|
Anyone know how to/know of a mod that helps you manipulate the loading screens? I want them to play out but they load too fast. I wanted to make a custom one and fraps seems to be the way to go but I don't know how that's done
|
| # ? Mar 27, 2012 08:50 |
|
|
| # ? May 22, 2013 14:17 |
|
Talkie Toaster posted:Did you set the Master flag on the ESM you made using SkyEdit or whatever? It sounds like it's not got the dependency working properly. I used TESVSNIP to modify the form ID of my NPC. worked like a charm. drat creationkit seems to have gotten lazy about assigning new IDs. On to other things. Anyone know if it is possible to use other voices for follower NPCs? There seems to just be a handful of voice actors for male and female followers. Im creating a piratey type follower and want him to have the Bandit voice. I am not sure if this is even possible. Anyone have experience with the voice acting?
|
| # ? Mar 28, 2012 18:11 |
|
lunatikfringe posted:On to other things. Anyone know if it is possible to use other voices for follower NPCs? There seems to just be a handful of voice actors for male and female followers. Im creating a piratey type follower and want him to have the Bandit voice. I am not sure if this is even possible. Anyone have experience with the voice acting? You set the actor voice in the actor properties. On either the Stats tab or one of the others it should have a "Voice Type" dropdown.
|
| # ? Mar 28, 2012 23:04 |
|
Enos Shenk posted:You set the actor voice in the actor properties. On either the Stats tab or one of the others it should have a "Voice Type" dropdown. That I know about. Its getting the actual dialogue to happen. I guess what I am asking is, what voices have voice acting that is compatible with Follower dialogue? Sorry if I wasn't clear the first time.
|
| # ? Mar 29, 2012 02:27 |
|
Where does the game reference/call the sound file for the throw voice shout? I want to change it to something silly.
|
| # ? Mar 29, 2012 08:38 |
|
Capn Beeb posted:Where does the game reference/call the sound file for the throw voice shout? I want to change it to something silly. It's technically an Explosion. Something like ShoutThrowVoiceExplosion I believe. It was dirt simple to attach it to some new arrows for my mod. I'm not sure how you would go about actually editing it though...Most of the explosion sounds and effects are handled inside the actual .nif model file for some crazy reason.
|
| # ? Mar 29, 2012 23:30 |
|
What in a mod that simply adds shields would cause this?![]() I've seen this happen with other mods, patches of trees missing foilage, large square chunks of water missing, things like that which usually led up to a CTD. I assumed it was inexperience but now, while trying not to assume too much, I'm wondering if it isn't a larger problem with the CK.
|
| # ? Apr 3, 2012 19:21 |
|
King Boo posted:What in a mod that simply adds shields would cause this? looks like a dirty mod. The mod creator accidentally clicked something and deleted it (part of the bar counter) then saved his mod. This can happen a lot if modders are not careful and poke around in other areas of the master file.
|
| # ? Apr 3, 2012 20:17 |
|
lunatikfringe posted:looks like a dirty mod. The mod creator accidentally clicked something and deleted it (part of the bar counter) then saved his mod. This can happen a lot if modders are not careful and poke around in other areas of the master file. Does deletion work differently than placement? I don't see any cell or worldspace entries for this mod. In fact, I don't see anything out of the ordinary:
|
| # ? Apr 3, 2012 22:24 |
|
Sometimes things go missing or textures vanish if you start running out of memory, could be the straw that broke the camel's back.
|
| # ? Apr 3, 2012 23:15 |
|
Talkie Toaster posted:Sometimes things go missing or textures vanish if you start running out of memory, could be the straw that broke the camel's back. This is the only mod running. I put it in a test profile in MO and unchecked everything else from the left pane. I am, however, beginning to think that this mod in particular is an old hack from pre-CK times. I thought it might lead me to CTD issues I've had with a few other mods but now I don't think it's gonna be that simple.
|
| # ? Apr 3, 2012 23:48 |
|
OK, a quickie on level aesthetics: I could've sworn I saw bloody hand prints or footprints on some of the floors and walls. Is there a hand print or footprint icon I have to attach to the map, or are they special set pieces? Also, where the hell do I find them? Edit: Going back and adding my findings in case I get drunk and forget. They're listed as 'decal' and have variable sizes. You don't see the effects in CK unless you turn on lighting or FX, I forget which. InsanityIsCrazy fucked around with this message at May 4, 2012 around 19:48 |
| # ? Apr 4, 2012 14:43 |
|
A post in the mod thread about some butthurt modder having a minecraft-esque meltdown and butchering his own mod got me thinking - how do you modify someone's mod? There's any number of mods I'd like to try but don't because of some incredibly stupid feature that I REALLY don't want in my game. It seems like a simple matter to open the creator, load their *.esp file and then modify it - and I was able to do just that with one mod I was using. Nothing special, just changed the name of a potion the mod added. I saved my modification and made sure it was loading when the game runs, but nothing happened. So how do you get the changes you made to a mod take effect in the world?
