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mALX

Elders
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Posts posted by mALX

  1. I can gaurantee with how some things go, there might be some cases coming up within the first three months of mod theft. Even though "technically" mods you make could be in a sense property of the company, any assets you make with this violates liscenses.. and even if you have a liscense you could still bring suit for theft of IP you yourself made. Steam is going to have to do a lot of policing and research into making sure mods belong to the owners and aren't being ripped off and someone else profiting.

    From what I read it is the responsibility of each modder to keep tabs on their own mod assets to make sure they are not being stolen and sold, which means watching constantly.  A lot of modders have been pulling their mods from Nexus.  

     

    One mod has already been taken down for using FNIS without permission;  which clearly states on his mod that it is not to be used in any mod sold for money.  

     

    So at least they did respond when FNIS complained;  which is more than they have been doing up to this point with stolen assets.  

  2. I think you can still see them in the CK if you open up a quest/actor/or item file with a script attached and just click on that script;  but they don't have a button on the toolbar anymore.  

     

    The reason I'm not sure if you/everyone can do it that way or not is because  =  it works for me, I can;   but I have Atom to open my scripts up, so not sure if it will do that without a script reader with a Papyrus language package in it.  

     

    I have Atom, most people use Notepad C++ or something.    There are several free ones like these, and several that charge that are not that much better.  

     

    The point I'm making is,  I really don't know if I could see these scripts if I didn't have that script reader software installed.  

     

     

    The scripts are in your Skyrim Data folder but are coded into Papyrus language and have to be compiled before the game or CK will recognize they exist.   The compiler is in the Skyrim folder where the Launcher is.  

  3. Wow, NICE floor and columns.  You've got some awesome stuff =)  Is this your final project?

     

    I've got a couple textures I'm wanting to try out, and I've started some of the modeling projects.  Just finished an (untextured) staircase, possibly for the entrance.

     

    If that chandelier model is available, I'd love to be able to use it with a few tweaks =)  If not, don't worry about it.  I don't want to use anything without permission.

     

     

    Yes, all the screens except the two Fallout ones at the bottom (clean plaster) are for my final exam house for the CK basics course here.  

     

    That chandelier is a vanilla game one for Fallout 3;  Bethesda does not allow any vanilla assets to be used in any other games, even if the games are their own.  (so it can't be used).   

     

     

    What I did for my mod was just retexture a vanilla Skyrim chandelier;  here is an example of that:

     

     

     

    http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/2%20Interior%20Final%20Exam%20House%20Mod/TamiraStatue_zpsd0ffd40a.jpg

  4. Screenshots up =)

     

    BTW I'm hoping to make any new meshes/textures a modder's resource.

     

     

    If you use someone else's textures, when you write them and ask them for permission to use their texture you have to let them know if it is for a resource mod or a house mod.  

     

    Me personally  - any textures I make  for your mod would be no problem,  do what you want with them.    I just make them in Gimp using images off the internet, anyone can do it.  

     

     

    ** Oh, I was amazed to see how closely our thinking is in houses,  we have some exact same usages here!  Even to the Dwemer porticullus used for a floor grate!   I'm not kidding, look:

     

     

     

    http://i.imgur.com/ccenBG9.jpg

     

     

    An example of what I did for my house showing just the panels you used in the above screens:   

     

     

    Big round window (also retextured the overstuffed chairs if you need furniture done):  

     

     

     

    http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/2%20Interior%20Final%20Exam%20House%20Mod/MasterBedroom_zpsa4e60c47.jpg

     

     

     

    Examples of two of the Panel Pieces from your screens:
     
     
     
     
     
     
    The third panel piece from your screens:
     
     
     
     
     

     

     

     

    If you want furniture/baskets/misc items  (also the bathtub, it was made from dirty stone fort stairs):

     

     
     
     

     

    Clean plaster - I couldn't find exactly what I was looking for in clean plaster, so used marble for mine;  but I can make some clean plaster for you if you like.  Here is an example of clean plaster (my own textures made in Gimp)  for Fallout 3:

     

     

    Darker color: 

     

     

     

    http://i.imgur.com/xa3GVOi.jpg?1

     

     

     

    Lighter color  (and I hand made that wainscoting in the main room here):

     

     

     

    http://i.imgur.com/qKBJC10.jpg?1

     

     

     

    The only thing is, I can't work on anything for your mod till my final exam mod for the Basic CK class here is finished.   And again,  my texturing is novice work, someone else with training and experience may be able to do much better.  

