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Gerheardt

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Everything posted by Gerheardt

  1. I don't know if it can help you, but the only times i had problems with the CK, it actually opened and worked, then after like 15 minutes it shut down. It was fine on Win XP but problematic on Win7. Apparently Win XP was able to work fine as is, but with Win 7, i had to update Visual C++ or .net framework, i don't recall which one it was, for the CK to work well. Maybe you could check that out if you have no other suggestions.
  2. Can't help with dialogue, i never touched that part of modding. For a merchant that doesn't sell, i seen many oddities with the CK and the result in game. I could take a look if you want. The key resides in what do you want you merchant to sell, create and place a container with the stuff to sell, set his factions and class according to that. In its specific faction, the one where you set his schedule, which chest contains the stuff he has to sell, where to sell, etc, sometimes you have to tick or untick the "Don't sell" option. It varies all the time, i never figured how it works. Within around 3-4 combinations to try, it always end up working for me.
  3. So i started a new game, after all, it wasn't this long with console commands to finish all the prerequisites to buy the house. I only used a new dummy mod that moves the door, the teleport marker, the trigger thingy and the xmarker for pets where i want to set my new Breezehome. Now, after i bought it, the arrow points at the good place and when i open the door, the quest stage goes as planned. So basically, it was all related to many mods changes that left marks in the savegame. I hope it won't bug again when the house will be completed... Nobody answered, but i guess it won't hurt to tell all that in case someone reads that topic after a research.
  4. Hello! I'm currently working on a mod that changes the location and appearance of Breezehome. It will be located in a small new area next to Jorrvaskr, behind the Bannered Mare. In the vanilla game + hearthfires, the exterior of Breezehome has a shack door, owned by the player faction and unlockable with the breezehome key (Ownership and lock are set from the interior cell's door data). It also has the teleport marker, a xmarker with the adoption pet loc. ref. and a cube, some kind of trigger. By the name, the trigger is related to the pet. So here's what i made: -I deleted the original exterior door and the teleport markers. I then used the new door (WRDragonDoor01) for my new Breezehome, made teleport markers leading to the door in Breezehome's interior cell. -I moved the original xmarker with adoption pet loc. ref. to my new door. -I moved the original trigger cube for the pet to my new door. -I went to "HousePurchase" dialogue/quest thingy and went to the aliases tab. I then changed the reference leading to the old door to my new door. When i purchase the house, on the map, it's still pointing me to where the old door was located. I then tried various things with totally new mod files for the purpose of testing/unederstanding. I tried to move the original door where my new Breezehome would be located: Now it's pointing at the right place on the map when i buy it, but when i open it, the quest stage telling me to go visit Breezehome is still incompleted. I still end up in Breezehome interior cell, though. I tried moving the original door, trigger, xmarker, teleport marker and building in the same exterior cell, but elsewhere. After all, maybe it was because i changed from plainsdistrict 3 to 4. Still doesn't work. I tried many save files and sometimes it's pointing to the new place, sometimes the old. The door sometimes is at its old location while the building and markers (i guess) are in the new place. So... what is the technique i should use? Usually, if i modify the alias to point to the new door, should it work? Is it all related to cache or something of that type because i tried too many things? I don't want to start a new game just to test if finally what i have done was fine. Thank you for whom may help me!
  5. Just reinstalled the game and erased every mod. Totally vanilla it works fine. With only my mod, after 5 times, it's always working fine. I think Live another life may be the cause of the problem. It may not change anything about Dorthe or her AI packages but it sure changes something about scripts and stages in the start of the game. Something may not get to a stage where some of her programmation would start. I think it's the cause of the problem.
  6. First of all, i'll explain what's supposed to happen. Dorthe, the daughter of Alvor is in Hod and Gerdur's house. When the player and Hadvar arrives to Riverwood after getting out of Helgen, they go see Alvor that is working outside. Hadvar speaks with Alvor and at this moment, Dorthe gets out of Hod and Gerdur's house to walk in the direction of Alvor's house. She enters Alvor's house few seconds before the player, Hadvar and Alvor does enter too. The discussion is continuing inside and at the end, Sigrid says something to her daughter who asked question to Hadvar. We all know this part, at least pro-imperials lol. I'm actually working on an overhaul of my Riverwood mod. One of the few problems i wanted to correct in this overhaul concerns Dorthe. She doesn't quit Hod and Gerdur's house to appear during the "inside Alvor's house" scene. I never understood why since i never touched anything about Dorthe. Sadly, the same problem occurs right now with my almost finished Riverwood mod overhaul. In like 10 tries, she done her job like 2 times only. Here's what i tried: -To clean my mod with Tes5Edit: nothing about Dorthe or her AI Packages in there. -No mods but Live another life and my own mod: she's still contemplating the lo-res walls in Hod and Gerdur's house. -To look in Live another life mod if something modifies Dorthe or her packages: nope, no sign of modification. -To look on internet for this specific bug: not finding any bug of that kind. So...is it a bug that can occur at anytime that doesn't concern any mod, some kind of vanilla possible bug? What can i do to solve that? I don't like Sigrid talking to someone that isn't there...I want to ensure my mod is not the cause of this.
