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speedyg869
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Posts posted by speedyg869
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Yeah, that was it!Yes, a browser window does open when you click on those buttons down the middle for the texture file.
Have you tried closing and re-opening the CS? Sometime it gets tempermental.
Thanks for your help!
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In the CS, under the Race/Body Data tab for an existing race, how do I edit/change the path to a Texture file?
When I click on the button surrounding the path, I would expect a file browser to open. Then I could select a different texture. Instead, nothing happens.
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*** Nevermind! I figured it out. I needed to duplicate the cell.
I'm trying to link a door in my treehome[sgstreehome] to a door in a copy of the SideShipElvenInt, which is already used in Side's Sailing Ships.esp.
I loaded Side's Sailing Ships.esp (esm) and sgstreehome.esp into the construction set. First I located SideShipElvenInt in the cell view. Then I tried to make a copy of the interior by renaming the Editor ID to sgsSideShipElvenInt. Then I renamed the door in SideShipElvenInt to sgsSideShipARDoor01bInt. Then I linked that door to the door[sgsTrapDoor] in sgstreehome.esp.
I reset Side's Sailing Ships.esp flag and started Oblivion. I selected [sgsTrapDoor] and it took me to SideShipElvenInt, not sgsSideShipElvenInt. When I tried to return to sgstreehome, I was transported to the deck of the ship. So what I thought was a copy of the interior, really wasn't. I checked the door in sgsSideShipElvenInt and it points to sgstreehome[sgsTrapDoor]. Sgstreehome.esp loads after Side's Sailing Ships.esp.
So now it seems I need to place a copy of the SideShipElvenInt base object into sgstreehome.esp. Normally I would create a new reference to the base object and drag it into the render window. But since it's an interior, what cell do I add it to?
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Thanks for your replies! Now I have two options.
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What's a good tool for that TESnip or TES4Edit?Another option is to copy the objects you want from the other mod into your own mod.
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If I want to create a mod that uses one of Sides Sailing ships then I would need to convert the Side's Sailing Ships.esp to an esm and load it into the CS. When I finished with my mod, can I convert Side's Sailing Ships.esm back to an esp and still keep it as a dependency?
My concern is that my mod will still be referencing an esm, not the esp.
As I'm sure this is very common, is there a tutorial on this?
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Yes, I has to be the skeleton.nif which does this. I will take another look at this TT's mod. I believe bg2048 used a similar method in the Stranded Light or RBP. Because there's a women standing outside of the IC Market entrance reading a book. She has an LL lowerbody and more of the hourglass than the HGEC M lowerbody I have installed.How? Isn't it that he makes skeleton variations so that whatever you wear or whichever body mesh is used it gets fat, hunched or whatever the skeleton is. On the screenshots are all unmodified vanilla armours and clothes.
Edit: After looking in the CS, I'm not sure. Maybe I should ask bg2048.
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Are you referring to Nifscope?Im waiting on the next version of nifse to finish my mod that will allow custom body meshes.
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This would explain how the Setbody/Setself mod is doing it.Not really. It wonders me that it hasn't yet been used in mods, but TheTalkieToaster made up a way to have different bodies by using modified skeletons. It's pretty cool.
Here's the link to file with images and videos.
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I was hoping not to, but it's probably the cleanest way. Thanks!Your best bet is to create a new race where you can specify the meshes you want. Then make each NPC that race.
You can duplicate any of the vanilla races (make sure to give it a new name) then change out the body meshes.
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I'm installing a body replacer in an alternate location to be use in specific instances in a mod.
"\Meshes\sg869\characters\_male\femaleupperbody.nif"
"\Meshes\sg869\characters\_male\femalelowerbody.nif"
I don't want to interfere with the default body replacer. In the CS, for a each NPC I can point to only one NIF file (usually the skeleton.nif).
Will the game use both NIF files in the folder I specify?
