Hannes821
Traveler to Atmora
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Post by Hannes821 on Aug 13, 2015 2:47:05 GMT 1
okay, nice and quickly: you Need SKYRIM SKSE 1.7.3. skse.silverlock.org/SkyUI www.nexusmods.com/skyrim/mods/3863/?RACEMENU 3 www.nexusmods.com/skyrim/mods/29624/?open a char ingame open console with ^ enter: "showracemenu" there you go...edit an npc like at gamestart go on "Preset" "F5"(save) put in a Name and save (your used char will be overwritten, make a security save!) save your new char ingame under his new Name (for later Access) then MO/SKSE/RACEMENU/PLUGIN.../ "Ghurkar1.xxx(forgot data type)" copy & upload it for us on Dropbox or something like that takes only 20-30 minutes if you do every Option slowly in the racemenu; if you know how...
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Aug 12, 2015 11:24:21 GMT 1
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Aug 12, 2015 11:22:56 GMT 1
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Aug 9, 2015 19:53:03 GMT 1
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Aug 4, 2015 23:17:58 GMT 1
Just make sure that when you make the NPCs, do it on a MO profile with just SKSE and Racemenu enabled. Make the NPC as a whole (naked), save as a preset and name it something like "S_Atmora_NPC_PRESET_Ghurar1", then export , and save with a similar name. That way we can edit each other's NPCs if needed. The gear and weapons he wears can be done in a seperate esps, and we paste over the exports last.
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Aug 2, 2015 1:39:36 GMT 1
sounds like potential; welcome on board! see the last message before your post for possible Points of interest ;-)
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Hannes821
Traveler to Atmora
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Posts: 4,663
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Post by Hannes821 on Aug 1, 2015 14:22:29 GMT 1
heya! Welcome on board on our expedition to atmora, traveler! may you enjoy the following ;-)! high priority fields:
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Jul 30, 2015 21:53:18 GMT 1
welcome ;-) nice to have you on board!
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Jul 19, 2015 10:35:20 GMT 1
Heya Team! before looking around much, i would directly ask you guys: Do you know how i can merge / melt together vanilla textures / models to create a new object?
like the S_Atmora_Norxxxxx that Rhodeidra did? For example use different pillars & stones to build a wall an so on; and that wall is one object we can use in Skyrim Creation Kit afterwards... my idea was to use old nor ruins Stones to build ruined houses fundaments ( around 3 to 4 differend ones) and clutter the exterior around the capital with it!
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Hannes821
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Post by Hannes821 on Jul 14, 2015 17:30:41 GMT 1
here you go! You can really help us in finishing some left Interiors (cluttering), and have fun! Welcome on board!
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Hannes821
Traveler to Atmora
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Posts: 4,663
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Post by Hannes821 on Jul 10, 2015 16:32:36 GMT 1
I welcome you both on board! Mathew1800, i would like to ask you to register, so you can see everything here and start ; Mavenendo, i would like to ask you to have a look into the "Interiors" section and there check the "Claims"; pick what you like HAVE FUN ON BOARD!
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Hannes821
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Post by Hannes821 on Jul 1, 2015 10:24:14 GMT 1
Hi guys!
CREATING NEW OBJECTS
- creating a 3D Model in model.NIF Format that Skyrim Creation Kit can open
- Creating a new object in Skyrim Creation Kit and refer to your self-made model
The 3d Model also Needs several other 2D files for textures, blood spawn locations, reflections ect
Software used for 3d Models:
Software used for 2D work:
To add your object in SkyrimCreationKit make a seperate esp. file when saving and take care you dont use another file as active plugin, so it will not replace another file´s data.
also that guy was using Fallout Mod Manager (by Nexus) for Skyrim Modding...
...is very easy as you just have to build a new object and load your model as resource; however, if you want to refer to a vanilla object, it is a bit tricky; but this 3 Minute Video is gonna help you:here about adding refering to your object like crafting recipe ect
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Hannes821
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Post by Hannes821 on Jun 22, 2015 23:32:12 GMT 1
i copied the Content of that Editor text for Crash prevention & bug Fixing for you:
Creation Kit constant Crash FIx (could be the solution not 100% sure so just try it) Let me first start off by saying Creation Kit was constantly crashing for me on my machine. It crashed randomly when using it and every time I run skyrim. Another thing you should know is if you have windows 8.1 and creation kit constantly crashes like mine did then read on. So heres a possible Solution. Note this could also work on Windows 7 as well.
1. Right Click CreationKit.exe 2. Go To the Compatibility tab 3. check "Run this program in compatibility mode for: " and select "Windows XP (Service Pack 3) 4. Also check "Run this program as an administrator" 5. then click apply then click ok.
Also do that same process for "Skyrim.exe", "SkyrimLuncher.exe" and "skse_loader.exe" once you have put those settings on all the EXE files skyrim should run perfectly. (Even SKSE Plugins work) Doing this process on all the exe files for skyrim listed above skyrim and Creation kit seem to work without problem on my Windows 8.1 Machine.
Remember to Endorse the mod if it worked for you.
[DLC Not loading Fix] 1. Open your SkyrimEditor.ini File in the main skyrim directory 2. Ctrl+F (Search) for [Archive] 3. Make sure the SArchiveList contains this: "SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa"
4. Make sure the SResourceArchiveList contains this: "SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, HearthFires.bsa, Dragonborn.bsa, Dawnguard.bsa"
5. Make sure the SResourceArchiveList2 Contains this: "SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, HearthFires.bsa, Dragonborn.bsa, Dawnguard.bsa"
[Multiple Masters Fix] 1.Open SkyrimEditor.ini in the main skyrim directory 2. Under the [General] section make sure "bAllowMultipleMasterLoads" is there and if its not create it and set it equal to 1. So it will look like this: [General] bAllowMultipleMasterLoads=1 <continued general section>
Remember to Endorse the mod if it worked for you.