  5. I already volunteered to help with any retexturing that needs done once my mod for the final exam is completed;  but I hope you understand I have no training in this, just love doing it and do it for my own mods.  There are people on this site who actually know what they are doing;  where as I am just tenacious when I want something done a certain way and keep trying till it happens.   (I do plan to take the class here once I pass the basics class, but haven't yet; just flying by the seat of my pants right now)

     

    I have a 100 gig stack of awesome texture files that all but a few belong to other authors who you would need to get permission from first if you want to use them in your mod.  There are a few I made myself,  those are free for the taking.  

     

    Why don't you post some screenshots up of the work so far?

  6.  

    :rofl:

     

    A frog walks into a bank and approaches the teller, whose name plate says Patricia Whack.

    "Miss Whack, I'd like to get a $50,000 loan to take a vacation."

    Patty looks at the frog in disbelief and asks his name.

    "Kermit Jagger. My father is Mick Jagger. It will be fine to authorize the loan, I know your manager."

    Patty explains that he will need to secure the loan with some collateral.

    "Sure, how about this," said Kermit as he produces a tiny porcelain elephant, about an inch tall, bright pink and perfectly formed. Very confused, Patty explains that she'll have to consult with the bank manager and disappears into a back office.

    Patty walks into the manager's office and proceeds to tell her, "There's a frog called Kermit Jagger out there who claims to know you and wants to borrow $50,000, and he wants to use this as collateral." Patty holds up the tiny pink elephant. "I mean, what in the world is this?"

    The bank manager looks back at her and says..."It's a knickknack, Patty Whack. Give the frog a loan. His old man's a Rolling Stone."

     

     

     

    :rofl:

    • Upvote 2
  7. @  Insanity  -  (you should have known I'd have a question, lol)  

     

    You said:   "do a little work on your current model and lower it's poly count down to something more suitable for a collision mesh. For architecture or statics I find the second way the better choice as you'll be wanting and needing the collision to fit closely to the mesh."    

     

     

    The architectural piece I converted is very complex, so would like to use this option - but there is no explanation how;  can you give a little run through of how to lower the poly on the current model?   

     

    Thank you for this Awesome tutorial!  Boy did I need this on my first converted piece (which is now waiting for Chunk Merge).   Thank you IS!

  8. What were you doing before this happened? The precipitating event is missing from your report, what did you last do before the error showed up? As in, did you delete anything, clean the mod? It almost sounds like you cleaned those things from the mod using TES5Edit, it's actually a common mistake in mod cleaning. Could that be possible here? :idea:

     

    The only precipitating event both times was that I was nav-meshing - I said that in my original post, but might not have been clear enough in my explanation, sorry.  

     

    I was nav-meshing the exterior both times this happened - in the mod everything looked good, was working on the exterior navmesh for a while, and one of the times I hit the W to view just the navmesh only - when I hit W again to see the land it was all over  the place - land covering the stables and horses, a big hole where the man-made pond was, the house gone.  

     

    I can coc into the house, it is fine - but the exterior house is what is missing.  

     

    So I reload a previous save of that esp;  and it is fine again.   Every thing is fine till I try to Navnesh again, then this happens again.   

     

     

    This happened the first time I tried to navmesh this site,  before I had anything but the house and stables put in.    Aussie500 had just advised me to save a copy of the esp somewhere just in case before touching the navmesh in the exterior - thank Akatosh I listened to her!    

     

    So I worked on the house all this time before trying to navmesh again, and as soon as I started in that exterior, the same thing happened again.   

     

    I don't have any idea what is causing this, other than I know it has to do with the exterior navmesh and me doing something wrong with it.  

  9. For the second issue, anything "Preset" is only for the player character. During chargen you can select these 'presets' if you don't want to go through the whole process of creating a character. They are not meant for NPC creation.

     

    For the first issue I can only guess.

    - did you copy anything into your cell from somewhere else? Maybe copied the cell itself?

    - you could have a spawn point inside there. Load up your cell and double check all the xMarkers you've placed to see if they have any scripts or references in them. In particular, look in that specific cell in that specific area.

    - do you have any mod that would randomly spawn necromancers to find you?

    - are you testing on a clean save that hasn't seen your mod before?

     

     

    I have copy/pasted a few of the items in the house,  like the armor mannequins and the bookshelves, etc.    I also copy/pasted this entire floor from my original build; which was the entire three floors in one building - no load doors;  so I divided them up into several cells by copy/pasting them and adding load doors.  

     

    I have no mods added except my Apache hair mod and Diamonized body right now;  but  I do have two copies of this mod in my load order (listed under different names, one is a backup just in case) - did not have them both checked;  unless you have to uncheck the mods every time you load up the game.   

