Tasheni Posted July 24, 2016 Share Posted July 24, 2016 Maybe you could give me a hand with an Issue I'm having. Nothing game breaking, just annoying. I've been trying to make a custom NPC. I went ahead and started to customize how my NPC looked in the CK up until I learned about the SPF command. I was able to load the face in the CK and it looks fine in there, but when I load the mod in game, his face appears to be the default face. I have no idea what's wrong.Have you exportet the facegendata out of the creation kit with the keys alt+F4? (rightclick on your actor, then alt+F4). Link to comment Share on other sites More sharing options...
blessingwindwalker Posted July 25, 2016 Share Posted July 25, 2016 Ok, I hate to ask again but here are my questions:I want to merge 15 empty house mods into one .esp.They are all independent of anything except one, which requires Dragonborn.They are very small simple files. I am not understandingThe tutorials about "Master" files. Which of them should be a "Master"?Also, If I create a .zip compressed folder, I am not sure how to upload it tothe Nexus file page. It uploads .7z files just fine but I've tried a folder before and it doesn't do anything.Is it Ok to just create a new .7z file given that the .esps are so simple? I would like to use TES5Edit to merge them, is that better or the CK? Link to comment Share on other sites More sharing options...
lofgren Posted July 25, 2016 Share Posted July 25, 2016 (edited) You don't need to make any of them into master files. If you download a program called Merge Plugins: http://www.nexusmods.com/skyrim/mods/69905/? It should be a fairly simple process. That page above has some resources for explaining how it works. I would say this is the most efficient way to combine simple .esp files into one plugin. Merge Plugins uses the same codebase as TESVEdit so ultimately should produce basically the same result. Edited July 25, 2016 by lofgren Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 25, 2016 Share Posted July 25, 2016 Ok, I hate to ask again but here are my questions:I want to merge 15 empty house mods into one .esp.They are all independent of anything except one, which requires Dragonborn.They are very small simple files. I am not understandingThe tutorials about "Master" files. Which of them should be a "Master"?Also, If I create a .zip compressed folder, I am not sure how to upload it tothe Nexus file page. It uploads .7z files just fine but I've tried a folder before and it doesn't do anything.Is it Ok to just create a new .7z file given that the .esps are so simple? I would like to use TES5Edit to merge them, is that better or the CK?First question: A master file is a file that is typically a ESM but can be a false flagged ESP (USLEEP is an example). Sometimes a normal ESP file can be a master file, this tho is typically only the case for patches made to allow one or more ESP files to work together. Fourteen of your houses have Skyrim.esm as the master file. For the 15th house Dragonborn.esm is a master file alongside Skyrim.esm. None of your house esp files should be a master. Second question:7z files are fine for uploading to the Nexus. I only said 7z/zip/rar in the other post because I did not know what file format you upload your mods in. Third question:You could try this to merge your plugins. Not sure how it works with scripted objects tho. Thankfully, they are your mods so you'll be able to double check the result and ensure that everything is working properly. http://www.nexusmods.com/skyrim/mods/69905/? Link to comment Share on other sites More sharing options...
Tasheni Posted July 25, 2016 Share Posted July 25, 2016 I want to make my npc carry a flower basket. She should pick it up at an xmarker and drop it down at another xmarker. I use the CarryActorManualScript and set all up like I've noticed it by actor Ysolda. Diffrence only with the package - her's a patrol package, mine the carry and drop item package. But the animation is not playing, the basket not visible. I've linked the xmarkers to her and package starts correctly. Can somebody help me with that? I really appreciate it.Found it out myself, after trying a whole day :(It is not needed to use the carry actor scripts. Simply used two travel-packages with a timetable. First for reaching the spot, where to take the basket, first package On end contains "akActor.PlayIdle(FlowerBasketDrop)", second package to bring the basket to it's destination, On end contains "akActor.PlayIdle(OffsetStop)". It works wonderful. Link to comment Share on other sites More sharing options...
Tasheni Posted July 25, 2016 Share Posted July 25, 2016 (edited) Ok, I hate to ask again but here are my questions:I want to merge 15 empty house mods into one .esp.They are all independent of anything except one, which requires Dragonborn.They are very small simple files. I am not understandingThe tutorials about "Master" files. Which of them should be a "Master"? Also, If I create a .zip compressed folder, I am not sure how to upload it tothe Nexus file page. It uploads .7z files just fine but I've tried a folder before and it doesn't do anything.Is it Ok to just create a new .7z file given that the .esps are so simple? I would like to use TES5Edit to merge them, is that better or the CK?MAKE a backup from all files first! TES5Edit destroyed completley my mod while merging. But why merging 15 houses? Why not load up the esps every single one as zip on one nexus entry and let the people decide themselves, what houses they want to download. Or make one zip-file with all esps, so people can get them in one download. And the last esp mark as Dragonborn required. It makes only sense to merge these houses, if you want to exchange some features from the houses to other of yours, because there seems to be no way to let one esp look into another.I'm sure that on this side exists a faq somewhere, how to load your files up. Never did it myself. Edited July 25, 2016 by Tasheni Link to comment Share on other sites More sharing options...
Tasheni Posted July 25, 2016 Share Posted July 25, 2016 (edited) I want to use the CombatIdleWeaponCheck with a working package and used akActor.PlayIdle(ExploreWeapon) with the property set, but it won't play the animation. Think it's because my companion has not equiped his weapon. What code must stand before to force her to equip her sword? Or am wrong with that? Thanks for help. Edited July 25, 2016 by Tasheni Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 25, 2016 Share Posted July 25, 2016 To force a weapon equip in conjunction with a package, you'll want to use EquipItem in the start / begin script fragment of the package. That said, I have no idea how that idle works nor if equipping a weapon will or will not allow it to work. That you will need to test on your own. Link to comment Share on other sites More sharing options...
blessingwindwalker Posted July 25, 2016 Share Posted July 25, 2016 Thanks to all! I was able to merge the files easily and test and everything was OK.I had requests for the file to be merged so that users could have all of them in game.Next: FOMOD ...maybe? Link to comment Share on other sites More sharing options...
Tasheni Posted July 25, 2016 Share Posted July 25, 2016 (edited) To force a weapon equip in conjunction with a package, you'll want to use EquipItem in the start / begin script fragment of the package. That said, I have no idea how that idle works nor if equipping a weapon will or will not allow it to work. That you will need to test on your own.Thank you for your sudden reply.Ah, I was wrong with that function, it is not equip item but drawWeapon, because she had to draw the weapon first, befor the animation can play. But now it is a strange behaviour: she draws the weapon and immediately sheathes it :( So the idle won't play at all. I will try further, perhaps someone has a good idea about that? I reply, if I get new results. Edited July 25, 2016 by Tasheni Link to comment Share on other sites More sharing options...
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