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What did you make with the creation kit today


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Posted

I made a mess of my Skyrim install. I added a few tweaks to the dungeon I'm working on and now the game crashes at load time.

 

I noticed skyrim seems to be a bit more touchy than Oblivion used to be when there is a mistake in a file manually added in. At least as far as I remember it being. Yesterday I did a simple mash up of armor in nifskope and put that armor in a chest in breezehome. not a single npc was wearing it it was just sitting in the main room cupboard. I try to load the game and crash. I deactivate it and load the game I'm fine. It was after all my fault and I forgot to get rid of bogus nodes but still. crashing the whole game didn't see like that should happen since no one was actually wearing it.

 

ohh well, just means I have to be more careful in the future.

Posted

I think there are some nasty memory leaks in the CK. I rebooted (I'd been getting some odd things happening) and everything was fine.

 

Busily exploring the wonders of dialogue now. I can get people to say things. I just need to work out the how choices work. Oh well, back to the tutorial ...

Posted

@Ryanhabs Thanks for looking.

 

To convert to/from the .xwm compression I use SkyrimSoundTools

 

which is here

 

http://skyrim.nexusmods.com/downloads/file.php?id=6986

 

It works really well' date=' single or multifile. I use Audacity to convert other formats to .wav.

[/quote']

 

Okay, so the files I thought were going to be we not it at all... still looking though, I know they have to be somewhere in there.

Posted

How the heck do you make followers anyway?

 

The furthest I got was making a hireling follower and potential marriage faction NPC, but when I talk to him the only dialog option is "maybe some other time" when he asks if he can join me.

 

Do I need to edit a quest or something?

 

EDIT:

 

Nevermind, I got it

Posted

I made a mess of my Skyrim install. I added a few tweaks to the dungeon I'm working on and now the game crashes at load time.

 

I noticed skyrim seems to be a bit more touchy than Oblivion used to be when there is a mistake in a file manually added in. At least as far as I remember it being. Yesterday I did a simple mash up of armor in nifskope and put that armor in a chest in breezehome. not a single npc was wearing it it was just sitting in the main room cupboard. I try to load the game and crash. I deactivate it and load the game I'm fine. It was after all my fault and I forgot to get rid of bogus nodes but still. crashing the whole game didn't see like that should happen since no one was actually wearing it.

 

ohh well' date=' just means I have to be more careful in the future.

[/quote']

Yes I have had this problem as well, Mind you I like you self inflicted my troubles, but they were things that would not have crashed OB or Morrowind.

 

It seems much more testy about even the slightest error, and although the game will load, if a mod has even the slightest error in it. when you start loading the save game with the active new mod, its CTD time. :(

 

Good stuff here, I love reading this. you all are so creative.:)

 

I have been messing with the lip sync voice files, exploring options, I did notice that 1.1 version of game give much better lip sync and function is way better. In 1.4 version of game I have problems with the lip sync.

 

Right now I am just swapping between the versions to get the better lip sync files.

 

I am still exploring these options, I just hope they do not do as they did in OB and remove the ability to make your own Lip sync voice files.

 

Posted

Simple crafting mod. Didn't find a good fit for how I wanted it from the others that were already released, so I figured I'd just do it myself.

 

Using requirements, like you have to either take the Novice Lockpicking perk or successfully join the Thieves Guild to learn how to make lockpicks.

 

Posted

Been slowly overhauling all the female npc in the game. I know many people thought that Xeo 5 was unrealistic for the fact that every woman was like crazy hot and stuff... well its my fantasy world and thats what I like ;)

Posted

I am still exploring the dialog, which in many places puzzles me. Some things seem to work very nicely, but others don't. I think is is self inflicted, but irritating at times.

 

Not done much with the scripting other than the basic, advance the quest things and swap items ( As in i got that pair of silk panties you wanted now give me my reward sort) where the player acquires the quest item, and swaps it to the quest giver for a reward.

 

Taking a slow approach, as I hate re installing if I can avoid it. I have 2 terabyte drives that I keep entire back ups of all the versions up to the latest. so I can downgrade, or up grade to see the differences, as I like to understand if the upgrade actually helped me or hurt me.

 

Steam has a way of forcing you to move forward, even if forward is actually backward which has been the case with some of the updates.

 

I think I will avoid anything really substantial until the patches stabilize. I remember many mods becoming useless in Oblivion after some of the updates, so I will just bide my time a bit longer and explore the options.

 

But it is all fun.

