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AureliusofKvatch

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Everything posted by AureliusofKvatch

  1. Thanks a lot. The unfilled aliases were due to a script attached to a quest which had no other function than to declare alias properties...? I have no clue why that script ended up there, it was atop the actual quest script, but I removed it, the mod runs fine without it, and now thst error is gone. I am gonna remove the unnessecary edits, fix some newly discovered clipping issues and then test it again. Thanks all of you. BTW i never knew there was a special edition forum, but thanks for the pointer.
  2. Hey all, I am quite bothered. I published the mod Kagrenfahlz two days ago. People told me there was the dark face bug, so I uploaded a new version with the exported facegen data. However, now I get reports of people having CTD's when they enter the Inn in Riverwood. They say it happens when the scene between Orgnar and Delphine starts. I dont have that problem. The mod runs fine on my side (with and without mods). Is there anybody who can help me? I really want my mod to work well and not cause CTD's but maybe there is something I am not seeing. In other words: this is a cry for help! Thanks!
  3. Hey all, and another question related to my new mod. One of the users stated that a radiant quest I implemented lead him/her to a new lands mod (Midwood Isle in this case). Personally I think this is cool. I was sent to High Rock (Beyond Reach) during one of my testplays However, I am considering of restricting the possible radiant locations to Skyrim only. My question is, how do I do that, I am a bit unsure right now. Thanks!
  4. So I uploaded my mod! Hurray! But the first "bugs" are being reported (NAY!) One of them is about faces. One player had the dark face bug. I did not have it by the way, neither on vanilla nor on my mod load order. However, what is in my power is to export facegen data. I figured out how to do this, but I have one question. I understand I should do it for all the new unique npcs, but I have also some non-unique npcs (some which are based on templates of monsters that can level up). These have no appearance yet. What I get is the colored M instead. Do I need to export facegen data for them as well? Thanks!
  5. Finally ready to pack my mod. I am just curious whether I should pack the dialogue view files into the zip file. Since the system appears to be broken, I started to work from the player dialogue directly. Which is, in my opinion, far more convenient. I started to wonder whether the dialogue view files have any impact on the game at all. I dont think so, but I am not sure. Does anyone know? Is it necessary to pack thr dialogue view files into the zip file for the mod to work properly? Thanks!
  6. To whom it may concern: I raised the world water in each tile for which it mattered and it worked. I will sleep well tonight.
  7. Allright, I just learned how to raise the water level per cel. This could actually solve my problem. Does anybody have experience with this?
  8. Thanks! That makes sense... is there a way to raise or remove the lower body of water?
  9. Dear all, my mod is almost finished and I am now trying to get rid of all those nasty bugs I kept ignoring so I could remain in a steady flow of mod creation. This is my problem: I created a small worldspace. It has two large water tiles. When i enter, everything is fine, it looks good (the Lod is generated properly). But after some wandering around, one of the water tiles becomes invisible. I can still swim through it, but I cannot see it. The other water tile is visible, however, which leads to this line through the world. On the one side there is water, on the other, there is not. If I jump in the invisible water, it mostly becomes visible when I dive under. I have seen this bug before in videos, but no solution. I hoped the generation of LOD would solve it (I used SSELodGen), but it did not. Does anybody have any idea what is causing this and how it could be solved? Thanks in advance! Aurelius
  10. Hey all, running into a new challenge. So I am hoping you can help me out. At a certain moment in the quest, the player can give the wrong answer and I want him or her to attract a disease (brain rot in the this case). Does anyone know how to do this. I have been tinkering with papyrus fragments, but this was to no avail. Please let me know and thanks! Aurelius
  11. I apologise for this late reply and thank for your answers. I was going through some stuff. But it is solved... It was pretty stupid. Foamyesque said it: "Shops don't close while you're in them. Did you try leaving & re-entering?" So everything works fine, is the main thought.
  12. Thanks for your reply. But I found the solution. In the CreationKit.ini bUseArchives was set to 0. I changed it to 1 and that did the trick. For now.
