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speedyg869

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Everything posted by speedyg869

  1. Ok. You saved a lot of frustration. I think the sleep method will do the trick. Thanks!
  2. There is a global variable GameHour. Or is there an easier way? Can it be done without a script?
  3. Do modders keep a personal library (ala COBL) of their resources for inclusion in other mods? I want to keep track of the resources I use and be able to include them in a library. Is it best to use an ESM for this?
  4. Yes, That's very clear now. Thanks!
  5. What the difference between XMarker and XMarkerHeading? Usage with AI packages? Suppose I want to tell an NPC to go to Sleep. Setting up Sleep AI package, I need to give a reference. Should I just use the entry point to the interior cell?
  6. Wow, thanks for pointing that out! :) I wondered what that was...
  7. Thanks for that tip. In case I didn't mention this earlier, I'm playing with Bond's great Firebird mod. While looking back at your CSBasics tutorial, I remembered about renaming the cell (Wilderness [2,10]) to make it easier to locate. I also noted the B key to show the cell boundaries. In doing so, I see the mod is placed quite close to a cell boundary. In addition, I want to expand the dock in the direction of the boundary. Part of the existing pathing already crosses this boundary. Should this be a concern? Would it be safer to move it away from this boundary before I make major modifications?
  8. In the CS path editor, is there a way to select all the paths and move them as one?
  9. You might find this interesting. I beleive I found two solutions to this problem: --------------------------------------- Re: animation problem Postby Saiden » Tue Apr 14, 2009 3:45 pm This means that the animation can not find that node within your creatures skeleton -> so its the skeleton.nif thats FUBAR not the animation. Saiden NifTools Team Member Posts: 179 Joined: Fri Dec 01, 2006 8:22 pm --------------------------------------- Re: Getting slew of CS creature anim errors; Nifskope? Postby amorilia » Mon Oct 05, 2009 10:31 am Ok, this is pretty simple I think. Haven't tested in the CS, but the problem lies probably with your skeleton.nif file. You must attach a NiTransformController block (without data) to each node that you want to have animated. Your Thornite skeleton.nif does not have such block for example on your Bip01 node. This would explain at least the error NiControllerSequence::StoreTargets 'creatures\Thornite\handtohandforward.kf' failed to find target with the following identifiers: m_pcAVObjectName Bip01 m_pcPropertyType (null) m_pcCtrlType NiTransformController m_pcCtrlID (null) Any m_pcAVObjectName for which the CS complains probably needs a m_pcCtrlType controller attached in the skeleton.nif. --------------------------------------- UFF FF00 Moving Breast and Animations problem: --------------------------------------- Posted 27 May 2010 - 10:26 PM These appear to be the problem files: These three were definitely not exported properly -- handtohandfastforward twohandfastright twohandfastleft and these ones register major errors in CS -- staffjumpland onehandturnleft onehandfastbackward sneakbowfastforward idle onehandturnright sneakonehandfastright I suggest you start by playing without the first three and if you still crash nix the rest. and if you still crash after all of these are gone, well, I've got nothing... --------------------------------------- Posted 28 May 2010 - 06:28 PM I think I found a solution (rather workaround) approach for the animation problems many people have posted here: jagdpanther001 has listed several problem files (post above), I found some others (ex: jumploops). They