  7. I don't know what's your mod idea but if it includes creating town, cities, merchants, npcs...i can do a working city on my own. If it may help you, i'm quite bored actually and i don't have a lot of imagination to create a town for a mod under my name. If you need someone to create that kind of stuff, feel free to message me.
  8. Hello! I have done a city mod which is Pinemist. In it, some historical character is buried in the hall of the past. In his journal, he mentions a spell book from the time where he was in some kind of sect, the sun cult. I placed the spell book in an odd place and i wanted to fix that. I'm pretty bad with quests and dungeons so i'm wondering if someone would like to create a dungeon where at the end, we could obtain the spell book. The quest would be initiated by reading the journal in the burial chamber. The journal itself should be modified a little to mention the dungeon and not a clue to find it in a flower planter. It would point out the book in the boss chest at the end of the dungeon and end the quest when the book would be taken. It's not necessary to be a very huge dungeon, it just has to be lore friendly with my town's history. I want the dungeon to be named "Solvaldhuun" and to be a nordic like dungeon. First encountered enemies could be spiders and treasure seeking bandits. In the boss room, i would like to have 3 ghosts mages in brown robes using the spell that we would learn from the spell book. Since the spell is quite powerfull, the 3 sun cultists should have low magicka to avoid killing us too easily or they should use a similar but weaker spell to attack the player. Is someone willing to work on that? If yes, please write me here and here's the infos you may need: The mod: http://www.nexusmods.com/skyrim/mods/69950/? The spell book name in the CK: PinemistTREASURESolarRaySpellBook The journal's name in the CK: PinemistWRITINGSKraskelsJournal The spell book is actually hidden in a planter in the castle entrance (PinemistCastle interior cell). It has to be removed to be placed in the dungeon afterwards. The journal is placed near Kraskel's corpse in an hidden burial chamber (PinemistHallOfPast interior cell). It may be harder to find, it's under a black plane. All my stuff is quite well named to be easy to find in the CK. It's all named like that: PinemistTYPEOFOBJECTDescriptionOfTheObject. All cells starts with Pinemist in their names so the interior cell of the dungeon should be named PinemistSolvaldhuun. The quest should be named PinemistQUESTSolvaldhuun. I think you can understand my naming method... I hope i'm not asking too much and that some good soul will help me to do the things i can't to finalize my baby, my Pinemist mod.
  9. Update: I don't know if it's because i'm saving like at each 2-3 minutes or the fact i updated my C++ to 2015 X64: 14.0.23026 yesterday but tonight the crash didn't happened yet. If it doesn't happen anymore, i'll try to not save that often if it comes back. If it changes nothing, the C++ update may be the solution. I must admit Skyrim and the CK never work at all on XP mif i don't load .net framework and C++...we may have a clue here. Edit: Tested later without frequent saving (yeah, i like it risky lol) and the problem doesn't happen anymore. I think sloppydotbighole found the answer...C++ was just not updated. Thank you for your help on both topics!
  10. This setting is actually already set off. I think my title may be misleading since you both mentionned the CK and Skyrim running at the same time or more than one CK working at the same time. I never use anything else than the CK at once, not even some music in background. I read a lot about the problems encountered when using the CK and another thing at the same time. I only use one instance of the CK and nothing else in background. It can happen anytime in any situation. Once i opened the CK but i had a bathroom emergency. I left the CK opened without any plugin loaded yet...when i came back, the CK did the crash. Many time it happened when i was switching textures. Yesterday it did it just by placing some road chunk. Obviously when i want to show it to someone, it doesn't happen...
