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SSE Can't launch SE creation kit through steam
Dreamster91 replied to Dreamster91's topic in Skyrim's Creation Kit and Modders
Ok update. So far I have - reinstalled Skyrim SE - reinstalled CK - verified files for both - when asked to override files on unpacking scripts I have tried both overwriting and not overwriting - said some swear words - tried running the CK from steam - tried running the CK from the data folder - tried running the CK from the data folder as an admin - said some more colourful swear words - added the CK as a tool in vortex and ran it through that - added the steam app id thing as an element by editing my CK tool in vortex - tired using a mod to backdate the CK and install the CK fixes mod - made a new profile in vortex, uninstalled all the mods and opened the CK as a tool in vortex. All result in the creation kit starting, the window appearing, then immediately shutting down. Like.... what else can I do that doesn't involve having to back up vortex so I can unistall it and try and run it mod free. Cause that would completely defeat the purpose of trying to mod my game if I have to stop using a perfectly good mod manager. It must be something really small and dumb if no one else is having this problem, I just can't work out what it is! -
SSE Can't launch SE creation kit through steam
Dreamster91 replied to Dreamster91's topic in Skyrim's Creation Kit and Modders
That was a good idea, didn't think of that. Unfortunately it's not showing anything. Think I'm gonna try a reinstall of both the creation kit and skyrim and see if that does anything -
.... and I'm pulling my hair out. I've used the creation kit before but I think this is my first time switching to the SE version, and I know last time I did that through the Bethesda launcher but see theres a steam version now. So I installed it, did my ini edits, verified files, made sure everything was in the same folder and STILL it's crashing on launch and I have no idea what to try next. I've been googling and browsing through the forums but I think I've reached the end of what I can do on my own. Any ideas? Thank you
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SSE Trying to make a simple cart mod
Dreamster91 replied to Dreamster91's topic in Skyrim's Creation Kit and Modders
That actually sounds pretty brilliant! I have seen that mod, maybe I'll have to install it and see how it works. If I remember right though the wheels don't actually spin, so maybe there's something somewhere in the vanilla game to make that happen.... Thank you for your input, it's given me something to think about :) -
SSE Trying to make a simple cart mod
Dreamster91 posted a topic in Skyrim's Creation Kit and Modders
Hey guys I think this is a bit of a long shot but here we go.... I'm working on some new mods and updating some of my own and something I've always wanted to do is make a cart mod, similar to dragonkillers and gypsy eyes. They're both fabulous mods but just as a personal thing I want something with purely just the cart with storage and space for a passanger. I've looked through the game files and the files of afew mods for the past hour or so in the creation kit and I'm stuggling to find what file actually makes the cart go, I think if I can figure that out I can muddle my way through from there. Anyone have any ideas? Or know a post somewhere I can refer too? Much appreciated :) Have a great new year! -
So Im guessing thats where I said "Dog_Vigilance.enable()" and "Dog_Meeko.enable()" in that last block of text? I took that bit from a tutorial but they were changing objects in game and not textures, guess it was daft to try and apply it to this lol ive had a look at the wiki before, still not sure what function I want to replace it with, but now I have an idea what part I need to look at I can start comparing it to other scripts to see what im doing wrong so thank you
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Ok so i've never had a knack for scripting, I get the idea of it and used afew scripts in house building mods but trying to make one for an mcm menu has me stumped :/ so sorry in advance if I dont keep up lol I have a mod on the nexus called Unique Dogs, that changes the textures of all the dogs in game. The next step for the mod and something I've wanted to see happen for a while is to be able to change the texture of any dog you like to whatever you like in game. so for example maybe you want meeko to be black, vigilance to be white and barbas to be pink with polkadots all independantly of each other. So ive been following Darkfox127's tutorials to get my head round it whilst referring to the MCM Quickstart page and Moonlight Tale's source code for their MCM since they've done something similar, and this is what I've come up with so far.... Scriptname DUD_Script_MCM extends SKI_ConfigBase Actor Property TrainedDog Auto TextureSet Property Dog_Vigilance Auto TextureSet Property Dog_Meeko Auto ;==================== ;OIDS (Option IDs) Int iCrates Int iLights Int iTut ;TOIDS (Toggle Options IDs) Int iVigilance ;==================== ;STRINGS String[] VigilanceList ;==================== Int IndexVigilance = 0 ;==================== Event OnConfigInit() Pages = new string[2] Pages[0] = "Page 1" Pages[1] = "Page 2" EndEvent ;==================== Event OnInit() parent.OnInit() VigilanceList = new string[2] VigilanceList[0] = "Vigilance" VigilanceList[1] = "Meeko" EndEvent ;==================== event OnPageReset(string page) If (page == "") Int Int_MCM_Image = Utility.RandomInt(1,3) If Int_MCM_Image == 1 LoadCustomContent("DreamsUniqueDogs/Barbas.dds") Return ElseIf Int_MCM_Image == 2 LoadCustomContent("DreamsUniqueDogs/Meeko.dds") Return ElseIf Int_MCM_Image == 3 LoadCustomContent("DreamsUniqueDogs/Stump.dds") Return EndIf Else UnloadCustomContent() EndIf ;==================== If (page == "Page 1") SetCursorFillMode(TOP_TO_BOTTOM) AddHeaderOption("Vigilance") AddEmptyOption() iVigilance = AddMenuOption("Coat Colour", VigilanceList[IndexVigilance]) ElseIf (page == "Page 2") SetCursorFillMode(LEFT_TO_RIGHT) AddToggleOption("Test Toggle", True) EndIf EndEvent ;==================== Event OnOptionMenuOpen(int option) If (option == iVigilance) SetMenuDialogOptions(VigilanceList) SetMenuDialogStartIndex(IndexVigilance) SetMenuDialogDefaultIndex(0) EndIf EndEvent ;==================== Event OnOptionMenuAccept(int option, int index) If (option == iVigilance) IndexVigilance = index SetMenuOptionValue(iVigilance, VigilanceList[IndexVigilance]) If IndexVigilance == 0; Vigilance Dog_Vigilance.enable() ElseIf IndexVigilance == 1; Meeko Dog_Meeko.enable() EndIf EndIf EndEvent ;==================== On trying to compile it I get - Compiling "DUD_Script_MCM"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DUD_Script_MCM.psc(124,17): enable is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DUD_Script_MCM.psc(128,13): enable is not a function or does not exist No output generated for DUD_Script_MCM, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DUD_Script_MCM And this is where I'm stuck..... I cant really find a tutorial that changes actor textures, the moonlight tales script is great to look through but honestly I'm not really sure what i'm looking for. If anyone can make sense of all this it would be such a huge help :) If I can learn to do this I can take all this and apply it to other mods I've been sitting on for a long time too. Thanks folks!
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Having some trouble with textures...
Dreamster91 replied to Dreamster91's topic in Skyrim's Skyrim LE
Thanks for replying! Somebody on the mod page has said something similar to this about checking the mesh so on my next day off I'm going to have a sit down and get stuck into testing your theories! I just wanted to send a quick reply to say thank you for the advice and thank you for taking the time to write out a complicated reply :) It's very much appreciated! -
And it's driving me loopy! I've created a mod that retexures the named dogs in skyrim to look different from eachother. You can see it here - http://www.nexusmods.com/skyrim/mods/56793/? This means I've got about 7 different textures that are all different colours. The problem I'm having is that anything with white in it has a bluish/purple tinge to it whenever it's used in game, or with lighting turned on in the cration kit. I have no idea what's causing it, I've spent my free time over the past few days trying to find a solution but nobody seems to have a similar problem. I've tried attaching an image to show an exapmle of before and after lighting is turned on. I have a theory that this is either something to do with the normal map or the specular map, which I don't fully understand other than they have something to do with lighting. My mod adds the vanilla normal map but not a specular map. If anyone can help with this it would be very much appreciated! :smile: thank you
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Ok so I'm trying to make a unique dog follower using a custom mesh that I made but I've got a pretty funny problem with the mesh not fitting properly (I think). I know the mesh I made doesn't completely fit the skeleton or "ninodes" in nif skope and I think this is what's causing my problems. I've tried uploading screenshots for you to see what's going on but I can't get that to work either lol. Is there a way to tweak the dog skeleton to get it to do what I want or is it possible to create a new skeleton? Or am I just completely wrong and have missed something obvious. This is my last resort, I've been using my days off to tackle this and feel like I'm taking one step forward and two steps back. Thanks for reading.
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Can't move an already dead actor? Somebody save me!
Dreamster91 replied to Dreamster91's topic in Skyrim's Skyrim LE
Thank you Lion224, I'm finally getting a chance to sit down to this tonight so I'll give it a go :) -
Can't move an already dead actor? Somebody save me!
Dreamster91 posted a topic in Skyrim's Skyrim LE
I hope I put this topic in the right section, it's a bit of an odd problem I'm having trouble with. Long story short I want to move the dead wood cutter from outside Lakeview manor to make way for something else. I have tried everything I know but I just can't move the body to a different location, even though it's in the same cell. I was just going to move him out of sight but I would prefer to remove him completely. Even when you delete him from the cell view, move him underground heck I even tried bringing back to life and ended up with two of them! Both alive, one frozen that kinda floated around, like he was walking with no animation (pretty funny) and the other completely animated. I've been searching google, youtube and the nexus for answers for hours but can't find anything, so I thought maybe posting on a forum was a better way to do it lol. I've done a little modding before but have only recently started using the creation kit, so I think I'm missing something obvious, but can anyone point me in the right direction? pretty please? thank you :smile: