Creation Kit Subcategories
823 Skyrim SE
I've gone through your tutorial and it's great - but doesn't help me I'm afraid. I could only get 2016 for the oldest version from Autodesk, they don't offer anything older than that. The addons you use, Bethesda and Havok Content are both unavailable or unusable for the 2016 version. The nif plugins are compatible for 2016 and allow import/export and a working 'helper' tool.
Using just the nif plugins and the 2016 version, I was able to improve the collision mesh - but again, I only get a marker error when trying to import into the creation kit.
Improved collision Pic
Is there anything else I can do to make this work? I desperately need this piece for my mod :(
939 Fallout 4
ну я хз есть ли смысл вообще стараться делать это на Creation Engin'e., думаю в конце ты придешь к тому чтобы продавать свое творение, и не думаю что Бетесда вот так просто это разрешит, особенно с их склонностью к сутяжничеству :)
если начинаешь с нуля, берись лучше за Анрил) сам в нем счас проект пилю :)
The dark face bug is everywhere and it's a big problem when you are creating new npcs in a mod specifically made for the PS4. This short tutorial is meant to help about that.NPC creation:
- create an entirely new npc from scratch, DO NOT DUPLICATE AN EXISTING NPC,
- in the actor form, in "Template Data", in "ActorBase" choose the model your npc will use and select "Use Traits" (leave the other data alone unless you know what you are doing).
- do not edit the base actor you have chosen!
Once you have picked up a base actor for your npc, all the data on the "Traits" tab of your npc form will be greyed out so that you cannot modify them. Modifying them would create the dark face bug you are trying to avoid. Consequently, you'll have to be careful about your choice, especially if your npc must use some vanilla dialogue because you won't be able to modify its voice type.
In the example below, I'm using "EncBandit04MissileNordF" as a base object for Griselda. In the preview window on the right, you can see that the face looks normal but the body doesn't look normal at all. Do not panic, this is of no importance at all,
- in the Render View window, your character will show a similar problem at the neck; here too, do not panic, this is of no importance.
What is important is the result in game. Here is what Griselda looks like in game, no dark face bug, no weird neck:
What existing npcs should I use?
Any npc with one exception: do not use the presets, they will have the dark face bug.Note:
Once you have finished, delete the "Actor" folders that the CK created in Data/Meshes and Data/Textures. They contain unneeded face gen data.
Here you go, you are all set now!
When I was modding Fallout 3 I had some problems getting the GECK and Fallout 3 to work on my Win 8 PC, I would get random crashes in game If I remember correctly. This is what I did to fix it in my instance:
The game engine has some issues with processors that have more than 2 cores. You can force the game to only use two of them and it will stop the freezing. I haven't had it freeze once since I did this several days ago.
Open up the fallout.ini file in: My Documents\My Games\Fallout3
Find the line:
change it to:
Add another line after it and insert:
This will limit the game to 2 cores and prevent the engine bug from causing the game to freeze.
Hey everyone, I am wondering the calculations on some values as I am creating a mod for the community and creating new projectile data for them. Please correct me if I'm wrong on any of these values.
70 Units = 1 meter (decimal values round down)
Speed = X axis movement in Units/second
Range = Maximum Units of travel (max is 65535 units?)
Gravity = I understand how to calculate trajectories in real life terms. However, without knowing what the equation for Gravity in CK terms, I cannot work out a proper trajectory. Does anyone know what determines this value? The vanilla defaults are completely inconsistent for developing a calculation.
Impact Force = While this value can be tested and visualized in game, an equation about how it works would be awesome.
I have searched and searched online for these values and have came up with nothing for the formula's for Gravity and Impact Force. I've even cracked open several mods that authors have created trying to deal with Projectiles and have found little to no consistency.
Any and all help is greatly appreciated. Many thanks!
The only thing I could figure out is that if I switch to full-preview mode and then add the hood, the CS doesn't crash.