|
| # ? Apr 5, 2012 15:24 |
|
Did you save the changes as a new mod? That only works for altering content in ESM files. If you want to alter a ESP, you'd need to set it as Active when you load it in the CK and alter it directly.
|
| # ? Apr 5, 2012 16:08 |
|
Forgot to set it as active
|
| # ? Apr 5, 2012 18:10 |
|
anyone has any idea what could cause NPC heads to be discolored? i created a test NPC and stuck it somewhere convenient however when i check it out its head does not match the rest of the skin, for some reason it looks fine in the creation kit.
|
| # ? Apr 6, 2012 14:22 |
|
Fizzil posted:anyone has any idea what could cause NPC heads to be discolored? i created a test NPC and stuck it somewhere convenient however when i check it out its head does not match the rest of the skin, for some reason it looks fine in the creation kit. There is an issue with facial textures and the Ck. If this is a NPC that was made from copying an exisiting NPC, then it is fixable, but if it is a new NPC from scratch, it may not work without some third party editor fuckery. •In the Object Window, find the base Actor you've just edited. •With the Actor(s) selected, press ctrl+F4. Click "Yes" when prompted to export. •This will create a DDS and a TGA in ...\Syrim\data\Textures\Actors\Character\FaceGenData\FaceTint\Skyrim.esm
|
| # ? Apr 6, 2012 15:55 |
|
lunatikfringe posted:There is an issue with facial textures and the Ck. If this is a NPC that was made from copying an exisiting NPC, then it is fixable, but if it is a new NPC from scratch, it may not work without some third party editor fuckery. Oh, i guess its no problem, but after exporting the base actor, can i alter the duplicate NPC, or does it have to have the same colors, facial hair, tattoos or whatever?
|
| # ? Apr 6, 2012 21:08 |
|
you can modify it as much as you want.
|
| # ? Apr 6, 2012 21:18 |
|
Anyone figure out how to add new facial hair options? I'd assume it's the same as adding regular hair, but I'm not sure how to pull that off either. Got some MAJESTIC mustaches I sculpted and it's a crime I can't punch dragons sporting them.
|
| # ? Apr 7, 2012 06:05 |
|
Wow I just spent most of my saturday/day off "modding". Basically I tried to copy the Shapeshift into Giant spell from Midas Magic and make it Shapeshift into Dragon Priest. I failed and got upset and will never open Creation Kit again.
|
| # ? Apr 8, 2012 05:24 |
|
That's the spirit.
|
| # ? Apr 8, 2012 05:49 |
|
I'm making a room with spider webs. My spider webs are black. Their default color is set to white in the Render Window, but it's still black on the screen edit: Normal behavior apparently. They also show up as black if you don't have any light sources. InsanityIsCrazy fucked around with this message at May 4, 2012 around 19:49 |
| # ? Apr 10, 2012 12:19 |
|
After learning that the CK is what was used to create the actual game, a lot of Skyrim makes sense to me now.
|
| # ? Apr 10, 2012 12:55 |
|
The Mad Archivist posted:Hey Myopic, you still out there? Week before last I had a computer meltdown that knocked me out the whole week, and last week was on vacation, but I'm back in action. Redid the weapons and the staff is working again. The Mad Archivist! I bet you never thought you'd hear me say this, but I finished. It's very, uh, gold. I think I should make the arm things a bit more reflective, what do you think?
|
| # ? Apr 14, 2012 19:37 |
|
How does one create a new 'race' for player creation? Also how do you set up creatures to use a range of skins rather than just one? Monster w21 Faces fucked around with this message at Apr 14, 2012 around 21:39 |
| # ? Apr 14, 2012 20:58 |
|
Monster w21 Faces posted:How does one create a new 'race' for player creation? I don't know if you want it to be a playable race (like from a creation) or just to transform into one temporarily, but creating a race is easy. I made the Dead Man Floating (Steam Workshop version) mod that transforms the Dovahkiin into a Dragon Priest. (Note: feel free to use, modify, or whatever to this mod; it's free use. Simply put all of that in your data folder, and enter in "dmf" in the filter on the left side, then scroll down to "all" to see all the things I made to make this transformation work. The only thing that doesn't appear after the filter is the transformation script, which you can view by going to Gameplay -> Papayrus scripts and typing in "Deadmanfloating".) This mod creates a new race in the game that is modeled after the DragonPriestRace. I simply did this by using the filter to search for everything DragonPriest related, opened it up, changed the name to "dmfDragonPriest whatever", clicked okay, and it asked if you want to create a new ID for that item. Once you click "yes", it makes a new item based off the original one, like a template. I am unsure about a range of skins rather than just one. I don't think it's possible since it messes up the skeleton, especially if it's a modified creature, but you could go to the race file, go to models, and add multiple ones. EDIT: Also I doubt anyone here knows jack about animations in Skyrim, but I'm looking for an animator so that the Dragon Priest transformed Dovahkiin can attack with her or his own weapons (1h-maces, swords, use their own shouts, h2h, etc). I have to advertise everywhere because it's so freaking hard to find someone that knows how to do this stuff. Dead Man Posting fucked around with this message at Apr 15, 2012 around 05:49 |
| # ? Apr 15, 2012 05:42 |
|
Thanks. Also, does anyone know why this is happening? I'm tooling around with some of the hirelings to make them more to my liking but this is happening. Also when I load my data I'm making sure to also select the hair mods I use so I can use them on my npcs but the hair doesn't show up properly in the editor and the eye texture changes don't stick. What am I overlooking? ![]()
|
| # ? Apr 15, 2012 17:45 |
|
That is a bug with certain facial data not exporting correctly, what you want to do is to find your actor in the actor list, do NOT search for him under "all", but find him in that list and select him and hit ctrl-f4. This will export the facial data, if this is a fix only on your side or it gets bundled with the mod i am unsure of.
