-
Posts
14,559 -
Joined
-
Last visited
Everything posted by TechAngel85
-
Basically. I'm at work so I can't say exactly, but you go into the worldspace menu, right in the list and click new. The CK wiki is your best friend right now.
-
GUIDE Went through the guide, hit a brick wall.
TechAngel85 replied to Zerotix's question in General Skyrim LE Support
No need to download again if you already have them. Install the extra mods first so that you don't miss any patches along the way.- 32 replies
-
- SKYRIMLE
- troubleshooting
-
(and 1 more)
Tagged with:
-
Trees, shrubs, and specific flora have to be placed by hand. Landscape is simply painted on so you can set your brush radius to 10 and paint an entire cell in two seconds. The structures are usually in multiple pieces and have to be put together. You have to align them perfectly or you get issues like gaps and texture fighting. Doing this by hand will take a day to a few days depending on how detailed you want to be.
-
You could just pick a location in Skyrim that is already built and change it to what you need it to be. That would probably be the fastest way possible. It would be simple to make a plugin that simply disabled all the NPCs in the area that would interfere with what you're doing and then start changing the design to fit your needs. Doing this, most of the design work is already done. I say this would be faster, because if you create a new worldspace and simply copy everything, your landspace will basically be a vast openness that you'll have to build mountains around so that it's "closed off". At least will choosing a location already built, you can skip all that workload. Landscaping can be quite time consuming (especially for a perfectionist).
-
Haha! If you've never used the CK before to do these things, I can say you'd probably only get that done in a week if you copied the assets from already completed sources. The worldspace is easy. Designing it from the ground up is a whole different ballgame and doing that in less than a week...you best just copy assets that will work and then delete what isn't needed and make the small changes that would be needed.
-
SKYRIMLE FOMOD Validator (by Ganda)
TechAngel85 replied to Ganda's question in Other Utilities Support
Okay, I think I broke it enough for one day. Actually, that's some good error handling. You can at least find where the issue is (around) from the messages. In Notepad++, the line count is off. In the last one I posted above, it's actually on line 46 according to Notepad++. Actually, all the errors are on the previous line than what it's saying (again, according to Notepad++). -
SKYRIMLE FOMOD Validator (by Ganda)
TechAngel85 replied to Ganda's question in Other Utilities Support
Wooohooo! I broke it for you! You're welcome! Error information: Version: 1.0.0.5 <class 'lxml.etree.XMLSyntaxError'>: Opening and ending tag mismatch: folder line 16 and requiredInstallFiles, line 17, column 25 File "fomod\mainframe.py", line 55, in accepted File "fomod\validator\validate.py", line 29, in validate File "src\lxml\lxml.etree.pyx", line 3427, in lxml.etree.parse (src\lxml\lxml.etree.c:80041) File "src\lxml\parser.pxi", line 1782, in lxml.etree._parseDocument (src\lxml\lxml.etree.c:116235) File "src\lxml\parser.pxi", line 1808, in lxml.etree._parseDocumentFromURL (src\lxml\lxml.etree.c:116585) File "src\lxml\parser.pxi", line 1712, in lxml.etree._parseDocFromFile (src\lxml\lxml.etree.c:115473) File "src\lxml\parser.pxi", line 1115, in lxml.etree._BaseParser._parseDocFromFile (src\lxml\lxml.etree.c:110170) File "src\lxml\parser.pxi", line 573, in lxml.etree._ParserContext._handleParseResultDoc (src\lxml\lxml.etree.c:103644) File "src\lxml\parser.pxi", line 683, in lxml.etree._handleParseResult (src\lxml\lxml.etree.c:105298) File "src\lxml\parser.pxi", line 613, in lxml.etree._raiseParseError (src\lxml\lxml.etree.c:104207)To produce this error is was testing to see if it would recognize missing characters in the code. I changed <folder source="000 Core" destination=""/>to <folder source="000 Core" destination=""> Took out the slash. It broke. :: EDIT: Really it says what it's missing but it's not saying that in a pretty little message box. Just the error. I could use the error to figure out what is wrong, but new users would not be able to determine from that error what is missing. EDIT2: Love the "Nobody panic!" title. EDIT3: Same thing if you forget to close a quote ("...") and just leave it ("...). Error information: Version: 1.0.0.5 <class 'lxml.etree.XMLSyntaxError'>: Unescaped '<' not allowed in attributes values, line 48, column 8 File "fomod\mainframe.py", line 55, in accepted File "fomod\validator\validate.py", line 29, in validate File "src\lxml\lxml.etree.pyx", line 3427, in lxml.etree.parse (src\lxml\lxml.etree.c:80041) File "src\lxml\parser.pxi", line 1782, in lxml.etree._parseDocument (src\lxml\lxml.etree.c:116235) File "src\lxml\parser.pxi", line 1808, in lxml.etree._parseDocumentFromURL (src\lxml\lxml.etree.c:116585) File "src\lxml\parser.pxi", line 1712, in lxml.etree._parseDocFromFile (src\lxml\lxml.etree.c:115473) File "src\lxml\parser.pxi", line 1115, in lxml.etree._BaseParser._parseDocFromFile (src\lxml\lxml.etree.c:110170) File "src\lxml\parser.pxi", line 573, in lxml.etree._ParserContext._handleParseResultDoc (src\lxml\lxml.etree.c:103644) File "src\lxml\parser.pxi", line 683, in lxml.etree._handleParseResult (src\lxml\lxml.etree.c:105298) File "src\lxml\parser.pxi", line 613, in lxml.etree._raiseParseError (src\lxml\lxml.etree.c:104207)EDIT4: And this is from missing an equal sign ( = ): Error information: Version: 1.0.0.5 <class 'lxml.etree.XMLSyntaxError'>: Specification mandate value for attribute path, line 47, column 19 File "fomod\mainframe.py", line 55, in accepted File "fomod\validator\validate.py", line 29, in validate File "src\lxml\lxml.etree.pyx", line 3427, in lxml.etree.parse (src\lxml\lxml.etree.c:80041) File "src\lxml\parser.pxi", line 1782, in lxml.etree._parseDocument (src\lxml\lxml.etree.c:116235) File "src\lxml\parser.pxi", line 1808, in lxml.etree._parseDocumentFromURL (src\lxml\lxml.etree.c:116585) File "src\lxml\parser.pxi", line 1712, in lxml.etree._parseDocFromFile (src\lxml\lxml.etree.c:115473) File "src\lxml\parser.pxi", line 1115, in lxml.etree._BaseParser._parseDocFromFile (src\lxml\lxml.etree.c:110170) File "src\lxml\parser.pxi", line 573, in lxml.etree._ParserContext._handleParseResultDoc (src\lxml\lxml.etree.c:103644) File "src\lxml\parser.pxi", line 683, in lxml.etree._handleParseResult (src\lxml\lxml.etree.c:105298) File "src\lxml\parser.pxi", line 613, in lxml.etree._raiseParseError (src\lxml\lxml.etree.c:104207)Okay...I'll stop now. -
SKYRIMLE FOMOD Validator (by Ganda)
TechAngel85 replied to Ganda's question in Other Utilities Support
I've tested this a bit and it seems to be pretty good. It said a known good FOMOD is good...which is good. :: I also caught a few issues with the source file paths in another one that I was unaware of, but in my defense that FOMOD is 8110 lines long. My largest ever and hopefully...never again. I was curiously that it didn't pick up on one error that MO likes to spit out which is: In such cases, authors have used "SelectExactlyOne" for the group type and only specified a single option for that group. I usually fix this by changing the type to "SelectAny" so that MO will not complain. Is skipping this error intentional or are you not checking for such things? I would also suggest to have the app save the last browsed folder location and have it open it back up by default instead of defaulting to the same location every time the app runs. Would make it a less of a hassle to navigate to test every time you make a fix to test. -
SKYRIMLE FOMOD Validator (by Ganda)
TechAngel85 replied to Ganda's question in Other Utilities Support
No need for it on my end. I write a lot of FOMODs and make sure when I design them they work in both NMM and MO. I don't design specifically to MO. The only one that is MO specific, atm, is the installer for the STEP Patches. That's simply because STEP only supports MO as a mod manager. I've never even tested that installer in NMM nor do I care it if works or not with NMM. NMM can not be used for a STEP installation so I don't even bother with it for that manager. All others I write (for various users upon request) and upkeep (The Ruffled Feather and Weapon & Armor Fixes) will work with all mod managers. In short, I see no need for MO specific anything. I was just curious. The feature I spoke of above may not ever come to pass since Tannin is solely focused on MO2. I'll test this out on a couple of my FOMODs that I know are good and then on one that I know needs a few updates to see how it works. -
SKYRIMLE FOMOD Validator (by Ganda)
TechAngel85 replied to Ganda's question in Other Utilities Support
Next question. Which mod manager was in mind when this was designed? I ask because MO's FOMOD management is far better than that of NMM's. MO will often skip right over errors and keep on doing it's thing while NMM will halt the installation completely on just about any error. MO may have some more features coming to it in the future, as well, that will not be in NMM (unless they adopt them). One such feature is a workaround for the issue of running FOMODs which check for specific plugins after a user has ran Mator Smash and those plugins aren't there anymore because they've been merged. Also be aware that MO was a bug in it right now that affects the condition flags: https://github.com/TanninOne/modorganizer/issues/299 The issue has been fixed. Tannin just needs to wrap it up into an update and push it out, but he's solely focused on MO2 right now. So even if users have the right code, they could still run into issues with MO when it comes to conditional flags. Edit: Fixed the link. -
SKYRIMLE FOMOD Validator (by Ganda)
TechAngel85 replied to Ganda's question in Other Utilities Support
Is this basically just an XML validator or is it designed specifically with FOMODs in mind? -
ACCEPTED The Paarthurnax Ultimatum (by Telamont)
TechAngel85 replied to Penrutet's topic in Skyrim LE Mods
^Exactly, we never add mods that are only going to be around for a few releases before they're out of date. Who knows when USLEEP could update that requires an update to Dilemma as well. It's possible changes could be fixed with the STEP Patches, but we're also trying to keep that to a minimum. We'll also be moving a lot of the patch work to Mator's tool eventually for users to run as they would LOOT. This provides more customization with STEP as a base (all this is leading us to STEP 3.0). Therefore, adding a mod that could be outdated at any time is not beneficial to the maintenance of the project past this point. Remember, after the next release the way we manage mod updates is also changing. We'll no longer be updating mod pages at will. Those changes will be considered "hot fix" releases and would result in a new Guide (v2.10.1) which encompasses several updates at once to the mod pages. No more updating the mod pages as soon as the mod updates. This will also put more "life" into the project since we'll be updating a little more often. -
How did this mod slip through the cracks? I've been loving it! I say this one can be put up for Extended.