 

Oh has anyone tried that Portal2 mod, I just messed with it a little picked up the thing after I heard it screaming and falling out of the sky, I think I heard you can change it into a helmet or something at that special oven thing under the Mage's guild.

Posted

I've been reading the tutorials and created an inn. Linked it to the world. Each time you go through the door, the character is facing the door. I will have to try rotating the doors 180 degrees to see if that corrects the problem. Also had problems with the inn being visible in the world. It didn't show until you entered and left at least once.

 

My goals are to create a small, but immersive mod that contains:

- new location (i.e. farm house)

- custom npc

- dialog

- quest

- new object

- a scene (need to read more about this, I think it's what I want)

Posted

Been slowly overhauling all the female npc in the game. I know many people thought that Xeo 5 was unrealistic for the fact that every woman was like crazy hot and stuff... well its my fantasy world and thats what I like ;)

 

When it's done, I'd love a link.

Posted

I haven't done much with Skyrim or the CK lately, but last night I had an idea for a mod that rekindled my interest. I've been re-reading the Abhorsen books by Garth Nix, and it suddenly occurred to me that a mod that enabled you to play as an Abhorsen would be epic. It's a stupidly ambitious idea for a newbie, of course. I'd have to custom-make a sizable player home, a new sword, and a new armor set. I'd also have to make necromantic bells usable as weapons, which would involve new animations and sound effects, too.

 

It sounds even more stupidly ambitious now that I've typed it out, lol. Still, I'm intrigued, and if nothing else, it'll help me find my way around Blener, Nifskope, and the CK. :D

Posted

I haven't done much with Skyrim or the CK lately' date=' but last night I had an idea for a mod that rekindled my interest. I've been re-reading the Abhorsen books by Garth Nix, and it suddenly occurred to me that a mod that enabled you to play as an Abhorsen would be epic. It's a stupidly ambitious idea for a newbie, of course. I'd have to custom-make a sizable player home, a new sword, and a new armor set. I'd also have to make necromantic bells usable as weapons, which would involve new animations and sound effects, too.

 

It sounds even more stupidly ambitious now that I've typed it out, lol. Still, I'm intrigued, and if nothing else, it'll help me find my way around Blener, Nifskope, and the CK. :D

Awesome idea! Maybe add Mogget and the Disreputable dog too :D

I might make a bit of an effort to create some content for a mod of that style.

 

 

Posted

I've been reading the tutorials and created an inn. Linked it to the world. Each time you go through the door' date=' the character is facing the door. I will have to try rotating the doors 180 degrees to see if that corrects the problem. Also had problems with the inn being visible in the world. It didn't show until you entered and left at least once.

 

My goals are to create a small, but immersive mod that contains:

- new location (i.e. farm house)

- custom npc

- dialog

- quest

- new object

- a scene (need to read more about this, I think it's what I want)

[/quote']

 

 

It is probably not the door that need turning around, but the yellow rectangle block with the little pyramid pointer on it, rotate it around until the pyramid pointer is facing into the room where you want, and also position the yellow rectangle block where you want it. so your character does not get stuck in the door.

 

Make sure it is off the floor just a bit also is a good idea.

 

You can have the door at the other end of the cell out in the void, where the yellow rectangle block is, and how it is pointing is where your character will appear.

 

yellow rectangle block == Door marker

 

Posted

Today' date=' I've pimped my igwife, after loooooooooong work to get the same skin tone on both body and head D:<

 

[/quote']

 

 

:idea: Really? Well done! How did you fix this??

 

 

I am having a similar problem with creating NPC's, but cannot work-out how to solve it...

 

When I try to make a new NPC (in this case, just a simple male bandit-style reveller in the "Bannered Mare" Whiterun inn, in order to test-out the CK & learn how to use it), I keep getting a "preview" result in the CK render window which looks like the textures on head & body are matching, but in-game they do not match. The body is fine, but the head has a pale, almost greyish skin tone - and this does not change regardless of what skin colour is selected from the drop-down menu.

 

I cannot seem to stop this happening. What am I missing? :huh:

 

If it helps, I am using Geonox's excellent "High-res Face Maps" mod in-game. No idea if this is involved in the problem.

 

Also - not sure if anyone else has noticed this, but Skyrim NPC Editor does NOT seem to like new NPC's created with the CK...

