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rayjames06

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  1. If you have any other mods installed that add to the exterior of skyrim, say a house mod or something like that, you have to go to the area you are working on in that plugin and delete the navmesh or any obstacles that are in the same area as your current project. If you didn't do that and run both plugins the game would see two sets of navmesh causing the npc to basically run in circles or not cross when it reached that point.
  2. Fixed, another mods' exterior navmesh in the same area was underneath mine.
  3. Hi, i've been trying to navmesh a piece of exterior land recently and one spot is giving me so much trouble. Think of just a completely flat pathway that should be giving no problem at all but when the npc hits a certain spot and she turns around and runs in the opposite direction out of my view.. it almost seems like to the next cell over. I've tested everything in the creation kit.. checking the navmesh, pathing, preferred paths, redoing triangles, but nothing works. It seems like the npc is hitting something and has to turn around. So i loaded all my mods in the creation kit to see if there were any markers or obstacles and still nothing there. I did all the navmesh by hand so I tested the same spot using the auto-generating cast of the navmesh and the same thing happens, i just don't understand why the npc can't go through that area. Any thoughts? youtube.com/watch?v=S5_msFlY39gs
  4. Hi I am still surprised nobody has made any working mirrors in Skyrim yet. Though im sure its hard It can't be impossible can it? I can see not being able to use them outdoors obviously you wouldn't want to have to load the entire worlds' reflection but in a small house or cell I don't see why it hasn't been made yet.
  5. Yep that was it "Is CharGen Face Preset" was checked, forgot to uncheck that. It's right below Short Name in the actor window.
  6. Hi, i just started navmeshing the interior and exterior of a home i made, though there is a problem. When i exit the house my follower will appear in front of the door, but will turn around and keep going back in the house. I even put the door teleporter marker further away from the door itself, but my follower even at a distance will run back to the door and enter the house instead of following me away from it. I have the bright green navmesh triangle close to the door but i dont know why the follower keeps activating the door to go back in. Any help?
  7. NVM i got it, i was adding the Tri files when creating the head parts for the hair and hairline. The Apachii Tri files are apparently blanks.
  8. Hi, i have been trying to make a custom npc using Apachii Sky Hair, but i can't seem to get it right. The hair is always see through right to the head at most angles. I've followed a pretty detailed tutorial twice now, and im pretty sure i got most paths and files made correctly in the creation kit. But apparently i'm missing something. Any help http://postimg.org/image/v1deefxmd/ http://postimg.org/image/eiz4glw9h/
  9. Hello, after a while of using lighting mods something got messed up along the way. I currently do not have any mods that affect the brightness of my game but maybe some settings were changed or something. So basically the in-game brightness is ok, but what i see and what skyrim see's is completely differant. http://postimg.org/image/in6r7msnr/ http://postimg.org/image/h6lbbj7ib/ The brighter screenshot is from my desktop, i have it skyrim windowed so that you can see what i see in game, which looks ok i guess. The other is a screenshot i took with fraps in-game. That apparently is what the game see's, really dark and a lot of contrast. Now this has been causing problems such as eye adaption, it is getting really bad, and also when i open and close my menu's the screen flickers. I think the game is constantly trying to compensate between the two or something. So really it seems like my brightness is not synced up correctly i just want to have original brightness anyone help?
  10. Hi, I was recently going through some armor mods, and found that on one of the mods, the boots in particular, they are getting stuck in mid air when I drop them from my inventory. Also its kinda like they are not there though still visible, as I can click right through them in the console and thus they cannot be disabled or removed. I checked them in the creation kit and everything looks ok, they have a ground nif file and they show up correctly in my inventory. Anyone have this issue? Hoping there is an easy fix, I'd rather not have to create a whole new ground nif as I don't have any experience with 3d modeling, and the tutorial I just watched about creating ground items looks like a fairly long process.
  11. Hello, I've been in the Creation Kit all day to get a piece of custom armor from here to be put on an NPC that I created In the Creation Kit and put that NPC in the game with that armor on. But I just can't get it to work. I've tried just about all the tutorials I could find, creating a new outfit for the NPC in the edit, create a new piece of armor that uses the meshes/textures of the mod, but apparently i'm messing something up along the way, the NPC always enters naked. Also when I close the CK, and open it back up, then load the armor mod and the NPC, I go to edit on the NPC and the "Outfit Objects" are gone, though the "Default Objects" is still listed as the one I set. Any help please.
  12. Thanks, I tried to put in all the issues and answers I had to look up for me starting out, so if someone has a question maybe running into this first will save some time.