|
| # ? Apr 17, 2012 15:05 |
|
Aggh makes sense, I found him by searching his name under 'All'.
|
| # ? Apr 17, 2012 15:18 |
|
Im having an issue getting a follower NPC to follow me through a trapdoor leading to the outside (Tamriel) The background story is this: I created a custom internal space copied from the Abandoned Shack cell. Inside is my NPC follower. It has a ladder/trapdoor in the ceiling leading to the outside world. On the outside world cell, there is a trapdoor in the ground. I can enter and leave just fine, but any NPC follower will not follow me in or out of the internal space. I have custom navmeshed both the outside area and the internal cell. Is this due to the navmesh bug? I thought this only applied to new spaces, not ones copied from existing ones? Is it because I redid the navmesh? Any ideas?
|
| # ? Apr 17, 2012 16:09 |
|
Would anyone be able/willing to make a spell that makes Shadowmere conjurable? I'd give it a shot but the drat CK crashes immediately upon loading for me This wouldn't be necessary if I could just hitch him up somewhere, or have a spell that sends him back into his portal thing
|
| # ? Apr 17, 2012 17:31 |
|
lunatikfringe posted:Im having an issue getting a follower NPC to follow me through a trapdoor leading to the outside (Tamriel) The background story is this: Did you finalize the navmesh on both sides so the enter and exit triangles are green?
|
| # ? Apr 17, 2012 18:49 |
|
Dongattack posted:Did you finalize the navmesh on both sides so the enter and exit triangles are green? This is probably the issue. Being that the door is on the ceiling of the interior cell (uses the ladder with trapdoor model) is there any addtional tweaking of navmesh needed here, or should it automatically interface with the navmesh on the floor below?
|
| # ? Apr 17, 2012 19:21 |
|
When you finalize the navmesh the relevant triangle under the door marker should be designated as the exit and enter point and show up as a bright green as opposed to the standard red, this will also have to be the case on the other side of the door. Check out this video tutorial from Bethesda (and all the other ones) for more indepth about navmeshing. http://www.youtube.com/watch?v=raM9TBZZyQY Edit: The navmesh is what is usually the culprit when NPC's wont behave as you want to atleast, but could be something else aswell, if you want to upload the mod somewhere i and anyone else that want could take a quick look at it. Dongattack fucked around with this message at Apr 17, 2012 around 20:46 |
| # ? Apr 17, 2012 20:44 |
|
Dongattack posted:When you finalize the navmesh the relevant triangle under the door marker should be designated as the exit and enter point and show up as a bright green as opposed to the standard red, this will also have to be the case on the other side of the door. Finalizing it in the external cell did it. Once I did that, I got the green triangles. I watched the Bethesda video a while ago, but I must have missed the part about exit points. I was under the assumption it would take care of associating exit points automatically. Navmeshing seems to have many quirks like this. Thanks for your sage advice Dongattack
|
| # ? Apr 18, 2012 14:30 |
|
Hehe yeah, navmeshing is extremely quirky and in outdoor cells it can become a major chore. Eventually tho you develop this Stockholm Syndrom relationship with it.
|
| # ? Apr 19, 2012 10:50 |
|
Alright, so I'm trying to add in a custom piece of armor but I've run into a snag. I've got everything set up to the point where I have the item in game. I can see it, I can pick it up, I can examine it in my inventory, and I can equip it just fine. The problem is that when it is equipped, it's invisible. It just doesn't appear on my character's head at all. Any ideas as to what's causing this?
|
| # ? Apr 20, 2012 02:41 |
|
Upmarket Mango posted:Alright, so I'm trying to add in a custom piece of armor but I've run into a snag. I've got everything set up to the point where I have the item in game. I can see it, I can pick it up, I can examine it in my inventory, and I can equip it just fine. The problem is that when it is equipped, it's invisible. It just doesn't appear on my character's head at all.
|
| # ? Apr 20, 2012 03:26 |
|
|
| # ? May 22, 2013 14:17 |
|
Kilroy posted:Did you forget to set up the races in the armor addon for the piece? I must of? I don't know. I haven't done this before. Could you explain more?
|
| # ? Apr 20, 2012 05:27 |

















The Mad Archivist! 