  13. Dear all, a new problem has emerged. I am trying to see if I can get the Ashlander tent from Phitt"s Sheogerad Resource into my mod. I downloaded the zip file from nexus, extracted the mesh for the ashlander tent into my datafile meshes, exctrated the textures for the ashlander tent into my datafile textures. As far as I know, I kept the datafile structure as it is in the zip file. I opened SE CK, created a new static, found the Ashlander tent, it looked fine and placed it in my mod. Then, when I checked the new static, it suddenly showed the red rhombus with the exclamation mark. It read marker_error:0. After that the Ashlander tent in my mod turned into a Rhombus as well. When I tried to create a new static to see if I could at least see the Ashlander tent again, all I got was a rhombus with an exclamation mark. I tried using Nif Optimizer, did not work. Is there anyone here who might know how to solve this? What I find odd is that it seems to work at first (I can even place the static in the mod and manipulate it), but then it suddenly turns into a red rhombus after I try to edit it again. Google has not been helpful either. I further use Vortex and it is for Skyrim SE. Thanks! P.S.: F5 does not help.
  14. I am stumped. Hi all, I am having the following issue: All the merchants I place in my game work fine, but they never close their shop. For example: I set one merchant up via a faction with a vendor time window of 08:00 and 20:00. When it is 07:00, the vendor does not sell (I do not get the "what have you got for sale" line) When it is 08:00, I do get the line. When it is 20:00, I still get the line. When it is 21:00, I still get the line. When it is 22.... etc.... I still get the line. (I checked this with the console code "set gamehour to" Once opened, they never close. So this is what I have tried so far: 1) I have deleted the faction, NPC, and recreated it from scratch, did not work. 2) I copied an existing faction (which worked) from Carlotta in Whiterun, did not work. 3) I tried to accept the time problem and work around it with a clear "near reference" location, did not work. 4) I reinstalled Skyrim, did not work 5) I also tried to give them a rank of 0, did not work. Now I am stumped. I just cant get these vendors to close to their stands. What am I missing? P.S.: It seems to be working whenever it feels like it. Cycling through different set gamehours one vendor suddenly worked fine regarding the opening and closing hours, but after another cycle of console set gamehours, it seized to work…. the only thing I can think of now is that maybe COC from game opening screen tends to screw AI up a little… but maybe one of you can help me. P.P.S.: If all fails, I just accept that the vendors in my little town are workaholics.
  15. Sorry, please delete this post, it was posted in the wrong subforum.
  16. What matters is that I learned about counters because of you. That is one mighty device which allows one to create swesome puzzles in a simple way. Happy modding to you as well!
  17. Thanks for your reply. The problem with your solution is that the dragonborn can simply pull all the switches and the door will open. This decreases the difficulty of figuring out which three switches need to be pulled. The idea is this: there are eight switches, each bearing a unique sign. The dragonborn gets hints on which three switches work. But if he uses the wrong combination of switches (2 good and 1 false, e.g.), the door should not open. However, with your solution, the dragonborn can be lazy, pull all switches and he would have solved the problem. By scripting the false levers, I am able to make sure only the right combination of switches work. But I only came to that solution because you helped me. So thanks!
  18. Thanks! That worked. But now I need to figure out a way that the door only opens when exactly these three switches are pulled. If the PC would simply pull all eight switches, the door opens as well. I am now trying to figure out how I can decrement the value on the XMarker with one of the other five switches. But I have been unsuccesful so far, nevertheless: Thanks! SOLVED (for now) Allright, I made a decrement script and attached it to the five other levers. Now if a wrong lever is pulled, it needs to be pushed again to get the value correct. This entails that only the three right levers open the door. However, once the door is opened, the puzzle becomes a bit erratic (by which I mean one can open and close the door with different combinations). But at least the PC could then also open the door at any time he or she wants. Thanks a lot!
  19. Hey all, I am looking for help for the following kind of puzzle: There are eight levers in the room and a locked door. Only when the right combination of three levers is pulled, the door opens. Any other combination (e.g.: two of the right combination and a wrong lever) would fail to open door. I believe this needs some scripting, but I am a bit struggling as to how to start and am looking for some tips and advice from some veteran modders. Thanks!
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