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Thanks!Also, have a look at MenuQue. It will have some functionality that you are going to probably need.
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That's what I was hoping for, someone with experience to tell me what is possible. Now I can do my research and make a more detailed design. Thanks!Ok, complicated, but, possible, with OBSE. Basically, you would have to pay attention to what menu was open. If it was the barter menu, check what the mouse was currently pointing to. If it was wearable, and the player clicked on it, pop up another menu, that would ask if you want to buy it, or have it modeled. If modeled, give it to the mannequin, and have them equip it. If they already have something in that slot equipped, remove it, and put it back in the vendors inventory.
You would have to build in some safetys though. As not every vendor that offers armor, is going to have a vendor handy. I suppose, you could dynamically place the mannequins..... but, that would add yet another layer of complexity.... There might be a better way, but, not that I can think of just off-hand.
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Ultimately, I want to have a way to view selected items from a merchant on the mannequin before I decide whether buy the item. Have you ever been to the Appachii Goddess Store and thought, what would these items look like on my character?
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Skin Toned Mannequins. But I think the AI is same regardless of which one you use. Is there another way to get them to choose? It doesn't have to be done by changing armor rating.I'm a little confused. Which mannequin mod are you talking about here? You should be able to just add the armor to them. But they aren't storage containers, you can't just give them a pile of armor to wear.
No, there's no way in-game you can change the armor rating of an item.
Thanks for responding.
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I want to be able to control what a Mannequin wears. If I only give it one choice, then there's no problem. But what if there's more than one choice? Two helmets, for instance. An NPC would equip the item with the higher armor rating, right? So is there a way to change the armor rating of an item in-game with a script called from a menu?
The Active Inventory Spell allows me to change the inventory of an NPC. But that's it.
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You were right! It's a butterfly and a firefly. That was before I posted a screen shot. I had never seen the yellow box used before. Thanks everyone for your input.Hmmm could be Speedyg. Also I think things like fireflys and butterflys have those boxes too in the CS. Without having the mod I can`t check it.
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Actually, the blue ribbon thing around the tree spreads magic like dust when you turn the havok sim on. But nothing happens to the two offset yellow boxes.If you turn on havok button in the CS, you'll see the effect in action if I'm not wrong. Just like for fire, smoke, etc...
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You are saying butterfly like the insect? If so, the box defines where the butterfly can fly?You don't need to 'double-click' to get the name. Single click to select it and the name shows up on the status bar on the bottom left of the CS window.
My guess is they are butterfy objects.
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I recomend you try this tree/house mod because the designer created some interesting objects. The concealment idea is very cool to see in action too.Hmmm could be Speedyg. Also I think things like fireflys and butterflys have those boxes too in the CS. Without having the mod I can`t check it.
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I'm playing around with the ADTreeHome-Cobl mod and I see some Yellow cube-like outlines in front of the tree in the exterior cell [-4,4]. Having played this mod before, I know that when you approach this tree you don't see the door until you locate and activate a knob which is concealed by the floral. So I suspect the box defined by the yellow outlines in the CS is a zone which contains the objects that can be made visible or non-visible. I assume this is documented in the CS Wiki, but I'm not sure what it's called.
Ok, here's a screenshot
Also, In the CS they are not listed in the objects listing. But I can select them in the render/object window.
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So far that's the only choice I have.I follow them around, worrying. I suspect it's not the most efficient method.
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So how do people test NPC AI packages?
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Ok. You saved a lot of frustration. I think the sleep method will do the trick. Thanks!I don't think you can 'set' the time. At least not reliably. The 'GameHour' and other time variables are read-only and set by the game engine.
http://cs.elderscrolls.com/constwiki/index.php/Special_variables
What I have seen people do is force a 'sleep' cycle to make time pass.
http://cs.elderscrolls.com/constwiki/index.php/SetPCSleepHours
[WIPz] Mod Speculation thread.
in Skyrim Mods
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