Mattiewagg Posted October 25, 2014 Author Share Posted October 25, 2014 Well I've done it... I got a new PC this week and I copied my whole Skyrim folder on a USB to be sure I wouldn't loose anything. First thing I did was a clean install of the game and the CK. Then, I copied the Voice, Custom textures folder, seq file folder and the esp into the data folder. Then I worked A bit on my landscaping, and today I wanted to finish the quest, and the dialog won't start anymore. I made a fresh seq file via tes5edit and removed all conditions. Didn't work.The only strange thing I notice is that when I double click a dialog my temp wav is played, but when I press preview it works fine. I just don't get it, and if this means I loose my whole quest i'm just deleting the whole thing, with the month of work I put in it... please give me some ideas.Try isolating the particular things in your mod rather than just the whole folder. That can cause issues. This is why putting things in their own separate folders and using Naming Conventions is best. Link to comment Share on other sites More sharing options...
Boombro Posted October 25, 2014 Share Posted October 25, 2014 Well I have a question.I'm learning how to mod, and I wonder if can give me tips on how to explore the ck?Let say, what makes Delphine chase after me if I entered the room with the secret room? Markers? Scripts?What makes people like bounty hunters, thugs and the courier to find me? Is there a way to know a trigger, a marker and script apart? Link to comment Share on other sites More sharing options...
RHodeidra Posted October 25, 2014 Share Posted October 25, 2014 (edited) Try isolating the particular things in your mod rather than just the whole folder. That can cause issues.This is why putting things in their own separate folders and using Naming Conventions is best. I'm not sure what you mean by that.Every single item, dialog topic, NPC, editor reference, script(name) I added via the CK that I can name myself starts with the same prefix. Well I have a question.I'm learning how to mod, and I wonder if can give me tips on how to explore the ck?Let say, what makes Delphine chase after me if I entered the room with the secret room? Markers? Scripts?What makes people like bounty hunters, thugs and the courier to find me? Is there a way to know a trigger, a marker and script apart? Well, there are plenty of good tutorials on quest staging and scenes on youtube.I'd look into "packages" and "scenes" for now. It's really a lot to explain. Edited October 25, 2014 by RHodeidra Link to comment Share on other sites More sharing options...
Mattiewagg Posted October 25, 2014 Author Share Posted October 25, 2014 Well I have a question.I'm learning how to mod, and I wonder if can give me tips on how to explore the ck?Let say, what makes Delphine chase after me if I entered the room with the secret room? Markers? Scripts?What makes people like bounty hunters, thugs and the courier to find me? Is there a way to know a trigger, a marker and script apart?For Delphine, I believe it's a package. Bounty hunters, thugs and couriers are controlled by a quest using the Story Manager, which is started when you do the event that makes them come after you. It then uses event data to place the courier/bounty hunter/thug near you and starts a ForceGreet package, so the courier will speak to you. In the Render Window, the triggers can be different colors but triggerboxes are generally large colored boxes. A marker is usually red, yellow, etc. and in a rather distinctive rectangular shape (door markers) or one that shows what they do somewhat. A script is found on in object in the object window. The Creation Kit Wiki is a fantastic resource, which I recommend keeping bookmarked. These tutorials should start you off, and my website might be of some help to you as well. And never hesitate to ask for anything here, or in the forums. Link to comment Share on other sites More sharing options...
Mattiewagg Posted October 25, 2014 Author Share Posted October 25, 2014 Try isolating the particular things in your mod rather than just the whole folder. That can cause issues.This is why putting things in their own separate folders and using Naming Conventions is best. I'm not sure what you mean by that.Every single item, dialog topic, NPC, editor reference, script(name) I added via the CK that I can name myself starts with the same prefix. Well I have a question.I'm learning how to mod, and I wonder if can give me tips on how to explore the ck?Let say, what makes Delphine chase after me if I entered the room with the secret room? Markers? Scripts?What makes people like bounty hunters, thugs and the courier to find me? Is there a way to know a trigger, a marker and script apart? Well, there are plenty of good tutorials on quest staging and scenes on youtube.I'd look into "packages" and "scenes" for now. It's really a lot to explain. Basically, from your USBed Skyrim folder, find the folders and files that pertain to your mod. because you have proper naming conventions, everything should be easy to find. Drag and drop that into your clean Skyrim folder. Just pasting your entire former Skyrim folder can cause issues. And I personally prefer non-video tutorials, but there are a few good ones out there if Boombro's interested in that. Link to comment Share on other sites More sharing options...
