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Everything posted by Estroya
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How to get NPCs to use furniture when player enters a trigger?
Estroya replied to Estroya's topic in Skyrim's Skyrim LE
Thanks for the help, I got it to work. I had to add a evalutatepackage() and a utility.wait() after setvalue(). Seems like the game needs a short time to tell the package that the global has changed. -
I'm currently trying to get NPCs to go a specific place or use a specific furniture when the player enters a trigger. What I want to have is that I could let the Merhcant walk around in his shop, but when the player goes to the counter then the merchant should come to the player to sell his stuff, so you don't have to search the merchant or have to walk behind the counter. I tried it with this script: And that didn't work. I couldn't find any scripting reference that forces NPCs to use a furniture, thats why i did the step with the package.
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How to re-enable an activator for a weapon plaque?
Estroya replied to DarknightK's topic in Skyrim's Skyrim LE
Can you look in CK if the Activators are named "WeaponRackCOARightACTIVATORPlayerHouse" or similar? Because you can only place weapons on them and not on the others. -
Running Multiple Master files in Creation Kit
Estroya replied to Viecile's topic in Skyrim's Skyrim LE
Okay, I'm still having an issue. For whatever reason, I don't have a Dawnguard.bsa, HearthFires.bsa, or Dragonborn.bsa. I have "Dawnguard - Original.bsa", "Dawnguard - Textures.bsa", "HearthFires - Original.bsa", "HearthFires - Textures.bsa", "Dragonborn - Original.bsa", and "Dragonborn - Textures.bsa", along with the ESM files for each DLC. So do I need to put those "Original" and "Textures" files in SArchiveList= and SResourceArchiveList=? Yes when you place the .bsa names in there it should work. You could also add .bsa's of mods in there and then you can load them in CK.- 112 replies
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You also have to load the Skyrim.esm and the Update.esm and DLC.esm files. And you also should read some basic tutorials to the CK here http://www.creationkit.com/.
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When you have a missing master and you don't know which, you could download Dual Sheath Redux and start the patcher. The patcher will tell you which mod has a missing master, when there is one missing. It's not exactly what the pathcer is for, but it works.
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Skyrim Lighting/Fog effexts (bug?)
Estroya replied to SirStupidofCheydinhalII's topic in Skyrim's Skyrim LE
Do you have an ENB installed? maybe there is something wrong in it that it does that. -
You can try it with Safety Load to force the infinite loading screen to be not infinite http://www.nexusmods.com/skyrim/mods/46465/? . If this doesn't work than you have too many mods that load something at the beginning and it is too much for the game to handle.
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How to re-enable an activator for a weapon plaque?
Estroya replied to DarknightK's topic in Skyrim's Skyrim LE
Its a bug in Skyrim that sometimes the activators of plaques disappear, I also had it a few times. As far as I know there isn't a fix for it and you can't reactivate it in CK. -
I think that you actually need a creature animation mod to run FNIS creatures. I also had it when i tried to use it without any creature animation mod and the animals were also stuck. and before you uninstall FNIS Creatures you have to remove click the Remove Creatures button in the generator first before uninstalling.
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don't use BOSS it's outdated, use LOOT instead https://loot.github.io/ . That will at least bring the plugins roughly in the right order. And maybe you should yort some mods out because when you have many mods that contain many scripts that can hit your performance like a giant.
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Floating quest markers not showing randomly
Estroya replied to bar1004's topic in Skyrim's Skyrim LE
I'm not sure if this is what you meant but you only see 4 markers in a interior cell with the barenziah mod enabled, because you would have to go through the door to get to the stones. so all markers that show the barenziah stones are merged to the doormarker. -
the lags are because the GPU isn't good enough for running some mods. 2GB aren't enoughto run the game in 60FPS. Try with uninstalling pure waters and the HiRes Textures or replace the ENB with a more performance friendly one or with "I cant believe its not ENB". I also had a 2GB GPU (Radeon HD 5850) and i had like 17FPS with ENB enabled. You can see the FPS by pressing * ingame and try it with disabling the ENB using Shift+F12. And the other bugs you mentioned are pretty normal a flying goat or a dead blood dragon appearing out of nowhere is nothing special in Skyrim.
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is your music in the right format? It has to be .wav or .xwm.
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As far as I know the autosave is only made when you walk through loaddoors or you fast travel. When you enter the mainmenu the game will also autosave when you have enabled it. But I also never had it that the game autosaves when I walked through the woods.
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do you maybe have installed a mod for Fallout NV by accident? Take a look at your plugin list the plugin that has a missing master should have a red-white triangle and then unistall the mod where it belongs to. that should fix it.
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the lightning bolts only mean that there is a file conflict, which means that two mos change the same thing, the Iron Sword for example. The + means that the mod where the + is provides the file and the - means that files are overwritten by a other file. so when a mod that changes the Iron Sword to purple has a plus, it means that the Iron Sword ingame will be purple. And mods with a higher priority will overwrite mods with lower priority. But thats all explained in the tutorial afaik. And you can change the order of the plugins or the mod simply with drag&drop. And .esm plugins are always written bold in MO. And when you install mods with MO you have to launch Skyrim in MO to get the mods loaded.
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enabling means that they become visible in the cell. when they are disabled they aren't loaded ingame until they become enabled. and don't havok settle is unticked and they also haven't the disablehavokonload script on them.
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How to disable flame in CandleHornWall01 Object
Estroya replied to CSCGUY's topic in Skyrim's Skyrim LE
You have to change the model of the candle. Open it in NifSkope http://niftools.sourceforge.net/wiki/NifSkope and delete some branches until it looks like this: http://i.imgur.com/6r4Vrzw.png then you have to set the Emmisive Color in the blockdetails to black. then save the modified mesh in a different directory or with a different name. -
You get the Unrelenting Force Shout during the main quest so placing the portals somewhere on your way which you are walking to do the main quest is useless because you wouldn't save much time. And also where should the portals lead to? You only get the first word of the shout from a wordwall the other two words do the greybeard teach you. And i also think that it could break the mainquest when you learn the words before the greybeards teach you the words, because for the quest its required to learn the words, and you can't learn words when you have learned them already
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Hi everyone. How can I get objects to fall down when they become enabled? I have set up something and the objects that should fall down become enabled, but they all stay mid-air until you take one. I also tried it with a collisionbox, that i placed half in the objects and will become enabled after the objects to push them down but that also didn't work.
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Hey everyone. I need some help with a script. In the mod I am currently working on i want tohave a small version of the Eye of Magnus. When you activate it the eye opens, gives you a buff and then it closes again and continues spinning arround. So far i have everything working. Now i want the script to wait until the Eye has completed one loop of the idleanimation before it starts with the openanimation. Because when i just tell it to play the open animation, the eye jumps to its default position and that doesn't look good.
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you could try to fix it with Caliente's Texture Blender http://www.nexusmods.com/skyrim/mods/5737/? or UNP Texture Blender http://www.nexusmods.com/skyrim/mods/30759/?
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Ok everything works now thanks.