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flobalob

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Everything posted by flobalob

  1. 1) I have no idea what you are talking about, as you cannot create NEW models (Weapons/Armor/bottles) in the CK you need 3DSMax/Blender or something. 2) The Bethesda editing software has always been a bit unstable, we just got used to it and hit the save button FREQUENTLY. And yes you have to re-load your esp when you want to work on it some more DON'T forget to set it as the active file. 3) There is not much difference between an esp & and esm, what differences there are, are quite subtle. However if you're new to modding forget about esm's, worry about them later IF you have to (I've been modding Bethesda games since TES3 and I have never had to create an esm). So to directly answer your question NO an esm is not a bunch of esp's.
  2. Have you killed the dragon?
  3. The only caveat I would add to that is, assuming that the object ShipOar01 has collision data defined in the .nif file.
  4. Shouldn't that be akActionRef.moveto(TeleportMarker) just in case an NPC activated the activator. Oh and as an aside NPC's will not be able to follow you as they will NOT know it's a door style object, so no need to navmesh the second floor.
  5. Yes, If you are going to tab out, or leave your PC for a bit then press tab first to bring up the game menu. It works for me, I'm using SBW to run Skyrim in a window so i'm not sure about fullscreen.
  6. Patch the game.
  7. You can't install SKSE with NMM, you HAVE to install it manually. 1) Download the correct version of SKSE for your copy of Skyrim to your desktop (If you are up to date then use the one listed on the SKSE Homepage ). 2) Right click the file skse_1_05_09.7z and select the option 7-zip then extract to "skse_1_05_09" 2) double the folder just created 4) select all of the files that start with "skse_" AND the directory "Data" 5) Press Ctrl+C to copy the files 6) Browse to your skyrim directory e.g. C:\Program Files\Steam\SteamApps\Common\Skyrim\ 7) You should be able to see a file called TESV.exe (If your system hides extensions it will just show as TESV - the size should be about 17,232KB) 8 ) Right click in this directory and select Paste (Select Yes when prompted to merge directories) Dont forget you have to run "skse_loader.exe" rather than the normal option.
  8. I find that if I press tab in Skyrim to bring up the menu before alt+tabing out everything is fine, but if I don't then I end up with 2 mouse cursors (the Skyrim one and the Windows one). Whats worse is they don't move at the same speed :confused:
  9. I didn't mean to imply that the script WETriggerScript is anything to do with the wilderness encounters mod (which may or may not modify it, I don't know). The script comes supplied with the un-modded game, it's the script that Bethesda use to control all those random encounters you find when out and about. Thats why I sugested to get rid of it and do a verify integrity in steam. Actually I have just had a look at my install and there is no WETriggerScript.pex (it gets it from one of the bsa files) so it you have one in Data\Scripts then a mod put it there. As an aside fire up the Data\Scripts\Source\WETriggerScript.psc in notepad or similar the script should have 228 lines of code if it is un-modded (line 228 is EndFunction, Notepad++ has an empty line at 229)
  10. Don't quote me on this but Bethesdta f###ed up would be my guess
  11. You could also create a script attached to a startup_quest that dynamically added your items to the levelled lists using AddForm, that way it shouldn't override anybody else's levelled list modifications.
  12. Thats because you keep coming back. As far as I can tell, if you come back before the re-spawn timer runs out (30 days for interiors I think) then the timer resets itself. The same happens in exterior cells but the time is 10 days rather than 30. Back when Skyrim first came out and there were no house mods, apart from the original 5, I used the barrels scattered around Riverwood as permanent storage, until I was in a position to buy Breezehome (which was usually 10-15 character levels), I came back every day and none of the barrels lost their contents.
  13. Short answer, not since updating to v1.6. I used to have large things not showing up in game when visited manually (everything fine if fast travelling) but not since my last update.
  14. In your hypothetical situation there are 2 possibilities bracketed number represents load order. Big mod including water (2) Water only mod (3) In this situation the water only mod overwrites the water modification of the big mod bu nothing else. OR Water only mod (2) Big mod including water (3) In this situation big mod is overwriting the water only mod in it's entirity and therefore you might as well not load water only mod at all.
  15. Skyrim is a 32bit executable it cannot use more that 4Gb of ram. But the only way to know is to try it. Make sure you do a MANUAL SAVE & BACKUP YOUR INI before mesing about with these settings.
  16. See 3 Skyrim shortcuts in pic. Top shortcut is the standsard Stream created shortcut (in case I want to get to "Data Files or Options", Middle one is a shortcut to SKSE_Loader, bottom one launches SBW (Skyrim Borderless Window). All three however still require steam to be running (and will start it if it isn't). I found out about SBW from one of the early Skyrim Mod Sanctuary videos, I use it to run the game at full screen width but less than full screen height as my PC is ageing a bit.
  17. Skyrim with SKSE still runs under Steam, you just have to launch the SKSE_Loader rather than the normal desktop shortcut (or if you want to run through the Steam UI then add SKSE_Loader as a Non Steam game)
  18. That would be entirely up to the creator of the of the Oblivion mod that contained the assets, but I wouldn't bet on it.
  19. This script (WETriggerScript) is a base script used by the wilderness encounters. Try moving WETriggerScript.pex out of the Skyrim\Data\Scripts\ folder and then doing a verify in Steam.
  20. Is that with a double click or a right click? I get that mesage on a double click but Right Click/extract works fine.
  21. I don't know precisley, I do know the user interface mods use .swf files but I have no idea how you modify them let alone what functionality SKSE provides. I'm sure there are people somewhere around here that know how to edit Shockwave files.
  22. You will have to look at the documentation for the mod. Try looking at the Nexus page for the mods, most authors provide un-installation instructions.
  23. It rather depends on what you mean by "access the new functionality the SKSE provides" SKSE (as I understand it) add 2 kinds of functionality now 1) New scripting functions added to Papyrus (the newer bit) 2) New functionality that is accessable elsewhere (like what SkyUI uses, but I have no idea how that works, something to do with .swf files I think). As for the CPP files, you're looking at the source for SKSE. I'd leave that alone unless you are planning to join the SKSE dev team or are just curious about how it works.
  24. My guess, you are running some mod(s) that add custom animation, you recently un-installed one and forgot to run .....Skyrim\Data\Tools\GenerateFNISforUsers\GenerateFNISforUsers.exe
  25. At the end of the day it doesn't matter whether you call it a "Game Engine", "Middleware" or "An Alien Incursion". Somebody wrote a big pile of computer code, and a lot of it wasn't Bethesda. Read this for some interesting results found by scaning the executable.
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