not only crash, some freeze the NPC, some others simply don't play at all. It also depends on the sequence the anims are picked. In the past I have made some simple aminations myself. They never crashed. But since I use coronerra's (GREAT) skeleton together with mktsang's (GREAT) Manga Boobs, incomplete animations started to crash the game. The reason always was that I had not yet inserted keys on the last frame of the anim. I looked into some "problem files" and found the same pattern. The author had either forgotten end frame keys for the new bones (tail, op), or in Bethesda's originals they are already missing (e.g. fingers, torch, weapon). So I changed 6 problem files (handtohandfastforward, twohandfastright, handfastleft, bowjumploop, handtohandjumploop, twohandjumploop) using Blender by copying the start frame pose to the end frame (along with the necessary changes for the BIP01 and BIP01 NonAccum Transformation values. Result: NO MORE CRASHES, FREEZES, NOOPS, ... for these files. I hope, someone can pickup this hint and fix these nice animations. I have neither time nor enough Blender know-how to do it right. ---------------------------------------
  10. When I load Bonds Firebird into the CS and open the Wilderness (2,10) cell where the mod is located, I get many Warnings : NiControllerSequence::StoreTargets 'Charaters\_Male\walkforward.kf' failed to find target: m_pcAVObjectName Bip10 L Hp1 m_pcCtlrType NiTransformController m_pcPropertyType (null) I have not yet modified the release version and it runs fine in game. Could the mod have another dependency besides Oblivion.esm that is not obvious? Here's some of the info from TES4Edit: Worldspace: [01] Bonds Firebird V01.esp \ Worldspace \ 0000003C <Tamriel> \ 00023777 Tamriel \ 00023777 \ Persistent \ 01000ED5 ChorrolTrapDoor01 \ 00023777 \ Persistent \ 01000ED7 Firebird MapMarker \ 00023777 \ Persistent \ 01000ED8 ChorrolTrapDoor01 \ 00023777 \ Persistent \ 01000EEF <crewo2n> "Sean" \ 00023777 \ Persistent \ 01000EF0 <crew01f> "Sharon" \ 00023777 \ Persistent \ 01000EF1 <crew01m> "Patrick" \ 00023777 \ Persistent \ 01000EF2 <crew02f> "Denise" \ 00023777 \ Persistent \ 01000EF3 <crew03f> "Laura" \ 00023777 \ Persistent \ 01000EF4 <Crew03m> "Mark" \ 00023777 \ Persistent \ 01002432 ChorrolTrapDoor01 \ 00023777 \ Persistent \ 01002AC0 jrshipsrowboat01 "Boat" \ 00023777 \ Persistent \ 01002AC1 jrshipsrowboat01 "Boat" \ 00023777 \ Persistent \ 010045D0 ChorrolTrapDoor01 \ 00023777 \ Persistent \ 0100B419 XMarker? \ 00023777 \ Persistent \ 0100DD13 XMarker? \ Block 0, 0 \ Sub-Block 0, 1 \ 00005F0D <DzonotCaveExterior> \ Block 0, 0 \ Sub-Block 0, 1 \ 00005F2F <ICTempleEntrance01> \ Block 0, 0 \ Sub-Block 0, 1 \ 00005F4B <ICWaterfront01> \ Block 0, 0 \ Sub-Block 0, 1 \ 00005F4C <ICWaterfront02> \ Block 0, 0 \ Sub-Block 0, 1 \ 00005F6C <ICWaterfront03> \ Block 0, 0 \ Sub-Block 0, 1 \ 00005F4D <ICWaterfront04> \ Block 0, 0 \ Sub-Block 0, 1 \ 00005F6D <ICWaterfront06> \ Block 0, 0 \ Sub-Block 0, 1 \ 00005F4E <ICWaterFrontBloatedFloatEntrance> Cell: \ Cell \ Block 0 \ Sub-Block 9 \ 01002382 <jrFirebirdAftCabin> \ Cell \ Block 3 \ Sub-Block 7 \ 010023D5 <jrCrewDeck> \ Cell \ Block 8 \ Sub-Block 9 \ 01000ED6 <jrFirebirdCabin>
  11. Great! Thanks for your analysis. Correct (boat, a small spit of land raised next to it (dock) and a roof with no sides and a supporting wall). There are 6 NPCs who go swimming during the day. There are also 3 interior cells associated with the boat. Everything is very well done. I want to make the land area a little bigger to have more space for the ladies to lay out in the sun. Currently, they just eat, sleep and swim. I also want to change to race of the NPCs to use some from RBP. By the way, thanks for your mod contributions.
