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DanielKelly1978

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Everything posted by DanielKelly1978

  1. With followers and clothing mods, yes. For armor mods, I'd have to do a quick sample, but to me it seems there are quite a few armor mods that are male-only.
  2. There is this one; has to be ported to SSE though. Undertale Foods at Skyrim Nexus - Mods and Community (nexusmods.com) ~Dan
  3. Would anyone care to test a new mod for me? This adds a new cabin and sweat lodge between Ivarstead and Nilheim. I've tested it pretty thoroughly myself but just wanted to see if anyone else has any problems (CTDs [hopefully not], terrain issues, purple [missing] textures, black face bug, missing audio for dialogue, scripts to working, etc.). You should be able to sit on the sitting pads in the lodge and in 20, 30, and 60 seconds that should have a (visible) magical effect and impart a new temporary buff. https://drive.google...iew?usp=sharing
  4. Probably would be best and easiest to private message the mod author who made those screencaps. Looks like they were active just today.
  5. I've created a custom bard and he'll play his instruments at his idle markers but there's no sound along with the animation. He's assigned JobBardFaction and BardSingerFaction. Am I missing something here? I'm only interested in him playing instruments; not in singing since his voice type doesn't include the songs anyway. Can anyone help out with this one? Thanks!
  6. I found out the culprit was the "optimization" software installed by my Razer mouse. It was actually making my computer's performance worse, so I just uninstalled it, and now Skyrim is working fine.
  7. I have a new mod pretty much completed and am looking for testers. Let me know if you'd like to volunteer...this is a location mod for Winterhold (City). Mainly looking for possible missing textures, headmeshes, audio, etc. (though I'm pretty sure I have everything packed) and of course for navmesh issues or CTDs, though I haven't had any. Should be compatible with most Winterhold mods, including the Great City of Winterhold and Winterhold Restored, and JK's Winterhold.
  8. Hello, Today Skyrim suddenly started stuttering, not just during gameplay but also during the start menu! It was working fine yesterday. I have not installed any new mods. Checking the GPU usage during gameplay, it's now very high, around 80-90%. Does anyone have any ideas what could have happened or how to fix it?
  9. This may be a dumb question, but is there a camera mod that I can use to get the really good looking character and location screencaps that I see in the Media section, or are these made in some other way?
  10. Sure, I'll do it. Can you PM me the link?
  11. No idea...it's a new one for me. If there was just silence I would say either there was a voice-type mismatch or a missing audio file but if you're only getting vanilla responses than something else is the problem. If you want to share with me your WIP mod I would take a look at it.
  12. Do you want Jeff to leave that cell, or just stay in there all the time? If you just want him to stay in there you can set up...I'd say a minimum of two packages... 1). a basic sandbox and 2). a sleep package. If you want to get fancy you can set up meals as well. In the CK, I'd start by right-clicking on an existing sandbox package and duplicating it. Then change the name to something else, something that makes sense that you'll remember and can search for later. For example, in a mod I'm working on I've created "DefaultSandboxEditorLocation2048" and expanded the radius to 2048 because in this instance I want the NPC wandering about a greater distance from their editor ("start") location more than the vanilla packages. Then set up a sleep package for your NPC (I'd duplicate and rename an existing one again)... under the "schedule" tab here you can specify when you want the NPC to sleep (and what bed you want them to use, if you care about that). If you want them to leave the cell and wander around somewhere else that's a little more complicated but not much. For that you need to set up a "SandboxMultiLocation"-type sandbox under package templates and specify where you want them go (usually done by marker locations) and how long you want them to linger at each marker. All of this is way easier if you can duplicate and edit an existing vanilla template than if you try to start from scratch, but in some cases there's no good vanilla package to copy from. Play around a bit and see if you can get it working, if you need help feel free to PM me.
  13. Is anyone else having an issue with CK not allowing manually-placed files to be added to the archive? When I drag and drop them into the archive window they never appear. I was not having this problem back in May. This makes it impossible to include FaceGen data, dialogue, or other such files.
