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Posts posted by olnorton
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You could use EnhancedCharacterEdit & change the shape yourself
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The light you toggle with the A key has no bearing on the mod, it is only so you can see what you are doing.
With the bright light off, you should be able to see the light effects of the lights you've added.
If you can't see them with the work light off, you may have used shadow lights (the ones with the purple cross through them)
And not have shadows ticked in preferences\shader.
Use the #of lights toggle to judge your lighting. Red & Violet (Too much light) Blue & Indigo (Is cool) Green is not lit.
This is a BleakFallsCandleLight01 (Omnidirectional Shadow type) with the Borderwallfardark lighting template.
With the A light toggled you can clearly see the candle is working.
This is the same light, but with the Bleakfallsbarrowfar lighting template.
You can still see the candle light is working, but it is not so obvious.
If I was to use a brighter farmhouse template, it would be hard to tell if the candle was working.
One note on omnidirectional shadow lights. Don't use more than four in the players vision at once or you will drop the frame rate.
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If you go into Preferences\Shaders & select #of lights, does it show up green, indicating nothing is lit?
Is it just in the CK and the lights are working when you go into the game?
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Has anybody ever edited any nif of a static object (ie a piece of architecture) using any version of blender?
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Does anybody know if you can import nif's into Blender 2.71?
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No, I can only select all my timber beams, as in the screen shot, or none.
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http://i1368.photobucket.com/albums/ag187/johnandmonica/Skyrim/Help/Rifnif_zps98537084.jpg~original
This is the Nif.
Can Nifscope be used to remove the part in the red rectangle?
Seems blender can't open nif files.
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I want edit (just cut the corner off them) RifRmSmSingleCorInR01 & RifRmSmSingleCorInWin01.
Is that something a total noob should be able to achieve?
I assume I have to extract the meshes & textures from the bsa's and edit them with some external program, then apply them to a duplicate of the originals.
What sort of really basic tutorial should I be looking for?
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Thanks for the reply.
I uploaded it as it was and it seems you are right.
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So I have my first mod nearly ready to publish.
It's a basic house mod, is there a line I can add to the info.xml that tells NMM to put it in Abodes-Player Houses?
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I think you should break the problem down to 1: Changing an NPC with custom parts, & 2: getting it working with your existing game.
Here's what I would do (and in fact did do)
Use showracemenu to make your players face look good with your installed mods. Press R and exit showracemenu
Bring up the console & type spf Test
Look in your Skyrim folder & you will see a file called Test.npc. Look at it with notepad.
http://i1368.photobucket.com/albums/ag187/johnandmonica/TestNPC_zpsa60a3615.jpg~original
For now look at my Test.npc
Notice most of the part numbers start with 00 (that means they can be found in skyrim.esm, which is always 00)
We're interested in the ones that don't start with 00
The first being HairColor:0A001DC4
This is telling the game this NPC has hair color 001DC4 found in the esp/esm loaded at position 0A.
A look at my load order at the time that file was saved shows 0A was EnhancedCharacterEdit.esp
Looking down you see the complexion also comes from the same esp.
Then we have HeadPart:030038AB, load order says that's ApachiiHair.esm
And again HeadPart:0A0012 (eyebrows from ECE)
I only have two mods installed that effect the way the NPC's are created, you may have more.
Eyes that are just retextures of standard eyes will show as 00, extra eyes added by mods will show the mods load order.
Now, if I imported Test.npc into the CK, she would get default Hair, Complexion, Hair Color, & Eyebrows.
Because it would look for HairColor 001DC4 in the esp loaded at 0A, & in all likelihood there would be no esp at 0A, so default hair color.
Even if you loaded all your mods in the CK, it wouldn't load them in your game order, it loads them according to there date modified.
So you tell the CK to replace the default HairColor with brown from the list.
It marks your NPC with 04001DC4 color hair, because that's where it loaded EnhancedCharacterEdit.esp
In game, back to default hair color, because it can't find 001DC4 in whatever is loaded in 04. Anything it can't find you get default, a mixture of what it can & can't find, and often a grey face.
This is why you have to either 1: Get the author of the mods which contains the resources you want to use, permission to use them in your mod & copy them into your mod to make a stand alone mod where everything is in your esp.
