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Tathrin

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Everything posted by Tathrin

  1. Okay, it's something wrong with my Photoshop settings. I just tried it in photopea, and the texture works fine coming from there. I DON'T KNOW. But thank you both so much for the help!
  2. I'm using the same nif as from Real Readable Books (I just mapped the main texture to the new one I made, and renamed it when I saved it) and those look fine, so I don't think it's a problem with the nif. Also when I use the texture that ChuckYufarley made, it works perfectly. It's just that for some reason, whatever I do, my textures won't save correctly. Even if it's the same texture that ChuckYufarley made, or one taken directly from Real Books, as soon as it goes through my Photoshop the white bits appear. The alpha layers look exactly the same. Even just resizing the image file ruins it. I have Alpha Channels and Layers both checked, everything looks right. It's just not coming out right.
  3. No, wait, I'm sorry, it still isn't working. I've watched that so carefully and followed every step, and everything looks right. It looks just like the one you sent me, which does work! I don't know if I have some setting toggled wrong in my Photoshop, maybe? But even if I so much as open your file, increase the image size, and re-save, it gives me the stupid blank white spots again. I'm so sorry to be a pest, but could you take another look? Here's the full final texture, that just will not show up without the white spots, no matter what I do. https://drive.google.com/file/d/1TXzjrzq2vQLQK0voCl21qZZJtTboVIKq/view?usp=drive_link
  4. You are my HERO, thank you!!! I think that was such a basic thing, that I was searching for far more complicated solutions that consequently had nothing to do with what I was actually doing wrong ughhh. (Figures.) Thank you so much!
  5. I'm trying to add a book, built off of the brilliant Real Readable Books mod by Zorkaz. Unfortunately, no matter what I do, I cannot get the pages to work like they do in the original mod. The texture keeps showing up as a flat opaque white poking out around the edges of the book. I've been poking at this on and off for two years now, with no success, and I'm at my wit's end. Does anyone have ANY ideas what I'm doing wrong, or how to fix it? Here's a quick upload of the basic file if anyone wants to take a look and try to save me: https://drive.google.com/file/d/1BQz0EEbijnf1FBidUQd9VxMa8XW24pQI/view?usp=drive_link
  6. Hello folks! I've been trying to make a ground/inventory model to match the necklace created here. I successfully chopped the amulet away from the cord in the ground model of the Skaal amulet, which forms the necklace part of the item. I even -- I thought -- successfully placed the small Azura's Star from the aforementioned mod onto said cord. It shows up fine in nifskope. In the CK render window and in the game it only shows the necklace cord, no star. Does anyone have suggestions for how to properly combine the two meshes into one item? Everything I've found on making ground/inventory models tells me that they can be tricky, but since I'm block-pasting directly into the existing Skaal Amulet ground model (and I did the convert-to-LE-meshes-first trick!) I thought it would be okay...apparently not! Any help would be fantastic, thank you. (I've attached the nif in question so you can hopefully better see what I'm doing wrong.)
  7. Sorry Ghozgul, I was wrong! It turns out there isn't a quest marker, but it's still pretty easy to find! The town above the camp in the picture is Rorikstead. When you leave Rorikstead, take the road south until you notice a compass marker for a camp to the west. (If you run into Forsworn, you've gone too far; head back south-east a little until you reach the smaller camp.) Follow that into the hills...and watch your step! :wink:
  8. Good news folks: Elleh says it's allowed! So the testing file is down now, but keep your eyes peeled on the Nexus because the patch should be coming out in a few days!
  9. I'll take one for you tonight when I get home and can boot-up the game! In the meantime, there should be a quest marker for it -- did you go to Rorikstead? Try walking from one end of the town to the other, if the quest didn't start automatically; maybe you just missed the trigger box.