  11. More detailed answer since the last topic. Thank you! I would try the DirectX thing but i don't have the "DirectX10" folder. Here's a list of what i have if it may help you helping me: Skyrim: 1.9.32.0.8 Creation Kit: 1.9.32.0 GTX750TI driver: 361.75 Direct X: 11 .net Framework: 4.6.1 Visual C++ 2010 X64: 10.0.40219 Visual C++ 2010 X86: 10.0.40219 Visual C++ 2013 X64: 12.0.21005 Visual C++ 2015 X64: 14.0.23026 My Windows 7 is fully updated and i don't have much running in background...Antivirus, NVidia stuff and that's all. I never use more than 1 instance of the CK at a time and never use Skyrim when the CK is running. It's always the CK alone. I save often but sometimes the app crash happens only few seconds after loading a mod. It may take 1 hour to happen the first time but the more i use the CK on a freshly made computer, the more fast it happens. I think i seen that i can somehow run a Direct X "program" when clicking on dxdiag.exe in C:/Windows/System32 . Is it the thing you requested me to try, some kind of thing i could have found in the missing "Skyrim\DirectX10\" directory?
  12. I would add Wyrmstooth to the suggestions...but Forgotten city will remain i.m.o. the better part of my whole Skyrim playing time. I don't know why but god how i had deep emotions playing it!
  13. Hello! I once asked the question but almost nobody answered and since i spent a lot on a new computer and the problem is still there, i really need your help! As the title says, i can't use the CK or play Skyrim on the same computer. If i can play the game on a certain setup, i will not be able to use the CK. If i can use the CK, i won't be able to play the game. Here's all the setups i tried and the problems i faced: Core 2 Quad 2.4ghz 4go of ram GT440 Windows XP 32 bits CK works fine The game is laggy as hell and faces unending freezes. New game, old savegame, whatever, the unplayable game happens after around 80 hours of gaming. Core 2 Quad 2.4ghz 4go of ram GTX750TI Windows XP 32 bits CK works fine The game isn't laggy anymore but faces unending freezes. New game, old savegame, whatever, the unplayable game happens after around 80 hours of gaming. Core 2 Quad 2.4ghz 4go of ram GTX750TI Windows 7 64bits CK works fine for around 30minutes then suddenly stops. An error message says that the CK just stopped working and has to close. The game is a little bit laggy and still faces unending freezes. New game, old savegame, whatever, the unplayable game happens after around 80 hours of gaming. Core 2 Quad 2.4ghz 6go of ram and 7go of ram later GTX750TI Windows 7 64bits CK works fine for around 30minutes then suddenly stops. An error message says that the CK just stopped working and has to close. The game doesn't lag and stopped the unending freezes. Core 2 Quad 2.4ghz 7go of ram GTX750TI Windows XP 64bits Nothing AT ALL worked with this Windows...no driver for anything, just opening Firefox seemed like a very hard task to do for the computer I3 3.7ghz 16go of ram GTX750TI Windows 7 64bits CK works fine for around 30minutes then suddenly stops. An error message says that the CK just stopped working and has to close. The game is running fine. So i can now say that the game won't work great without at least 4 go of ram. We can now assume that it won't work with XP since it's limited to 3.xxgo of ram and the 64bits version is just useless. I can also see that the CK refuses to work with Windows 7. So here's the question (finally!). What setting are you using to play and create mods? Any help to finally can do both on my computer i just bought? (The I3 setup)
  14. Thanks! Now i know at least that the Ck can run without problems on my O.S.. I just have to find what's causing my crash now. What you mention is not the kind of thing i do with the CK...papyrus, scripts, quests...that's not what i do usually. I tend to think it's related to my 4 cores or my more than 4go of ram. Someone else wants to describe it's computer specs and bugs encountered?
  15. Note that i tried with windows XP 64 and nothing was running great with it, even Firefox. Skyrim or the CK never wnated to start. I also tried few times in the past to use the Ck with Windows 7 and the same bug was there even if the computer itself was not one of the 2 mentionned on the first post.
