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NexusComa2

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Everything posted by NexusComa2

  1. I didn't think so and would make that part of the script redundant. So ... if HolyLightKnown == true ;most unlikely checked 1st Debug.Messagebox("You already know this spell.")Else ;simple else statement Player.addspell(HolyLight) Debug.Messagebox("Holy Light Added") HolyLightKnown = trueEndIf
  2. ;------------------------------------ why it didn't work If PlayerLevel >= 1 && HolyLightKnown == false ; they don't have the spell and are over level 0Player.addspell(HolyLight) ; spell added Debug.Messagebox("Holy Light Added") ; added announced HolyLightKnown = true ; flag set to trueEndIf ; at this point in the script they now have the spell and the flag is set to true so the next if statement will fire too If PlayerLevel >= 1 && HolyLightKnown == true ; they do have the spell and are over level 0 Debug.Messagebox("You already know this spell.") ; known announced EndIf ;------------------------------------ fix (one of many ways) If HolyLightKnown == true ;most unlikely checked 1st Debug.Messagebox("You already know this spell.")Elseif PlayerLevel >= 1 ; fix with a double meaning (no need for the &&) elseif statement Player.addspell(HolyLight) Debug.Messagebox("Holy Light Added") HolyLightKnown = trueEndIf I also find the >= level 1 suspect ... is it possible to be a level 0 ?
  3. Is the new editor broken? "imply opening my esp as an active plugin while 3D Trees is selected results in the latter becoming a master for the former. It's true for all other esps" Kind of lost here ... You left click the plugs and double right click the one you want to be master ...
  4. "(We made our custom tintmask with our own eyelid- and lip-shaders: and the mask is in our FaceTint folder location, following our .esp. This mask kept wrecking our CK-extract attempts, as the CK kept saying one didn't exist, even after trying to make a new one after CTRL-F4.)" Ctrl-f4 only generates overwriting defaults. Anything you add to face will not be part of that. You just need to add all your added things to the face as loose files. (In some case I've use NifSkope to aim the mesh at the correct files.)
  5. Have you solved your problem? I use WinRAR with the, make an archive option on the back click (right mouse click menu over the folder I want to archive). I have used both WinRAR and the pack option from the Creation Kit for decades and they work perfectly. Tools of the trade so to speak. With WinRAR you can also create executable archives. I use them for about everything I store and for quick change options on many things. Well worth the time to learn how to use them both. I also use the BSA Browser as a tool. Good stuff! ... But in this case the tools meant for the job are the best ones by far. Also using WinRAR is just better than .zip files in many ways. By putting the files on your desktop they are in fact buried in your hard drive folder structure. On pack the browser is collecting files via your personal [secure] folders. Making the pack from the browser even more unnecessarily complex and even more prone to errors. You're not going overboard you're just using the wrong tools. Consider this ... the Creation Kit pack knows what not to take and what to take automatically. The 1st time before you added the tintmask manually it wasn't there in the pack. Then you had to use alt-f4 to manually obtain the tintmask (that was the kit screaming "this is a loose file"). Then when you packed it again it took the tintmask as a data file in the pack not a tintmask. There was no references from the NPC to the original because that and the tintmask location is handled automatically via loose files based off the NPC name. Also, in this case you do not remove the facegen data after you're done testing it (needed loose files). Looking at one of my follower packages I singled out one. These are the files needed for that follower. data\meshes\actors\character\facegendata\facegeom\LegacyFollowers.esp\0000CA03.NIFdata\textures\actors\character\facegendata\facetint\LegacyFollowers.esp\0000CA03.dds data\textures\actors\character\facegendata\facetint\LegacyFollowers.esp\0000CA03.tga data\LegacyFollowers.bsadata\LegacyFollowers.esp Packed data folder would be ... LegacyFollowers.rar (or zip) Gimp can work with .dss if needed and save .tga format. These were generated with the Alt-f4 from the Creation Kit. Everything else for that follower is in the .bsa ... I think we may again be mixing up terminology with the word tintmask. All of the pics are "tintmasks" per say. If your follower has a actual tintmask for things on the face like eyes exc ...you will need to pack and keep them as loose files also. If some of this stuff came from a package on the Nexus. Then you wouldn't add them file in the .zip archive as losse files. In that case you would credit the author and list that mod as a dependant. Like this one for that follower ... data\textures\actors\character\character assets\tintmasks\femaleheadhighelf_lips.dds This is a part of a face package so I wouldn't add that my .zip file. But, would need to list that face package modas a dependant on my mod page. Or not ... everyone had some type of face package and they tweak them themselves.Some people don't list them as a dependent. They just tell you that in the description and only offer the generated ones.