  13. Hello, I have recently been using the Skyrim Creation Kit and been going through all the ups and downs of getting familiar with using, mixing, and applying mods to my game. Basically I just use it to take say a player home mod I get, then look at other mods to add some static items from them to make it more customized for my liking. But getting errors or items not showing up was a real pain I spent quite a bit of time going through help posts to get started and found a lot of the time the simplest answers usually were the best ones. So I'd like to give a few pointer on what I have found to get new players started messing around with the creation kit. Im sure this has been posted before and anyone familiar with the CK can skip this. So the first thing I did was get familiar with the creation kit. I took some time loading up mods and player home cells and messing with camera angles and most importantly key bindings, for starters Z, W, and 2 for moving items up and down, rotating and scaling. Using snap to grid which is the tiny red circle button and the button to the right of it in the tool bar, and using duplicate on an item and moving them to new spots so-on. I keep the items in the "Object Window" set to form type just so I can see what's say a static, container, npc so on and i resize the three windows in the creation kit to where i can see them all at once and they don't overlap. Also since i'm not really creating mods just changing them in my game I found that with the help of JaxonzPositioner mod you can move most any item to exactly where u want it after you get it close in the CK. JaxonzPositioner is great but it has some getting use to, a lot of the time you will have to console /unlock on an item before you can move it and it also has its limitations. Crashing was an issue I was running into first. An apparent error of not finding "String Files" was crashing my CK. Now a lot of mods require some or all DLC's. These DLC's have to be manually added as resources in the file of "SkyrimEditor.ini" in your Skyrim folder for the CK. So you just open it up search for SR, you will move down a little bit to see SResourcelistarchive2=Skyrim shaders.bsa, update.bsa you continue to add the DLC's you have installed here. so after update.bsa you put ",dragonborn.bsa, hearthfires.bsa and so on. Also having multiple DLC's or "Master files" loaded in the CK at the same time requires you to add bAllowMultipleMasterloads=1 right under the general files section. Next was getting larger mods to load up in the Creation Kit, im starting to see the really large or detailed mods are .BSA files, which means if you load up one of these in the Nexus mod manager, then go to the Creation Kit and load the .esp file you will get errors on most items, the CK cannot find the paths to meshes/textures as they are in the .bsa file itself I assume. So to fix this the BSAopt Mod is a great was to unpack a .BSA, you then get the everything needed for a data folder, then just take the .esp file put it in the data folder covert to a .rar and upload it to the Nexus mod manager. Then you can enable it in the CK that way all the file paths are now correct and the items appear in the Creation Kit. I wanted to mention items not appearing in game after you save in the creation kit or just finding the item code to enter it in game with console player.placeatme. It was so confusing going through all the types of ID's for items, reference/form so on, but having the creation kit made it so much easier to find items. So I started with seeing an item say a statue or something in a mod i had installed. I wanting to find the code to be able to player.placeatme that statue somewhere else to my liking. Well just clicking on it in the console really doesn't give you much. You can't player.placeatme that code nothing will happen. So what you want to do is load up the mod in the creation kit. File/Data then when you see the mod in which the item is in just right click it and select "Details" right next to "SetActiveFile". This will give you a list of all files in the mod, then at the top where the tabs are next to "Offset" you are going to have to expand the bars to reveal the "FormID" number column. So this is what you need, either finding the item here or just loading the mod in the creation kit, you'll need the FormID. With the FormID you will disregard the "First Two" numbers so if its 05xxxxxx, the 05 has to be changed in game for player.placeatme to work. You'll find the starting two numbers you need in the Nexus Mod Manager. Go to the mod manager and to the left the plugins tabs, you will see the "LoadOrder" tab. The two numbers there are the ones you will use to change the first two numbers in the FormID. So the original 05xxxxxx from the CK will need to be changed to [loadorder#]xxxxxx. This will allow you to use player.placeatme with object from the mod in game. Also taking objects from another mod and putting them in your mod or the one you want to customize. So i had a player home mod i downloaded, then found items in another player home i wanted in my first one. I loaded both of them up in the CK, took objects from house X putting them into my first house then saved. Behold they were not in the game for some reason. No like i said i haven't started creating mods or object this is where understanding paths and so on will help a ton, but i found just duplicating the object in the "Object Window" first in the CK making a new form will allow you to then use that duplicate and have it show up in your mod. That's just what i found works. So that's really what i have so far, taking mods or objects and figuring out how to start manipulating them with the Creation Kit and using them to customize your game as that's what I've been doing recently with the CK. I hope this helps i wanted to make it for people that's just starting out like it did, and maybe save them a lot of time going through posts figuring out the basics.
  14. So there is no way to get rid of that box with all the ways and methods to customize Skyrim? One invincible warning box to rule them all?
  15. Yeah I turn multiple mods on and off a lot such as armor or weapons, but I'll use the same save file so its just annoying seeing that box. Wish there was a way to get rid of it.
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