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Jun 22, 2015 22:53:21 GMT 1
Hi guys!
if you run CK the first time, you will probably be annoyed by the error Messages; but they dont really harm you, just it´s annoying to allways click yes, also crushes are more likely that way if you have many wrong references....
there is some things you can do about it:- Download the English Version of Skyrim from steam; that can ban all your lang.data.file Problems (another method would be to Change the Editor for Loading of CK but that takes time because you have to change all refered object links
- use the tutorial (text Editor data) provided here: www.nexusmods.com/skyrim/mods/47635/? concerning loading multiple master files, master files not loading and another Crash reason fixed
if you do that, there will be only 5 to 10 error messages remaining, which will consume less time than the ca. 200 i got before allways. The 5 basic errors should be some load doors n stuff (that was the case for my game data)
if you have further ideas or questions you can post it here,
good luck and have fun!here an overview of other Mayor bugs with CK and their Solutions: www.creationkit.com/Dark_Face_Bugwww.darkcreations.org/forums/topic/1232-creation-kit-bug-list-serious-issues/www.uesp.net/wiki/Tes5Mod:Creation_Kit_Bugsas allways, mates&google can fix it ;-)
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Jun 21, 2015 17:47:08 GMT 1
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Hannes821
Traveler to Atmora
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Posts: 4,663
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Post by Hannes821 on Jun 21, 2015 1:36:08 GMT 1
your sound file must be: 16bit, mono, wav, 44100Hz (or 44,1kHz)!1) place your track in /data/music/yourmod/name.wav with those settings as said above, 2) start ck, 3) go on object window/ Audio/ music track / new -> name it, select single track; load it in. 4) Go on object window/ Audio/ music type/ new -> name it, load your single track in it; 5) go in cell window/ click your cell you want to add music to / click "edit" 6) change the "music type" to the one you made. 7) go in Skyrim, COC "yourcellname" test it, should play fine! i recommend Audacity; if the volume is too high or low, i use "normalize" (effects tab) if there is background noise, "remove background noise" (takes 2 steps, identify and execute) also you can easily set speed, hight and some effects, fade outs ect... audacityteam.org/
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Hannes821
Traveler to Atmora
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Posts: 4,663
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Post by Hannes821 on Jun 21, 2015 1:34:17 GMT 1
Hey! Do you want to try texturing? if you want to try, you would do the following: (reads longer than it takes, if you understand, its simple ;-) ) 1) install BSA opt (or another unpacker) (unpacking the Bethesda archieve data -> you can handle the textures); unpack into a new folder 2) look for data/textures/Encounters (OR NPC not sure) /draugr (or any other) 3) take the Name.dds file (it is the used texture set) 4) Import in GIMP/Paint.NET/Photoshop (one of These probably) 5) edit the texture6) Export as dds again under new Name (for gimp you would Need to download a plugin that lets you compile dds files) 7) apply the texture to the mesh (Body)for Creation Kit; there is 2 ways: a) NIFSKOPE1) open the copied mesh (skyrim/data/meshes/Encounters/draugr/ draugr.nif) (WARNING: do a copy of the NIF, NIFSKOPE can never Forget with strg+z!) 2) place your new mesh in the savepath skyrim/data/textures/S_Atmora/Encounters/ (make new Folder: "Draugr") -> insert there 3) click into the BBS (check short tutorial vid (->forum/tutorials/Nifskope magic, it Shows you where to find) and edit savepath; Change from the standart vanilla texture to yours; it should Show up immediately on the mesh if you did everything right b) Creation Kit1) make a new "texture set" and link your texture there 2) make a new object; link your nif; error will occur (no texture loading ofc!) 2) apply the new texture set to the mesh then, there is a new object/nif with your texture! we can all use it, hurra! I heard so far of those softwares to be used for image creation (Texture design): 1) Process of creating new basic pictures 2) Process of editing those as new texture: www.nexusmods.com/skyrim/mods/7532/?afkmods.iguanadons.net/index.php?/topic/3895-skyrim-texture-sets/
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Jun 17, 2015 10:02:51 GMT 1
Hi! I have experience with: - Cluttering
- Markers & Loaddoors
- Basics of NPC making
- Lighting and Sounds
- Lore&Story
- Basic Navmeshing
- Editing & recording Sound data
- Basic Image editing
my first MOD was "Hanors House": www.nexusmods.com/skyrim/mods/66223/? the next weeks i prepair exam, but after that i can invest more time in our Project; have to admit, i am a newbie in modding
Other things: i speak several languages and i am communicative; so i hope i can be moderator in our young Team and help to develop strategies and Teams; and keep everyone here motivated to work together for our ultimate aim ATMORA ;-)
Also i am a big Stormcloak fan ;-) and love "ancient lore" and exploration...
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Jun 13, 2015 19:43:03 GMT 1
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Jun 13, 2015 18:53:05 GMT 1
Hiya!
This is a collection of Links that should help us in akward situations (refering to modding here, ehm)add resources and tutorial links or other Lore- and fanmade elderscrolls history Forum links if you have some! cheers!
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Jun 13, 2015 18:43:48 GMT 1
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