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What did you make with the creation kit today


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Posted

:idea: Quick heads-up for those waiting on a fix for the CK face & body colour mismatch ("grey faces") bug...

 

 

Until a patch is released (soon, perhaps), a workaround - of sorts - has apparently been identified!

 

SOURCE: http://forums.bethsoft.com/topic/1343692-color-mismatch-facebody/page__st__90

 

To be honest, it's a little too complicated for me, and I will be waiting for a more user-friendly (ie: in my case, idiot-friendly and/or proof) patch, but it may be of interest to more knowledgeable tinkerers.

 

From "yphan"'s post, p.4:

 

" 1. Create NPCs in esp

2. Convert esp to esm

3. Load esm as active file

4. Open actor window for one of the actors and click Okay (no need to make changes)

5. Save. It is now a master file.

6. Select the actors you want to export facegendata for

7. Ctrl+F4 and click Okay

8. Close and don't save

9. Test in game"

 

More expansive discussion and detail is available elsewhere in the thread linked above.

 

 

Posted

what i did in the CK today>...

 

making a small rustic Inn with attached cookshop...

 

 

Nice. Dammit' date=' now I'm hungry.

 

What I did today was link up the Werewolf Breeding Programme (aka Lokir's House of Fun) to the outside world

 

 

 

and made a little "keep out" sign.

 

 

 

I'll have to make it more legible, but then I'm not sure if my Player can actually read.

 

Posted

Another annoying factor is I'm going to have to go to EVERY SINGLE armor' date=' and add my race to it lol. If I used the "generic method" I would not have the custom body I made for, which sucks.

[/quote']

 

I don't think there is any other way. It would be nice if you could tie the armor to the skins that you created? I am in the process of setting Bretons to the UNP body and all the armors. Once you've done a couple, it goes pretty fast.

Posted

Unless someone makes an automated script that adds your race as the default and creates a separate file. Otherwise, like you said badcock, there is no other way with the CK. I'm actually kinda annoyed at the process of what it takes just to put an armor through the CK. Oblivions CK was alot faster in doing it, because all I had to do was add the armor, and set the textures to it. Stupid skyrim CK you have to manually add the textures into the CK, or it doesn't even see the texture paths.

 

Top it off, after playing around with custom races, I really dislike the morph face. I'm unable to have a nice and easy way to add new hair/eyes to my custom race, simply through the race file inside of the CK itself. I have an also bad feeling, that its not easy to create a custom morph face, and you are restricted to only the vanilla races. I've tried other morph faces (like a wolf), but they didn't do anything to my race at all.

 

Instead I have to manually create eye, hair, whatever separately. Its almost like the CK has be de-evolved. Top it off I really miss being able to set different parts of the head mesh.

 

I'm not yet skilled enough to create my own head mesh, and have it conform exactly how I'd like it to look in game. I think the CK is a great tool for developers, but not for novices lol.

Posted

 

Yes Doc to tell the truth, I have bailed on Skyrim, for awhile, and have gone back to OB, I just have so many more tool's, and right now the bodies in OB are just much nicer to look at, and the amount of clothing and mods I have that I have not had time to use or play is still pretty incredible.

 

To tell the truth, I am almost S__ck of skyrim already. I am sure I will get over it. I have faith in the modders to fix things, and make it all as it should be.

 

CrisG9, I love your house, I have done some thing similar, but mostly I have just been building my Dungeon.

 

 

Silvist, I hope as in OB the modders fix all the trash problems with the race modding. I was hoping that it might be and easier process.

 

You know it was really easy to produce a new race in Morrowind, and OB after the modders fixed the Custom race dialog problems was not that hard.

 

I just worry for skyrim that the split in the modders that will work on it because steam is causing a divide, its forcing and issue, as to where you get your mods. I mean nexus has had the monopoly on all the bogus mods, and Utilities, but it was not a forced Monopoly.

 

Mostly you could still get the same mods elsewhere. And I guess it will still be that way. It just feels strange. having everything staged and set for your mod to go straight away to Steam, sort of hand chosen, just click the button and away it gos to steam.

 

Where as you have to work a lot harder to place a mod somewhere else. Seems sort of unfair, with the built in archiver, and all. To anyone else that is trying to host mods for skyrim.

 

But you all are getting me back interested, this is all great stuff.

 

 

 

 

 

  • 3 months later...
Posted

:idea: I am making a new Hireling follower!

 

In order to make him, I've also worked-out how to use TESVsnip to make an armour-pack I downloaded into an .esm, and then how to use it to create custom outfits for NPCs! My new Hireling looks great, and he's nearly ready for release, but I need people to test him out in the CK to help me iron-out one final bug: he's available for hire when I already *have* a follower, but when I dismiss them, and try to hire him, the only dialogue option available is "Another time, perhaps"! :huh:

 

 

 

 

Your help would be greatly appreciated!! :)

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