  6. Understandable. It's one of them dozen or so things out of the blue modding Skyrim. I honestly fingered that out by running across a follower mod that had only that as loose files. I didn't understand why they didn't just pack that too. A light bulb went off and I fixed every black faced follower I had in the same day. :smile: Sorry I didn't catch that right off the bat. I'm getting slow. Should have got that from your very first post. Clearly hinting at the solution right from the start. Give yourself credit for realizing things were just not working in a logical way and this problem was more than what you were looking at. /tosses the yellow belt /hands you the green belt /puts back on the brown belt ... You can see why it was done this way by the kit. They then were able to make a lot of generic-ish NPC data then add the graphic face data later so they all look different. 10 bandits are 3-4 different types with 3-4 different gear. done .. Now add the graphic face data loose files and they are all different looking.
  7. Ok now we are getting down to the real problem here. That happens because you can't put some of the NPC files in the pack archive. When you have a NPC or Follower you need to keep them facegendata files as loose files. Everything is exactly the same except you now do it both the ways we stated. You will have to build a folder structure matching the one in the games data folder for the gen files. Put them in that data folder you created and zip it up as normal. Don't include them in the packed .bsa or do ... it don't matter if you have the loose files in the proper spot(s). It will use them over the .bsa files. I haven't done this for awhile so ... I think all you need is the face textures. Hmmm ... Download a working follower mod and see what was used for the facegen files as loose files. Note: This one thing is the cause of 1000's of questions and 100's of broken follower mods. Welcome to the next level .. gratz :wink:
  8. As far as ambiguity among programmer/creators. Terms are not only known but deeply known. To the point the names no longer matter. But I can see your point of view. We sometimes assume you have basic knowledge of the subject at hand. That's what we get for assuming. :wink: As far as disagreeing, that is a good thing. It's more of a discussion than a fight (at least it should be). Each pointing out the advantage of their techniques. The best help you can get is programmers discussing alternate techniques for doing the same thing. Everyone learns something new and true programmers are always in a state of learning. Some take it as insults some know better. I'm sure both of us here took everything said with a gain of salt and checked it out for themselves. This is what this explanation would sound like experienced creator to experienced creator. Just create a .bsa, ditch the loose files and upload to the nexus.
  9. I'll break it down slowly to see if that helps. First off, I assumed you were past the the creation of the .bsa and looking to create a .zip archive to upload to the Nexus. Keep in mind when it comes to packing this could be done a few ways ... #1. Use the creation kit to create a .bsa for you mod. While your mod is loaded in the creation kit. From the far left pulldown menu use the option create archive. Name that new archive the same name as your mod without the .esp extension. Use the extension .bsa Now you should have a new PACKED archive in your Skyrim\data folder ... This new archive should now contain everything your mod needs to function. There is no longer any need to worry about files in the data fold for your mod. Everything is contained within that packed archive you just made with the .bsa extension. For now forget about them. #2. Creating a zip archive to upload to the Nexus. Someplace else (I myself like to go to the root of a drive when creating archives I'm going to upload) let say you have a hard drive labeled D: Any drive will work. Create a folder named Data. Now you should a have a new folder on the H: drive named Data. H:\Data Copy both the .eps and .bsa files for your mod to that folder. Once done, move back to the root of the drive. So you are again looking at the data folder. Not the two files you just moved into it. That is now the folder you .zip archive. Name that archive the same name as your mod it will have the .zip extension. In my case, I use WinRAR, so my extension is .rar And that is pretty much it. Upload you new archive to the Nexus as a mod. #3. Now one last thing to understand about .bsa files. Like I said the pack now contains all your meshes and textures and scripts (everything you made/ added to Skyrim) Your mod will now use them packed files when the game starts. So you don't need these files in your Skyrim\data folder anymore. All you need would be the two mod files .eps and .bsa ... If you leave the files there when the game starts it will use them files and not