  12. I'm trying to modify Bonds Firebird, but I'm concerned about where it's placed in the Tamriel Worldspace. Here's what it looks like in TESCS. It looks like the mod touches 8 Sub-Blocks in Tamriel. A yellow circle around the boat extends into an adjacent Sub-Block of the the ICWaterfront? I'm guessing the yellow circle has something to do with VWD, but I could be wrong. The boat and it's dock are in Wilderness (2,10). Is this really a problem? If so, should I try to move the boat/dock slightly before I do anything else?
  13. DR, Finished with L4. Here's the SSs.
  14. Maybe when I was deleting paths (Orange) under water. The house was kind of close to a cell boundary. Here's a view from TES4Gecko. Got to run...
  15. OK. So the WRLD Record (Parent), reflects the change to the CELL Record (Child) which contains my aaaTutHouse. Also, I noticed some deleted records (child) in the cell I modified. Would it be better (cleaner) to mark them as [ignore]? Having a problem making a Screenshot of the interior lighting because my console switch uses the same key. Works OK in CS. Maybe I can remap it in-game. I will post SSs of the new exterior paths later today if I have time.
  16. Finishing up Lesson 4. After I made the changes in TES4Gecko and saved, there were 2 REFs still yellow: WRLD Record: Tamriel CELL Record: (00023777) Is this correct?
  17. Thanks! I'm not sure which route I will choose. Also, I wanted to make sure you saw me notes (edits) on L3.
  18. DR, I finished Lesson #3. Real life got in the way for a few days. Let me know if you need more screenies. Notes: Stone walls on uneven ground is a pain. Hence why I went with the broken wall. The common light bulb objects are a pain. If you want to move the lantern after adding the light, you need to remove the light otherwise it gets in the way. Next time I will flatten the underwater landscape before I place the platform. And I will line up the platform edge on the X,Y,Z axis better.
  19. Nvm, I get it. In lesson #3: Part II: Claiming and Developing an Exterior Cell, You say: Once the rocks are cleared and the platform is ready, go to Static and drag/drop FarmHouse02 into the cell and place it on the platform. Why aren't we putting our aaRRTutorialHouse on that platform?
  20. That makes a big difference. Pathing isn't so hard. Unless you don't have a torch.
  21. But that creates another node on top of the other. Is that Ok?
  22. I understand how to add node After node, but can I create another link between two nodes w/o adding another node? (Ex: In Bearhugs square situation) Maybe it will be obvious once I get back to the CS.
  23. DR, I finished lesson #2. Here's a link to the downscaled SSs. Thanks for offering this free course! I will read ahead which awaiting your grade.
  24. Nvm...I found it. Question about lesson #2: Part I: Cluttering an Interior Loaded OB, Tutorial _House (active). Opened Object window: I see Actors, Items, Magic, Miscellaneous, WorldObjects. Under Miscellaneous: I see AnimObject, CombatStyle, EffectShader, LandTexture, LoadScreen, Sound, SubSpace and WaterType. I don't see these: * Ammo: contains all the various arrows that can be placed for collection by players * Apparatus: contains all alchemy equipment that can be placed on alchemist tables etc * Armor: contains all the various armors for the game * Book: contains all books, notes, and scrolls * Clothing: contains all clothing, including enchanted pieces * Ingredient: contains all plant ingredients, not plants, but the bits of plants players can harvest * Key: contains all keys for the game * Leveled Item: contains leveled items, these items cannot be placed in the render window * Misc Item: contains all havocked items like dishes, tools, and miscellaneous clutter like crystal balls * Sigil Stone: contains the sigil stones used as Oblivion keys * Soul Gem: contains all soul gems, filled and not, including black soul gems * Weapon: contains all blade, blunt, staff and bow weapons Where did I go wrong?
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