  16. Hi there! Before i explain the problem, here's 2 PC Setups i had, what problems i faced and what was the cause of it: "Crashotron XP32" Intel Core 2 Quad Q6600 2.4ghz 3.0go of ddr2 memory Windows XP 32 bits Service pack 3 Zotac GTX 750TI A certain list of mods and DLC Skyrim: Crashes and bugs related to the lack of memory Creation Kit: No problem at all "Crashotron Se7en" Intel Core 2 Quad Q6600 2.4ghz 7go of ddr2 memory Windows 7 64bits Service pack 1 Zotac GTX 750TI The same list of mods and DLC, same loading order Skyrim: No problem at all (but some fps drop when using 4K graphics...obviously) Creation Kit: The problem why i started this topic, read under... So here's my problem. When i run the CK on "Crashotron Se7en", everything works fine until it crashes after around 10-15 minutes. It stops working and a window telling me that it's not working and must close appears. I'm not always doing the same kind of thing in the CK when it does that. It really seams to be timed, always after 10-15 minutes after opening. I'm usually loading Skyrim, Skyrim Update, Hearthfires and "ELD Activators" mod to create my own mods. Another thing that is not that much problematic but never happened when used with "Crashotron XP" is that the Cells window is sometimes disappearing. I click on render window and it comes back. I tried to set any .exe file related to Skyrim in XP SP3 compatibility mode with "Run as administrator" ticked. It seemed to me to be reporting my using time to 20-25 minutes instead of 10-15minutes. I read on the subject and it seems related to Vista and younger windows or the fact that it's because it's on a 64 bits o.s. . I would like to know on what computer and o.s. you are running the CK and if you face problems like this. For those who could guide me to a solution, it would be really appreciated too! Thank you!
  17. Nobody can help? The mod is almost finished...it would be great to be able to correct that and continue...
  18. Depending of what kind of mods you are trying to do, i may help. I'm specialising in town expansions and completely new towns. I wouldn't say i'm a pro but it's kind of rare i can't find what causes the problems in my mods. I know a little on other types of mod, just specify what you want to do. If i can help, i will. Freely :p
  19. Hello! I'm actually modifying Darkwater Crossing to give everybody a house, not just a sleeping bag near the fire. I added the missing npcs that were mentionned in the game (Meieran and Dasturn) and some merchants. So i added theses buildings and npcs: Player's house (Not ready yet) Darkwater Falls Inn (Dasturn as innkeeper) Derkeethus's house (Derkeethus when he'll be rescued) Tormir and Hrefna's House (Tormir and Hrefna) Verner and Annekke's house (Verner and Annekke) (Actually changed the exterior to match the interior size) Krohnvald's house (Krohnvald a Blacksmith/Merchant) Darkwater Goods (Bruthskeir as a general merchant) Sondas and Meieran's house (Sondas the miner and Meieran the farmer) I modified most of the vanilla ai packages to get the npcs do what i want, like go to bed in the houses i added. I used the vanilla ones, excepted for the default sandox ones. I renamed the non sandbox ones, modified their hours of use and added some packages as necessary. Everything works fine but with Hrefna (and maybe Derkeethus since i didn't rescued him yet). Here's what her ai packages look like and in what order they are in the ai package list: 23pm - 7am Sleeping near XMarker over her owned bed in Tormir and Hrefna's House, 128 of radius 7am - 8am Eating near XMarker over the campfire near the lake where a chair is owned by her, 500 of radius 8am - 12pm Follow Tormir 12pm - 13pm Eating near XMarker over the campfire near the lake where a chair is owned by her, 500 of radius 13pm - 17pm Follow Sondas 17pm - 20pm Patrol between 3 owned, linked and patrol data time set markers (SitLedgeMarker to FarmingIdleMarker to LookFarMarker) 20pm - 23pm Eating near XMarker over the campfire near the lake where a chair is owned by her, 500 of radius Hrefna is included in the locklist of the house, has the key of it, is in the faction that owns the house and her bed is a child bed set to 0.8 of scale. The modified town and the added interiors are all fully navmeshed. Finally, the problems! Hrefna don't patrol from 17 to 20, she stays near the campfire. She stays there during the patrol but starts eating when intended (20 to 23). She doesn't go to bed at home from 23 to 7. She quits the campfire at 8 after her 7 to 8 breakfast to go in the mine with her mother. Why do she never go patrol or sleep and stays at the campfire?
