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Everything posted by DwemerManiac
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Problem with custom textures-they are blurred,awful
DwemerManiac replied to DwemerManiac's topic in Skyrim's Skyrim LE
ok, I will try it tommorow, I mean today...;)thanks another two problems: 1) shining parts of model http://i61.tinypic.com/wb2cye.jpg http://i61.tinypic.com/wb2cye.jpg 2)hundreds of mini size textures in one cell... http://i59.tinypic.com/n6ruxc.jpg Do you know what kind of problem do I have here? how can I solve it? -
Problem with custom textures-they are blurred,awful
DwemerManiac replied to DwemerManiac's topic in Skyrim's Skyrim LE
yes,it definitely problem with normal maps... but I'm a noob with graphic programs and don't know how to do it properly? Lazyskeever, I hope You are not so lazy;) and maybe you could describe, step by step, what should I do in Photoshop to achieve good working normal map. I don't do anything with layers. I only have oryginal image, use filter to do normal map, only change a bit simple things contast,brightness. I don't know how to do it, when it will be correct. -
Problem with custom textures-they are blurred,awful
DwemerManiac replied to DwemerManiac's topic in Skyrim's Skyrim LE
No, on the Landscapes textures -
Hi I'm trying to use in SCK my own, custom made textures for my new worldspace mod. I'm going to build a big continent with huge,rocky desert inside. I tried to do my own "red rocks" 1024 and 512 versions textures according to some tutorials -I've made difuse.dds and normal map_n.dds, imported it to SCK (added new texture and landscape),then added those textures to some mountain cliff model (new ID form of course). And it works, in SCK it looks good. But when I cow into my world in the game,thereis a problem: from distant it looks good: http://pl.tinypic.com/view.php?pic=16nsdj&s=8#.Uu-Pc_tRe9s but when I approach to these rocks, or jump on them they look awful, like 256 or lower resolution textures;? where is the problem? should I make higher resolution textures? or maybe it's problem with weak normal map for texture ? http://pl.tinypic.com/view.php?pic=34sgpiv&s=8#.Uu-PL_tRe9s Thanks for any advice how to solve it
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Hi, I folowed the instructions from Bethesdas tutorial about making scenes: http://www.creationk...Tutorial_Scenes But I get stuck at last moment: PLAYING the scene... In my quest-dialog view I created new branch,topic (I say sth to my NPC), response (NPC says he will do sth with present situation). Tutorial says: "Go back to the Dialogue Views tab in GSQ01, select the view we've got there, then add a new branch called 'GSQ01BenduAdmitFeelings'. Open up the topic, add a response (maybe 'I've seen the way you look at her, you should admit how you feel to her.'). To get the scene to start we first need to create a property on the response info script. The topic info will already have a script attached, so in the bottom right panel, click on that script, then properties, then add a property of type 'Scene' called MSQ01BenduGilfreScene. That should auto-fill so no need to do that. Then in the end script fragment, add the following line: MSQ01BenduGilfreScene.Start()" And thi is problem- this topic DOESN'T HAVE any script ( I have scripts In ":Yes" and "No" topics in my STARTing branch,because these dialogues has scripts "set to stage"). I tried to create new script for it, set Property- name: DWOQ5scene (type scene, edit value- my scene's ID), when I edit script source I find: Scriptname newscript5 extends TopicInfo Scene Property DWOQ5scene Auto so the property is added correctly but when I put command in End PapyrusFrgament myscenepropertyscene.Start() there ius an ERROR: .psc(9,0): variable DWOQ5scene is undefined .psc(9,11): none is not a known user-defined type No output generated for TIF__04015524, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__04015524 Mayby it's connected with that script fragment which according to the tutorial I should already have, BUT FROM WHERE?- it's a new branch, new topic with 1 new response... It doesnt set any stage in quest so i didn't make any script for it earlier? Could you help me to solve that problem? I tried other tip: checking the "Begin on quest start" box on the scene tab but It does nothing I begin my DWOQ5 quest but the scene doesn't run, help Of course I know about creating SEQ file for any created quest after 1.6 patch to SCK Ok,there is a little progress- I didn't record voices for those response text in Scene dialogues, so the only were standing and starin at each other endless. Now they are coming to XMarker place,begin and and conversation and split up-end of the scene Everything work fine BUT I still don't know how to begin that scene with using script, in which place implement that script? There is second problem- the scene begins and end without starting quest DWOQ5...!!!it seems to start when I begin game (I coc to my place, run to them so I can hear their conversation, but few seconds later all the scene would pass and I, other players in the future will not even be aware that such scene took place). How to set it correct, that this scene, that dialog begins, exist only when I start that specified quest? Maybe it is caused by "Start game enable" flag in questdata?but all tutorials says it is necessary to have if ticked, otherwise quest wan't be able to run?is it true?