 

 

(*NOTE: Yes I am aware of the "setnpcweight" semi-fix which is doing the rounds on this issue. However, this is not particularly satisfactory as it apparently needs to be applied every single time you open Skyrim and view that NPC, I do not know why. Strangely, this same fix actually does work permanently when applied to NPC's altered using NPC Editor... :huh: )

Posted

It is probably not the door that need turning around' date=' but the yellow rectangle block with the little pyramid pointer on it, rotate it around until the pyramid pointer is facing into the room where you want, and also position the yellow rectangle block where you want it. so your character does not get stuck in the door.

[/quote']

 

I will give that a shot. Thanks.

 

 

Posted

I've been reading the tutorials about the kit to get a better hang of it. Then ran some textures tests to try out new things.

Posted

Today' date=' I've pimped my igwife, after loooooooooong work to get the same skin tone on both body and head D:<

 

[/quote']

 

 

:idea: Really? Well done! How did you fix this??

 

 

I am having a similar problem with creating NPC's, but cannot work-out how to solve it...

 

When I try to make a new NPC (in this case, just a simple male bandit-style reveller in the "Bannered Mare" Whiterun inn, in order to test-out the CK & learn how to use it), I keep getting a "preview" result in the CK render window which looks like the textures on head & body are matching, but in-game they do not match. The body is fine, but the head has a pale, almost greyish skin tone - and this does not change regardless of what skin colour is selected from the drop-down menu.

 

I cannot seem to stop this happening. What am I missing? :huh:

 

If it helps, I am using Geonox's excellent "High-res Face Maps" mod in-game. No idea if this is involved in the problem.

 

Also - not sure if anyone else has noticed this, but Skyrim NPC Editor does NOT seem to like new NPC's created with the CK...

 

 

(*NOTE: Yes I am aware of the "setnpcweight" semi-fix which is doing the rounds on this issue. However, this is not particularly satisfactory as it apparently needs to be applied every single time you open Skyrim and view that NPC, I do not know why. Strangely, this same fix actually does work permanently when applied to NPC's altered using NPC Editor... :huh: )

 

I am betting your using one of the new body mods, and also one of the new prettier faces mods, Most of these use the MSN.dds to make these changes, and they smooth it or ruff it up there, I am not sure, but I think these are not matching the skins MSN.dds So getting correct tinting on faces and body is going to be troublesome. I am mostly guessing though. I have the same trouble, but have not let it worry Me much yet.

 

I hope one of the texture wonder workers here pick up on this and make a solution.

 

I am using CalientteBodyBBE_v0-1.7 and Better_Females_by_Bella_Version_3-2812-3 by bella

 

which I think works fine for now, but I do have the skin tone trouble between the body and face.

It may also be a nif luminescence problem, with the nif's themselves which is probably more likely.

 

The head nif being different from the body. as this would not be noticed in the CK.

 

I have not found a lighting's block in the Body nif to match up with the face to see if I am right. I may be over looking this though.

 

I have no lighting block on CalientteBodyBBE, but I do have one on the head, I managed to change the setting to get a better match, with the head lighting block, But not and exact match.

 

It is a shame that CalientteBodyBBE body does not have a lighting block, matching the 2 blocks up would have been easy then.

 

Perhaps a newer version of his skin may have it, I will have to check around.

 

 

 

 

(Forgot to include a screenshot earlier. Not much point I guess, as this issue is being widely experienced. But still - seeing pics is always useful... :) )

 

 

ScreenShot6.jpg

 

 

 

 

Hmm...

 

Yes, I'm using a similar body/face combination (CBBE 2 plus Bella). However - this NPC is male.

 

I have additionally tried the CTRL+F4 "Export facegendata" method, but this does not seem to have any practical effect - at least, not one which fixes the problem at hand (still handy to know how to do though, I guess).

 

Weirdly, my NPC appears to have a different id-code every time I load up Skyrim & console+click on him in-game...

 

 

Posted

Humm, I must have had and older version of CalientteBodyBBE installed, I have a newer version downloaded that has a lightshader, I may try it..Hummm I wonder how the one in my game lost its light shader block ??

 

***************Edited***************

 

I give up on it for awhile, what is also odd, My personal character, she is not afected at all, it is only the NPC that I have made and placed in the game, the head skins do not match up with there bodies.

 

I will give it a rest. there are some people here that are really good with texture's maybe they can figure it out.. SoRrY I thought I was onto something.

 

I trashed the other post, it would probably mess people up, My problem is not the same as yours I finally figured out. My head and body discoloration only appears on the NPC's I add to my mod. Must be something with CK, but have not figured it out yet.

 

Humm my problem is fixed in console click on NPC and type "setnpcweight 0" but this is stupid work around, and I hope they address a fix for this.

