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LittleBaron

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Everything posted by LittleBaron

  1. After searching on the wiki, the only instruction for making a room marker I can find is a single sentence that instructs me to click on the 'room marker mode' box shape icon at the top of the main CK window and then 'draw' my box in the render window. Doing this seems to do absolutely nothing. I click on the room marker icon button, which remains depressed, then go to the render window, make sure it is 'selected' and make like I'm drawing a box (same thing I'd do to select more than one object) and nothing happens. I have markers checked as visible under the view tab, and have also pressed F5 to fresh/restore everything before trying also. It seems like when I originally opened my first SKYRIM cell in the render window, I could see the room markers and portal markers* but now I cannot see them and in the object list they are always pink, which means they are hidden (right?). Anyone have an idea of what step or setting I am missing here? Any help will be appreciated. Thanks! LB *I could be mis-remembering though...
  2. I just made a simple custom animation for a door whose mesh I also edited. Basically, I just studied the NiControlManager and the NiControllerSequences and everything attached to them and figured out what I needed to change to get it to do what I wanted. For a door they are usually seperated into 2 sequences "Open" and "Close" which just automatically animate when the PC activates the door. It might be helpful for you to study a Dragon Claw door since they have the bit with the claw rotating which might be similar to your idea about a combo lock. LB
  3. It sounds like you have vertex colors turned on and they are not all the same color, which is usefull sometimes but not what you want. If your BSShaderProperty calls for vertex colors: Using Nifskope, turn off vertex colors, save your nif, open it back up, turn the vertex colors back on and save again. This will reset all of them to white and should make your item look like you want it to. If your BSShaderProperty does not call for vertex colors: Just turn 'em off. The picture below shows where to find the vertex colors toggle. http://i125.photobucket.com/albums/p76/lesfleursmal/VertexColors1.jpg And this one shows you wher to see if they are called for or not. http://i125.photobucket.com/albums/p76/lesfleursmal/VertexColors3.jpg You could always just try to turn off vertex colors in the BSShader and the NiTriData, but if you find your item is too dark in game then you may wish to turn them back on.
  4. As a papyrus user, I can say that both of Drake's observations are correct. :thumbsup:
  5. To get the Courier to deliver your letter you need to put something like this in your quest scripts somewhere. If this is a house mod that doesn't really have a quest, you'll need to make a simple Game-start-enabled quest, check the "run once" box and place the "(CourierQ as WICourierScript).AddItemToContainer(YourQuestNote)" line inside an OnInit script event. Quest property CourierQ auto Book property YourQuestNote auto (CourierQ as WICourierScript).AddItemToContainer(YourQuestNote) And since the courier won't deliver anything but books and letters, to my knowledge, I would make it so the key 'drops out' of the letter when it get's read. i.e., attach a script like this to the note: key property YourQuestKey auto auto State WAITINGTOBEREAD Event OnRead() Game.GetPlayer().AddItem(YourQuestKey,1) GotoState("DONE") EndEvent endstate state DONE ;does nothing endstate
  6. Turbosnowy, If you look at a .nif (that represents something that can go into inventory) in Nifskope, you will see a node called the BSInvMarker. In the picture below this is highlighted and the block details are open. You can see in the block details that there is XY & Z rotation possible, and also the ability to 'zoom'. You can mess with those until you get your armor to show up properly in the inventory. If you made this armor 100% from scratch and did not import it into an existing armor ground model .nif, you might need to attach the BSInvMarker node manually. http://i125.photobucket.com/albums/p76/lesfleursmal/INV.jpg
  7. I've had this sort of issue myself and I'm sorry to say I was never really sure what caused it, but it certainly was mind-boggling. Here are a few things to consider: 1. Is Renthar a vanilla NPC? If so, it's possible he is 'reserved' in some other quest and therefore cannot be filled into yours. 2. Have you at any point scrapped your quest and started over within the same .esp or same save-game series? If so, the old quest that reserved Renthar might still actually be active as 'ghost data' (:wallbash: )and preventing the new version from aliasing him, or otherwise just randomly mucking things up for you. If it's in the .esp, you might be able to find it with a tool like TESsnip and delete it. If it's possible that the 'ghost data' is in a save-game, I would uninstalll everything, make a clean save and then re-install your mod. Best of luck. Report back if you find the cause!
  8. Ureka! It works! Just had to attach it to a constant animation. Thanks again, KUDO already given :biggrin:
  9. Thanks for the tip! So far I can't get it to animate for me, but at least it's a path to try.
  10. I'd like to get a texture to kind of scroll across the surface of a flat mesh, like water but without all the extra game engine baggage. I checked out the EffectShaderProperty but can't really figure it out. If anyone has done something similar, I'd appreciate any help you could give. Thanks!
  11. Yes, attach it to a script and check the 'Game Start Enabled' box. Fair warning: Make the new quest first and allow it to be created with a new ID, then open it back up and attach your script.
  12. It's not possible to do what you want just using Nifskope, my friend. The piercing have what is called 'weights' or 'skins' attached to them that tell them how to move with the body, according to the position of certain 'nodes' or points in space that are attached to the mesh's 'skeleton'. I can sense your head imploding already... anyway, SKYRIM uses a slightly different 'skeleton' than Oblivion which means you can't just import them from the old .nif to a new SKYRIM .nif, and even if you did the weights would not be correct. The best help I can offer you is this tutorial about creating SKYRIM armor (which is basically the same type of object as the piercings) into SKYRIM armor, but you will need Blender 2.49 to follow along. You can just ignore the bit about creating them armor, I guess and focus on the part about making it compatible for SKYRIM. Creating an Armor for SKYRIM part 1
  13. If this script is the main script of a quest that is game-start enabled (and more often not it doesn't even need to be game start enabled :confused: ) it should work like you expect it to.
