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flobalob

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Everything posted by flobalob

  1. I'm sure thate are certain areas that are specifically set up to NOT respawn. I wish the mines like Shor's Stone & Solijund's Sinkhole were like that, if you re-visit the area later you find the Spiders/Draugr are back and now the miners are dead.
  2. I know that with previous Bethesda games I've spent much, much more time mesing about in the TES CS/GECK than I ever did playing the games, and Skyrim's heading the same way :D
  3. Well, to create an absolutely clean save I would suggest starting a new game with no mods loaded that use esp or esm files (texture replacers are OK as they shouldn't affect the savegame) Play the game through Helgen keep and do a manual save when you exit the cave & Alduin flies overhead. And don't EVER overwrite it.
  4. IIRC adding your house to the spouses list involves editing the greeting dialogue. I can't, off the top of my head, think of anything more likely to screw up your game than pratting about with the greeting dialogue (because it affects EVERY NPC). Not to mention that it will almost certainly make your mod incompatible with any other mod that also prats about the the greeting dialogue (even if both mods get it right). From my past knowledge of messing with dialogue the Greeting is very, VERY fragile. Your mod area doesn't HAVE to be owned by the player (after all it's not like you are going to get squatters) but it work hurt either. Your mod however will have to be Navmeshed & finalised INSIDE AND OUT. And yes this means that your mod wil likely affect 5 exterior cells , assuming your house fits within 1 cell. One cell for the house & modified Navmesh and the 4 adjacent cells when you finalize (possibly 8, if you mess around with Navmesh near the corners) The best bit of advice I can offer before you Navmesh an exterior cell for the first time is BACKUP YOUR MOD.
  5. The category is based simply on the location of the .nif file that the weapon use as a model. I would advise leaving that alone.
  6. Probably something to do with Windows and UAC. The best solution is to NEVER install anything in "C:\Program Files\", and yes I do mean anything. I have Steam installed on a seperate drive along with the rest of my games, G:\ as it happens.
  7. Or alternatively BACKUP YOUR MOD Fire up the CK. Select your mod and make it the active file (Do NOT press OK) Instead press the "Details..." button Click somewhere in the list and press "C", it will probably scroll the list to a series of "CONT" records, these are NEW/Changed Containers. If it did find CONT records then manually scroll to the bottom of them, click below the last one and pres "C" again. Keep repeating this process untill you find records of type "CELL" This is the first changed cell in your mod (not necesarily the first one changed, just the first listed) Press "C" again and keep doing so until you find the cell that you want ro reset. Highlight the line with a record type of "CELL" and every subsequent line until you reach a record that is NOT "REFR" (see attachment) Press the delete key, you will get a warning titled "Mark As Ignored?" . Select Yes Press Close and then finally OK to actually load your mod. When your mod finally loads, press the Save button. and test your mod
  8. As far as resources go I believe that exterior resources re-spawn in 10 days, interior resources 30 days. This is of course asuming that you DON'T keep coming back to check as this resets the timer. Note: sometimes the ore veins still look depleted after thay ave re-spawned bu can be mined anyway.
  9. Hay , maybe there WAS a confrontation between the Champion of Cyrodiil and the Nereverine somewhere in the vacinity of Red Mountain. This would explain why it blew up about about 200 years prior to skyrim.
  10. The problem, I suspect, isn't that a mod has been edited with TESVSnip, it's that it has been edited with TESVsnip BADLY. Like any tool it's only as good as the operator.
  11. Same rule applies, rotate slightly of the 90 degree mark.
  12. Did you finalize the navmesh, it needs to be done both inside & outside. you should end up wint one of the triangles changing from red to green, See pic.
  13. A primitive use one of these butons. the middle one probably to create a narrow tall column. Edit: Sorry dude brain fart I snapped the wrong primitive button.
  14. Once you are sure that the new version doesn't cause any problems then there is no real reason to keep the old one, so give it the Red X.
  15. I'm not sure about quests but in normal scripts the variables are NOT visible outside of them, you have to make them properties. e.g. Scriptname MyCoolQuestSript extends Quest Conditional Int Property npcstart=0 Conditional
  16. You will need to add MISCOBJECT PROPERTY akItemToAdd AUTO {the misc item to place} and then set the property in the CK by double clicking on the reference in the render window.
  17. I get that with .7z files. You have to Right Click and then select whatever action you require.
  18. If you really want a tree to be a door you could probably achieve the same result by putting a primitive around the tree trunk and adding a script to move the player to a linked XMarkerHeading elsewhere. After all that is what a Load Door basically does.
  19. The yellow ! in NM indicated that NM has detected a different version on the nexus (usually, but not always, a newer one). You can click on a mannequin in the console and type SexChange, of course they are still wooden & creepy, but at least they are female, wooden & creepy :) BTW, the sexchange only shows up where they are wearing stuff See pic.
  20. The larger distances when checking navmesh should be green as well unless either There is a problem with your navmesh or You picked a strange/oversize NPC for the path testing (Try Aela, it's near the top of the list). ps: If you want more help with navmesh issues, may I suggest starting a new topic.
  21. If you want a small mod that DOES have an esp to test your installation then try This Mod. It will probably download faster than you read this post. And I could use the downloads :D
  22. For that I "think" you need to set up an enchantment that is conditioned on IsBlocking and attached to the 2 handed weapon. For an example look at the enchantment DS13SpellBreakerEnch
  23. It should be, there are even doors that don't even have any animation e.g. the one under the Skyforge.
  24. You seem to be on the way to answering your own question. For future reference there is a list of possible events on the CK Wiki here
  25. Just one after dinner mint sir? They are waafer thin.
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