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ttabakova

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Everything posted by ttabakova

  1. I think some time ago (like, half a year) I came across the mod that changed the amount of quests you need to do for a person to change their disposition. Like, no more becoming friends after I gathered 1 wheat for you. Can't for the life of me find anything like that now, although I searched for all possible names I could came up with.
  2. On solsteim when you first sleep you get into a scene and then wake up in another place. That may be helpful, too.
  3. If there was an answer to this question there wouldn't be 80 pages of comments. Nobody knows, just a lot of speculations.
  4. Anything you deleted can be undeleted in xEdit. It actually has the function "Undelete and Disable" which does exactly this: finds deleted staff and changed the flag to disabled. Problem is, if you open the mod in CK after that, you will see all that things again, cause "disabled" flag doesn't make it disappear in CK. So you'll have to move those disabled things away, somewhere whrer nobody sees it (out of the house, generally)
  5. Generally, it's not a good idea to delete anything from vanilla game. It is also a good idea to look at your results in xEdit, because every thing you've clicked on, will be baked into your mod even if you didn't do anything else to it besides clicking. It's like a false ITM, CK changes one property for that item which doesn't quite affect things, but it marks it as a change anyway. I actually took apart Eli's Breezehome to see how she dealt with existing things there (I mean, I opened it with the CK and looked at it). There are some smaller mods out here which modify players homes, which may be easier to take apart as opposed to Breezehome where almost everything was changed. The tricky things are the markers and the staff they add depending on the state of the house. If you want an item to appear only after the player has decorated the house, you need to find the marker responsible for that area and link your item to it. If I need to semi-permanently get rid of things (meaning I don't want to click on it and '1' every time I load CK but I do't want to see it until I'm finished, like with the player homes it's the items from the unfurnished state), I move them out and rename "edid" field to something like "xxxtemporarilymoved"). When I'm finished I load xEdit and delete all the records with those names. Also if its juste decorations (static) you're doing, you can hide the markers with "M". Makes navigating existing cells much easier.
  6. They don't accept donations. As far as I remember, some of them work for the gaming industry, and monetizing this project may result in a huge headache. I'm pretty sure this info is buried somewhere in this topic.
  7. I decided to start with overhauling an existing player house, then maybe I will have a bit more experience to create my own layout, or decide on the bulding set I want to use. Luckily, if I lack space, I can always expand it with some sort of a basement. As for over head perspective, it gets tricky when you have multiple story houses. I have some experience in lights placing, and in a small two story farm visibility is a real problem. Considering you need an overview of the room for shadowcasters to see if they're producing visible artifacts. I usually just hide things I don't need to see/accidentally grab with "1". While working with clutter/furniture, I also hide markers most of thhe time. Thank you for the responses!
  8. Hello lovely people! I'm a newbie in mod creation. Have a very narrow experience, mostly with lighting in CK and patches in xEdit. Recently I decided I want to give a try to a player house. So I took apart a couple of house mods I enjoy, watched a bunch of vidoes, looked for modders resources I can use. After all, I find I'm really lost at where I start. So, if you don't mind, people who create interiors/exteriors, can you share some advice here? How precisely do you plan the layout? Do you select resources beforehand or go searching for them when in need? Do you follow any building sequence (well apart from building walls first, probably)? Like, do you fully decorate/link one corner, say, and then move to the next one, or do you put all the furnoture/static first, then go around linking/scripting/adding additional details? Any advice appreciated.
  9. And cookies will come out of your speakers. With blueberries? xD
  10. Riverside Lodge doesn't have Unique items displays as far as I know, not sure about the second one. Rayek's is very nice but your followers can't even get in there - the point where I stopped using it for the time being. Elysium has pretty much everything from the requested list and it's not too big (still two cells though), I also like ld's homes like Frostvale Estate, but they're too grand for me (I don't actually need 30 beds for followers, even if I have them I would rather they live in different places then hoard a single house). Autosorting is much easier with mods that let you manage it yourself - you get your own lists of what sorts in where. Most of the mods with built in autosorting doesn't count for some of my other mods items (or changed items), like Hunterborn, Immersive Jewelry and such.
