Search the Community
Showing results for tags 'creation kit'.
-
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.
- 8 replies
-
- help
- creation kit
-
(and 1 more)
Tagged with:
-
warning: bad english without google translator Hello, sorry for question unrelated to mod usage, this is about Creation Kit modding: sometimes then i open dialogue view all my topics are stacked on each other in one place, and it's extremely painfull to place it on normal places with easy access to them. I attached an example of it Question - is there any way to disable this stacking, or at least save current places to accelerate process of tidying this mess CK left me? Question 2 - what can even cause this mess? last time i opened SSEeditor and it happened. I know real men use player dialogue for topics creation, but this chart view simpler to understandind what to there connected. I saw those .xml files, related to dialogue views, if i backup them every time and load after everythin messed up again it will restore all views, or it happens randomly after CK closing? There other questions in posts after this, maybe have awswers for them as well?
-
Hello, sorry for question, me again. Have one problem here - in process of making custom follower after recruiting them interaction with this follower vanishes, follower recruited and if hold E even can give commands, but no interaction while in crosshair (you know how usually must be - talk/open/search - E) Can't talk to follower entirely Im using this guide [yt link to Joseph Russell] and scripts from it. And first follower was working greatly [additional info under spoiler] So, whats might be wrong, where interaction goes?
-
Need a tutorial or document on how to do this. Chat GPT gave me this code but i dont know if this is useful or if there is another way of doing it. Scriptname QF_PackageScript extends ObjectReference Event OnActivate() ; Change the quest stage QF_Quest.SetStage(20) ; Add a delay of 24 in-game hours before the NPC starts traveling Game.GetPlayer().UpdateTravelWait(24) ; Start the NPC's package NPCRef.AddPackage(QF_Package) ; Remove this script instance Self.Disable() EndEvent
- 3 replies
-
- creation
- creation kit
-
(and 5 more)
Tagged with:
-
Help, I do alot of NPC edits for various mods, just prettying them up to my tastes, and for the most part they work, however when tweaking some dark elves in one these mods, even after ctrl +f4 and exporting the facegendata and getting the "done" message, ingame they are not the skin-tone i chose and they are greyfaced bugged. someone told me to Open the NPC, open the 'Actor' Go to Character Gen Parts Interpolation Value is interesting here... Click 'reset' button Click 'set' button Save but all this did was make the character pale and not the skintone i wanted though it did fix the "greyface" by both the body and face being the same color just, colorless the weird thing is ive made "unusual coloured" dark elves and other races before in other mods but only these two are giving me trouble
-
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.
- 5 replies
-
- creation kit
- creation kit se
-
(and 3 more)
Tagged with:
-
So theres this wig from this mod I want to add as a hairstyle for my player to use since the quality & physics are great but the mod itself doesnt already make it a normal hairstyle & when I add more mods from here, its pretty much unavoidable that the wig would be stripped from my player while a real hairstyle wouldnt. I tried following this guide: http://tesalliance.org/forums/index.php?/topic/8177-i-want-to-add-some-hair-to-skyrim/&do=findComment&comment=145882 but it didnt not work. The hair model appears in CK as intended & all the other settings are correct according to it but it only shows the band of the wig on my head when selected in RaceMenu with none of the hair visible. I left the texture path in CK's hair window alone & did not fill in the TRI file box either as the mod didnt have any & the guide there^ says its unnecessary anyways. Is there any other suggestions someone has to solve this issue?
- 4 replies
-
- skyrimse
- creation kit
-
(and 2 more)
Tagged with:
-
[ 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
-
- creation kit
- ck
-
(and 2 more)
Tagged with:
-
Sometimes when I try to rotate an object in the CK, the object doesnt rotate on its own axis but behaves as if I had another item somewhere else selected - the axis for rotation is defined behind the object - which causes my CK to crash. It doesnt always happen though frequently enough to annoy me and getting thrown back up to 10min every time it happens stacks up to quite a lot of time Someone knows whats causing this and/or how to avoid it? (maybe even how to fix it?)
