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jsnider193

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Everything posted by jsnider193

  1. Probably not the best at helping here but the command is usually as below player.addperk 000be127 Now the hex string is the FormID of the perk so presume you put in something like xx123456, were the xx is the load order for your mod/esp and the rest is whatever string the CK assigned when you created the perk in your mod. Not sure as didn't list what entered when did the ~ and then the command.
  2. One thing is to move update.esm to be the 2nd esm (skyrim then update) not number 4. Don't use Deus Mons but the red ck says it is missing something needs for load I think. The pink is just saying has same date as another mod in your list .. can fix or ignore .. your call. To fix right click it and under file tab select another date option .. if recall correctly. Folks have reported issues also with SOS don't use so can not comment on that .. so i'd do the 2 mentioned and see what yah get after that .. good hunting.
  3. Just a heads up if upgrade to 2.8 will have to reinstall dds reader and other brushes, etc as it installs in a diff location then the 2.6 version
  4. INFO ONLY: Gimp 2.8 has been released for those that use the product to manipulate dds files http://www.downloadcrew.com/article/2856-gimp
  5. INFO ONLY: Gimp 2.8 has been released for those that use the product to manipulate dds files http://www.downloadcrew.com/article/2856-gimp
  6. But if you are running into CTDs on game load or leaving/entering a cell then may be running into the infamous NAVM bug ... for more on this suggest go to the Beth Forums and look in the CK section for a discussion on navmesh .. think on the 4th series right now but it will give you tons of info on what may be causing some of your issues ... also mod conflicts are a real problem also so concur need to look into that also.
  7. not a solution but will potentially give you some info on what running into is the CK section on Navmesh over on the Beth Forums for Skyrim. Talks to this and other issues with cell mods. No real solution there but does talk about some potential workarounds.
  8. Would recommend go look at some of the discussions on the beth ck forums dealing with navmesh as a starter and if delete vanilla items can cause issues accoding to the discussion there. Few folks over there (sluckyD etal) have really provided a ton of detail on the problems you seem to be running into. Sorry can not give to the point answer on this but hopefully someone else can jump in here.
  9. Well one way would be to merge the 10 esp's using tesvsnip (make sure IDs are diff if do this) and then create a new BSA with Fomm. If do this do not forget the rules same name in esp as bsa and do not forget to then get ride of the other esp/bsa pairs. if unfamiliar with the tools here just ask and I or others will surely help
  10. would sorta depend on what mods loading or trying to load .. if some are housing or new dungeons may be running into the navm bug (long discussion on the Bethesda CK forum on this if want to read it). Would suggest start by adding just a few at a time until find the one/s that are ctding you. Another issue would be load order as some mods change the same thing and can lead to conflicts in game or on load .. but if ctd'n on load most likely the 1st issue (navm) or possibly skyrim.esm is not loading 1st before all others. What tools do you have that can show your load order?
