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I want to install Creation Kit for Fallout 4 and Steam is the only way I can since no one uploaded it to Nexus or other legit sites like they did for past Bethesda games. Problem is my game doesn't have the next gen update installed so Steam will probably try to install an updated Creation Kit if it can even install it with my app manifest file set to read only for FO4. I see that the Update Downgrader mod on Nexus has settings regarding the CK but no one has been able to answer me on the mod page or Reddit so I'm asking here: Do I need the Downgrader to make CK work with Fallout 4 even if the game is not on the next gen update? If yes, can I run the Downgrader for ONLY the CK, without it touching my game since it's not even updated?
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Hello, I've been trying to figure out how to advance to a quest stage after a sex animation in creation kit (This is for a quest mod that I am working on). I've tried looking through some scripts from other mods like SexLab Solution but the code is too advanced for me xd. I even tried searching online but I could not find the answer that I am looking for. So, please I need your help 😄 Btw, I just started modding a few months ago, so I am still learning the ropes.
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I am currently trying to finish up a mod I have been working on over the past 5 years or so. It is nothing grandiose, just a small mod I have not spent much time on. I am trying to get started into more advances aspects of modding for other ideas, and decided I really need to release the few that I have started. I tried to keep the mod as compact as possible, meaning it uses vanilla assets, and has no dependencies other than the base game and the DLC. The mod is a pocket home. It is all laid out and namvmeshed, just need to implement a few features I do not know exactly how to implement. In this player home, there is o secret dungeon (spoilers). Of course there is, this is LL! What I would like to do is, through dialog that only shows up when in the player home cell, tell an NPC to go to a certain jail cell and have them locked in there until I release them. I only have a vague idea how to do this. Create the markers for each of the 7 jail cells. Create the packages that will control the NPCs when they are in the cells. I am assuming that there will be one for each jail cell unless I can pass in the reference of the marker they have to stay close to. Create a script that assigns the appropriate package to the NPC. Create a scene for the NPC walking to the jail cell? Create the dialog That is just a guess on my part, any suggestions / guidance would be greatly appreciated. Second task, A "vendor" statue I first wanted to place a statue in the home somewhere to serve as a vendor to dump all that stuff you don't really need but collected anyway in your travles. It does not take long (especially with mods) to start picking up things that are values way more than most vendors in the game have gold to buy. This is still an option, I don't mind the idea. I also thought of have in "junk" chest where anything you sump in there will get sold over time. i have a mod currently in my load order that I can look at to see how that works. I was thinking of replacing the timed thing with a button or lever that will sell the things instead of registering an event to do so, that way it happened when you want it. Would want to make sure that unique and quest items are filtered out and the player given a choice if they really want to sell those items or not. Again, not sure how to go about implementing this. Any suggestions / guidance would be greatly appreciated.
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anyone know the script i need to make a normal lever a quest stage? so when i activate the lever a quest will progress for example?
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If you enjoy Skyrim, Dbz, Naruto, Attack on Titan, and would like to see all of these universes fully fleshed out ingame in skyrim, with the SSE near 4k graphics, this post is targeted at individuals such as you!! Please private message me on either discord, here, or on the nexus if you need to get in touch. Or comment on this post. Searching for friendly individuals with free time who are willing to put some effort into making massive insanely epic anime worldspaces, you may see my worldspace called "Paradis Island" on the nexus site, I have images on my profile dating back from well over a year ago showing all the progress that has been made by myself only, slowly and extremelyyy painfully. If you would like to contribute in any way PLEASE contact me somehow, it takes very little time to do so, and very little effort to add on, if you contribute in any way I can guarantee a shout out at the very least on the mods main page... I already have the entire foundation setup of a new universe all by myself, any small changes/tweaks/recommendations can help to extraordinary degrees. AoT being a massively famous anime, and lets be honest, everyone just wants internet clout in the long run, if you find yourself browsing the interwebs currently. I can promise any developments made will be accreditted to said individuals willing to do anything. (Whichever mod you end up helping with) I have spent far over a literall year (in real life) generating an unquantifiable number of structures, cities, landscapes, quests, creatures, and learning in utter silence, trying to accurately trace an entire universe, all single handed with literally 0 help. At the current rate it will probably continue to take years if i am by myself... I started a main questline and it took me atleast 5-10 hours straight just to set up a small area for said quest. The only real requirement for Paradis Island would be that you are somewhat familiar with some of the episodes have an idea of what to implement, are creative and contact myself to discuss certain changes, I can explain super far in depth on how almost everything in the creation kit works exactly if necessary, I dont have my entire life to work on making a whole new universe single handed. :c My current main project being "Paradis Island" nearly a gb if you would like to contribute at all PLEEEASE say something. Huge shoutout and thank you to JesseG on loverslab, being the only individual so far to actually help the worldspace so far, and he did gods work if im being honest. Below are proof of concept images, work refences, ingame screenshots, etc, of mainly AoT..... and some Dbz...
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Hi I hope to add condition for current dialogue topic NPC, to check if the Actor is prisoner in jail or not. (so, if the actor (NPC) in jail as prisoner, the dialogue topic will be shown) Then I supposed, there may be faction to check it,, then I can use getInfaction as condtion check,, , but I can not find the faction for the purpose... Then I tried to use another faction,,, , but can not find good way to check it for NPC... Is there way to easy check it, like other factions, (isInBed etc) and get return value ? 🤔 What I hope to do is,, when I go jail, and there is prisoner, I hope to show the dialogue topic, with other condtion check >> it will start something.. any related advice is welcom...
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i want this area/object, it looks perfect in nifskope but its blue in the ck, says its missing normal maps for some reason? Can someone please tell me what i did wrong? Im just missing textures i guess, but im not sure what to do to fix it, i added the file and screenshots it basically looks exactly like im just missing textures but im not sure what i missed cuz im a noob : 3 DBZDesertobject2.nif
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[ This is copy/pasted from Nexus because although I posted there, I didn't get much help last time I asked a question. Did find help here though] So I have a face mesh/texture I've worked on for a bit before I decided to in-game test, problem is CK won't show anything. It's driving me nuts because it actually shows up perfectly fine in both Nifskope and Outfit Studio, and additionally I can get the texture (although it looks very saturated) to show up in CK only SOMETIMES in the preview window when I texture swap the normal ghoul mesh but never on the actual character. I have all my pathways set, double checked and compared it to the standard texture sets, but I just have no clue where to go from there. I'm assuming maybe it's just a lost cause since I'm not really sure if anyone has successfully used translucent textures on a face before, though I'm not ready to give up quite yet. I have the files uploaded to mediafire if anyone wanted to give it a test themselves or see how it's setup. Here is the link: https://www.mediafir...LTtest.rar/file
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Whoo boy, welp, I had been re saving most my form 43 mods into 44 but suddently CK decided to stop working entirely when I had only two of them left for re saving, so please, can someone resave for me. Thank you if you do I am extremely greatful.
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Can someone plz help me test my mod with crashlogs and tell me what it says last thing in the crashlogs? I made my first ever mod, spent a bunch of time working on it, started to have a decent amount of content so I wanted to upload it. But most people say they crash when getting to the new area it adds in for some reason. It was my first ever attempt at modding doesnt help at all that it has a far lod distance non vanilla assets and other things. I tried looking at how other worldspace mods are packed like falskar and shire and tried copying how they are packed but no difference, I'm not sure if I somehow have to put the dynlod esp in the file aswell or something? If anyone has any knowledge on how a worldspace needs to be packed pls tell me if I have it wrong aswell. As soon as you load the mod you should get a new quest called "Paradis Island" Go to riverwood by the entrance across a river should be a oblivion gate that brings you into a cave you have to get past a short platforming section, a single daedra is there the quest should progress to the next stage, and you will then have to enter the new area with a massive lod and new textures. Which is where people usually crash, Its still pretty open but I have a nice questline currently with parkour among other things and would like to have the actual worldspace functioning. Crashlogs might be a really good start, my only other friends who have skyrim arent helping and I dont have two computers : / I just started adding some actual textures and more advanced things but I kinda need the worldspace to go with it if possible D : For example I just downloaded skyrim va synth to give actual dialogue to all the quest npcs which if that works its going to be incredible ingame because the mod follows a simple already decent story I didnt even have to make myself : P not sure if va snyth will even work in that way but it would be awesome for the worldspace once i can actually get the worldspace working. Below are pictures of basically exactly what you should see literally the second you actually get through the loading screen if it worked as intended. 2146172361_ParadisIslandTitanRace.rar
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I want to move an object - probably from a different cell to the one the PC is in - to stick to the player at a specific part such as hand, chest or pelvis. It needs to stay connected there though until told to move or disabled. It won't work if just stays in that coordinate in space. Extra info: This is for a mod I want to make to make NPC's stare at the characters ass or boobs. I found that if I pick up a referenced object in game, use the console to tell an NPC to look at it, then the NPC head will follow it as I move it around with the grab feature. So I want to make an invisible object that can be beamed to the character, then "stick" in position so the npc's will follow that body part with head tracking. Hope I can get this working.