-
Step-by step guide to setting up a scripting enviornment in MO2 for Sexlab and SLA View File So, after googling for hours and reading over old posts, I figured I should put together a guide on how to get the creation kit to work with MO2 with a focus on SL scripting. (Download is just a word document version of this post) Install creation kit from bethesda.net, and point MO2 to the creation kit executable through this box: 2) Install SSE creation kit fixes and multiple masters fix: https://www.nexusmods.com/skyrimspecialedition/mods/2786 https://www.nexusmods.com/skyrimspecialedition/mods/20061 3) If you haven’t already, install SKSE and be sure to keep the .psc source files handy for the next part. 4)Now, create a new mod in MO2 by simply opening your MO2 profile dir and making a new folder. Inside, you will need to create 2 folders: scripts and scripts\source. 5)Move the SKSE .psc files into the \scripts\source folder 6)Now, go to your skyrim data folder (<skyrim installation path>\data\scripts) and grab a zip file called Scripts.zip. You will need to extract it into your new MO2 mod, and be sure to keep all the .psc files in the \scripts\source folder. 7) After that, you’re going to need a few more dependencies before you can start developing: SkyUI Developmet sdk: https://github.com/schlangster/skyui/wiki RaceMenu developer: https://www.nexusmods.com/skyrim/mods/29624?tab=files (download modder’s package) FNIS (FNIS ships with its sources, but you need to change the file structure. FNIS has its sources in sources\scripts, and you need to move them to scripts\sources) PapyrusUtil The regular RaceMenu plugin 8 Now you need to unpack RaceMenu’s BSA, which you can do with Cathedral Asset Optimizer. Just open it up, and point it to RaceMenu’s mod dir: You will need the RaceMenu source scripts when you are compiling. 9) Now you need to change the CK ini file to reflect your script directory: [Papyrus] bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 sScriptSourceFolder = ".\Data\Scripts\Source" After that, you just have to boot up the CK and load Sexlab and SLA as your master files, along with any other .esps you will need. Then you’re good to go for scripting! I'm pretty sure I got everything covered, but its entirely possible I may have missed a step after getting everything working - so please let me know if I missed something. Some mods with good example scripts that you can look at: Submitter BluByt3 Submitted 02/04/2021 Category Framework & Resources Requires Regular Edition Compatible Not Applicable
- 1 reply
-
3
-
- scripting
- creation kit
-
(and 1 more)
Tagged with:
-
Welcome to RedMonika's "How to make a mashup" tutorial! I've done a couple of tutorials in the past but, honestly, they're crap and we can do better. In this tutorial you're going to learn: 1. How to create a folder and file structure in Mod Organizer for your collection 2. How to use Outfit Studio to create mashups Creating the idea Setting partitions Changing textures Using different textures from other mods 3. How to finalize the idea in NifSkope 4. How to organize your mashup 5. How to create an esp in Creation Kit How to make records Enchantments Crafting Recipes Temper Recipes 6. Having fun Experimenting with armor mods This is exactly how I do it. So, let's start!
- 20 replies
-
2
-
- mashup
- creation kit
-
(and 1 more)
Tagged with:
-
I may be wrong, but as far as I'm aware, there's no way to use custom animations during scenes between npcs etc in the CK. Would using something like SL to add my custom animations get around this? Or would there still be no way to trigger the animation during a scene in the CK? To complicate matters further, I'm figuring this out for my drider mod which works using 2 npcs, the human half and the spider/chaurus half mount. I know SL is capable of paired animatons but I've had trouble getting the spider rig exported and ready to animate. I keep bumping into outdated advice and making a mess of things. Does anyone have any better ideas or still working tutorials on exporting for animation in Blender? Not sure if it matters but I use SE.
-
- creation kit
- drider
-
(and 1 more)
Tagged with:
-
I've been having some problems with CK. When I go to the Dialogue Views or the Scenes tabs of a Quest, I don't see anything (no branches, no scene phases or actors). There's no flowchart at all for either of these tabs. When I try to right click, the menu doesn't pop up. I remember there was a menu that came up when you right clicked that would let you add Phases/Actors to a scene. Pictures attached below. Does anyone know how to solve this? EDIT: Whenever I try to google the problem, I only get results for how to fix missing flowchartx64.dll... but I'm pretty sure that's not what my issue is. I also tried uninstalling and re-installing CK; problem is still there. Has anyone ever had this problem before? UPDATE: Completely removing and reinstalling my entire Skyrim game directory did not work. So...is this an OS problem? This is very weird.... EDIT2: Forgot to mention this is SSE CK. SOLUTION FOUND: I turned off my antivirus and it worked.
-
Has anyone experienced invisible Nifs loading into CK for Fallout? I've searched for possible causes why Nifs appear invisible but those causes seem to apply only to Skyrim for Creation Kit. Not sure why the Fusion Girl sliders are not being created when saving from BodySlide. The good: Nifs visually look great in Outfit Studio Textures visually appear fine in NifSkope Not finding any errors pointing to my mod "TCNStickyFingers" in CK's EditorWarnings.txt My model has weights already when exported as OBJ from Blender and I've Copied weights from Fusion Girl reference in Outfit Studio. Problems noticed: Model Nifs loads as invisible in Creation Kit. (Yet throws no errors at all) Sliders never get created for my outfits in BodySlide. Hopefully if solved, the TCNStickyFingers mod can be updated with some 1st person views.
-
Hi, I have a question for you. I'm trying to create an inn. I want to add some animations like dancing, etc... I couldn't find any tutorial for dummy "how to add animation(s) in a custom mod? - Tutorial for Skyrim LE". Do you know any video and/or with pictures tutorial(s)? (Tutorial that any dummy can understand)... If you do, can you send me the link(s)? Thank you at advance... Nehaberlan...
