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mALX

Elders
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Everything posted by mALX

  1. Holy Cow, you never cease to floor me with each mod you make! Awesome work on this! I wish you could give a small tutorial on Nav-meshing in the exterior, your nav-mesh is always so compatible!
  2. Somewhere in the files I remember seeing examples of dead creatures, as if the game needed an example of what to show in game. Maybe you could try using the dead wolf avatar for the dead Warg just to see if it resolves the CTD issue; if nothing else just to eliminate that as a possibility of being the issue. Sorry, this site is still not letting me use the Shoutbox on this account (still waiting for a response on rescuing my original account - DarkRider HELP Please !!!) - And every post has to be approved by a Mod prior to it posting too. (Or I would have answered your shout). Ghastley went through a lot of starts and stops with his ride-able bears, and he is an amazing genius at modding - I'm sure he'd have an idea what is causing the problem.
  3. Couldn't you just use a trigger box for this? Like the trigger box in the entry room of NPC homes that causes their clothing to change from work clothes to relaxed wear on entering the home or bed (and back to work clothes when they exit the home or bed)? If the trigger box acts as an invisible activator, then the only script you would need would be like a simple "on activate" (Er, that is how it worked in Oblivion, to be honest I don't know if it is the same in Skyrim). In Oblivion I took the "Hello World" script and used it to add a triggered function instead of a message box; so when a player walked into a bar it would trigger crowd noises and a bard to play; walking within a radius of the church would activate the bells to ring or a Gregorian chanting at given times; walking into the bedroom would trigger a dog barking in the distance, etc. (and all these would trigger off by the player leaving the trigger zone) It was a very small light script that didn't bog down the game because it was only activated by the player triggering it. WillieSea or Insanity Sorrow are scripting geniuses, they would know.
  4. Write to Ghastley over at TESNexus - he made those riding bears in Oblivion and (unless I'm mistaken) I think he made them for Skyrim too - and he LOVES Orc!! ( ) On this site - JazzJR did some amazing custom skeletons for Khajiit; he may know something about if they cause CTD or not. Also, if the custom skeleton turns out to be the issue: It might be possible to use an existing vanilla skeleton for them; like Mr_Siika did with his "Farm Animals" mod: http://www.nexusmods.com/oblivion/mods/14265 He used Daedra skeletons for the chickens; sheep skeletons for the pigs, etc - but he also made a donkey with a custom skeleton; so may have some experience in it. If only their deaths is the problem, is it possible you have to give the game an example of what a dead Warg should look like? Or possibly set them as essential always?
  5. Before I merged the ESP's, I was nav-meshing the exterior on my original ESP and this same exact thing happened = everything exactly the same, from the error warnings to the land mass plunked down where the house used to sit (and the house gone). I had to throw out that ESP and start over on a back-up ESP I had made before beginning nav-meshing the exterior (thanks to Aussie500 for the advice to back it up). Well, after that happened I was worried about putting a lot of work into an ESP and losing it all over something like that happening, so I decided to do the interior of the house on a separate ESP than the exterior. The reason I did that was that in Oblivion you could easily merge two ESP's; so you had a way to start fresh if some catastrophe happened (without losing a ton of work). After I had done quite a bit of work on both ESP's, I discovered that the CK does not allow the merging of mods, for some reason. So - I had my mod on two ESP's, and no way to combine them. It took me over a month of trying everything to finally get them merged. I finally got the two ESP's merged into one ESP this past week. So, the mod was all done except nav-meshing the two exterior cells. I started nav-meshing the same cell that had this happen back when I first started, and it happened again, exactly the same warnings and land covering everything/burying the house site and poof - the house is gone from the "Cell View" list of cell items, and is no where on the render screen. Exact same thing happened as it did before I merged the two mods and tried nav-meshing that cell. So whatever is wrong, it has to be an issue with something to do with the nav-meshing, or that particular cell. It isn't a problem with the merge since it happened long before a merge was even needed or thought of. I am VERY nav-mesh challenged, really need help with doing the exterior nav-mesh on this mod. I'll take the hit on my grade if someone can help me with the exterior nav-mesh - I just don't want to upload a mod with nav-mesh errors that will ruin all that hard work I did by making it unplayable. I installed an old save of the merged ESP and am catching it back up to the "pre-nav-mesh fiasco" state - but when I get it all ready except the nav-mesh, I'm still going to have to fix the exterior nav mesh; so hoped someone could tell me what I was doing wrong to cause this happening; or if someone with experience can help me with the nav -mesh I will gladly admit getting help to DarkRider and take whatever deductions he makes off my grade - just so the mod is playable. Otherwise these months of work on it and all the re-do-overs would be all for nothing - I don't want that at all. Can anyone help me with this? Either tell me what is causing this so I can stop doing whatever wrong - or help me with the nav mesh ... please?