  10. Oh my gosh, thank you so much for sharing your screenshots, that is awesome! (Also, love your character's face.) I've asked Elleh for permission to either send them the meshes for inclusion in the main mod or to post it myself as a patch, so cross your fingers that we hear back! Should I be allowed to upload it as a patch, would you be willing to let me include your screenshots? (I'll give credit, of course.) The armor looks so good on your dude! And good luck with the quest -- I hope it works for you, because it's a charmingly immersive way of getting the armor, imo much more fun than just finding it in a chest somewhere or crafting it yourself like is usually done with modded items.
  11. Oh hell, if that isn't a prime example of 2020 Brain at work, I don't know what is...thank you! I've repackaged it all and changed the link to the corrected version, it should work now for testing if anyone else wants to take a look at it! Also Ghozgul, if you want to try it again, it should work now! I expect the reason the armor didn't show-up with the original mod downloaded is because the original version of the armor doesn't have anything linked for the male body, and it overwrote my additions. Oh and saurusmaximus, you get the quest by going to Rorikstead, and then checking the hills south (I think it's south) of the town for the hedge mage's camp. It also may not have worked because I screwed up and packed it wrong lol...but thanks for going to the effort of checking the armor out anyway! I super appreciate it! P.S. I didn't make specific male gloves because I thought the female set looked fine on my character, but if you think I should let me know and I will!
  12. Looks like it's the one from this mod: Basic Dining Set Replacer
  13. It's excellent, imo! Also you can have it and other pet-follower mods installed (in my case, Twenty-Eight Friendly Cats) and they don't conflict. That is, the cats from the other mod don't magically acquire the functionality of A Cat's Life, but neither mod breaks the other either; the different cats exist independently side-by-side. I still think Mihail's fat little skeever-based cats are cuter, but I love that you can actually interact with the Cat's Life ones. If I had to choose between them, I'd choose that one -- but fortunately, I don't!
  14. I've created an (admittedly rather novice) male version of the gorgeous Hedge Mage Armor and was hoping some of you lovely and talented people might be willing to take it for a test run before I approach Elleh about sending them the mesh files or uploading it as a patch etc. https://drive.google.com/file/d/1Ja_jWmBAsuFy_kMBjvB7IVCJY_4XR42Y/view?usp=sharing This file contains the complete Hedge Mage Armor mod (quest version) rather than being a patch, so you do not need to have the Hedge Mage Armor mod installed already to test it. In you do have Hedge Mage Armor (any version) already installed in your game, please temporarily disable it or install this test file to a new profile to avoid conflicts! Alternatively you can take the loose mesh files and add them into the mod in the CK yourself and test them that way. The armor should have the same beast race support that the original mod did, as I created new male-sized meshes for all the armor parts except for the gloves. (If you think I need to make gloves too let me know, but they seemed okay to me.) If you notice any major clipping, sizing issues, missing parts, or other flaws, please let me know!
  15. Oh thank you! I will give that a try, I really appreciate it!
  16. This is the mod I'm working with, if that helps anyone figure out what I'm doing wrong: https://www.nexusmods.com/skyrimspecialedition/mods/28372 (I decided the round of dialogue initiated by the triggerbox isn't actually crucial, so I uploaded it anyway. I would still like to get it working if I can though, so any suggestions are very much appreciated still! Thank you!)
  17. It's actually not even a quest per se, I just need to enable some additional dialogue after the player walks into a certain room. I had it working briefly, but then I ruined the plugin (and didn't have any old versions backed-up, oh no! fool!) and had to rebuild most of it...and now the second batch of dialogue no longer shows up in the game. The triggerbox is working, according to the messagebox debugger attached to it -- but the dialogue quest that it is supposed to trigger is not. This is the script I'm using: Scriptname SSCSkoomaRoom extends ObjectReference Quest Property DialogueSweetSpotChildSkooma Auto Int RunOnce Actor Property PlayerREF Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ; If RunOnce == 0 DialogueSweetSpotChildSkooma.start() Debug.MessageBox("Trigger worked") RunOnce = 1 I don't have any conditions set on the quest to stop it running, I don't have it toggled as requiring an event to start (NONE), and my voice files are in the same folder as the other dialogue quest which is working, and have all been recorded/saved accordingly to make them active. And I'm at a loss. Does anyone know how to properly enable a new quest to start based on a player entering a triggerbox? None of the tutorials I've been able to find have helped, either because they don't apply to what I'm trying to do or because I'm not experienced enough to figure out what they're telling me to do! Any help would be wonderful. The mod is this close to being finished...but I've hit a wall that I just can't get around. Help, please!
