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Monster Wars Help


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Hi, I am working on a large addon for Monster Mod at the moment that will add quite a bit of content to the game, and inevitably i've ran ran into a couple of walls and could use a bit of help with some issues. I was hoping some fellow mod authors would be best to ask so here it is,

 

- Firstly is the issue with new followers. I have successfully made one with no problems, but I can't seem to get any more to work afterwards in testing! I use the exact same technique with the original - faction set to PotentialFollowerFaction and CurrentFollowerFaction (-1), and ally relationships pointing to the NPC and player. It seems to be limiting me to one follower for some reason.

 

- Some NPC/creature patrols don't work how I would wish them too. I have a 3 point patrol with 2 idle markers and a sit on ledge furniture, the guy is linked to one of the idle markers with patrol data set to 8 secs but he won't move on to the furniture marker...i'm not even sure that he's using the idle marker!

There are also some creature patrols set up to go down a certain route and they seem to spawn at one of the XMarkerHeaders randomly, I think this might be normal but I could use some comfirmation.

 

Those are 2 of the main issues i'm having at the moment, if I come across more I will post them to this thread

Edited by Ironman5000
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Ok now there is a problem with NPC facegens. I tried altering the tone of some face parts and warpaint of one guy but nothing happened, tried a female one and the eyeshadow toggling changed the colour of the entire top-half of the head!

 

Tried an argonian and the head didn't even show! :blink: Just got the eyes, teeth and tongue!

 

Can anyone shed some light on the subject?

 

EDIT: I might have figured that one out, I had Apachii Hair installed and noticed the hair wasn't working properly in-game - it was floating around the player/NPC heads :unsure:. I'm guessing it would cause problems in the CK too.

Edited by Ironman5000
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Has anybody seen this before?

 

http://img809.imageshack.us/img809/2875/27430717.jpg

 

 

The game and mod still load, i've not noticed any errors in-game but i'm worried it might cause problems with other user.

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From what I know, the CK just likes to complain about stuff like that, and 90% of the errors it throws up don't do anything.

 

Fair enough, the main problem i'm having now is the NPC heads. I thought it might be to do with a mod that changes something like that but no, I can't change the skin tints and warpaints at all which sucks when part of the mod involves adding NPCs. Plus the hair thing is driving me mad and I can't find any online solutions, just look at this guy!

http://img3.imageshack.us/img3/5204/screenshot114ih.jpg

 

If I can get this sorted I will be happy and be able to add more unique NPCs including followers.

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Woah, the CK makes some hilarious looking bugs. It's flying awaaay!

 

Unfortunately, I haven't messed with any serious NPC creation yet, so I can't help you on that. Hopefully someone else will know.

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:tongue:

 

I think I may have found the floating hair solution, I use enb and had the speedhack set to true which according to some threads causes floating hair. I haven't noticed it since.

 

I just need the face tints and warpaints to show up in CK facegens now! I can't find help anywhere, maybe I have some kind of bug?

 

:facepalm:

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The facetints and warpaints is a general bug where some people cant see or use them. If you use the NPC editor on the NPC to generate the texture you can use that inplace of the CK generated one. It's easy to do, just change something like inventory and save. go ahead and delete the new esp generated and put the mesh and texture in the same folder the CK did for the original mod. If it asks to overwrite you did it correctly.

 

With all the problems you are getting, i would verify the game cache for both Skyrim and the CK.. right click on the name in the list, properties, local files, i think third button down.

Edited by jet4571
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The facetints and warpaints is a general bug where some people cant see or use them. If you use the NPC editor on the NPC to generate the texture you can use that inplace of the CK generated one. It's easy to do, just change something like inventory and save. go ahead and delete the new esp generated and put the mesh and texture in the same folder the CK did for the original mod. If it asks to overwrite you did it correctly.

 

With all the problems you are getting, i would verify the game cache for both Skyrim and the CK.. right click on the name in the list, properties, local files, i think third button down.

 

Thanks I will give this a try, i've never used the NPC editor before so i'm guessing it would save the facegen like when you use ctrl+f4 in the CK? I think I remember having to do that cache thing in NV now you mention it, i'll do that tonight, thanks! :thumbsup:

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The NPC editor saves the facegen info regardless if you change it or not. you just need an edit someplace to get it to save. And you really wouldn't want to change it in the editor because both needs to be the same setup even if you cant see it or export in the CK.

 

If the NPC editor has a fit when loading the NPC, then I suggest making a new esp with just the npc you want to import into the npc editor. just clean out all the other edits leaving just the npc. once you get the facegen nif and texture it can be deleted with the npc editor generated esp file. This is so the ID numbers are exactly the same.

 

Hope it all works out for you.

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