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CommanderPiggy

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  1. I think the mod worked, yes. Alter the ini file? I changed something after the first time I used NMM, because the software told me so. I don't know about anything else. I'm assuming you loaded a save before the mod was installed? In that case piper's outfit was already set. You could either add the item via console, recruit her, trade and equip it to her, then let her go or keep her recruited. Alternately you could use the console to give the item directly to her and equip it. Inventories for already spawned npc's aren't updated when mods are changed unless it changes the form id of existing items. The mod mentioned adds new items not modifying existing ones. That might be the explantion. Sadly, I cannot even open the console. I'm using a german keyboard and none of the suggested keys (actually no key at all) works. I've tried to change the layout to english and I've added the line "bAllowconsole=1" to my .ini file but nothing works.
  2. What I've done: - installed and activated the True Reporter outfit mod - opened in CK as active file - changed the content of the existing piper outfit - checked pipers preview if she wore the new outfit -> she did - started the game -> still vanilla outfit So what did I do wrong?
  3. Hi, I'm trying to make a simple mod to change the appearance and outfits of some of the NPCs in the game. I already mentioned in another thread a while ago that this is the first time I'm doing something with the creation kit. I'm using some different armor mods to asign the items from them to different NPCs. Don't worry, this is just a little private mod which is too unpolished for publication anyway, so I won't release it and take credit for something I did not make by myself. In order to use items from other mods I do as explained in this section from a tutorial I'll link here: http://wiki.tesnexus.com/index.php/Adding_a_Follower_NPC_to_Skyrim#Make_your_plugin_dependant_on_the_other_mod I basically says: Choose the mod you need, copy the .esp to an .esm via Wrye Bash, load the new .esm into the creation kit, make your mod, save it, delete the .esm and change the dependency of your own mod back to the original .esp. This worked with most mods so far, but it got me into trouble when did this with Immersive Armors. Seemingly because IA doesn't only add new items to the game, but because it also distributes them to existing NPCs and has its own MCM menu. Now depending on if I start Skyrim and my plugin with a dependency on IA converted to an .esm or with a dependency changed back to the original .esp of IA, I get different results: 1) With IA as an .esm: I'll get two copies of MCM menus for IA. I guess one is coming from the .esm of IA and one from the plugin I created. Any NPC whose outfit is changed by IA will wear this IA outfit, regardless of whether I used the creation kit to give him/her another one (which of course shouldnt be). 2) With IA as an .esp: The NPCs will wear the outfits I assigned to them, so this seems to be fine. But I still have two MCM menus and also the "Immersive Armors Configuration has finished" notification will pop up again and again. If I just start Skyrim with my plugin but with IA deactivated, the items from IA will be there (maybe only the ones I used? Didn't test it), but they're invisible. Yeah, so can somebody tell me how to fix it or what I should have done to avoid this in the first place? I still don't really know how CK works exactly and what consequences the things that I do will have. After all I'll load the skyrim.esm every time I'll edit my plugin, but that doesn't mean every vanilla content of the game will be duplicated like the MCM menu of IA was.
  4. There seem to be mainly two groups of radiant NPCs. The creation kit calls a lot of them either "EncBandit", "EncWarlock", "EncVampire" and so on or "LvlBandit", "LvlWarlock", "LvlVampire" an so on. Can somebody tell me what's the difference? Also it seems that there are some NPCs connected to specific locations like "dunRobbersGorge_LvlBanditMeleeBerserker". Is there a reason why a place like Robbers Gorge needs its own kind of bandits?
  5. Thank you very much, it seems this did the trick. Now just one other question about CK: there are two directories for armors and clothes, "Armor" and "ArmorAddon". One of the mod armors I use is in ArmorAddon and I want to use it for a custom outfit, but CK simply wont let me drag and drop any item from ArmorAddon to the outfit window.
  6. I have just started working with the creation kit and I don't know much about how to use I properly. Let's say I want to apply a hairstyle from a mod to a vanilla npc. I do the following: - convert the esp file of the hair mod into an esm with Wrye Bash - load the newly created esm file (and Skyrim.esm) in CK - change the hair of the actor I want, lets say Gerdur - save the changes as a new plugin As far as I have figured out, the conversion to esm is necessary, because loading the hair mod as the original esp file would prevent me from properly saving my changes, since I use files from mods. The new hairstyle will show up ingame, but now Gerdur's body and head textures aren't matching anymore. I suppose this is because I use UNP body with SG Female Textures Renewal instead of vanilla textures. So what I would have done would have been to convert these two mods into esm files and also load them when changing the hair in the creaktion kit. I don't know if this would be the right way, but just like that it's not even possible since these body mods don't come with esp files so there isn't anything I could convert into esm files. Can anybody help me? edit: Alright, I found instructions here: http://wiki.tesnexus.com/index.php/Adding_a_Follower_NPC_to_Skyrim (the "Fix the NPC face colour" part) However this didn't fix the problem entirely. I attached a screenshot to the post. The face textures are now matching the Body textures, but you'll see that there's something wrong with the color of the forehead. This happens to any female NPC whos appearance I change. Probably it has something to do with the error messages I get when I click "preview" in the CK:
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