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Hi, I folowed the instructions from Bethesdas tutorial about making scenes: http://www.creationkit.com/Bethesda_Tutorial_Scenes But I get stuck at last moment: PLAYING the scene... In my quest-dialog view I created new branch,topic (I say sth to my NPC), response (NPC says he will do sth with present situation). Tutorial says: "Go back to the Dialogue Views tab in GSQ01, select the view we've got there, then add a new branch called 'GSQ01BenduAdmitFeelings'. Open up the topic, add a response (maybe 'I've seen the way you look at her, you should admit how you feel to her.'). To get the scene to start we first need to create a property on the response info script. The topic info will already have a script attached, so in the bottom right panel, click on that script, then properties, then add a property of type 'Scene' called MSQ01BenduGilfreScene. That should auto-fill so no need to do that. Then in the end script fragment, add the following line: MSQ01BenduGilfreScene.Start()" And thi is problem- this topic DOESN'T HAVE any script ( I have scripts In ":Yes" and "No" topics in my STARTing branch,because these dialogues has scripts "set to stage"). I tried to create new script for it, set Property- name: DWOQ5scene (type scene, edit value- my scene's ID), when I edit script source I find: Scriptname newscript5 extends TopicInfo Scene Property DWOQ5scene Auto so the property is added correctly but when I put command in End PapyrusFrgament myscenepropertyscene.Start() there ius an ERROR: .psc(9,0): variable DWOQ5scene is undefined .psc(9,11): none is not a known user-defined type No output generated for TIF__04015524, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__04015524 Mayby it's connected with that script fragment which according to the tutorial I should already have, BUT FROM WHERE?- it's a new branch, new topic with 1 new response... It doesnt set any stage in quest so i didn't make any script for it earlier? Could you help me to solve that problem? I tried other tip: checking the "Begin on quest start" box on the scene tab but It does nothing I begin my DWOQ5 quest but the scene doesn't run, help Of course I know about creating SEQ file for any created quest after 1.6 patch to SCK Ok,there is a little progress- I didn't record voices for those response text in Scene dialogues, so the only were standing and starin at each other endless. Now they are coming to XMarker place,begin and and conversation and split up-end of the scene Everything work fine BUT I still don't know how to begin that scene with using script, in which place implement that script? There is second problem- the scene begins and end without starting quest DWOQ5...!!!it seems to start when I begin game (I coc to my place, run to them so I can hear their conversation, but few seconds later all the scene would pass and I, other players in the future will not even be aware that such scene took place). How to set it correct, that this scene, that dialog begins, exist only when I start that specified quest? Maybe it is caused by "Start game enable" flag in questdata?but all tutorials says it is necessary to have if ticked, otherwise quest wan't be able to run?is it true?
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What does "kmy." in Skyrim scripts mean?
DwemerManiac replied to DwemerManiac's topic in Skyrim's Skyrim LE
Tkanks for help, I agree with you Avanzchel- I've just figured it out by analysing few quest in SCK. Kmy is used when there are few scripts used by for example one quest. It is mostly used in papyrus fragments when we are refering to one of those scripts. -
Hi, I tried to pick some original scripts in Skyrim, and many, most of them use some kmy........... stafff, commands? what does "kmy" mean?Is it some kind of abbreviation or command?
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How to make that NPC changes location
DwemerManiac replied to DwemerManiac's topic in Skyrim's Skyrim LE
ok, I wil try to peek how is it done in vanilla quests. Thanks for advice -
Hi, I'm going to make a quest in which: 1)I meet NPC, he tells me to follow him and to help kill some bad guys. After killing them he gives me reward and say, he go to X-place (f.ex. Markarth inn) and I will always find him there. How to make that? That NPC will guide me through some place, help to kill bad guys and then he will travel to some other location and stay there waiting for me.
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Hi, since some patch to SCK there is a problem with editng Cell data if it is opened in render window )for example common data, lighting are grey and you cannot edit,change any value). And how can I in this situation try to do new Image Space, or Lighting Template. II can only blindly, in the dark change some values, Aplly and only then I can open my cell and see how does it like in my cell. If it doesn't suits me, I have to close it (open some other f.ex. AAAMarkers cell in render window) and again try to change sth without seeing effects. It's annoying because I watched trailers on YouTube from about year ago and people could try change anything and immediately, after applying they have seen changes in Render Window. Is there any way to do so today, because only good thing it has left are vanilla tamplates, but I would like to do my own one.
