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Tutorials WITHOUT "youtoob"


Allannaa

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Neolis21, on 24 Mar 2013 - 03:02, said:

Does anyone know of a tutorial on how to create plots of land for the player to build on like the three in Hearthfire or if it is even possible to create them? I was thinking of adding a new village with a lot that would become available for the player to build on. Thanks for any help in advance.

 

Neolis21

I cant recall the name of the mod but i know there is one mod that actually allows you to place your house anywhere in Skyrim. Its in housing or utilities category. Something with claim in its name i think.

 

edit: Found it - it was on gems. Check this one -> http://skyrim.nexusmods.com/mods/22791

Edited by dwiss
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Creating Dragon Priest Busts

It is assumed that the reader has basic understanding of how the creation kit works.

 

Dragon Mask Busts are different from Dragon Claws. While dragon claws are either enabled/disabled, the mask busts themselves has two different animation-states. What this means is that the busts either displays an empty bust or a bust with a mask attached, depending on which animation-state they are currently in. As such, you don't need to place any fake masks like you did with the dragon claws.

 

Adding Dragon Priest Mask Busts is a lot more simple than Dragon Claws; all you really need to do is copy-paste them and modify the script properties.

 

- In the Cell View Window, open up LabyrinthianPriestSanctuary.

 

- Make sure markers are turned on; Highlight the render window and press 'M'. This will toogle markers on/off, so if things appear you just enabled markers. If stuff disappears, press 'M' again.

 

- To make the copying process easier, we're gonna hide a bunch of stuff in the cell. This is done by selecting object(s) in the render window and double-tapping '1'. You want to hide pretty much everything but the nine busts and their corresponding trigger box (eight red boxes and one orange). Once you feel like you've hidden enough continue to the next step.

 

- Select every bust and their trigger box, either by dragging your mouse while holding down the left mouse button, or by holding down the Ctrl-key and clicking each object once. Once the 18 objects are selected, press Ctrl+C.

 

- Change cell to your house. Move to where you want your busts and press Ctrl+V. A copy of everything you copied should appear. Move the busts to a desired position, make it look nice. Don't forget to move the trigger box as well!

 

- To prevent potential bugs, we must first modify the script properties of the red trigger boxes (i.e all the ones but Konariks). Double click the trigger boxes in the render window, then navigate to the scripts tab. There should be a script called "dunLabyrinthianMaskBustSCRIPT" in the list. Right click and select edit properties. Find the myIndex-variable in the list and change its value to -1. Press OK. Press OK. Do this for all the red boxes.

 

- Double click the orange trigger box (Konariks bust trigger). Again, navigate to the scripts tab. Right click the script in the list and select edit properties. Click the myBustActivator in the list. Press the "Select Reference in Render window"-button. Your mouse cursor is now transformed into a cross. Double-click the Bust of Konariks mask. Press OK. Press OK.

 

- Save.

 

Thats it! You should now have working busts.

 

Thanks for this tutorial, but after doing what you said with the masks @ -1 on all red trigger boxes on and selecting the final bust, the altar still doesnt open the head. Can you let me know if that is what this script property alteration is supposed to do? If not, all I want is for the final bust to be open so people can store all their masks on the static moveable altar.

 

In short, how do you get the static moveable altar to open up so you can store the final mask as well?

 

Thanks in advance if you can help.

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The whole purpose of the -1 thing was to unlink the busts from triggering the opening of the original dragon head. Unless you do this, a second copy of Konahriik will be placed in the world. The tutorial will only give you working busts, not a working setup like the one in Bromunjaar Sanctuary.

 

If you want a working setup, you'll have to create your own, modified version of the script. If you want the head to be permanently open, add this script to the dragonhead

 

scriptname OpenDragonHead extends ObjectReference
 
Event OnCellAttach()
       playAnimation("open")
endEvent
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This question shows my inexperience but I was going through the wiki tutorials and noticed that they explain how to create a new NPC but what I want to do is to change an NPC already in the game. I noticed that there were already hundreds of 'new face and body for Lydia" mods and even 'turn Argis and Calder into women' mods but what I wanted was a mod to change the sex and looks of the three new Hearthfire housecarls. I don't want to change any other characteristics they may have - just their sex, their face, and their bodies. I was most suprised to find not a single mod to change Valdimar and Grigor into women on Nexus. Is it because Hearthfires is blocked in some way?

 

The problem for me was that neither Validimar nor Gregor are listed in either 'NPC Editor' or CK under actors and it was clear that this was because they are in Hearthfire rather than Skyrim.esm. When I loaded the data file in CK and tried to get the Hearthfire ESM to load I was told I could not have more than one master. I saw the 'SkyrimEditor.ini edit' post to allow more than one master to be loaded on about page 3 (or close to it) of this thread but trying to load Hearthfires.esm brings up some empty string error that crashes CK.

 

Am I missing something really obvious? Or is the lack of Valdimar and Grigor mods an indicator of extreme difficulty?

 

I am not looking for a fast fix but I figured that the best way to learn the CK was to work on a mod I was interested in. The basic problem with any learning is that it is very difficult to focus on something you aren't interested in. While making a rock talk may teach some principle, making something you want to happen actually happen is the best way to teach that principle.

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@wolfmod There are several ways to solve that actually. You walked basically the right way with enabling more than one master - i have to test it on my system regarding th crash - but that would be the appropriate way. If there is an issue with the esm you could esp_fy the esm and vice versa -. there is a description how to do that with wyre bash

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LOL... I'm not really shaking in my boots... that's just Bethsida's ambience loops... Esp-ify Hearthfires.esm... This lack of confidence on my part is due to the fact that very little is straightforward and works by the book due to the fact that in the modding world no two setups are the same. It may be premature for me to alter the structure of one of my master files when I should be able to load more than one master without incident. The fact that Creation KIt crashes when I do suggests that something isn't right and changing the file structure of a master under those circumstances maybe foolhardy in the extreme.

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Allright - i experience the same crash as you do. I am not certain if that is really the CK being responsible for it in general or if that is caused by the latest patch. I got the Hearthfire DLC after the last patch so i cant say if it worked before this.

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To get DLC content to be used in the Creation Kit not only do you need to edit your SkyrimEditor.ini file to have bAllowMultipleMasterLoads=1 under the [General] section you also need to add your specific bsa files to the archive list found in the [Archive] section.

 

Example if you have Dawnguard and Hearthfire:

SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa

 

Do not add them to any other archive list found in the SkyrimEditor.ini only to the entry shown above in the example.

 

As a side note, to work with DLC scripts either as sources of functions to call or to just plain edit you need to copy the source file(s) from DLC subdirectory and place them into the source directory itself. Best to do this in load order so that if any need to overwrite originals they can.

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To get DLC content to be used in the Creation Kit not only do you need to edit your SkyrimEditor.ini file to have bAllowMultipleMasterLoads=1 under the [General] section you also need to add your specific bsa files to the archive list found in the [Archive] section.

 

Example if you have Dawnguard and Hearthfire:

SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa

 

Do not add them to any other archive list found in the SkyrimEditor.ini only to the entry shown above in the example.

 

As a side note, to work with DLC scripts either as sources of functions to call or to just plain edit you need to copy the source file(s) from DLC subdirectory and place them into the source directory itself. Best to do this in load order so that if any need to overwrite originals they can.

Excellent pointer Ishara - is there a full description/collection of these entries somewhere? Maybe its time to write a tut for it - but since i actually havnt modded towards DLCs yet i am not even sure if there isnt one already

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