  11. Did you just create a texture and not a new nif .. if so then want to create a texture set and then apply to an existing model ... here i'll give a quick write up on that for yah, added how to get into the game as a new critter part of an existing Race. Now if want as a new race let me know and will post how to do that, just a couple more steps in addition to below. As to weapons are you after applying new look or just changing the basic stats of an existing one. If former I'd recommend creating your own nif for it but if want to do similar to what is listed below and apply a re-texture to an existing weapon can do it (have done this for about a dozen weapons in my game .. not posted yet .. for use my a new Dragur variant), then open an existing weapon and go to second tab and change the model used and 1stperson record (have to make one of these for the weapon). If can give me some idea what trying to do can give a detailed write up for you like below .. also thought someone did this for weapons, might want to ck the tutorial section around here. Hope this helps .. if need more let me know. Ok we have the CK up and running (for a new esp only check Skyrim.esm, for existing load and activate your esp) and you have made the dds texture that you want to apply either in GIMP or another program (e.g. Paint.net) from a similar dds file in the game. Now go through the following steps to get the textures applied in the game, will use the Korker as the example here. 1. Create a New Texture Set: In the Object Window click 'Texture Set' under the Miscellaneous tab. This brings up all the existing ones in the esm and/or esp. 1a. Optional: Filter the list to see if can find a set similar to what trying to create. In this case I put in *horker and got no hits so was not able to build on an existing set. 1b. Open Existing Set: Open any existing set that is available. It is recommended that pick one that is in the same genre as what going to be creating. Here I picked an actor type (e.g. BearCave) so would be in the same general area as the horker. 1c. Change the ID/Name ... Important: In the box at the top where BearCave is change to whatever makes sense to you for your mod .. I tend to put a number first (1..9) as this will garauntee that the new item will be listed near the top. 1d. Change Diffuse: In the section below the name block highlight the 'Diffuse' item (if not already done) and then go to the 'Edit' botton below and press, this will bring up the 'Select File' routine. Here go to where you placed the new dds (in this case in actor\horker) and double click the new texture to apply here. Back at the texture set dialogue you will see in the window that your new texture is now there vice the bear. 1e. Change Normal/Gloss: Do the same routine that did for 1d, except you are looking for a dds file that has a _n at the end normally. If did not create one then use the existing one for the actor (e.g. horker_n). If there is none then go through the process select as before but hit the cancel button in the 'Select File' box and that will remove the existing dds file and leave a blank. 1f. Subsurface Tint/Detail Map: Same as 1e but most actors do not have this so generally will be removing if in the template using to create your texture set. 1g. Click OK button and then Yes when asked if want to create a new record .. if did 1c that is otherwise whoops. 1h. Repeat for Each Added Set: If adding more (did 2 for the horker esp) just go through the steps above as aften as needed. 2. Creating Supprot Records: Once the texture set/s have been completed we will need to buildthe animal and its supporting records. 2a. Horker Race: Already exists so no modification needed as we are adding new members not creating a new Race .. that gets us into a ton of more work. 2b. Naked Variants/ArmorAddon: Here build the foundation of what adding to the Race (if building new one) and Skins. 2b1. Open existing 'NakedHorkerAA' and check it out. When I did this I noted that no female 'Bipedal Model' had been activated so i proceeded to do that. Clicked the selct button which brings up the 'Model Data' window .. once there you go to the 'Alternate Textures' part and for Horker:0 right click and select new. This takes you to the 'Texture Set' window where can pick your new texture to override the existing one in the game. Select it and you will see the change in the window, click OK, then back at the ArmorAddon just click OK also to make sure applied to the Naked ID. 2b2. Create the Variants. If want more variants, and who doesn't, then effectively will repeat '2b1' BUT this time CHANGE the 'ID' name to something different. Here Opened the basic 'NakedHorkerAA' added a B to the end for baby and ended up with 'NakedHorkerAAB'. As before hit the Select button to bring up the 'Model Data' window and then applied the texture you did for that variant as in 2b1 above. Will repeat this for as many different variants as want to add in be it 1 or 100. Note: Why not give it a totally unique name you ask ... well if you are doing replacing in the 'Render Window' this will pretty much ensure that what want to use is gonna be near the vanilla creature and for use lazy folks that is nice. 2c. Skin/Armor Variants: In a similar manner to '2b' above we will now work on the Skin record which uses the Naked record (why always best to build it before this one). 