RHodeidra Posted October 25, 2014 Share Posted October 25, 2014 Basically, from your USBed Skyrim folder, find the folders and files that pertain to your mod. because you have proper naming conventions, everything should be easy to find. Drag and drop that into your clean Skyrim folder. Just pasting your entire former Skyrim folder can cause issues. That's what I did. I only took the files I knew were related to my mod.The esp, seq, voice files, textures, ...I'm freaking out :D Link to comment Share on other sites More sharing options...
Boombro Posted October 25, 2014 Share Posted October 25, 2014 Try isolating the particular things in your mod rather than just the whole folder. That can cause issues.This is why putting things in their own separate folders and using Naming Conventions is best. I'm not sure what you mean by that.Every single item, dialog topic, NPC, editor reference, script(name) I added via the CK that I can name myself starts with the same prefix. Well I have a question.I'm learning how to mod, and I wonder if can give me tips on how to explore the ck?Let say, what makes Delphine chase after me if I entered the room with the secret room? Markers? Scripts?What makes people like bounty hunters, thugs and the courier to find me? Is there a way to know a trigger, a marker and script apart? Well, there are plenty of good tutorials on quest staging and scenes on youtube.I'd look into "packages" and "scenes" for now. It's really a lot to explain. Basically, from your USBed Skyrim folder, find the folders and files that pertain to your mod. because you have proper naming conventions, everything should be easy to find. Drag and drop that into your clean Skyrim folder. Just pasting your entire former Skyrim folder can cause issues. And I personally prefer non-video tutorials, but there are a few good ones out there if Boombro's interested in that. Well I have a question.I'm learning how to mod, and I wonder if can give me tips on how to explore the ck?Let say, what makes Delphine chase after me if I entered the room with the secret room? Markers? Scripts?What makes people like bounty hunters, thugs and the courier to find me? Is there a way to know a trigger, a marker and script apart?For Delphine, I believe it's a package. Bounty hunters, thugs and couriers are controlled by a quest using the Story Manager, which is started when you do the event that makes them come after you. It then uses event data to place the courier/bounty hunter/thug near you and starts a ForceGreet package, so the courier will speak to you. In the Render Window, the triggers can be different colors but triggerboxes are generally large colored boxes. A marker is usually red, yellow, etc. and in a rather distinctive rectangular shape (door markers) or one that shows what they do somewhat. A script is found on in object in the object window. The Creation Kit Wiki is a fantastic resource, which I recommend keeping bookmarked. These tutorials should start you off, and my website might be of some help to you as well. And never hesitate to ask for anything here, or in the forums. Oh thank you. Link to comment Share on other sites More sharing options...
longpinkytoes Posted October 25, 2014 Share Posted October 25, 2014 (edited) can anybody tell me where to find the texture map for riften guard armor?i can't see it anywhere in textures/armor and googling hasn't helped any. edit: kay so i never ended up getting to use lofgren's advice...brute forcing thru thumbnails beat out walking down a filght of stairsskyrim and ck aren't allowed on this compy and mine's downstairs D:it turns out hold guards are all just stormcloaks in disguise. >__< Edited October 25, 2014 by longpinkytoes Link to comment Share on other sites More sharing options...
lofgren Posted October 25, 2014 Share Posted October 25, 2014 Well the path should be visible if you look in the CK, right? Link to comment Share on other sites More sharing options...
longpinkytoes Posted October 25, 2014 Share Posted October 25, 2014 is there any way to make the gimp 'open image' browsing windowhave a larger preview especially for .dds files? thankyou~~ ^_^ Link to comment Share on other sites More sharing options...
Recommended Posts