Posted

 

Here's the "Bug List Thread #2"

 

 

Dead URL I fear. (Ctrl+F4 export as per tutorial also does bugger all for my textures' date=' so I'd quite like a fix too)

 

EDIT: linking through the blog works though so no probs. Direct is http://forums.bethsoft.com/topic/1347249-unofficial-creation-kit-bug-list-2/

 

------------------------------------------------

 

Well...today I got round to building Lokir's House of FUN!.

 

Loosely based on the tutorial (waste not want not) but incorporating the devilish Thalmor Werewolf Breeding Program, (SPOILER: the real reason they've infiltrated Skyrim), evil vivisectionists, various imperial stooge "research wizards", grateful captives, various instruments of "research" and a cast of humorous extras....as in humorous gravediggers, [s']torturers[/s], sorry, lab assistants with a heart (or maybe somebody else's heart) you know the sort of thing, usually played by out of work british character actors.

 

Weird how the mind works when you can't concentrate on the sex....

 

And I added some cool sims hair to the options for my NPCs (wahoo!).

 

Thalmor Werewolf Breeding Programme: Welcome Aboard!

 

 

 

Posted

sounds very nice labrat, I have been slow starting as well.

 

made my own crypt, with a cave extension and a few doors, added a couple of secret door's as well, and a few traps.

 

set some NPC's to patrolling, and threw a few people in stocks and manacles, and shackles hanging on the walls and chained to the floor.

 

 

 

GalgatCrypt.jpg

 

 

I also learned how to do my path grid's,[which I think are much trickier than the ones in OB, But I believe they are superior just more time consuming to place] all in all has been relaxing experience.

 

I must say the video tutorials that Beth has produced have been very nice, and helpful, much of it I sort of knew, but many tricks that they do in them were very helpful.

 

I have still been avoiding the scripting, for the time, as I know it will be a tough adapting curve, the new way they are handling some thing, is bound to frustrate me some. So I have put that off, other than the simpler tasks [updating quests, and swapping out items].

 

It is really good to see so many testing the limits of what they can do.

Posted

Hi Galgat, like the sign. That sounds like the sort of thing that I need. I've got a rack in the "examination room" and need to work out how to use it, and I'd like examination candidates manacled to the wall and experimental subjects in stocks.

 

Werewolf Breeding Project: Research Assistant

 

 

 

Note the terrible tan line at the neck. It's a nord head (coolsims hair01) on a caliente body. The nord head is tuned as light as it will go (1.0) in the CK, and still looks really dark compared to the body.

 

------------------------

 

It was tricky getting her to be and stay in the cage. Had to navmesh into the inside of the cage and then put a captiveidle marker in the cage and link her to it.

 

Now I've got to work out what happens when I release her. I noticed in the game that prisoners tended to ignore the fact that you had opened the gates. I'll have to find tne workaround.

 

Navmesh really is a pain in the proverbs, and is bugged, but it's also quite satisfying to do, don't you think? One thing. Do patrols override everything else? It looks like Growler, my werewolf, tries to carry on his patrol duties even when being shot at.

 

Yes. Looking forward to some serious scripting soon.

 

Posted

not tricky at all, I made a package first time I tried.

 

but you I think can just double click the NPC after you have placed them in the game, then click the tab I think is called Link reference or something like that, then click the shackle or what ever to link it and ok, and then click the shackle device, in the patrol tab set the time to like 1 sec. this will make them use the device like forever, unless disturbed.

 

I actually made packages, but I think that way will work just as well. But I have not tested it.

 

I do know it works for like having and NPC use a chair, or crafting device, however on shackles they may just unlock them.

 

If that does not work, then make a use item package, give it a unique name, and, and make the device the item you select to use in the render window.

 

Don't be alarmed if when you add the package in the little white window it does not show up, I think the packages are sort of moved into one of those down arrow things below it. All I know is that it worked..LOL

 

That is actually the way I did it, but I think that other way will work as well. I'm going to test it.

 

I hope that was not to long, and confusing and explanation..I am not good at explaining things.

 

I mean I can see things and make them work, but I have never been able to explain how very well.

********Edited*************

Nope I rechecked the shackles don't have the patrol tab, have to make a package to do it.

 

Oop's I was clicking on a cobweb..LOL they do have the patrol tab, but it does not seem to make the use them, like the package does, even after adding the default master package to them..Humm. I will keep trying different stuff to see if there is and easier way other than making a package.

 

The Sign: that was easy just a little photoshop work, and nifskope.

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