the pack files in the .bsa ... So, you remove them from the Skyrim folder. Store them someplace safe in case they are ever needed. Understanding that you see if the files are in the Skyrim\data folder ... mesh, texture, scripts (whatever was packed when you made the .bsa archive) The game will use them with you mod. So you don't have to pack everything. When you make the .bsa in the 1st place. It could be a combination of some files packed and some files still in the folders (called loose files). OR it could be no .bsa and all the loose files in the folders as you have it now. I know that sounds confusing but there are times you will want to do it both ways ... If you are using things that are from other mods and they are in your folders then just leave them be. For now and most the time ... just use the full .bsa version. Not leaving anything of your files in the folders when you are done. When the new .zip file is unarchive it should simply add two files to your Skyrim\data folder now. YourModName.esp and YourModName.bsa The archive should be as follows Data YourModName.esp YourModName.bsa Final note: It is also necessary to remove the loose files after creating the .bsa to check your work. Making sure the .bsa can stand alone before uploading. If you wish to edit any scripts just put them back in the folder structure. Then repack and remove when completed. Now you have two points of view and explanations on how to do the same thing... Good luck!
  10. That was just the way I found to do it. I was asked to add that for a mod here. That was back when it was the older mod manager. I don't use a mod manager myself. I was happy that worked out.
  11. Take a look at most of the mods here with view archive. And all the mods on steam and other sites. Anyways to each his own. Both ways work. :smile:
  12. I always just placed the stream of water the way the arrow was pointing. Mark sure you're showing markers. If that fails for you just place it then test it and adjust accordingly. Never even knew you could use degrees to change flow direction. But, can't think of a case that would be useful as all the models are pretty much made for one direction. Looks like I'll have to go play around with it today. Nice tip. :thumbsup:
  13. Create a folder named Data ... put everything in it just as it is in your games data folder. Highlight the data folder and pack it up. This way you can use the Mod Manager option for your download.
  14. Eh. Glad you got it. I misunderstood the what you were asking/saying.
  15. For me when it's perfect. But, you can always add new updated version and keep the older ones too. So it's up to you how far to go or update. One of my mods Enchanted Ship In a Bottle I worked on until it was perfect. Ended up doing many updates. Fixed even the slightest error. But, in the end it didn't get much attention even though it is a really well made mod. I figured had a shot at mod of the month. After all I spent 5 years on it. I was beat out by a few naked little girl mods. With that I just quit sending my mods here. So don't worry too much about it. Do it for you. I moved to Unity and now get paid for my hard work.
  16. He has got a good point and what you stated is actually something you should never do. The best way to start modding in my opinion is a few build a home videos. They cover a lot and get you started on the right path. Keep in mind this stuff is not as easy as it seems. You will hit walls and you will have to look around to find your answers. Good luck, it's worth it in the end.
  17. Need a bit more information. Example(s) of the problem. And an explanation of what you are trying to do in detail.
  18. You may be able to use the same thing from the console for your old save. Clearly your script needs a few patches. So you may have lost that old save.
  19. Always wright down what cell you're editing in when outdoors. Makes it much easier.
  20. If you're using that old NPC creator that stopped working long ago. Try turning off your creation kit sounds <-- wild guess (only thing I've ever seen crash like that)
  21. Anytime you change something that is in the BSA you need to remake it. There is also the option to not add everything to the BSA and keep them as loose files. And there is also the fact you can add loose files that are in the BSA and the game will use them and not the ones in the BSA. All of these are useful at some point.
  22. Just so you know working with the dialogue system and the quest system is a bit more advanced than the rest of the kit. So don't get too frustrated. You may want to try a few homes without using them ... just to get a feel for the kit then go a bit deeper. Just my opinion. You may get "punch drunk" starting there from scratch.
  23. No. I use a mod called Amazing follower tweaks this mod lets you reset a follower to default. Some times that helps glitches.
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