Or 2: Make masters of all the mods your NPC relies on. In which case as long as they are loaded in any order above your mod, it will find what it needs.
In the case of esp's, I right click on my mod in Wrye Smash & choose Esmify Masters. To make the game think they are esm's. I'm not sure if you have to because I'm new to this, but it works for me.
What I would do if I was you, make your changes to a different NPC
One that isn't effected by any mod you have installed.
And see if you can get her to look the way you want.
Getting two mods that change the same NPC to work together is harder.
I did it with my mod (cosmetic changes to Aela) & ESFAela.esp (Makes changes to Aela but retains stock appearance)But only if I added both mods before meeting Aela for the first time, anything else resulted in grey face or ESFAela dialogue not working.
If you want to try that you will need Tes5Edit, load both mods & the differences between your two Lydias will show in red.
Copy any changes the house mod made to Lydia to your Lydia & all the cosmetic changes you made to your Lydia to the house mod Lydia until everything shows up green. She will essentially become the same Lydia.
http://i1368.photobucket.com/albums/ag187/johnandmonica/TES5Edit_zps019cef8b.jpg~original
Like I said, this wouldn't work in an existing save game where I had meet Aela for me, but you might have better luck.
By the way, did you try removing your mod & those three files & see if you could get default Lydia back?
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OK I did a bit of testing & you might get your stock Lydia back even in your saved game, by simply removing the three files I mentioned above.
I created a Lydia.esp as you did (Ctrl & F4'd and everything) Started a new game & got a grey faced Lydia with F28 hair. (Pic 1)
I then used WryeSmash to make masters of the esps which contributed to the face (right click on MyLydia.esp & choose add master (Pic 2)
This fixed the Grey Face (Pic 3)
So with MyLydia.esp loaded, I loaded an old save with a previously stock Lydia & saved the game. (Pic 4)
Then I removed MyLydia.esp, reloaded the same save & got a half an half grey Lydia. (Pic 5)
I then removed the meshes & textures from the facegendata A2C8E nif, dds, & tga & got back the stock Lydia (Pic 6)
Pic 7 is my house mod (nothing to do with Lydia.
You won't be able to do as Valkasha suggested because you can't load esm's at the bottom of the order.
I had similar grey face problems with my Aela mod a while back & the only way I could get rid of it was to go back to a save before using the mod. But I was using it together with another Aela mod & that may have been the reason.
Edit: Photobucket has changed the order, but you get the idea.
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Which DLC's are needed to play a mod is dependant on which were loaded in the CK when the mod was created.
Sometimes DLC is needed because the mod relies on content from those DLC's, sometimes they are added so that the mods content will be added to those parts of the game. In the latter case, the modder sometimes makes a version that doesn't rely on the DLC's.
And yes there are many mods that require one, both, or none.
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Try using Wrye Bash & add apachii as master to DavesLydia, then start a new game, or a save from before ever meeting Lydia.
If you just want your old Lydia back, remove your mod & the A2C8E.nif (from meshes) & A2C8E.dds & .tga from textures & load a save from before ever adding your mod.
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Is there anybody who understands the CK tutorial & would be prepared to answer some questions about it?
Specifically the "Bethesda Tutorial Layout Part 2"
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Is the tutorial in the help section of the CK written for the current version of the CK?
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I'm try to follow the CK tutorial.
I was good up until step 1
I made my duplicate of the AAAMarkers cell & named it Lokirs Tomb.
Then it says
"delete the LokirsTomb objects listed in the object window (right side of the Cell View pane), as we'll want to start fresh. Don't worry about deleting the navmesh for now. We'll get to that later."
So there is 10 items listed on the right side of the Cell View pane under the Navmesh
Right clicking on each of them & selecting delete, brings up a window "Are you sure you want to delete the selected objects" I click on yes, the pane refreshes & it is still there.
Am I trying to delete the right things, and if so, how do I delete them?
Edit: Nevermind, once I dragged the first piece of wall across, the previous 10 things disappeared
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NoseType32 will be the last save in any slot.
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If your using SGTextures, disable them before you use the CK & enable them again after.
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I'm new to Skyrim modding but you could try going to.
steam\steamapps\common\Skyrim\Data\Textures\actors\character\FacegenData\Facetint\Skyrim.esm
Look for & delete 0001A696.dds & 0001A696.tga for Aela & 0001A69A for Ysolda.