  14. @ David Brasher: Thanks for letting me know I'm not just losing it and for the list of suspects. I think # 2 and # 3 make sense for me. It's annoying that instead of building I will need to spend time trying to get the game to 'forget' mistakes and accept revisions. @jet4571: Thanks for the tip(s). SKYRIM came out OK but there were '2 failed files' for the CK. No idea which 2 files, but hopefully since they have no been re-dl'd I'll get some added stability? Fingers crossed.Oh, and no more stupid syncing! Yay!
  15. I am experiencing more and more crazy issues with .esp's that I work on... Behavior like non-game-start quests suddenly starting at game start without having been touched, Items no longer added to inventories that were working just fine previously, the courier suddenly tracking me down in order to deliver NOTHING despite the fact that he used to deliver a particular letter and the Book Property and script involved in doing that were not touched... Not to mention that the CK bsa packer stopped working a while ago for unknown reasons. I would try to re-install the CK but it appears to exist on the Steam Cloud. Yay. Does anyone know how that works? Do I have my own borked copy floating out in the ether that I might possibly be able to delete and re-install? Is anyone else experience inexplicable issues with mods they are working on?
  16. Pretty Bow! Someone with 3DsMax has ta help you, they are the only one's with the power to skin it properly.
  17. David, I did once experience a similar kind of problem with my dialog and it turned out that old dialog that I 'deleted' from the quest was only deleted from the quest's dialog view but was still in the mod as loose dialog. I think I found the old dialog with TesSnip and was able to delete it that way. I remember that it didn't really make sense that the old dialog would cause new dialog to not show, but deleting the old dialog fixed the issue. Now of course, as I have complained in another thread, random ppl who download my mod experience the exact same issue, and I think that they have some random piece of data in their savegames that interferes, or ghost data from an earlier .esp version that interferes... it's all very frustrating. :pinch: LB
  18. Thanks for the reply, Korodic :turned: . I've pretty much decided to just re-do the whole damn thing from scratch and hope that makes it more solid. At least I can skip all the stuggling just to figure out how to do stuff this time. The .esp was started WAY back when the CK first came out, so there was a lot of learnin' in it.
  19. If all the mods are working just fine, there is no problem with your load order. .esm's need to go before .esp's but I think that's automatic.
  20. Ok, so I struggled with this at first, too... With regards to the radius: It turns out that the radius the player takes up is about 25 units... so even 150 is not really that much. And here is what I've personally found using an almost identical scenario but with static objects: Even though I script the container to find, disable and delete an object, and then make an inventory copy inside of itself, the target objects never really go away. Each time the 'Find' function fires it will find the same 'closest' object, over and over again. And as far as I know, there is no real way to 'Find' the next object, b/c even if you tell the script to ignore a disabled object it will still just find the same disabled object over and over. If you find a good solution to what you want to do, please share it! The best I was able to do was to find the closest of each type of object I was looking for, but if there were multiples the second closest would never be found. Hope this helps a bit. LB
  21. My quest mod, Much Ado about Snow Elves, works perfectly for me and for many of the people who have downloaded it. Keep this in mind... For some people, enough that it's a problem, it gets stuck at a certain point and I cannot for the life of me figure out why. I will try to be concise about the particulars: The mods uses 2 quests to work: The first quest is an "On Game Start" quest that looks for the player to have finished "The Lost Expedition", a vanilla quest given by Calcelmo of Markarth. A letter is sent via courier if and or when the player completes that quest. A script attached to the letter initiates the second quest. ALL this works fine for everyone. The courrier delivers the letter, the player reads it, Much Ado About Snow Elves flashes on the screen with the 'new quest' audio cue, and the player's first objective is displayed: Seek out Calcelmo to discuss the contents of the letter. Again, all that seems to happen for everyone. For most people, the map quest marker will point at Calcelmo when the quest is selected in the journal, and he will have a new dialog option that really gets the quest going. For some people, though, neither of these things seem to work, Calcelmo is not tagged with a quest marker and he has no new dialog options. I had a few people who were having the problem test a special script on that initialOn read letter script that checked if Calcelmo the Object Reference did not = Calcelmo the Alias in my quest. If so they would get a debug message... they did not get a message, which should mean that he is in fact getting loaded as an Alias. I had a few people send me a complete list of the mods they were using. There were 2 mods that were matches between them, but one tester disabled both mods and did a clean save with mine installed and still no luck... same results. Both people had a lot of mods installed, but only the two matched. Well, that's about the long and short of it. I'll be happy to post code snippets and pictures of forms if anyone thinks it would help them figure the problem out. Thanks in advance. LB Edit: Here's another tidbit: With any and all updates, I have kept the same exact .esp name. Could that be causing problems for people who DL'd earlier versions?
  22. Those damnable colorless verts just can't keep out of causing trouble!
  23. Those (usually 2) 'blood' meshes for each weapon also have their own BSShader properties, and not just the texture is different. I'll assume that you've already tried to apply the blood mesh BSShader properties from a working weapon onto the 'bloody' parts of yours using nifskope?
  24. If the parts look exactly the same then the texture you edited (or the part of the texture you edited) is not actually being used by the mesh in question. In Nifskope you will have to add an alpha property to that mesh also, or it will still render *something* in the empty (alpha) parts of the texture. While you're at it you can see what texture file is really coming from.
  25. I'm not 100% certain exactly what you said you did, but did you apply an alpha property to the mesh? If not, that parts you were hoping to hide are probably black or white in game.
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