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SCK-how to delete duplicated interior cells
DwemerManiac replied to DwemerManiac's topic in Skyrim's Skyrim LE
Hi Xander. I did as you said and it has worked- Thank you for advice -
Problem with ParentMsters files for mod esp file
DwemerManiac replied to DwemerManiac's topic in Skyrim's Skyrim LE
thanks,I will check it out -
Hi. From some time I'm creating my mod. But about week ago I've installed Falskaar. I didn't notice that when I've opened SCK and opened files: Skyrim.esm,update.esm ,Dawnguard.esm and mymod.esp, Falskaar.esm was flagged too. I made some changes in my mod, and save it. I've made that few times. But of course I didn't use anything from Falskaar in my mod. And now it is required as one of .ESM files for my mod to work. I tried to run my mod in game without Falskaar, but I have CTD immediately... Is there anything I can do that Falskaar won't be recuired for my mod working? Or I will have to write in my mod description that Falskaar is required for my mod (I even didn't try to play Falskaar so far...)?
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Maybe it's a stupid question, but why do you write so often about ENDORSEMENT? is it important when you release a mod?is it only for your own pleasure (people like my mod, yeah;) or are ther some spoils, benefits from that (I don't suppose, but mayby I'm wrong)
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Hi, in my mod I'm going to place a marketplace but not similar to marketplaces in Windhelm, Whiterun or other cities. I want to make it in east style- sth like Khajit, deserted style- a lot of NPC sitting on the ground, at their carpets. I think I should make merchant NPC and link him/her to some IdleMarker for sitting on the ground or sth, but I'm not sure. Does anybode have done sth like that before?How to set it in Skyrim Creation Kit?
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You could have a lot of fun with it !
DwemerManiac replied to OkinawanDrPepper's topic in Skyrim's Skyrim LE
Exactly what Ghosu said... I'm dreaming about my Dwemer project too, but as a newbie in modding after only 3 weeks past I already know how big work is that. What more, most of this time I've spent on learning. Basics in SCK isn't hard, there are many tutorials. But real modding comes when you try add some new models,textures (that's sth I have no idea now) or to do quest= which means "the art of scripting"-also black magic for me... But from your post I assume that you may already know sth about modding, so good luck!;) -
How to make hanged npcs (Just thought I'd share.)
DwemerManiac replied to Surjamte's topic in Skyrim's Skyrim LE
and in a few days from now we will see lot of dungeons full of suicides...including mine mod (someday) ;)- 29 replies
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- hanged
- creation kit
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Modding is even more addicting than playing! It's more creative way to spend youyr time, it forces you to use your imagination, etc.,etc. Don't think, mod;)
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How to make a unique key from any kind of item?
DwemerManiac replied to DwemerManiac's topic in Skyrim's Skyrim LE
Ok, Ithanks, I will try it later -
Hi, problem seems to be simply but now I have 4 interior cells duplicated and name the same- off course I can rename their id and use only one, but I want to delete all unnecessary things and clean my mod. How to delete interior cells for good? I click right on them, delete, but nothing happend. The are still there. Even when I save changes, close and open SCK again (of course I've set my esp as ActiveFile) Any idea how delete them forever?
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Hi, I would like to create an item- ring, amulet or sth else that would be a special key for some hidden doors,container. Do I have to use some script?What to do, to use it as a key when I will lock/unlock that door,container?
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Do what Derok Suggested to you-the easiest way is to create SEQ file using TESVEdit
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I've just put in beta verion of my mod in SkyrimNexus: http://skyrim.nexusm...m/mods/47508//? I've posted there description of my problem with scripting too: Could you try my mod, edit in in SCK and see what isn't OK,fix it?Or send me a PW and tell what I should change,add or remove in scripts,conditions,etc. First quest works fine. But second- (id DWODwemerLanguage) isn't. Some things, objectives works (I used setstage command to try it) but some not,espiecially: a)didn't work setting stage from 10 to 20 (and after conversation Tirian didn't take ArkchnadumzNotes from me) b)at stage 20, when I wait for an hour in Markarth, courier appears and give me note(Wezwanie Tiriana), I read it,etc. but stages and objectives 24,25,30 didnt set c)I continue conversation with Tirian, but at the end stage 35 didn't set and that's why he didn't give me "Translated Notes-Przetłumaczone notatki z Arkchnadumz" Could you see it and try to fix it,or tell me what I should do fix it, where I'm wrong? I hope you will like dungeons and my fist quest;)