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somnomania

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  1. So I'm setting up a gorgeous house over that nice waterfall in Eastmarch, the one with the fallen tree making a bridge over it, just to the south of Hillgrund's Tomb. Since that spot is fairly remote, I was planning on making a teleport sort of thing with an auto-load door down near the road somewhere that would warp to another auto-load door up near the house somewhere. That's working fine, but I'd really love for my horse to automatically come with me, with me on it or not, I don't really care. I've gathered from some poking around that horses and auto-load doors may or may not be hardcoded to not work together, but I feel like there must be some workaround via scripting. I'm just not experienced enough in Papyrus to know how to do it. Something with XMarkers and a command to place the horse at the horse marker I have near the house, perhaps? In the meantime I'll just leave the horse near the auto-load door at the road, but I really want closer access to it, since I use a number of immersion mods that lead to me loading my horse up with fresh food and gear before venturing out into the world again.
  2. I launch it through Steam, and if for some reason I need to look at some other mod's .esp in the CK, I just make a copy of it in Skyrim's Data folder. As for my own resources, they're in the Data folder as well, and to use my own builds in the game via MO I just tick the box next to the unmanaged mod file in the list. It sees all .esp and .esm files in the Data folder as unmanaged, including the DLC for the game.
  3. I use MO and the CK, but I don't launch the CK from within MO, maybe that's your problem? I've never had a single issue like you're talking about, at least not for reasons that could clearly be blamed on using MO.
  4. So this might just be a case of me needing to track down some tutorials on Youtube or something, but I feel like this instance is a bit more complicated than the average tutorial. I want to make a "new" creature, but really it would just be a heavily scaled-down dragon. Anyone familiar with Pern? Sort of like the fire lizards from the Pern universe. I would be using the existing dragon models scaled down to .1. I've been messing around with this in the CK, but I'm running into problems because I'm not entirely sure what I'm doing. First of all, the sounds obviously don't scale with the model size, so I can hear this tiny creature breathing from 100 feet away, as well as making the loud crashing noise on its initial landing. For that problem, I'll probably just end up making it silent, or find some appropriate other noise that doesn't come from such a large creature. Secondly, I haven't worked with AI packages much. I tried assigning it all the same settings (and no AI package) as deer, because I'd like for at least some of them to flee when the player gets too close, but all it does is sit on the perch I placed it near. What I'd really like would be if there could be a complete AI package that would let each individual instance of this creature sandbox in the general area I place it in, with the sandboxing including flying between perches, sitting on the perches for a bit, and either fleeing from the player or perhaps following the player for a short distance, depending on settings. Is this too complicated for what the CK is capable of? I really have no idea. There's no existing creature I can think of in the game that behaves this way, and the couple of times I've seen placed, unaggressive dragons in mods, they just sit on their perch and head-track as the player moves around the space.
  5. Okay, that's what I figured might be the case. I guess what I should really do is go through my resource folders and delete the pieces I never use, to help make it less overwhelming. It's just that adding items gets so tedious, because there ARE a number of things that I end up using in almost all of my builds. If only custom content worked more like it does for the Sims, where you just shove it in specific folder and it shows up in game.
  6. So after I went on my latest downloading spree for resources to shove in my Skyrim houses, I had an idea that should, in theory, save me a lot of time, but I'm not sure how it would work when I finally get a house ready to share with others. I want to make an addon file (an .esp) that I then add ALL of the downloaded custom content to, to store it, basically. Then, when I'm working on a build, I could load that alongside the build's file and have access to all of the resources without having to go through the process of manually adding all the things I might use yet again. But would that mean that later when I finally packed the build up for others to use, the build's file would have a dependency on the storage file? Or would I have effectively copied the items used into the build's file so that the whole thing could stand on its own? I've never archived a build before, so I'm not super clear on how it works; I just want to make sure I'm not making extra work for myself before I start adding these hundreds of items in.
