I very much appreciate it!
  5. You have to look at the "Misc" tab in the DialogueGeneric quest. That's where these topics are located, things like "Hellos" and "Idles" etc.
  6. Really? I didn't know that! No, I've never done that before. Huh, never had any trouble with that either, but I guess I'll try that approach later today.
  7. Yeah, right. The subtitles are there, but the line isn't voiced. I'm using externally recorded dialogue - that is, a placeholder (as in, a few seconds of white noise) fuz file to test if it's working in-game. The file is working with every other line so far, but not the ones in this specific quest.
  8. [REMOVED PICTURE] So this is what I've been dealing with the past month, and frankly, it's driving me insane. My actor has a) the right voice type assigned b) been added to all the necessary factions c) no trouble with other voice lines, it's specifically this quest that doesn't want to create a path to the voice file. I think it should also be mentioned that the quest dialogue has no conditions added. Now I've tried different approaches here, but nothing seems to work. I've made my own factions (WKPotentialFollowerFaction and WKCurrentFollowerFaction) instead of the vanilla factions, PotentialFollowerFaction and CurrentFollowerFaction, and added my GetIsID. I've used the vanilla factions (which I'd prefer, tbh) and my GetIsID, still the CK refuses to create a path to the voice file. So, what I've noticed though, is that it DOES indeed create a path once I remove the "CurrentFollowerFaction" condition (or my WKCurrentFollowerFaction condition, depending on what I've added). [REMOVED PICTURE] I'm at a loss here. I've been working on this mod for years, and I'm close to finishing it, but unless I can find a way to have the CK locate this voice file, it will have to stay on my hard drive. Any idea what could be causing this? //EDIT: Removed pictures.
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