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I think there should be way. but how I read CK docuemnts, I can not find correct way, to link next info in same dialog.😶 what I hope to do is simple .. in one dialog I have 2 topics A is start topic. 2 need to follow the start topic. 1. In one dialog, Start topic,A >> PC say something >> NPC reply 2. attached script for the topic A run (there seems no clear difference, I atatched it Begin / End in Topic info view. (I start sex , then use End to finish sex often) 3 after script finish, it , I expect topic will move (link to) next topic B , (PC say something >> NPC reply) but It never work for me.. in dialog view it is like this... When sexlab start sex,, I quickly see next topic B shown and soon disappear,,(as if I click cancel , but I do not hold any key and click) so after all I can not see next Topic B. Is there way,, after finish all attached script (sexlab animation End) >> it show next topic B which I linked? of course if I do not attach any script, then just link to Topic B, it shown as I expect.. (so i can make branch topic etc...) at current I need to separate all topic as top level dialog,,(If I need to show it after sex) it seems non sense,, so hope to know correct way.. if it need to control by script what I need? or there is some important option, to show link topic B after script finish?
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Hello everyone. First apologies if my topic has english errors, i don't speek/write fluently, so may have some errors. I trying to create a Elin race follower in Creation Kit. I load the TeraElinRace.esm plugin normaly and follow the steps do create a character and change some CharactergenParts and Morphs (but, after, my plan is change the nif file exported from ck with the nif file exported from racemenu). After that, i select my npc, press ctrl+f4, export the nif file and place her in SleepingGiantInn cell. After that i save my esp file. The problem is: no matter what i do, i always see the black face bug. I changed the nif file, not worked. Tried to exported again the facegen, not worked. I changed the interpolation value and exported again, not worked. Anyone with some experience in create custom race followers can give a hand for this situation? i think i missing something for the fact is a custom race.
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i keep trying to change just 1 objects texture but it is crashing my ck, any1 mind explaining real fast how do i actually change the texture of a object? i tried making a normal map for the texture in gimp looked like it worked, but when i make a new texture set in ck and apply it to the static object i want it on it says it wont let me and crashes the ck. To explain further its a perfect circle ball and im trying to give it the texture of a planet i found on the internet i can give it just the texture as a dds in any slot but if i try to get it a normal i made in gimp it crashes and it looks nothing like how its supposed 2 without the normal im assuming. this is the texture im trying to use and make a normal for 2k_mercury.dds
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how would i go about doing this? does it have to be a quest? if it has to be a quest what script would i need? plus wut to put for the alias? need to be able to collect seven items in any order and then just summon 1 npc who gives different reward based on dialogue choices after summoning
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how do i get a correct sized skeleton for a new custom model using nifskope??? trying to make a new creature with a custom model but it wont appear ingame, i think it need it own skeleton, using other skeleton either makes it appear distorted or for some reason just a random floating nord head
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I imported an obj and exported it to a nif through blender, got it textured. Everything looked good, then I tried it out in the CK. The nif is a new creature i found the model off a blender site i got a fitting race made it a armor set, etc, and it shows up in the little preview window just fine, as i show in the pics, but when I dragged the enemy into the Render Window, he is invisible. he's there and everything but just cant be seen. Not sure why, can anyone take a look at it for me? if any1 has experience in this sort of thing, these are all the files a5mi4-ieig1.ddsa5mi41-ieig1.ddsSmilingTitan1.nif