2c1. Open an existing Skin/Armor record and as before give it a different ID. Since not building a new race can skip the race tab setting and leave it as is same for the name block unless want to change it to something else. The imortant thing need to do here is go to the model block. This is where you want to apply your 'Naked/ArmorAddon' created so when apply the skin to a 'ENC' record it will look correct. As before right click in the 'Model' block and select new, find the appropriate skin record and double click to apply .. then do not forget to delete the old reference that was there. 2c2. Create Variants. As above just repeat as often as needed. NOTE: I did not need to do 2b or 2c for the female horker since just had to active the female portion of the vanilla horker to get what you wanted. Couldn't resist though and had to put a GrandMa Horker in, bigger tougher and overall bad girl then the rest of the herd .. that is a Grandma (was gonna be Mother in Law but didn't seem right). Just repeated steps above to create the basic Naked/Skin records for grandma for use as below. 3. ENC/Actor: These are the basic records you need to interact with the game world. 3a. Create Variant: Open an existing Actor record .. only one for the Horker so we open it and make the following basic changes: ID: Give new name so do not fuin the vanilla record. Template Data: Leave at NONE .. if you are making a large group of variants (look at Daugr) then would want to make a template Actor to fill in much of the data in the tabs for you and save some work. Traits: Race; leave as is would change if into new races though Skin: Apply the new skin data here that built in 2c Height: Change to make larger or smaller Death Item: if created a new treasure for the actor can apply it here. Stats: Level: Can change this will impact calc of Health and rest. Health/Magick/Stamina Offset: make them stronger or weaker Other Tabs: Mod these based on what changing with the creature but not really part of the basic actor into the game thingee. Ones I play with are Factions, Inventory, and SpellList normally the rest I generally let the normal defaults for the base actor be the default. Note: For the Horker the Enc record was placed directly on the map so could stop now if wanted but I didn't .. see below. 4. Leveled Character: variability in what shows at a placed 'M' marker is determined by this record. Since the horker in game for vanilla did not have one I put this together for you so different variants will show at spawn points versus the same baby, female, male, grandma every time. 4a. To create open any LChar record in the game and rename the ID, then delete all the existing options in the record and drag and drop your new records into the box. Just like above you can crate more then one LChar variant depending on the complexity of the new actor variants working on. 4b. Get into the Game: One final step is required, since can not place the LChar on the map, you need to make another Actor record ... the Lvl one. Here open an existing Lvl record change the ID name to be unique and then drop down to template and click the 'down arrow' and select the Lchar that just created above .. save and that is it. You can now place 'M' spawn markers vice specific actors for variability.
  12. Might look at undeskin.nif in actors\dragon\character assets, may not be what after but it is a skeleton of a dragon ... if need more info ask.
  13. This is somewhat of a common problem for some of us (to include me), there is a detailed discussion over on Bethesda Forums in the shyrim Ck section (look for navmesh) revolving around just this issue. To my knowledge other then changing the esp to an esm or esm/esp combo no one has hit on a final solution to this. Some mods do work and some don't, like Onyx Caverns ctd'd for me but the last release I can load and get the game going, same for skooma ship and the TDP series. Suggest check out the discussion over there and see what is happening. Big strange here is a mod works for some and doesn't work for others ... weird huh. If need more info ask and i'll try to help as I am sure others will. Oh I have tried all 3 you have listed (and a dozen more with a no go result also.
  14. Have similar issues but tied normally only to mods that modify the world (add new places/dungeons). There is a discussion on the over in the bethesda forum (CK section of Skyrim) on NAVM or navmeshing crashes. Overall the best advise is not to add a lot of mods at one time but only 1-2 or 3 and see what happens then when hit a pfft can back out last batch and add 1 and see which causes the issue. Also at that point can play with load orders and see if helps, for me has no impact on the CTD from the type of mods mentioned. Good luck on this as if the same issue I have we are sorta waiting for the navm bug to be fixed although if go look at the thread recommend there are som work arounds tht might help.
  15. Don't know if you have done any disabling of mods .. there is still a navm issue even with 1.5.26 (dicussion on this in the bethesda forum, CK section of skyrim) so might try disablin the Overlook Tower mods and see what happens (if have things stored don't ferget to remove) or some of the other dungeon/house mods. After that would look at some of the texture style mods. Me I generally start by disabling all and then adding them back in one or two at a time. Note am presuming have validated correct version of skyrim and skse .... good luck and good hunting.