  14. I found out today that it's not working for me either. I was making BSA archives with the CK a few months ago and it worked fine. Now when I try to add my FaceGen data and my sound files they do not get added. I try to drag and drop them into the archive window and they just never appear. Extremely frustrating! I tried updating the Bethesda.net launcher but that did not fix the issue.
  15. Hello, I put a new map marker outside of Falkreath and fast travel there works fine.... your horse will go with you and end up there *if* you're on it.... but if you're not the horse ends up at the Falkreath Horse Marker on the west side of town instead. So I put a Horse Marker near my new map marker but that didn't work. Anyone have any ideas for a fix?
  16. Is it possible to create custom chair or bench where these idles are disallowed for NPCs? I'd rather not remove these idles from their AI packages but don't want them to be able to eat or drink in certain chairs when they are sitting in them.
  17. Is there a way to make it so the NPC actually has to have the player in their FOV to detect theft? This seems to be the case in the vanilla game. I'm making a mod, and during testing my NPC seems to be able to detect a theft two rooms away with no possible way he could hear or see me and pulls out his bow and arrow to attack me after I stole one piece of garlic.
  18. I've created a customer NPC merchant and they work fine, but they only say "Take a look" before their inventory pops up. So I created new dialogue for the character under Quests, and it does appear as an option when you talk to them, but instead or replacing the default 'take a look' line it's there in addition to it, and doesn't lead into the merchant's selling mode. I assume I have something wrong; can anyone help me out?
  19. Hi, I brought a vanilla architectural object into 3DS Max to remove part of the nif (the floor, so I can use these arches as an element without the built-in floor). I did that, exported it, brought it into Nifksope to change the base node to BSFadeNode, applied the Sanitize > Reorder Blocks Spell, and brought it into CK. It works fine except that the normal map seems inverted (parts that should be shaded are highlighted and vice versa). I tried using Mesh > Face Normals to fix this but this seems to not do anything. The attached picture shows a side-by-side comparison. Does anyone have any thoughts on how to fix this? Thanks in advance!
  20. Hello, I'm looking for some help. How do I go about making a patch for my mod for OCS if I don't use it myself? I'm guessing I have to have Open Cities installed to patch for it. Should I disable autosaves and temporarily install it?
  21. Hi, It's still not working and I can't figure out why. I tried adding the load doors several times and checking the navmesh each time. Would someone be willing to take a look at my WIP (mostly finished) mod? This is one of the last issues I have with it. ~Dan
  22. Looking for some help with a cell linking issue. I've created a new cell that I'm trying to link to Riften World. I got rid of the old auto-generated navmesh and re-navmeshed the whole cell by hand. NPCs are moving about pretty good now, much better than before. I finalized the navmesh in both my cell and Riften (at least I think I did...see screencaps) and checked the navmesh under the teleport markers to see that it turned green, which it did. The teleport door works fine for me. When I tested with Lydia though, she won't go from Riften > My Cell... but when I teleport her inside the new cell using the console she has no problem going from My Cell > Riften. I already tried deleting the load doors and starting over from scratch, but the same problem persists. So I guess there's a problem with my cell's navmesh, but I'm not sure what. Any help would be appreciated.
  23. Thanks, it worked! Offending shadows are now gone. I would have never figured that out on my own.
  24. Hello, looking for some help with editing a vanilla mesh file. I'm trying to make a variant of this Solitude architecture nif (slgccapsol01.nif) to use for a mod. The texture and map are fine except that the mesh has this weird faux-3d shading effect on it (specifically on the bottom portion) that I'm trying to remove so that it doesn't create the ugly shading seen in the game test screenshot when the mesh is tessellated (the shading on the edges is coming from the mesh--not the texture). The bottom portion of the mesh is 2d and flat but ends up looking beveled, which I don't want. Not sure if that is even possible, any help is appreciated. Thanks!
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