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I am making a follower with HDT hair equipped. Equipped - meaning, the HDT hair is added to her as a wig and default outfit. (I am unsure if this is the primary cause of the issue at this point.) Let me explain - I couldn't get HDT hair to work correctly by exporting facedata from racemenu. So I exported head mesh with default skyrim hair. Then added this HDT hair mod as a armor in ck and setting it as default equipment. Everything works perfect, except when collision happens it becomes very apparent that hair is added twice on a follower. This issue doesn't happen when my character equips it. The mesh stays singular as it should be. Screenshot: Blue arrows show that the part where two meshes physic interactions calculated separately, thus double meshed state becomes very apparent. -Character is added as a new race. First follower I created with different HDT hair has a same issue also. If youd like to check it out: https://www.nexusmods.com/skyrimspecialedition/mods/42114?tab=description Much thanks for help
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REMAINING PROBLEM- invisible armor slot after doing everything correctly
Guest posted a topic in Skyrim Technical Support
HI THERE, Here's my problem. I want to wear the BlackWidow (PeroPeroArmor) with the Nordplate - bikini 7 armor part (TAWOBA). Problem is both use 32 body slot. So I've tried to replace bikini armor part to 56 Chest Secondary. I've done every step to change the slot of my peace of armor (Nordplate - bikini 7). But it still doesn't show up in game (the body's still invisible) and The blackwidow armor remains unequipped. Here's what I've done ---> STEP 1 : NIFSKOPE I've done the following operations exactly the same way in both .nif files, bikini_7_0.nif and bikini_7_1.nif. - Changed 32 BSDismemberSkinInstance SLOT (32 body) to SLOT (56 MOD CHEST SECONDARY) - Changed 39 BSDismemberSkinInstance SLOT (38 calves, 32 body, 34 forearms) to SLOT (56, 56, 56) - Updated All tangents (First doubt here, I'm not sure if i had to change both BSDismemberSkinInstance (32 and 39) or just only one of them.) STEP 2 : SSEDIT/Creation KIT - Changed armoraddon SLOT 32 body, 34 forearms, 38 calves TO 56 Unnamed - Changed armor SLOT 32 body to 56 unnamed So that's it. I don't know how to fix it. Do I have to also make changes on the BlackWidow armor part ? Any issues ? Any help would be welcome !- 35 replies
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Hi ? I want to make a staff with the spell "Pluck" from useful alteration, I need a tutorial designed for people who just don't get it. ? I have tried a few and I just am not getting it. I can do some things in CK but this is just totally confounding me. effects trigger spells? or spells are effects and sometimes the effect doesn't say anything... So I need some help like step by step instructions designed for captain stoopid defacto leader of the idiot brigade! ?♀️< That's me! Ideally what I am trying to create is something to act like a butterfly net. A staff that uses a spell that catches butterflies. As always, thank you in advance for your attention in this matter.
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I am filling the quite narrow space on a ship with stuff and light sources. Now, I see two issues when I test it in game: 1. Black surface, where they seem to be unimpressed by the light sources Here, the door and on the table to the left is a map, which stays dark As far as I know, all light sources here are omnidirectional and no-shadow versions ? Now, I wonder what I isunderstood or what I am doing wrong. Same type of lightsources behind me, but everything works well: And my second issue is on/off flickering when I move through the cargo bay. Plus you can see the effect on the ceiling. I am standing at the bow and look aft: ceiling is lit I am standing at the other entrance and look forward: ceiling is dark When I move along the planks, I get the on/off flickering I think it must have something to do with the light sources ?
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I am editing an interior cell in the CK and place a bit decoration and clutter item around. Now, I am placing a few flowers and pots, but I want to disable the ability for the player to interact with the pots and take them away. Like those in the screenshot in the corners. They are the usual "Glaced pot" item. Faintly, I remember that there was somewhere a switch to make them static and non-interactable ?
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Hey guys, i was wondering how to properly create a bodypart for a race, I want to make some custom feet for the argonian and the khajiit races, i'm using the meshes from the "Better Claws and Gauntlets" (the mod will remain personal until i get the approval of the creator) to make the feet, i use bodyslide to move the nail meshes and fit them into the feet, i change the weights of the nails from all the fingers to the feet bone known as "Toe1" i open CK i create the "Armoraddon" with the new feets _0 and _1 for the "khajiitfeetnude" and "Argonianfeetnude", i save the .esp and open the game, but both races are still using the "femalefeet" mesh, no nails to be seen. i haven't found any tutorial that helps me out on this issue, since i can't find any tutorial that talks about modyfing or creating a race, so i woulnd't know...