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[LE] CK pop up "File in use" after starting


Greg4474

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So the main problem is, that I can't see my trees in the edit window. I'm running CK through MO2. The CK starts fine with my tree mods installed, and I check 1 or more of them for CK to load. It does it's loading thing, and when it's finished, I get a warning window that says "file in use steamlibrary/steamapps/common/skyrim special....Waiting".

I click cancel, and it seems fine...except that the mods don't show in the edit screen. Is the warning my problem? I have no idea why it's saying my file is in use. I rebooted and still get the warning.

I appreciate any help!

Edited by Greg4474
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Try running your CK as an admin. This happens to me when Skyrim is launched before I launch the CK, I have been starting it in admin mode since. I did run into a strange issue that went away, Creation Kit used to crash Skyrim when it loaded it first, I am not sure how i fixed that though. Just be aware.

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I did check that already. I just found that under world/world testing and results/test models...I have 27,000 objects listed as "not found". Today I deleted all game files and had steam "verify" and re download them. No idea, but it sounds like creation kit is not showing trees ect because it can't find all those objects to render them. In the Object Window they all show up under the WorldObjects/Static list, and I can click on them and a box pops up.

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Sounds like you have been editing the base file of the trees.

And now have them aimed at a mesh or texture it can not find.

 

Make sure when you set a new mesh to an object ... you are in the Skyrim\Data\meshes

folder and then where you new mesh is. exp: Clutter\Common\CandleLantern01.nif

Then the new mesh needs to be aimed at the right texture file

in this case .. textures\smim\clutter\common\smim_lantern.dds

done by editing the .nif file with NifSkope.

 

I've never changed an actual game file and always stay far away from the games base files.

Unless I make my own or make a newly renamed version of a game mesh. Then you can do as you will.

 

It sounds like you are editing actual game meshes (the trees)

Not that I would do this as I said I never edit actual game meshes.

But in this case to make what you are looking to do it would be as simple as editing the texture files of the trees.

 

I can see many pitfalls in doing this however ...

 

If I was doing this, I would create some leaves grouped together like a tree top. Make a few different colors.

Then add then as objects to the existing trees. Everything could be controlled by one switch to enable them

or disable them. Then you could time them out and display them in season. Be a lot of work

but simple to do over all.

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Thanks but no I have never seen a tree to edit it. I deleted game files, and had steam verify/reinstall them. I also reinstalled CK a few times, to make sure the scripts downloaded properly. I also had a vanilla backup of Skyrim that I tried. Here is a reply from a guy who made a tree mod:

"First you have to copy the Nif files of your trees into your Skyrim / Data / meshes / Landscape / Trees directory and the textures to Data / Textures / Landscape / Trees. Then you open these Nif files there again with Nifskope and check if the textures are displayed correctly. Possibly. In Nifskope you have to select the files for the textures of the tree again correctly from your Skyrim directory.

When everything fits with the tree, start the Creation Kit. If you have never used it, look at google the optimized ini settings for it, or at nexus here, so that the many error messages are ignored.
Then in the Creation Kit you open skyrim and all DLC files and your tree mods. If you want to make changes directly in a mod, you activate this and if it is to become a new mod, you start without activating a mod. Then you have left the whole groupings. There you will also find landscape and trees. There are all standard trees in it. In the right field you can now add new files with the right mouse button. With Edit you choose your Nif file and give the tree a new name as desired. If then the preview works, the tree is added. Afterwards you go to the area on the right on the Tamriel Worldspace and enter for the test times the values ââof any cell. 25 6 for example. Now you can simply drag your tree into the render window with the mouse. However, it gets a bit more problematic when it comes to the Lods. Here I still have the problem that Dyndolod can not correctly assign the new ID's of the trees. Therefore, I use the existing IDs of the Fantasy Forest Overhaul Mod. For trees in cities, it does not matter, because you have to click on each tree again and activate FullLod, so that the trees are visible outside of the city."

 

This is new to me, so I have to do research. Maybe this can help someone?

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  • 2 years later...

Really old post I know, but in case this helps anyone else... In order to see assets in the CK they cannot be inside a BSA archive. So make sure you extract all the BSA assets first. This is only needed during the CK phase, you can delete them after you're done and go back to the BSA.

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