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Omegacron

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Everything posted by Omegacron

  1. Perhaps the "OnTriggerLeave" or "OnClose" event? The CK tutorials have a full list of the events you can use, if that helps: https://www.creationkit.com/index.php?title=ObjectReference_Script
  2. If you load up the Dragonborn DLC in the CK, you can look at the quest "Unearthed". It has several points during the quest where you have to wait 3 days before a courier will contact you, so that should at least show how Bethesda did it. UESP Link: https://en.uesp.net/wiki/Dragonborn:Unearthed
  3. When you temper armor & weapons, the level of tempering is identified in parenthesis next to the item name. For example, the various levels on a Steel Dagger would show up as: Steel Dagger (Fine)Steel Dagger (Superior)Steel Dagger (Flawless)Steel Dagger (Epic)Steel Dagger (Legendary)Etc, etc. There may be other levels - I'm not sure. I want to add a new level beyond Legendary called "Divine" or "Aedric" or something, but I can't figure out where in the CK those levels are even coming from. I've read through several tutorials on creating temper recipes, but haven't been able to find anything about these descriptive 'levels' or how the item name gets updated. So basically I have three questions here: Where in the CK do these come from? How are they applied through the temper recipe? Can a new one be added?Thanks in advance to anyone who can offer some help.
  4. Nonsense. I've started numerous mods over the years, and I'm almost done with most of them.
  5. Nice post - thanks! I don't know if I'll ever do voicework (heavy Texas accent isn't very immersive), but I would like to have voices in my mod someday. Either way, it's still great info to have.
  6. When the player picks it up, or when the player reads/examines the inventory item? The latter is easy - just duplicate an existing book or note and use your modified mesh. In the vanilla game, books open when you read them and then you have the option of either just closing it or taking/stealing it. If you want the book to flop open upon clicking it (while still on the table/desk), you probably need to make it an activator or container. The opening animation would play on activation. IIRC, the Black Books in Dragonborn work that way.
  7. If you're just replacing the mesh involved (the actual body), all you have to do is give your mesh the same name & location as the original. The easiest way to find that information is look in the Creation Kit, although you can also just extract the vanilla BSA contents and start exploring around in the files. A third option is to crack open other mods that modify the player werewolf mesh, and see where/how those files are placed under the Data folder once installed.
  8. I got the Camping mod in the Creation Club, but I'm not seeing "Camping Supplies" as an option at either tanning racks or forges. Is that item only available on Survival Mode?
  9. It's personal preference, really. In my opinion, UNP - or in my case, UNPB - looks better than Curvy CBBE, but it also seems to be more of a "pin-up" style. Great for screenshots or posing, if that's what you're into, but just playing the game it makes the women look a little TOO sensual. CBBE, on the other hand, seems more realistic & immersive when actually playing the game. Really the best you can do is try each one and see which you prefer.
  10. What you want is fairly easy to do - you just need to create a new eye color for the player NPC. Something simple like that is a great jumping-off point to learn modding, so here are a few links that might help you get started: YouTube video "Quick Tutorial on How to do Multiple Eye Colors in CK"; this is for Fallout 4, but the process is pretty much the same for Skyrim SECreation Kit article "Eyes"; basic info on the Eyes object you'll need to set up in the Creation KitThe article "Add Glow to the Eyes"; a Fallout 3 wiki article that explains how to add the glow/shine to an existing eye colorThe article "Giving NPCs New Eyes"; explains how to modify the eyes on an existing NPC using SSEedit
  11. There would have to be a lot of conditional stuff involved in the "courtroom" scenario. Plus voice actors. Both of which are beyond my abilities. And unless I'm wrong, only two or three of those actually lay claim to your soul in-game: Hircine gets your soul if you're a werewolf and refuse the cureMolag Baal gets your soul if you're a vampireSithis gets your soul if you're in the Dark BrotherhoodNocturnal gets your soul if you're a NightingaleYou can only be three of those together, so one (either the werewolf or the vampire) is eliminated right off the bat. Overall, though - it's a nice concept and would be fun to see played out.
