Augh3d Posted August 18, 2017 Share Posted August 18, 2017 Hi, I remember in Fallout 4, material files are used to handle model properties, and forcing 2 sided polys/disabling backface culling there is a simple checkbox in material editor. How would I go about doing the same thing for components of an armor in Skyrim? CK or TES5Edit are both available. Thanks. Link to comment Share on other sites More sharing options...
foamyesque Posted August 18, 2017 Share Posted August 18, 2017 (edited) EDIT: Damn just realized the actor script technique won't actually work for me. The actors will be placed in Leveled Lists, and leveled lists don't accept actors with scripts. :sad: The workaround there is to add the script to an ability and give it to the actors in that way. Edited August 18, 2017 by foamyesque Link to comment Share on other sites More sharing options...
powerofthree Posted August 18, 2017 Share Posted August 18, 2017 Hi, I remember in Fallout 4, material files are used to handle model properties, and forcing 2 sided polys/disabling backface culling there is a simple checkbox in material editor. How would I go about doing the same thing for components of an armor in Skyrim? CK or TES5Edit are both available. Thanks. Use Nifskope to edit your armours - enable the DoubleSided flag in BSLightingShaderProperty Link to comment Share on other sites More sharing options...
Augh3d Posted August 18, 2017 Share Posted August 18, 2017 Hi, I remember in Fallout 4, material files are used to handle model properties, and forcing 2 sided polys/disabling backface culling there is a simple checkbox in material editor. How would I go about doing the same thing for components of an armor in Skyrim? CK or TES5Edit are both available. Thanks. Use Nifskope to edit your armours - enable the DoubleSided flag in BSLightingShaderProperty Thank you very much, I neglected to list Nifskope, can do! Link to comment Share on other sites More sharing options...
Kagedomo Posted August 19, 2017 Share Posted August 19, 2017 I'm looking to add a tag to the automatically generated script names so I can separate what is from my mod and what is from others. I know it is possible but am unsure how to do it. Does anyone know how?Thanks Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 19, 2017 Share Posted August 19, 2017 I'm looking to add a tag to the automatically generated script names so I can separate what is from my mod and what is from others. I know it is possible but am unsure how to do it. Does anyone know how?ThanksFile Menu --> Preferences --> Scripts --> Fragment File Prefixhttps://www.creationkit.com/index.php?title=File_Menu#Scripts Link to comment Share on other sites More sharing options...
opusGlass Posted August 19, 2017 Share Posted August 19, 2017 File Menu --> Preferences --> Scripts --> Fragment File Prefixhttps://www.creationkit.com/index.php?title=File_Menu#Scripts Woah I did not know that was possible, thanks. Much easier than trying to get the damn quest to let me rename its script. Link to comment Share on other sites More sharing options...
Kagedomo Posted August 20, 2017 Share Posted August 20, 2017 (edited) So the prefix is working for me when I am creating scripts in new places, but if I try to remove a previously made script (without the prefix) then generate a new one in its place it will always use the old ones name. Know any work-arounds? Edited August 20, 2017 by Kagedomo Link to comment Share on other sites More sharing options...
opusGlass Posted August 20, 2017 Share Posted August 20, 2017 So the prefix is working for me when I am creating scripts in new places, but if I try to remove a previously made script (without the prefix) then generate a new one in its place it will always use the old ones name. Know any work-arounds? In the Quest window, go to Quest Stages, then look at the middle right section of the window. You should see two tabs, "Papyrus Fragment" and "Advanced." Click Advanced, then click Rename Script. Link to comment Share on other sites More sharing options...
Kagedomo Posted August 20, 2017 Share Posted August 20, 2017 Another question- does anyone know if SEQ files need to be generated for SSE mods? If so how? Link to comment Share on other sites More sharing options...
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