-
ACCEPTED The Paarthurnax Ultimatum (by Telamont)
TechAngel85 replied to Penrutet's topic in Skyrim LE Mods
I don't think this mod is an option for STEP. The author states that the patch will only support v1.2.9 of Dilemma. We all know that Arthmoor forces the current version on users 99% percent of the time and doesn't offer older versions of his mods to download. I understand Artmoor's reason for doing this because I do something similar with my mods. This means the next update that Arthmoor does, we have to change mods again. For that reason, this mod needs to be dropped from Testing. Thoughts? -
ACCEPTED RUSTIC MONUMENTS and TOMBSTONES (by SparrowPrince and Gamwich)
TechAngel85 replied to rootsrat's topic in Skyrim LE Mods
My only thing with this is what Greg mentions. The wall really stands out with this mod. It needs more snow and maybe a color/tone change to blend better. The other textures are good, though, so we could simply voice our concerns to and hide the wall texture for now. Maybe Gamwich will be wiling to make an optional texture that blends better. -
Marked for Testing.
-
Marked for Testing.
-
Thanks for updating that Kelmych.
-
I remember this issue but I don't remember what fixes it. Make sure you have SMIM and you might try installing the Skyrim Particle Patch.
-
SKYRIMLE Archery Gameplay Overhaul (by DServant)
TechAngel85 replied to dreadflopp's topic in Skyrim LE Mods
I don't have any other animations installed so mine are vanilla as a base and the bug is there. I see no reason not to uninstall it mid-game unless it's due to the scripts. The animations wouldn't matter. Just re-run FNIS and all should be well on that front. EDIT: The scripts could be cleaned via a script cleaner. I've used Save Game Script Cleaner with success many times. In fact, it's required to install my house mod, Jaggarsfeld Extended, in order for the fixes to work. -
SKYRIMLE Archery Gameplay Overhaul (by DServant)
TechAngel85 replied to dreadflopp's topic in Skyrim LE Mods
I've messaged DServant to see if there will be any updates/bug fixes to the mod anytime soon. -
SKYRIMLE Archery Gameplay Overhaul (by DServant)
TechAngel85 replied to dreadflopp's topic in Skyrim LE Mods
Ah! I have this too. I mainly play in first person so I never noticed this. The only time I go into third person is while on a horse. Looks like an animation issue and could be that it just needs to be updated by the author. -
SKYRIMLE Archery Gameplay Overhaul (by DServant)
TechAngel85 replied to dreadflopp's topic in Skyrim LE Mods
I think they are vanilla, bit I'll have to check. Did you alter custom settings in Race Menu like character size? I'll have to check to see if this happens with my character. -
SKYRIMLE Archery Gameplay Overhaul (by DServant)
TechAngel85 replied to dreadflopp's topic in Skyrim LE Mods
Did you run FNIS after installing it? There is an additional checkmark that you'll have to check besides what's on the STEP directions. It's the last one on the list: -
We currently don't have a description for that setting: https://wiki.step-project.com/Guide:Skyrim_INI/Landscape By your description it sounds like it decreases/increases the friction the landscape has. If it does stop some things from skidding as much, increasing this a bit might be good thing. I've often seen objects or bodies just slide down a hill or mountain slope when they really shouldn't, and would have stopped sooner than they do due to their mass. I've always just chalked it up to how the havok works for Skyrim, but this could prove that wrong.

