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flobalob

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Everything posted by flobalob

  1. Well, for one thing most of the objects (especially architecture) will have their "state" determined by a series of enable parent's. (just like the player houses do, or very similar anyway) The major issue you will have is identifying what all of those enable parents are, as there are likely to be dozens of them, normally enabled/disabled at certain plot points as the player progreses. There are also likely to be some less obvious things, like setting certain quest stages and/or variables to enable the main plot to continue as normal. e.g. which NPC will be in Riverwood, Hadvar or Ralof? This will determine which part of the plotline to activate for informing the Jarl of the dragon attack. Based on my past exteriance with Bethesda games, actually deleting references is usually a VERY bad idea, set them to initially disabled or move them out of the way if they don't seem to have enable parents.
  2. These properties.
  3. Only things I can think of, off the top of my head 1) Press "F4" to toggle visibility of the collision layer. Some wall sections have a colision layer that is well in front of the wall (Riften interior walls especially) 2) Are your weapon racks rotated to exactly 0, 90, 180 or 270 degrees, this can cause problems, rotate them 1 degree, see pic.
  4. If you don't have the option to click "Yes to All" then add the following line to SkyrimEditor.ini below the [MESSAGES] section (it's located in the Skyrim game directory BTW) bAllowYesToAll=1
  5. I think I know what you have done. You created a cell (by duplicating it) and saved in the CK & it asked you to provide a filename for your mod. You Quit the CK and tested your stuff. You loaded the CK again and loaded your mod, when you saved it the CK asked you to provide a filename AGAIN. If this is the case then you forgot to set your mod as the active file (We've all done it BTW). when you load an existing mod you HAVE to use the "Set as active file" button before pressing OK, otherwise you are creating another NEW mod.
  6. I've seen this before, usually if you try again later it works. What I suspect is happening is that the file is being transferred to your nearest server, because it isn't already there, behind the scenes, but if the file is too big then NMM times out. Please note that is just my suspicion, I'm not on the dev team so I do not know exactly what happens behind the scenes. If you are really in a hurry then use the download manually option and then use the NMM button to "Add Mod from File".
  7. When you duplicate a cell you HAVE made a new cell (make sure you mess about with the duplicate not the original, I've done that before by mistake). The point I was trying to make was that when you duplicate a cell everything is duplicated (including Navmesh). Everything EXCEPT links to other cells. The original cell will have yellow teleport markers near the loaddoors (see pic, press "M" to toggle markers on/off), the duplicate will not. Therefore it is not possible to enter/leave your new cell untill you have manually linked it to the rest of the game. For details of how to connect your new cell to the world read this tutorial.
  8. If you want to know where all of the dragon masks are then look below the spoiler. But if all you want is an explanation of the map markers then that particular marker (as stated by stemin) just denotes a nordic ruin, aka tomb. As a matter of interest there are a lot of word walls located outside of nordic ruins, some of which you can pick up just by listening to the town guards. e.g. Shearpoint.
  9. If you duplicated a cell the only way it can be conected to the rest of the world is if you actively connected it. Otherwise you erased/overwrote an existing cell.
  10. My guess would be that they are Load Doors rather than standard doors, you know like the ones connecting interiors to exteriors & vice versa.
  11. I don't know why the mods aren't working for you, but the "!" in NMM indicates that NMM is detecting a version on the Nexus that is different to the one you have. I did notice on the second mod that the mod is listed as version 1.2 under the main description but the main file download is listed as version 1.1. That will cause an exclamation point to appear in NMM, Ignore it as this is a minor fubar on the part of the mod author and not uncommon.
  12. Bethesda couldn't release the source code for the game engine even if they wanted to as it doesn't belong to them. Skyrim/New Vegas, FO3 & Oblivion run on various versions of the Gamebryo engine, Morrowind ran on it's predesesor NetImmerse. All of wich is owned by Gamebase USA LLC
  13. Like my Note said the resolutions of the various related files are NOT necessarily the same as each other BUT... I believe that the model can scale the files but it seems to want to scale ALL of them so if Shield.dds is 2048x2048 and Shield_n.dds is 1024x1024 (in the original working version) then if you resize shield.dds to 1024x1024 you also have to scale Shield_n.dds to 512x512.
  14. There is something in the game like that already. The third part of the quest for Dinya Balu (the priestess in Riften), you have to wear the Amulet of Mara in order to See/Speak to the dead lovers. So have a look at that quest (Book of Love" I think).
  15. There are loads of things with fortify alchemy, rings, amulets, helms, circlets, they are as common as dirt. So it must be a mod.
  16. Well that sux. I personally wouldn't touch Steam Workshop with an eight foot rusty halberd.
  17. 2045? I hope that's a typo as DDS files have to have resolutions to the power of 2 i.e. 2, 4, 8, 16.....512, 1024, 2048, 4096....... As a general rule I would suggest that if you scale any file down by 50% then all related files should be scaled down by the same percentage. I.e. if you scale shield.dds from 2048x2048 to 1024x1024 then also scale any file that begins with "shield_" by the same relative amount. Note: The equivalent files do NOT always have the same resolution to start with, I have seen things that have a normal map (the one ending _n) with a resolution of half the texture map. I think it probably depends on exactly how the artist created the 3D model & textured it.
  18. I vaguely recall seeing something similar to this in Fallout3. It was, iirc, caused by a texture size imbalance between the Texture files and their asociated Normal maps. Check the resolutions of the texture maps and their related files suffixed with _n. Why is you notice the selling mistakes/typo's just AFTER you hit the post button? (rhetorical question)
  19. Hmmm, I checked skse but it seems it won't kick in. When in the game, and going to my item UI screen, I get a message from SjyUI telling me that skse is not acrivated :( Did you use the little down arrow to select SKSE? (See pic)
  20. There is a LOD generation tutorial for Skyrim somewhere on the official Bethsoft forum (there's also a link to it from here somewhere) But as I recall the information in the GECK world LOD page pretty much still applies to Skyrim.
  21. Sometimes that breaks quests. For example if you pick a book that Urag in the Arcaneum wants before he asks you to get it then he will never accept it, and you cannot drop it becasue it's a quest item.
  22. You can always add the SKSE loader to steam if thats what you want to launch the game, personally I just use the icon on my desktop, but then I'm using SKSE & SBW together.
  23. Not to mention that even if you did get it to work properly it takes a very, VERY looooooooong time to generate, About 2-3 WEEKS for FO3's Capitol wasteland according to Bethesda. Edit: Checked on the GECK Wiki and corrected the timeframe.
  24. You don't have to write a script for this as it already exists. Attach the script defaultActivateToggleLinkedRef to the switch/lever and then set the linked ref to one of the water spouts. Set this water spout to be the enable parent of all of the other water spouts.
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