  20. What kind of mod are you planning to do exactly? If it's a quest with dialogues, i may say that i'm someone with average experience and i just can't do that kind of stuff. You should not see too big from the start. You may start by watching tutorials on how to modify weapons stats, how to create an npc and smaller things to understand how the Ck work. I would say that with all the good tutorials on Youtube, you can quite easily be able to build a whole functionning town. When you go deeper, it may be hard and i couldn't help you with that. So that's it. What did you had in mind exactly? I will see if i can help you afterwards
  21. Hello! I recently changed my PC since i faced many bugs with my old one. Badlucked as i am, the new computer faces the same problems. First of all, here's my old setup and my new one Old setup: Intel Core 2 Quad 2.4ghz mounted on a core 2 duo motherboard that wasn't supposed to support the Core 2 Quad Processor 3go of ddr2 ram, unlimited amount of space could be taken as memory from the hard drive Asus GT440 that have been replaced later by a Zotac GTX 750 Ti 2go ddr5 Windows XP 32 No SSD New setup: Intel Core 2 Quad 2.4ghz mounted on a motherboard fully made for the processor 7go of ddr2 ram Zotac GTX 750 Ti 2go ddr5 Windows 7 64 SSD for Windows, Skyrim and Creation kit on a non SSD hard drive The problems i was facing with the old setup was first of all the freezing of the screen. The image stopped moving but i could hear my character walking and doing stuff if i commanded it with my controller. On rare occasions, everything stopped, the music just repeated the same note as a bad acid trip, the character never responded, etc. I always thought it was a lack of ram. The other problem was the flashing water. The surface of the water was in low resolution and just flashed when my charcter moved. When i reduced the distant object detail to medium or low, this problem disappeared. I searched for tips and the only one that worked was to reduce this parameter. I was not surprised as the GT 440 was kind of weak but with the GTX 750 Ti...i found it strange to be obligated to play the game on very low graphics. Now i'm with the new setup. The freezings didn't happened for now but the flashing water came back. Is my video card still too weak to handle good graphics? Other than the water, everything is fluid even with a 4k textures mod and all the parameters at full graphic quality. Note that i never used any textures other than Vanilla until yesterday. Here's my mod list if it can give a clue: (0) Skyrim.esm (1) Update.esm (2) Dawnguard.esm (3) Dragonborn.esm (4) HearthFires.esm (5) RaceCompatibility.esm (6) RCOTS-RACES.esm (7) MFVM.esm (8) HearthfireMultiKid.esp (9) HearthFiresDisplayCaseFix.esp (10) Alternate Start - Live Another Life.esp (11) Bear.esp (12) Celtic Music in Skyrim - Combat.esp (13) Celtic Music in Skyrim - Dungeons v1.1.esp (14) Celtic Music in Skyrim 2.0.esp (15) No Vampire Attacks.esp (16) The Paarthurnax Dilemma.esp (17) NoDecapitations.esp (18) GerheardtPinemistEN.esp (19) GerheardtDarkwaterEN.esp (20) ForgottenCity.esp (21) RaceMenu.esp (22) RaceMenuPlugin.esp (23) RCOTS-Armorpack(english).esp (24) RCOTS-Armorpac2.esp (25) RCOTS-Morestuff.esp (26) RCOTS-FriendChildren.esp (27) RCOTS-FriendChild(Dragonborn).esp (28) RCOTS-followers.esp (29) RCOTS-HostilesNPC.esp
  22. Thank you for your answers. I'll try my mod on another computer with nmm just to be sure.
  23. Ok so i can remove the .tga files since they're not used and nothing's missing otherwise? I don't know how to get my .esp file in .bsa. I will search for a tutorial somewhere. As i understand, i can improve my publishing by removing the .tga and creating a .bsa file but it's already supposed to work as it is...isn't it?
  24. Hi there! Many people knows about the grey faces problem. I uploaded a mod with many npcs. I had the problem then exported the missing files with ctrl + F4. Everything works fine on my PC now. 2 users of my mod are facing the grey faces bug. In fact, the first user just recorded videos of my mod and i saw it by myself. I checked my published file and realised some meshes were missing. I updated my published file and i assume everything's ok. Afterwards, another user of my mod mentionned the grey faces. I don't know if he used the updated file which contains the exported things. Here's what my published .zip file contains: Data\GerheardtPinemistEN.esp (My mod file in itself) Data\Meshes\actors\character\FaceGenData\FaceGeom\GerheardtPinemistEN.esp (Contains .nif files) Data\Textures\actors\character\FaceGenData\Facetint\GerheardtPinemistEN.esp (Contains .dds and .tga files) Do i need to include something else to get the grey faces problem solved for users? I think they just installed it wrong or the NMM did but i want to be sure. Thank you!
  25. Update now... You found the solution to 50% of the problem. No Npc is bugging in the area, disappearing or coming back from nowhere. No flying or sinking neither. The farmers are now around the garden, staying there most of the time and farming from time to time. I'll just set a patrol system to have them to farm all day long or i'll set something else for them to do. With your help i learned some tricks for my future mods to avoid conflicts and problems. Thank you so much for your help tirnoney! You'll have a special place in my Credits/Thanks section of my mod when it will be online. :smile:
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