  16. Good point, never went back to most places as never saw a reason unless going there as part of a quest of hunt for something. Tended to keep using breezehome as more centrally located for my needs then the rest even with fast travel. Also hideout was based there initially so made it easy to get to rest of the places with it's doors.
  17. had to back off on the driver as it hung on some imbedded videos deal with .. but worked fine for this game, unfortunately keeps crashing and restoring with some videos as indicated. So for the game tis nice but for some work do ain't nice. Such is life. Probably go to the 680 and see if works for both. Of course could be the other folks need to update ... probably 80+% chance of that being the issue
  18. Well yes out here that is after 5 glasses of wine, but as to you issue have you done the normal tests, disable mods and such especially the last 2 or so updated and try to play, no idea what skyrim version at and skse so hard to see if in sync .. presume are and that didn't get hit with the latest 1.5.26 update which would require skse update (beta version right now). From pix can' see all the mods and if made bash patch ... oh and Open Skyrim is having some issues with the navm bug (author is on bethesda forum in the CK section of skyrim talking about same). Folks will chime in in time but with a new release for the code most are seeing what is fixed and what might be bent.
  19. interesting work .. now i do things for enjoyment (post a few here and there, maybe a tenth of what do) but if want levels built or such and pop'd i have done a few (depending on navm bug) for my own fun, don't normally post cause I redo the textures of the dungeons normally to suit my own taste (posted a 1st cut here, probably should update as updated for self 3 times now). Still if after something be willing to set up and navm it for yah .. oh and clutter and pop ... up to yah if need.
  20. Not sure if helps but I used the mod to get ride of the race plate on helmets and only way it worked was not to put in the bash as mergeable (for me .. others may have had diff experience with it). Again don't use that mod so no idea how it impacts NPC in the game only would recommend not merging and see what happens ... could not tell from list if merged or didn't when created the bash.
  21. can only comment on how was done prior .. haven't done yet here so would recommend search here or over on the Bethesda Forum (CK section) .. but the standard 3 I am aware of are: 1. Do a script to insert your list into the appropriate vendor leveled list .. has some issues in terms of save in that if delete the mod the change may not go away. 2. Create another vendor chest, put your stuff in it and mark respawn) and assign ownership to the merchant want to sell the stuff ... then bury the box in the ground beneath the merchant. 3. Create another vendor and have them in the same area as the merchant wanted to sell the stuff to start with (a mod exists that does something like this called Sexy ... can't recall the rest at the moment). Suggest hunt around on these as should be some tuts about this either on CK wiki or here somewhere ... I know 3 has been done by folks unsure on 1 and 2 (did these in FNV and work fine there) hopefully someone else will jump in on this for you.
  22. As an info have found that every now and then with 1.5 when go into the section to select mods provided by the game will get a hickup shall we say and when does it turns off skyrim.esm. has happened to me a couple times so never use that anymore and stick to NMM or Wrye Bash for this function. Info only.
  23. Now now dickweeds make a fantastic soup .... especially if add in some infohord spice ... hope having fun with the game and the mods.
  24. if wish to followup on the navmesh discussion there is a good topic on it over in the CK section in the Bethesda forums (bethsoft.com). I find it well worth the read .. though a bit long right now, still has good info and possible work arounds.
  25. Shouldn't need to but if going to create a new weapon the easiest thing would be to create a new texture and either apply it in nifscope or in the CK .... lets think about this what did you change in the CK, Did you change Skill/EquipType/Impact Data Set/AlternateBlock/Model/1stPerson Model Object/Anim Type ??? to conform to 2 handed. If this got you what talking about (and probably would as 1 hand/2 hand info is contained within the nif data, bhkxxxxx lines in the data, might be able to change these something I have not attempted) then would need to create a dds file to apply to the 2-handed nif, in other words retexture the existing 2 hand dds with the textures from the longsword, because if just apply the longsword to say the claymore won't align properly .. you will get something but may not be what after. If want details on how to go about this be happy to provide to the best of my ability as do not know if you have used gimp or such.
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