  11. Er, good for you. I simply saw some confusion as to whether he'd have any insider information or not, and decided to clarify - he doesn't, and he isn't trying to pretend otherwise. As a lot of users have been helped by Ilja, it's not uncommon to see his word taken as gospel. I'm hence not at all surprised that Zeridian would've linked to one of his quotes. Let me fix it: Facts over fiction. I would really like to meet that ''a lot of people'' Respect is earned matey and this is where i go nuts. I guess you may respect different people and its okay, no? The guy in question hasn't stated "respect me!" anywhere in that post on steam, though if you think what he did was wrong, you should probably go tell him personally rather than discuss and insult him behind his back. This is irrelevant to the topic anyway, as stated above, because there's no new information about skse. I personally go with the opinion of schlangster. I'm a pessimist, so I don't believe in skse anymore. It will come as a nice surprise, if it will.
  12. Thanks God a lot of people are better than that, then.. Huh? It's more about emotional pressure modders are dealing with. I personally don't think I can deal with it. If that's what you define good people, though, let it be it.
  13. Each time I read this topic I remind myself to never get involved in releasing anything valuable for the community. Hope the point that they don't owe you anything, even an update, will get to you someday. Even if they will never get to it, they've done a great job for Skyrim, as well as for FO4.
  14. Do you have any .esp from oldrim? P.S. Your load order is weird. USSEP should go right after official dlc masters, for example. LOOT is good but it can mess up a lot.
  15. NMM is weird sometimes. For mods that add just textures or otherwise doesn't have a plugin they sometimes don't show up as activated. Check that you have the needed files from that mod in your data folder.
  16. I would check the order for mods that have several .esp. The issue can pop up if you're loading some plugin before its master. For example, can you expand what is the current order of RLO plugins? If the only change to the load order is the Character Edit, try disabling it and launchung, if that helps its not a problem with the load order, just that one mod.
  17. Thanks for the reply. In fact the conflict I was solving is IA made changes to outfits, replacing vanill leveled list with their own and other mod was overwriting it with another new leveled lists. After all, I just took 10 minutes to merge the staff into IA lists (luckily the other mod in question doesn't use scripts so I just included their items in IA lists) so they don't get lost.
  18. Hi there, hope someone here can help me with an answer. So, I have a mod that distributes its items via a script. Immersive Armors is the case. But it also introduces changes to leveled lists which can be viewed in xEdit. There are new leveled lists named IACsmthsmth, which are then used in Outfits section. In xEdit there are no items added to any leveled lists seen, well because it distributes them via a script. Now, a question. How high are the chances that the script actually relies on these new leveled lists introduced? I did tried to read the script but wasn't really.. successful. I have conflicts with that entries and I was wondering, if I let something else overwrite IA changes to leveled lists, will that mean IA items will no longer be distributed?
  19. The "engine bug" you're referring to is the limitation of the light sources a mesh can use. Say, I make the lighting for some small farm (which is typically 2 meshes, left side and right side), and I have this limitation of how much lights I can place there (which is generally 6 if I'm not mistaken, but when you start doing this sometimes it starts flickering with 2 or 3 only). If I put more lights, they either flicker or don't show at all. The same applies to exterior lighting, so if I want to ligh up a building with torches/lanterns/fire barrels, I also have this limitation, which makes walls and ground flicker if I use too much light sources. It is quite tricky as it is and sometimes takes a vast amount of time to make the lighting work, be realistic enough and not put you in total darkness. Now you come there carrying a torch and you produce one more light source with it. In 99% of hand made places (where light sources were added or adjusted by hand) the author did'nt count for this excessive light source. Even if the place is not built up to a maximum amount of lights it can take, the moving light can cause wonders with Bethesda made game and sometimes it will flicker still. It can be troubleshooted in some places, but the author needs to know the _exact_ location you're talking about, i.e. which wall/road/ground flickers. So the only other option for you as of now will be to not use any mods that make hand placements of light sources.
  20. A lot of mods are ported already, but that really depends on what you prefer. SKSE isn't ready yet so a lot of mods won't be ported until it's out. One of the main pains is SKYUI, which is only available in old (not very-skse) edition and requires manual tweaking to work. A lot of mods won't be ported because they are no longer supported. So I guess the best decision is to look at SE mods section and see if there are enough for you to play.
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