     

    This was not a clean save,  it has seen this mod before -  but there are no scripts whatsoever that this mod uses, if that helps.  

     

    I plan to go back in and check again, but working in the CK right now to get more of Tamira's great stuff in there, lol.  

     

     

     

    I am really wondering if (even though I unchecked the second mod the first time I loaded the game up)  if maybe I needed to uncheck it every time just to be sure.   

     

     

     

    OMG,  I did not know those presets were just for the Player!  Urk,  maybe that is why the NPC is calling me a moron!  SPEW !!!!  :rofl:    I guess I'll have to delete them all and change them out, darn it.   

     

    Thank you so much for your help, Henaisse!

  10. I went in game to check my house mod for errors  and was having to COC to the different cells because the doors aren't hooked up yet - so I walk into the follower's bedroom and found three people and two skeletons just standing there!   I walk up and try to talk to them, and suddenly they attacked me!  So ... well, had to kill them.  Turns out they were necromancers!    But how the heck does a group of necromancers and their undead spawn inside my interior cell of my mod?   Gaaaaaah!   

     

     

    Here they are when I first walked in:

     

     

    QKqG43q.png?1

     

     

     

     

     

     

    **  Also,  I used a few NPC's called "Imperial Preset"  so I wouldn't have to do the facegen on them - and when you try to speak to them in game their voices sound like Sheogorath (and not a female Sheo, male voice)  -  and they just repeatedly call the Player a series of  derogatory names!  

     

    Heeeeeelllllllpppppp!!!!!!   Please?

    • Upvote 1
  11. http://www.creationkit.com/Creation_Kit_Keyboard_Mappin

     

    You could also take the Creation Kit Basics Class in TESA.

     

     

    I don't think that link is going to the correct page, that page isn't set up yet.    

     

     

    @  Dergenberhn  =   Ashenfire was right about the best thing for you being a course here in basic CK usage, you will not believe how much you can learn from them!  There is no charge for the lessons,  (though of course donations are welcome because this site is run almost virtually commercial free and that is expensive for the people who provide this site to us).  

     

    If you just want an answer to your question though, this preliminary lesson from the classes gives all the navigation tips for working in the CK:

     

     

    http://tesalliance.org/forums/index.php?/topic/6840-ck-basics-an-introduction/

  12. Okay, when I click on the red cage looking marker or the big arrowhead looking markers either one, they both say:

     

     

    FX bat group activator  

     

     

    But I added those bat groups a month ago, there were never any red markers for all this time (even after I added mist and clutter).   Those red markers just appeared the last time I worked in the basement - the only thing I added was some collision markers for the trees in there.  (primitive L-Navcut).  

  13. I'm interested in the answer to this too, although not the uploading part - the gremlins part.  

     

    I did a little bit of redecorating (in the CK) on the Riften Player house just for my own personal enjoyment of it.   Everything looks perfect till I get in game, then the vanilla player house items I moved keep re-spawning  in their original spots.  I have clicked both "do not havoc settle,"  and un-clicked  the respawn on the offending items,  but they continue to respawn in their original xyz positions.  

     

    The statics I moved have stayed moved, it is only the havoc/potion and misc items that are continuing to spawn in their old positions.  

     

    I've been afraid to delete these items due to Skyrim's issues with deleting vanilla placed objects, but what do I do to make them stay in the new place I have moved them to?    Someone on the internet suggested deleting the X they are attached to which would remove that script;  but  if I shouldn't delete a little cup or piece of salmon, then wouldn't deleting that script be worse?   

     

    Gaaaah,  Skyrim is so frustrating!   Help!  (Please?)

  14. I'm sorry you had to delete everything, but perhaps redoing it will work next time. Also sorry for any confusion, I'm not aware of this tutorial you say you are following, as it's not one of DarkRiders. Putting 48 NPC's in a holding cell is fine. :)

     

    If your mod is running any quests that are start game enabled, you've baked that in your save as soon as you load the game. If your mod is running any scripts, they will be baked into your save as soon as you load the game. If your mod has any persistent references that will be baked into your save as soon as you load the game. There are many other examples too.

    To add to the tip; You don't always have to create a new character, you could use any of your characters, but make a specific save point BEFORE you activate your mod, then keep testing your mod from that.

     

     

    Oh these are great tips Hanaisse, Thank you so very much!  

     

    I had been using one of my old saves to test and then exiting the game without saving, will that keep scripts from being baked in or will it still happen?   

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