Then go to.
steam\steamapps\common\Skyrim\Data\meshes\actors\character\FaceGenData\Facegeom\Skyrim.esm
And delete 0001A696.nif & 0001a69A.nif
If it doesn't fix the problem you can always restore them from the Recycle Bin.
If the line is actually the head lifting off the body because a mod changed the weight of the NPC, then those changes will be in your saved game & don't go away when you remove the mod.
You could try could try opening the console & clicking on the NPC & typing setnpcweight 100
Starting a new game & typing Prid 1A697 (enter) then moveto player will put Aela beside you and show you if the problem is stored in your saved game.
But like I said, I'm new to all this, so use at own risk.
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Is your only qualm, now, that the hair is wrong? Because that part is easy. (So I say days later.)
No I am quite happy with the way she turned out. The hair she has now isn't as well combed or as glamorous as the SG one & so fits in better with the skyrim look. And amazingly this mod is now working in conjunction with the ESFAela mod which is what started all this for me.
I'm still not sure what made the difference.
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Well I've spent the last 2 days making many different Aela.esp's , just seeing what worked & what didn't.
Anyway... when I finished I loaded an unedited ESFAela.esp & then MyAela.esp & now they are working together.
I'm not sure what I did different from the first time I tried this, unless it was switching to Loot, which changed my load order.
So I'm back to killing Dragons.
Funny, this Aela seems to be the mercenary killer, werewolf, paladin type. You lose influence with her if you use magic, steal or trespass, or do anything less honourable. So that sort of rules out The Mage quests, the Dark Brotherhood & the Thieves Guild quests.
Given that you can only enlist her after the companion quests, that only leaves finishing the main quest.
So that's what I'll do.
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If I were you, I would try the spf method instead of using a saved preset. Your original face looked much better & that is what you get with importing a .npc file.
You just do the same as what you did except after you have saved your face to any slot & exit racemenu, you bring up the console & type spf Serana. Then in the CK You just click on import, it will go to your skyrim directory & you click on Serana.npc
You will end up with exactly the same face as you started.
I tried to make this Aela with SGHair, I did all the same stuff as with the apachii hair & it didn't show up in the game.
http://i1368.photobucket.com/albums/ag187/johnandmonica/ScreenShot23_zps801e5ee2.png~original
I didn't want to jump through all the hoops that you did, so I settled on this Aela with Apachii hair.
I'm all modded out for quite some time I think.
http://i1368.photobucket.com/albums/ag187/johnandmonica/ScreenShot37_zps5a017520.png~original
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@ olnorton:
Just looked at Cerwiden. Can't DL right now, but will check the guide later. Really nice of that modder to provide it.
A little confused about those item codes, because it doesn't display that way at all in my CK.
It's a pretty good guide but he leaves out a couple of important things that he takes for granted you would know.
And a google search only turns up a few people asking the same questions & no answers.
He has abandoned the mod so no answers from him unless they are in the many pages of posts (only had time to look through a few)
Those codes aren't in the CK, They are in the .npc file you created with the spf command. open the .npc (skyrim directory) with notepad.
The first two numbers tell the CK where the esp/esm that has those parts is loaded. (It assumes they will still be in the same load order & they won't be.) (esm's may work differently than esp's, I don't know yet) If the esp's aren't in the load order shown in the .npc, you will get the default for that race.
With a bit of trial & error with editing the load numbers in the .npc file I managed to import the head into MyAela.esp with the custom colours,eyes,hair, eyebrows & complexion intact, just needing the reset & nose32 to made her look exactly like the face I'd saved. (And the SGTexures reloaded)
I haven't been able to find out exactly how you know the CK load order, it doesn't appear to load them in the same order as the game.
Probably something to do with the order in which you make them master with Wrye Bash. I know you don't want to use that method, I haven't had time to try the stand alone method yet.
Edit: I'll stop chiming in & confusing the issue now that you have someone who knows what they're doing on board.

Tutorial: Custom Weapon - Blender to Skyrim using blender 2.71
in Skyrim LE
Posted
Thanks for the reply BlazeLeeDragon, I was lucky, a "real" modder named Tamira edited some nif's for me.