  6. I posted this in the general questions, meant to post it here: Error Warnings: Set Form ID bashing entry in Form ID map? Form basher type Land_ID? Next thing I know the land where my house used to sit is everywhere - covering everything - and my house is completely gone, even from the Cell Items list. If I close out and reload up the mod - when the mod first loads up the house is there if you exit an interior cell via a door to reach it; but it is floating in the void as if it were in an interor cell. If you go to that exterior cell any way except via a door from the interior (example: if you click on it in the cell view window) - the house is gone; the house static is not even in the list of items for that cell, it is gone. This is the second time this has happened in this particular cell; both times when I was working on the exterior NavMesh. The first time was when I first started making this mod, long before I merged the two ESP's (so I know this issue isn't merge related; but may possibly be cell related or navmesh related). Anyone know what is causing that or how to fix it? It loaded a bunch of land onto my mod that wasn't there before (seen in both the mod details before opening the mod up in the CK; and in the TESVEdit). Oh, and doing a regular mod cleaning via TES5Edit did NOT fix the issue; the CK kept crashing with that esp, I had to throw it out and start over. HELP !!!!!! Please?
  7. I've fallen in love with the miss-named "Sexy" series - really don't know what made him name these mods sexy, but beautiful and gorgeous are much better descriptoers for his mods = Sexy Whiterun, Sexy Solitude, Sexy boats, Sexy Riften, Sexy Towns and Villages, Sexy College of Winterhold, etc - don't worry, there is nothing sexy in the mod, just gorgeous makeovers of the above cities.
  8. Maybe if you had a running commentary on the vid it would help explain what was going on there. I'm dying to see the armory, don't you have any screenshots yet?
  9. Error Warnings: Set Form ID bashing entry in Form ID map? Form basher type Land_ID? Next thing I know the land where my house used to sit is everywhere - covering everything - and my house is completely gone, even from the Cell Items list. If I close out and reload up the mod - when the mod first loads up the house is there if you exit an interior cell via a door to reach it; but it is floating in the void as if it were in an interor cell. If you go to that exterior cell any way except via a door from the interior (example: if you click on it in the cell view window) - the house is gone; the house static is not even in the list of items for that cell, it is gone. This is the second time this has happened in this particular cell; both times when I was working on the exterior NavMesh. The first time was when I first started making this mod, long before I merged the two ESP's (so I know this issue isn't merge related; but may possibly be cell related or navmesh related). Anyone know what is causing that or how to fix it? It loaded a bunch of land onto my mod that wasn't there before (seen in both the mod details before opening the mod up in the CK; and in the TESVEdit). Oh, and doing a regular mod cleaning via TES5Edit did NOT fix the issue; the CK kept crashing with that esp, I had to throw it out and start over. HELP !!!!!! Please?
  10. Ooh, now that is something I did not know. I have been doing this, will most def stop before some issues arise! Thank you so much for that tip! (although I have been cleaning my mod with the CK Details window before any in game checks; I wonder if that kept me from having issues?) I did clean it with TES5Edit before and after merging the two ESP's, it went surprisingly trouble-free! The only problem I had - I forgot the NPC and mannequin facegen, had gray-face issues; but immediately realized what had happened and moved those files over - issue fixed. Thank you so much Hanaisse!
