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Everything posted by fruitierracer42
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Creation Kit Allow Multiple Masters Not Working
fruitierracer42 replied to SickMods1111's topic in Fallout 4's Discussion
None of this worked for me... I have no idea what I'm doing wrong, but I literally copied and pasted everything, even changed the sResourceArchive2 list to include all the DLC, but nothing is working. I've noticed that it WILL allow me to open the Fallout4 master file along with ONE additional master, but that's it. It's not letting me do all 6 at the same time. This is getting super frustrating, as I don't understand why this isn't a default action for the creation kit... Any help would be greatly appreciated!- 8 replies
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- creation kit
- allow multiple masters
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
That seems a bit advanced for me... I wouldn't even know where to start to be honest. Thanks though! But yeah it was pretty annoying that there was never really any need for the other houses. Personally I only ever used Breezehome or Lakeview Manor, and even then just for storage because they were conveniently located. I wouldn't want to have to travel from Solitude to the rift or the reach and back just to off load a bunch of stuff. Ah well. I'm actually working on something for that, but I don't know if I've got the skills for it yet. To use like one of the blackbooks to take you to a house type thing... not sure yet. Lol. Anyway, thanks again for the help! This site has been very helpful. -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
I do actually have another quick question though, if it's possible? Is there a way to make the steward allow me to purchase the house without actually doing all of the quests? Specifically the one in whiterun? I realized the level one character you get when you use COC wouldn't have completed any quests at all so he can't buy the house... And also, is it possible to make him sell me the child's room separately, without replacing the alchemy lab? The two are in different rooms in my mod so... -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
As you figured out you have to link the objects to an xMarker as an enable state parent. The xMarker needs to be disabled. Then in the dialog when purchased, you enable the xMarker and all the linked objects should appear. If you need anything to disappear at the same time, you link them to the xMarker as an enable state parent and check the box for them to be in the opposite state. In that manner one set gets enabled while another set gets disabled. Exact specific step by step instructions, I don't know. I'm going on memory here. :tongue: Thanks for the reply, wasn't expecting it so quick! Thing is, I'm using the exact same xMarkers as the original objects, so everything should be set up properly (this is because I wouldn't know how to make a new xmarker get enabled through a speech option in-game. I haven't gotten quite that far in scripting, that's why I used what was already there). So just to clarify, I'm using the same xMarkers for the new objects, but the objects aren't acting the way they should be, even though I thought I did literally everything the exact same as the old objects. Some of the old objects I just moved around, and they continue to act the way they should (disabled until purchased from the steward). It's just the new ones that aren't. Sorry, I suck at explaining things... Make sure you test on a new game, if you have not. Some things could be baked into the save file that are affecting behavior. Beyond that, hope that someone with more recent experience drops by. Yeah I've been testing with a new game. This site actually taught me that! Haha. But I think I may have accidentally solved my own problem after some tinkering. I'll to run some more tests just to be sure though. But thank you! I think I just needed to come on here to kind of think things through! -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
As you figured out you have to link the objects to an xMarker as an enable state parent. The xMarker needs to be disabled. Then in the dialog when purchased, you enable the xMarker and all the linked objects should appear. If you need anything to disappear at the same time, you link them to the xMarker as an enable state parent and check the box for them to be in the opposite state. In that manner one set gets enabled while another set gets disabled. Exact specific step by step instructions, I don't know. I'm going on memory here. :tongue: Thanks for the reply, wasn't expecting it so quick! Thing is, I'm using the exact same xMarkers as the original objects, so everything should be set up properly (this is because I wouldn't know how to make a new xmarker get enabled through a speech option in-game. I haven't gotten quite that far in scripting, that's why I used what was already there). So just to clarify, I'm using the same xMarkers for the new objects, but the objects aren't acting the way they should be, even though I thought I did literally everything the exact same as the old objects. Some of the old objects I just moved around, and they continue to act the way they should (disabled until purchased from the steward). It's just the new ones that aren't. Sorry, I suck at explaining things... -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
Hello, just wondering if anyone can help me out with something. I've come off a year or two without modding (my previous laptop sucked, and I just got a new one), so I'm kind of relearning everything. This might have been covered before in the CK tutorials, but I'm just wondering if anyone knows how the whole player house "objects don't show up until you purchase the corresponding addition" thing works? I'm relearning by just doing a basic mod to change the appearance of the interior of player houses, but when I added new items and linked them to the corresponding x-markers, then went to take a look in-game, the new stuff was all there when it shouldn't have been just yet. I hope this makes sense... Basically, how do I make things not show up until you purchase its addition from whichever hold steward? -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
I've experienced this multiple times, both on the console and PC versions of the game. from what i've heard, though it's not a permanent solution, i think you can select the mannequin from where it's supposed to be (mine have sometimes wondered off a few paces), either put something on it or take something off, exit its "inventory" and that should fix the problem temporarily. didn't realize at first this is pretty much exactly what the last poster said... -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
alright i think i got it. thanks again for your help. i wouldn't have been able to do all this without it -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
that must be the problem. i've never extracted a zip file before so i'll probably need to download something for that. when you say to a new directory, that just means a new folder right? (sorry i'm not very computer literate, i know how to do things but not necessarily what it's called) -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