- 2 replies
-
- skyrim le
- animations
-
(and 2 more)
Tagged with:
-
Hi, I'm working on creating an inn. There are two interior cells. One of them is a house, another one is the inn. After several years, I was checking the "Cell View" window. Next to the house and the inn that I created, there are "*" symbol. As I know, it means, the items that have that symbol, have been modified. It's OK. When I scrolled down, I noticed that next to the location named "Heartwood Mill", there is that symbol also. I found the object. It's "RiftenDoor02". First of all, I've never been in Heartwood Mill at all. I don't even know where is that place. My question is: Is there a way to restore "Heartwood Mill" to its original, without modification, without "*" symbol? If you can help me anyway, I'll appreciate. Nehaberlan... Here is the screenshot. So, you can see the * symbol next to the Heartwood Mill.
- 8 replies
-
- worldspace
- custom mod
-
(and 3 more)
Tagged with:
-
Hello everyone, I need some help regarding Creation Kit papyrus coding. I'm adding dialogues to pre-existing mods, which is something I really enjoy doing. However, I always end up with the same error. For example, I'm currently trying to expand dialogues from "Radiant Prostitution". (Take the mod just as an example, I had this error with a lot of mods, but I have never looked for a proper solution.) The problem is that, after adding new lines and dialogues option, I have to add a script to the last dialogue line to make it work as the mod itself inteded. So, what I'm doing is opening the scripted dialogue line of the mod and copying the Papyrus fragment and the script in my custom dialogue line. The point is that, after doing so, I always get a pop-up error with compiling. I paste here the error I'm getting with Radiant Prostitution: Starting 1 compile threads for 1 files... Compiling "TIF__030B6FEA"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__030B6FEA.psc(9,0): variable QuestScript is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__030B6FEA.psc(9,12): none is not a known user-defined type No output generated for TIF__030B6FEA, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__030B6FEA Now, the thing I'm not understanding is: how can the dialogue line from the mod have the script working and then, when I copy the same script to a custom dialogue line it gives me error? The source files from the mod are unpacked in the game directory. I also tried to unpack the Scripts.rar created from Bethesda, but nothing seems working.
- 19 replies
-
- creation kit
- compiling
-
(and 2 more)
Tagged with:
-
skyrim Skyrim LE MO2 Vanilla scripts won't compile
rorik42 posted a topic in Skyrim Technical Support
For some fucking stupid reason when I add a property like MiscObject and try to compile the papyrus script it fails as if it can't find the flipping vanilla scripts. I've already extracted the Scripts.rar. I'm running ck through mo2, but I've also tried to run it outside of the mo2 environment with all the required files and it still the same. I don't know what to do anymore, I've searched literally everything online and nothing works. If someone can help me I would be very grateful. Oh and btw here is the full error message: Starting 1 compile threads for 1 files... Compiling "TIF__0100C45D"... C:\program files (x86)\steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\TIF__0100C45D.psc(9,0): no viable alternative at input 'MiscObject' C:\program files (x86)\steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\TIF__0100C45D.psc(9,20): no viable alternative at input 'Gold001' No output generated for TIF__0100C45D, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__0100C45D -
Greetings! Is there any way to change my quest stage when a specific Rune is planted on a specific Object Reference? I tried out OnHit Event (that works for any other spell) but it didn’t work with Rune spell. I guess it’s something different and do not technically hit the object. Maybe there is an Event when a Decal texture is appeared on the Object? Idk. Any opinions about this? Discussions are also welcome Maybe I can also learn something from your thoughts.
-
So I've been trying to change a Vanilla NPC follower weight value using the console command, but found out that it wasn't that simple, since its head had a different skin tone. I tried the "enable" and "disable" command, but a neck gap appeared. Then I tried to change the NPC weight value using Creation kit. I edited the value in the "Traits" section, but the NPC still looks the same in the game. Am I missing something? Is there something else I should be doing? It's the first time I'm using Creation Kit, so I'm not very familiar with some stuff of the program. Thanks in advance!
-
Hello, I was creating some custom quest in the Creation Kit, but I was wondering how to make a dialogue add gold to the player at the end of it. I don't know anything of Papyrus coding. I would need a simple fragment that adds to the player a certain amount of gold at the end of a dialogue. Could anyone help me with that, please? Please, explain as clearly as you can, since everything I know about codings regards C and C++. Thank you!
-
Trying to rig PSQ patch to make both 3BBB Bodymorph and Separate orgasm work properly in SE environment, but it seems like im not properly equipped to handle any sexlab related source codes. Any tips on constructing my own sexlab mods under Sexlab 1.6.3? Currently installed SKSE, FNIS, SKY UI source files, but it's certain i need to install more. Can anyone give me advice on building source folder for scripting?
-
Hi modders! I've got a problem. When I enter water in a specific cell in my custom worldspace my player is moved somewhere far from map borders. Looks very weird and laggy. I've checked my water settings - all is default. There are no water markers or any other triggers in this cell. Just some static meshes. There is no such bags on the surface. Never seen such problem before. Any thoughts or ideas how to solve this?
-
So i've spent all night rigging a new creature to a Frost Atronach skeleton. All went well, it shows up in the creation kit's armor addon but not when I enter the game. I've optimized the Textures and .Nif through Cathedral. I've checked the skeleton, partitions, Armor Addon and everything seems to be in order but the mesh just refuses to show up in game. I'm at a loss, any ideas? Mesh is attached below atronach.nif