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Skyrim creation kit, guides and tips for this noob please.


willwhitt56

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Posted

OK, first off let me tell you that i am completely new at scripting and custom npc's with animations. I've had almost no luck with figuring out how to do all of that. CPU tried to help me by giving me a papyrus guide (which i thank him for) but im more  of a visual guy. so im going to simply name off what im having problems with so far:

 

1.ive been trying to add Creatures fro skyrim immersive creatures, diverse dragons, and others. the problem ive been having is that they end up missing via red diamond, how do i go about fixing this? also im planning on releasing it, just so you know.

 

2. im wanting to create a dungeon, party hall, and a orgy hall. problem is that dont know how  to make Actors and critters do their own animations. anyone know of any video tutorials.

 

3. im having issues with characters going missing, any way to fix that?

Posted

1.

If the creatures are from another mod, then be sure you have the rights to use and redistribute them.

If this is true, then all is a matter of having the meshes of the body/armors/body parts in the correct folders.

If your mod has Immersive Creatures as a dependency, then you don't need to do anything special. If this is not true (so you are duplicating the races) then you need to put the nifs in a new folder, edit them with NIFSkope, change the texture path to a new folder, and put the textures in the new folder.

If you see a red diamond it is because the mesh is not available to CK. (Common case if you use Mod Organizer and you do not run CK from Mod Organizer.)

 

2.

Use existing idles. Just add a package to the actors and add your idles in the last tab of the package.

If you want custom idles, then you need to get the corresponding HKX anim files, and probably create a FNIS file to register them.

Then create the idles pointing to the animation event that you specified in the FNIS file.

Then use the idles in the packages as before.

 

3.

No clues.

Posted

1.

If the creatures are from another mod, then be sure you have the rights to use and redistribute them.

If this is true, then all is a matter of having the meshes of the body/armors/body parts in the correct folders.

If your mod has Immersive Creatures as a dependency, then you don't need to do anything special. If this is not true (so you are duplicating the races) then you need to put the nifs in a new folder, edit them with NIFSkope, change the texture path to a new folder, and put the textures in the new folder.

If you see a red diamond it is because the mesh is not available to CK. (Common case if you use Mod Organizer and you do not run CK from Mod Organizer.)

 

2.

Use existing idles. Just add a package to the actors and add your idles in the last tab of the package.

If you want custom idles, then you need to get the corresponding HKX anim files, and probably create a FNIS file to register them.

Then create the idles pointing to the animation event that you specified in the FNIS file.

Then use the idles in the packages as before.

 

3.

No clues.

1. i meant NOT release it, how'd i overlook that

Posted

1.

depends of what you are trying to do.

 

 

The main question is: Will be Immersive Creature a dependency, or not?

Posted

1.

depends of what you are trying to do.

 

 

The main question is: Will be Immersive Creature a dependency, or not?

i was just trying to add some critters along with a dragon or two so that i can give the area around the castle a bit more life.

Posted

1.

depends of what you are trying to do.

 

 

The main question is: Will be Immersive Creature a dependency, or not?

could you PLEASE link me a site or tutorial with step-by-step instructions on how to place custom animations and all of these problems i've been having.please, i've been fighting with this for several days with no luck. like i said, im completely new to custom animations and scripting. i dont even know what dependency even means in this language! or what a HKX file is for that matter.

Posted

I am not aware of a step by step tutorial for this.

The best is to get another mod that does something similar and discover how the other mod does stuff.

Posted

I am not aware of a step by step tutorial for this.

The best is to get another mod that does something similar and discover how the other mod does stuff.

thats actually not a bad idea, I'll try that and see if I can learn some things
Posted

I am not aware of a step by step tutorial for this.

The best is to get another mod that does something similar and discover how the other mod does stuff.

ok, on last question and ill stop bugging you,how do i make sure custom armors, weapons and animations STAY. when i try to put them on and save i go ingame they arent there. how do i keep them there.

Posted

 

I am not aware of a step by step tutorial for this.

The best is to get another mod that does something similar and discover how the other mod does stuff.

ok, on last question and ill stop bugging you,how do i make sure custom armors, weapons and animations STAY. when i try to put them on and save i go ingame they arent there. how do i keep them there.

 

 

Please explain better the problem.

 

What armors? How do you add them?

Posted

 

 

I am not aware of a step by step tutorial for this.

The best is to get another mod that does something similar and discover how the other mod does stuff.

ok, on last question and ill stop bugging you,how do i make sure custom armors, weapons and animations STAY. when i try to put them on and save i go ingame they arent there. how do i keep them there.

 

 

Please explain better the problem.

 

What armors? How do you add them?

 

ok, so i wanted to add "guardians" to each room. the armors i wanted to add were weapons and armors (namely an armor called Anima)p from mods. And yes, the question i wanted to ask is how do add them without them disappearing on me in game 

Posted

Mh.

 

I suppose "Guardians" are NPCs you created.

In this case:

1) Create your mod with a dependency to the mod that adds these armors (if they are your own, then not needed.)

2) Create an Outfit

3) Drag and Drop the armors to the Outfit

4) Assign the Outfit to the Guardians.

 

They will stay no matter what.

If they do not stay on the player, then I have no clues.

Posted

Mh.

 

I suppose "Guardians" are NPCs you created.

In this case:

1) Create your mod with a dependency to the mod that adds these armors (if they are your own, then not needed.)

2) Create an Outfit

3) Drag and Drop the armors to the Outfit

4) Assign the Outfit to the Guardians.

 

They will stay no matter what.

If they do not stay on the player, then I have no clues.

ill give it a shot and let you know how it went. also when you mean dependency, do you mean i need to checkmark something or what, you never really explained how that worked. I can only assume you that YOU assumed i knew what that was, which is understandable. Also....How.. do i go about making making and dragging the outfits to their respected areas. i should have told you, you REALLY need to be specific with me, kind of a dope when it come to this stuff since, u know im new to it. But hey, im glad your being patient with me :)

Posted

Not a problem.

So, quick training on mods.

 

 

When you create a mod, you may want to use things from other mods.

This is called (hard) dependency, your mod will require the other mod.

 

To do this, you need to:

1) Check the other mods when loading the mod in CK

2) Make your mod the active one when you load it

3) Use something from another mod in your mod.

 

Be aware that no matter what, Skyrim.esm is set as dependency always (but you can ignore this if you are not doing mods for Enderal.)

 

Posted

Not a problem.

So, quick training on mods.

 

 

When you create a mod, you may want to use things from other mods.

This is called (hard) dependency, your mod will require the other mod.

 

To do this, you need to:

1) Check the other mods when loading the mod in CK

2) Make your mod the active one when you load it

3) Use something from another mod in your mod.

 

Be aware that no matter what, Skyrim.esm is set as dependency always (but you can ignore this if you are not doing mods for Enderal.)

ok, ive been doing that the whole time then, good. So, how do i go about making sure the weapon and armor mods stay where they are, step-by-step please :)

Posted

If you want a step-by-step, then I need to know exactly what you are trying to do.

 

P.S. join the Discord LL channel, I am going to bed now.

 

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