i had to download the BSAopt from nexus manually. for some reason my NMM doesn't want to download things automatically. but when i go to click on the BSAopt folder, the only it does is take me further into the folder, revealing a file named "cacheInfo", and another folder "fomod" with a file called "info." i don't see an actual program, and nothing opens up a program when i click on it. am i missing something? -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
alright, i'll go do that now. thank you -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
ok i downloaded the BSA thing from nexus. but i'm not sure what to do next... i apologize if this is frustrating, i'm just new to a lot this. i haven't been modding for very long, and when i do i usually try to figure it out on my own. when i hit a wall, i usually just give up, so i am very grateful to all of the people who have helped me out with all of my questions, even the ones that are probably super easy to answer. -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
Where do i find the BSA files though? i looked through skyrim's files and didn't find any of the original meshes. just the ones from mods -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
for a mod i am creating, there is a tower i really want to use for the interior layout. the problem is, the door is only supposed to lead to a load door - one that goes "outside." i was thinking i could use something called nifskope to delete the spot on the tower that ends in a load door, so it can seamlessly go from tower to another "room" of the tower or whatever. however, i don't know how to use nifskope. the object i want to use is "DweCustomTowerInt01" and i want to be able to delete the little wall thing behind the door. i mainly am having a problem loading vanilla game files. i can load files from other mods into the nifskope, but i can't figure out how to get items from the vanilla game, such as this dwemer tower or a sword from the game. any help figuring this out would be greatly appreciated -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
Yeah it's no problem. I wouldn't even have mentioned it and just tried to fix it myself, but i really have no experience scripting as far as making my own scripts. Thanks again for the help :smile: -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
turns out that typo was just me typing too fast on here. I literally copy and pasted the whole thing you gave me into the doc and it still said compilation failed Tested it. Turns out a direct copy/paste does indeed result in a compilation error This is the corrected code. At least it compiles any way :tongue: Cool. thank you. I'll test this out later today -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
turns out that typo was just me typing too fast on here. I literally copy and pasted the whole thing you gave me into the doc and it still said compilation failed -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
when i tried to use the script when i tried to use this script, after clicking save, it failed to compile. saying "failed on ElevatRefs" -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
Thank you. I'll try this out -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
I'm sorry. I can't think of anything else that would be causing this problem. really i have no idea why it's not working for you. it seems like there's nothing to suggest it not working correctly. if the original works with no problem, then the exact copy should as well. The only thing i would suggest is verifying the integrity of the creation kit. if that doesn't work, try uninstalling it and reinstalling it. -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
Awesome. thank you Sjogga. just to clarify, this gets put under the scripts for a button or lever or something? and then that gets linked to the platform that's being raised? -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
you shoud also do the same for the "dunLabyrinthianBustTriggerMaster," only this time the property to be edited will be called "myBustActivator" instead of "master" and the reference in your cell should be the "DragonPriestMaskUltra01" -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
after playing around with my setup, i noticed something that could possibly be the source of your issue. when you double click on each mask's trigger, their window pops up to show their information. under the "scripts" section should be "dunLabyrinthianMaskBustSCRIPT." when you double click on that, you get that script's properties. there should be a list of five properties. the third one down, "master," click it once, and you'll get a section where you can pick a reference in the render window. by default, the cell listed is: "LabyrinthianPriestSanctuary" and the reference being "dunLabyrinthianBustTriggerMaster." perhaps if you select your cell in the dropdown window, and select the "dunLabyrinthianBustTriggerMaster" of that cell, your display will start working properly. I would suggest making a duplicate trigger if you do this. for example: "dunLabyrinthianBustTriggerSteel," should be made into "MyBustTriggerSteel"; "dunLabyrinthianBustTriggerMoonstone" should be "MyBustTriggerMoonstone" and so on. just to ensure that the changes you make will not affect anything in the master game. let me know if this works. also, if i wasn't clear enough in my instructions, please let me know and i will try to go into more detail. -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
well i compared your script to mine. they're both identical, so far as i can tell. i can't think of any reason as to why yours isn't functioning correctly... how long has this been going on? what other mods do you have installed? could there be one that might be interfering with the dragon priest display? -
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fruitierracer42 replied to Allannaa's topic in Skyrim's Creation Kit and Modders
The only thing I can get to work is the Ultimate mask. I have disconnected it from the big dragonpriest bust holder and set the script to link to it's own bust. The Ultimate mask is the only thing I can add and remove at will. What is odd, is that in all the mods from other creators I have used, I get the same issue with the masks not being added to my inventory when removing them from the busts. now, bear in mind that i don't know a lot about how the system works, but i do have a little experience with it under my belt so i'll try to help as much as i can. with that said, it sounds to me like you're having a software issue. i just checked my mod, with the copy and pasted dragon priest display, and everything works fine. i can add all 8 masks, as well as remove them. i havent gotten the dragon head thing to open yet but i'll work on that next. the only thing i can think of that would be causing your problem, is that one, you don't have the script typed down correctly (but seeing as how you've used other people's mods and it still doesn't work i dont think that's the issue), or two: the script isn't being saved to your computer, or at least not to the right location. first though, just to see, can you copy and paste the script you've been using here? that and the script the original display and items use. i want to see if your original matches mine. and just to be clear, you are using the creation kit correct? also, just out of curiosity, does the display at the original location let you add and remove the masks correctly?