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JohnnyQuest101

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Everything posted by JohnnyQuest101

  1. This script compiled but it doesn't work when I put it on the chair. No message came up. Scriptname cs_GetUpMessageScript extends ObjectReference {Show a message getting up from chair.} Message Property cs_BathMSG Auto Event OnGetUp(ObjectReference akFurniture) cs_BathMSG.show() EndEvent
  2. I did more testing and custom meshes for COA is NOT a good idea. The shield part can't work with the bigger shields. All other racks were working well.
  3. I found the problem. I wanted to use snazzy COA plaques. If you use the mesh for the COA plaque it is buggy. I'm thinking the unofficial patch cleaned up some of the problems with these plaques. However, if you add it back in the patch would have a lower priority and not fix the bugs. I removed the mesh from data folder and it is working perfectly now.
  4. Okay, I found the problem. I needed to reinstall Unofficial High Resolution Patch https://www.nexusmods.com/skyrim/mods/31255?tab=files as well as remove the overhaul texture mods. The end result is that we need to be careful with texture and mesh mods.
  5. That didn't work. I pulled all overhaul mods out and it still didn't work. In the creation kit the original problem was the mesh was directed to the wrong texture. Originally it was textures architecture\whiterun\wrcutter\wrchbanner01.dds which is wrong. I guess I'm going to have to examine USLEEP in the creation kit to see what happened.
  6. It use to work well, now it will not rack larger shields such as Dragonplate, Daedric Shield and Dwarven Shield . The COA mounts these shields in mid air and then becomes useless. I was retexturing the weapon plaque nifs could that have done it?
  7. Thank you. A texture mod makes sense. I was testing some of them just recently.
  8. I just noticed that the banner no longer has the fix. Not sure why. Did anyone else have this problem?
  9. I want to make a master file to have master linked chest and a warehouse for two of my homes. The purpose is to share custom assets and link inventory. Question: To change esp to ESM by changing header line recordID to ESM the only thing I need to do? The reason I'm asking is when I do this it is still listed in the data folder as esp. The header does change to esm and stays that way. Is there another step needed so that the slave files can access the custom assets and inventory from master linked chest? Is the file now a ESM to the slaves from just changing the header? How do I make the homes slaves to the inventory link chest master file? To change the warehouse linked chest file to esm do I need a special program or can I just change the extension from .esp to .esm
  10. I found another thing that helps with generic followers not assigned to a bed. It helps to take the nif of the custom bed and assign it to an in-game bed just rename it. Seem to work best for some reason unknown.
  11. What tool can I use to edit a mesh in SSE? Nikscope just deplays it. Can Blender be used?
  12. SSEEdit can't be used to finalize a navmesh cell. That has to be done in CK. If you want to merge two mods that add Navmeshes like house mods with portal doors going into internal cells, you'll have to rebuild the meshes in the Creation Kit. Open SSEEdit. Expand it in the left pane, then right click "Navigation Mesh Info Map" and click "Remove" . Exit SSEEdit once that's done, the plugin will save automatically without an exterior Navmesh. Now merge the two mods without exterior navmesh. Load your merge files into the CK and rebuild the exterior Navmesh. I'm assuming the merge is best done after you removed the exterior Navmesh. To get a copy of an earlier save go to your backup folder found in your Skyrim Special edition directory. The safest way to handle combining two mods with Navmesh is to remove the exterior navmesh first, then merge them and then rebuild the Navmesh in CK. 1. Remove Exterior navmesh from both mods 2. Merge the house mods 3. Now open the CK with the merged house mods and rebuild your exterior navmesh.
  13. Is there a script example for player activator object reference eating script? For example the player sits on a chair and starts eating?
  14. Well found and solved the crashing issue. I should have deselected overall textures and mesh mods. They loaded in the creation kit with all master files and it was too much of a load for CK to handle.
  15. My creation kit crashes all the time with windows 10. I get a message that doesn't make sense. It states your navmesh cell should be finalized. This makes no sense because ALL borders are green, and the entrance green triangle is present. NPC are moving around freely across the cell into neighboring cells. Followers are having no problems going through the door because the green triangle is there for them. The Navmesh has no error or warning. What gives, why is it doing this?
  16. Is there a video or written tutorial on how to make a housecarl for your home mod?
  17. I need to make a compatibility patch for two house mods that are resetting each other's landscape. Can I use Tes5edit to do this? Do I make both mods masters? I'm assuming both have to be masters and I need to copy landscape and Nav of both to fix the problem in the area where they rewrite the landscape and Nav. Is this correct?
  18. Both homes changed Nav and landscaping of the other mod. Put one lower in the mod list didn't help because that one would change the other mods landscape and Nav. Tried to make a patch by making both masters then fixing the landscape and nav. When finished I had a patch that worked BUT the patche's header was wrong. It listed the two mods in the wrong order. If you follow the order, then it didn't work right. opened the door you could crash or would see DLC 2 items missing textures. Are there some guidelines to this?
  19. The best way I know is to use the SSEEdit tool and creation kit. First find what cell the broken house is in. You can do this in game by clicking on the house or something next to it. Then go into the creation kit and find out what cell it is in. Once you have the cell you can use SSEEdit to check which mod you have that affects that cell. Find the mod or mods and individually unclick them from your list to see if the house returns to normal. PS: From the picture it looks like a landscape change. A mod changed landscape and caused it.
  20. Is there a way to stop a follower from falling through a porch walkway? The house is elevated and the walkway is about 3ft. The NPC falls through it. Can collision cube be used? The Navcut function on the collision cube could it be used on a fence that is very close to cell boundary and will it work?
  21. Okay, I found it. Nav cut found in the collision cube under primitive can be used to stop NPCs from walking into furniture.
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