  18. Hey I know it's been a while but I just wanted to thank you for the help! I've kind of given up on the mod for now until I learn more about quest mods in general, because it turns out I had accomplished much less than I thought I had and it's going to take some more work to get to the point of being able to pull this off, but I will be coming back it eventually when my skills are up to the task and I am absolutely certain that your advice will be invaluable to me when I start working on it again, thank you so much.
  19. I am trying to built a quest off of the Chaurus Pie: A Recipe book wherein you actually have to bake and consume a chaurus pie according to the recipe therein (or as close as in-game ingredients will allow lol). So far I have created the pie, come up with a recipe, placed a few in world, and attached the start-quest script to the book on-read. All those stages have been tested, including actually baking the pie at the oven. So far, so good. I even have the quest advancing to the next stage when you add a pie to your inventory (so you can either bake it or steal one of Nils's from Candlehearth Hall; I couldn't figure out how to do it just on baking, but I'm not too fussed about which the player chooses to do there tbh so if they "cheat" and steal one okay nbd). Where I'm running into trouble is completing the quest. I want to end it with the player actually eating the pie...but I cannot for the life of me find any tutorial or script list or anything that triggers upon item consumption. Does anyone know how I can do that? Thanks very much for any help!
  20. Got it working and uploaded now, thanks so much to the both of you!
  21. Thank you! I will check both those things. I really appreciate the help!
  22. I'm quite new to modding and would appreciate any help or advice people can give me, please! I am trying to make a new, craftable necklace for the player to wear in game. I used the Amulet of Zenithar as a base and made a new texture, which I attached to a copy of the zenithar meshes via nifscope. I have both the textures and meshes in their appropriate folders (data/textures/armor/amuletsandrings and data/meshes/armor/amuletsandrings/blueflower) and the amulet is showing correctly in nifscope and in the Creation Kit. When I load the game with the mod installed, it shows up in the appropriate crafting menu with the appropriate image. After crafting, it shows up in my inventory too. If I drop the necklace on the ground, I can see it. When I put it on the player, it shows that it is equipped and the attached enchantment is engaged. However, there is no visible necklace on the player. I tried with an imperial, an elf, and an orc to see if there was something funky with the races, and no change. I tried with both male and female characters; no change. I checked to make sure it wasn't the clothing getting in the way and even when the character was naked aside from the necklace, it still didn't show up. I made a mod just like this earlier and did not have any problem with the textures or meshes. I not only followed the same steps to create this mod, I used that mod as a base/shortcut so everything should have worked out exactly the same...and yet, no visible necklace. I checked the game with both mods installed and the original (lavender) necklace worked fine but the new one was invisible; I checked the game with only the new (blueflower) necklace installed, and it still wasn't there. Looking for tutorials, troubleshooting, and tips has been a dead end. The closest I could find was this thread ("As far as being invisible when equipped that would be due to not putting the nif on to that gender's entry in the armor addon form. There is one other possiblity for invisible armor. You need to apply the _1 version in the armor addon form. You cannot use the _0 version without at least copying and renaming it to _1.") but I have now quadruple-checked my meshes and they are all named correctly and placed correctly. The only functional difference between the two mods is that the first one was built off the Skaal Amulet and thus used a _gnd while the new one was built off the Amulet of Zenithar which has a _go. Could that be causing the problem? If so, how would I fix it? Can I simply rename the _go to _gnd or do I need to do some kind of conversion? Any help would be wonderful, please and thank you all so much!
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