  12. It's a nice idea, but if I did something like that it would be mostly display/armory space. I never have more than a couple of followers generally, but man I sure love showing off all my weapons & armor.
  13. In my next update for Arma Thalmoris, I'd like to add other tiers of weaponry. I was hoping someone could point me to, or make, the Elven weapons from Oblivion. I've already got the armor and shield as WIP, but unfortunately my mesh skills are limited to bashing stuff together in Nifskope and/or textures. Making weapons from scratch is definitely beyond me, and I haven't been able to find any existing weapon meshes with the same shape. Even if I could learn how to tweak a mesh in Blender, it's a far cry from making new ones. The screenshot below is essentially what I'm looking for. The quiver is pretty similar in shape, but the rest of the items have a distinctly different look than the Skyrim versions. If anyone is interested in taking on this project, please let me know. I would probably want the 1H sword blade thinner (more like the 2H one), but otherwise I'd like to stick as close as possible to the original Oblivion weapons.
  14. Ah, ha - good to know. I'll give BSArch a shot instead. Thank you!
  15. Yep, that's exactly what I mean - the spacing between lines (or rows, if you prefer) is a little too close for my liking. I'll give the tags in your link a try - thanks!
  16. Past couple of nights I've been troubleshooting an issue where SkyrimSE.exe crashes as soon as it starts. Turns out the culprit is my own mod! The other night I packaged my loose files into a BSA using BSAOpt, and that's apparently when the crashing began. If I use loose files dropped into the Data folder instead, the crashing stops. What is it about a BSA file that would crash Skyrim? Loose, the mod contains 884 files, 91 folders, and weighs in at 455MB. I'd really rather not publish it using loose files, for obvious reasons. Packed up, the BSA file is about 287MB. To pack it, I used the following method in version 1.0 of BSAOpt: In BSAOpt settings, used the defaults except for the game (changed it from 'Automatic' to 'Skyrim') For the OUT folder, I picked my mod folder representing the Data folder root. For the IN destination, I entered the same name as my ESP with a file type of bsa (ex. - MyMod.bsa)It seems to have worked, but obviously there's something about the resulting BSA that Skyrim doesn't like. With the BSA present in the Data folder, Skyrim immediately closes both with and without skse loaded. Event 1000 in module ucrtbase.dll.
  17. Skyrim SE ROCKS!!! Thank you... that is all.
  18. I have my fomod installer working properly, but I"d like to polish it up a little. The radio buttons & checkboxes are awfully squished together, with only a pixel or two between them vertically. CSS doesn't seem to work (which is how I'd do it with anything web-based), so is there another way of adjusting the spacing/margins around form objects in fomod XML? So far my google searches have turned up zilch.
  19. There should be a collision node in the mesh. Open it in Nifskope and then you can either delete the collision branch altogether, or replace it with the collision branch from something flat like a wall.
  20. If you're referring to the Havok Sim feature, no. I have the latest version of the Skyrim SE Creation Kit - just downloaded it two weeks ago - but still have that issue. Crashed my CK night before last, in fact.
  21. I ended up doing a combination - for the first cell (which is quite large, multiple floors) I used auto-generation and then spent about 30-45 minutes cleaning up stuff. For the next two (much smaller, single floor areas) I did it by hand. Doing it by hand took around 20 minutes for each cell, but they were both a lot smaller than the first one. Now that I've got the hang of it, I probably could've done the first building by hand in about the same time I spent cleaning it up.
  22. Unfortunately, at this point I'm already stuck with cleaning up the auto-generated ones. One more question, though - when it comes to furniture & crafting stations, how close does the navmesh have to be? Since they use it to get around, I assume the navmesh triangles only have to get them up TO the object in question? Certainly at that point they're smart enough to know the bed they own is a foot away in the same room... right?
  23. When you let the CK generate navmesh automatically, is it really necessary to clean it up afterwards? I mean, sure, there are navmesh triangles on top of tables & such... but will NPCs actually see that as a valid path when moving around? Also, I noticed that the auto-generation doesn't place triangles under rugs. Does this have to be done manually in order for NPCs to walk over the rugs when moving from A to B?
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