  11. Thanks AshleyClark! Happy New Year to you too! I loved your screenshots here, you have excellent taste and it shows!
  12. That house you are planning sounds fascinating! I am also struggling with mannequins, so can't be much help to anyone on them. I have heard they are very glitchy, moving around when the player enters, or head tracking the player, disappearing, etc - really second guessing my plan to add a few of them to the mod, lol. Not just because of the strain of getting them right, but those glitches - that is some real Twilight Zone stuff, I can see me getting scared to go back into the house, lol.
  13. I don't know about the mannequins, but the havoc issue I've had some experience with. The havoc in Skyrim is much more ... active than I was used to dealing with in Oblivion. When you are placing something, like DarkRider mentioned - it can be clipping easily in Skyrim without it being noticeable in looking at it. The way I found to counter that is to raise it up well off the surface when you are placing it, then press "F" to drop it. Then you can scoot it to the position you want it to lie. Another thing you may find useful now (and ends up being crucial when you are building from the kits later) - is to double click on the item to open up the reference form for it and use it as an aid/guide for verifying if something is where it should be. If you drop one item on the table as I said above, then double click it to check the box for the "Don't Havoc Settle" - then instead of closing it out, look at the Z axis on the lower left side. This is the height from the zero point that the item you double clicked on is sitting. Write that number down, and after that everything that rests on that particular surface should have the same matching number for their lower left Z axis. That way you can ensure nothing is clipping into the surface of the table/bookshelf. On the dining table, double click every single item (plates/food items/silverware/glasses/etc) and check the "Don't Havoc Settle" on every single item, not just the food. That way they don't bounce off each other. Books are probably the hardest. They can't touch each other at all, there has to be a space between them - click "Don't Havoc Settle," of course - and like DarkRider said, make sure they are at a 90 degree angle exactly so there is no clipping - the reference form will tell you if it is right: on the right side of the reference form look at both the X and Y axis's - both should read 90.00 exactly for the book to be in the right position to go upright on the bookshelf. That reference form is awesome, if you know where something goes you can just type in the numerical reference and automatically send the item to the right spot on the Render window - very convenient in making buildings/setting up bookshelves/etc.
  14. Thank you for the cookie! And: @ AshleyClark - I love what you've turned in so far, Awesome job!
  15. Okay. Thank you so much for all your help, Donnato!
  16. Do I have to format that partition drive? Will it have to have an OS?
  17. Okay - I can ask him to make a partition on mine, since he had to wait on parts for mine anyway. If I have a separate partition, then where do I put the Steam/Skyrim - how do I install it on the partition? (and how do I access that partition later to play the games)? I really appreciate all this help! Thank you!
  18. I am really so glad to hear that, because I really just let the store owner dictate what to put in it. He was much more knowledgeable than I was, so I just agreed with everything he said to do. Also, I bought my son a matching one for his Xmas present. He plays a lot of online games that require a lot more powerful setup than he has had. He picks his up today, I won't get mine till the first week of January.
  19. This is a huge help, thank you very much! I've read many times never to install the Bethesda games or Steam in the Program Files as of Vista, but no one ever gave an alternative of where to install it. Without knowing - I was afraid to guess. Thank you!
  20. Thank you for your help! Do you know where I would find the Games drive on a Windows 7 64 Bit OS?
  21. I'll have to reinstall Steam onto the new PC, is there any tutorial on here on how/where to install Steam/Skyrim outside of the Program Files?
  22. Oh, that makes me glad to hear! I got my son a matching one, he plays Crysis 3 I think. (I don't play Crysis) - was worried whether I made a good choice or not for my son's PC.
  23. This is the best news EVAH! I am getting a new PC for Xmas - actually won't get it till the first week of January. Here are the stats: Intel Core i7 4790 CPU 16 GB DDR 3 Memory 240 GB SSD Drive 1 TB Standard Drive 780 GTX Video Card DVD RW Drive Windows 7 Pro 64 bit He upgraded the power supply from the original order, and I know he will install it - but he left it off the ticket so I can't write what it is - all I know is that it is better than the 3.3 Ghz one I had on the original order. It only comes with a one year warranty on parts and labor, so I better be careful with it, lol. Since I'm coming to this from an HP with an NVidia 8600 graphics card, I know it will be better than what I had - but don't know how it stacks up with today's PC's. Can anyone tell me if this system is ok?
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