  7. Ignore this reply, I don't know why it double posted. x_x And I can't find a "delete reply" anywhere, either.
  8. I'm pretty new to scripting, and while I understand simpler stuff if I see it in a video and have it explained to me, what I want to do isn't exactly covered by any one tutorial, and combining parts of different scripts is, understandably, not working too well. I've been looking at the resources provided by the CK official site, as well as some of the tutorials here. What I'm trying to do is set up a house that appears to be full of cobwebs and junk the first time a player enters it, and they can then interact with a few things to clean the place up, e.g., interact with a broom to clear all cobwebs from the house. Ideally I'd like for there to be a brief fadeout and a short passage of time, perhaps an hour or so. I know how to link the things I want enabled or disabled to an XMarker, and I know how to link the XMarker to something else (like an activator or triggerbox), but I can't quite get the other parts. From what I can tell, using stages would probably be the best way to implement this, but I'd also want it to be a one-off event. For example, interacting with the broom would fade out, pop up a "You cleared all the cobwebs from the house" message, bump the time ahead one hour, and then on fading back in, disable all the cobwebs via the XMarker and also remove the broom activator. I managed to weatherproof outside areas on the house just fine, but this is over my head. Any help will be immensely appreciated.
  9. I've added a horse marker to the stable now, despite the fact that it's the red ! instead of anything specific, but it doesn't seem to have made any difference. I'm not sure how to deal with the location form, that's not something I've messed with yet. I use Convenient Horses and have two horses that I own at the moment, and after adding the marker to the stable, the one I'm not currently using had teleported all the way down the hill from the stable the next time I left my house.
  10. I'm here with another question! My house is working beautifully, I've got everything looking how I want and running smoothly. But there seems to be an issue with my outside area, specifically the place where I can stick my horse when I arrive home. Every time I leave it under the shelter (the Markarth stable kit pieces, to be precise), when I come back out of the house the horse is on the roof of the stable. Do I need to navmesh inside the stable so it'll stay in there? I haven't navmeshed anything since I don't have kids or followers and therefore don't need it, but I'll learn how if it'll make my horse stay where I put it.
  11. Yeah, I sorted out the multiple masters thing very early on, and the stuff under Archive was already there. Progress! I did as you suggested with the folders, and suddenly on making a new item my recolor is there - except that one of the primary textures is missing and I'm getting the light purple instead. Whereas all the other textures on these Dawnguard pieces are the original textures of those pieces, just recolored, for this one I'm instead using a Snow Elf kit texture, also recolored. I've been applying the _n.dds file to match in NifSkope, but I don't know how that translates to the fact that I added the regular textures into the CK under Miscellaneous > TextureSet. I don't even know what the _n.dds variant is, besides the fact that it's purple when I open it in Photoshop. Edit: It's not just that texture, apparently. I just tried sticking another piece in with all the same texture settings, and NONE of them showed up on it in the CK, despite all but the one working just fine on the other piece. ?_? Edit 2: I've got it all sorted out now, I had to do the same thing to the folders for the textures and reassign everything and now it's showing up perfectly. Thanks so much for your help!
  12. I saved and quit and reopened, and it still can't find the model. The editor warnings file says about it: MODELS: Could not find model Dawnguard Recolors\meshes\dlc01\architecture\dawnguard\CopBlExtcorner01.nif The previous part of the path for the file is Skyrim\Data\Meshes. I tried moving the file into Dawnguard Recolors\meshes so it didn't have to wade through so many folders (I don't know if that makes a difference), but still nothing.
  13. Nope, that didn't do anything, and I still have the "can't find model" error when I navigate to the specific model I want.
  14. So I've been puttering around in the CK for a couple of weeks now (to the detriment of my few responsibilities and also my sleep) to try and make my ideal house. I'm working towards scary things like custom NPCs and scripting, but for now I'm just trying to assemble a building I'm happy with. I just got into retexturing tonight after getting frustrated with how different kits really don't work together very well, and I've run into some problems. The new textures themselves are fine, and look fantastic in NifSkope on the models. My problem is with getting the retextured models into the CK without being big marker errors. I've done everything right for file locations (data\meshes\etc and data\textures\etc respectively). All my textures and retextured meshes have distinct names that are different from the base versions. But I go into the CK, into Static, either make a new item or edit a duplicate, edit the model, navigate to my altered one saved from NifSkope, and then: If it's editing a duplicate, it just shows up as the marker error with no available alternate textures listed, or any textures at all, in fact. If I'm making a new item, it gives me a warning about how it couldn't find the model (that I just directed it to), and then the same issue with the marker error image. I got an altered model to show up once, but then as soon as I'd closed the preview and then navigated around and previewed it again, it had become an error. As far as I know I hadn't done anything differently. I appreciate any help anyone can provide, and I can provide whatever further details would help.
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