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Everything posted by TechAngel85
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Merging Cells and Navmeshing Issues
TechAngel85 replied to TechAngel85's question in Creation Kit Support
Interesting. Sounds like I sound just deal with it. Right now I'm playing around with Jaggarsfeld. The exterior is made up of at least four cells. I was wondering why the author did this instead of just placing the entire mod in one large cell. The navmesh is the annoying part. I've fixed a lot of the issues; however, the navmesh really needs to be redone from scratch. One more question: Can you create new navmeshes and rooms in an addon ESP and have it successfully overwrite the main mod? The reason I ask, is I've been in contact with the authors of Jaggarsfeld and they are in "standby" mode and aren't giving up any permissions for the main mod just yet (even though it's been Nov 2013 since the last update). As mentioned, I've fixed a lot of issues with the navmesh; however, they don't seem that interested in the fixes. They are allowing any addons to be made, though, as long as the main file is kept as a master. So I'm asking if I put all my navmesh fixes and other additions into an addon plugin (planning on adding an additional room for child/followers) will they overwrite successfully? -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
TechAngel85 replied to z929669's topic in Skyrim LE Mods
Sure! Send away! I'll be in-game today playing around with some stuff so I'll test it out today. -
Is there a way to merge cells in the CK? The player home mod I'm working on is currently made up of at least 4 cells and it's really annoying working with some things across cells. If the answer to that is no, is there a way to determine the size of a cell when creating from scratch or is that baked in?
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So if a mod is in a specific worldspace, should it carry this data forward?
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ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
TechAngel85 replied to z929669's topic in Skyrim LE Mods
Yes, I just checked and nothing changed. Files were added to the Core set which gets installed regardless of the options chosen. Mod Page Updated -
ACCEPTED Improved Close Faced Helmets (by navida1)
TechAngel85 replied to mothergoose729's topic in Skyrim LE Mods
When installing the fix, rename it to the same name as the main file. You'll be asked if you want to merge. Say yes. No, after installation you can move the ESP file to the optional ESPs within MO so that it's not used. Improved Closefaced Helmets this is the same thing I said above about moving it to Optional ESPs. -
SKYRIMLE Jaggarsfeld (by xJACKTHERIPPERx and DarthXile)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mods
This is my player home of choice. It's a bit dated, but I'm doing some work on it. Hopefully I can release most of the work as an add-on. I don't know yet though as I found out one of my plans had to be fixed in the main mod. So far I've only worked on the Navmeshes: Fixed 11 floating vertices/planesFixed 13 objects which clipped with the Navmeshes causing the animals to collide with themFixed 3 "islands" which had no purpose and no way for the NPCs to getting to them.Fixed one corner that was causing the larger animals to get hung up in.Fixed the perimeter of the entire spaceFixed multiple errors and missing connections (this was done be merging vertices, redrawing the navmesh in the problem areas, altering the landscape height where it clipped through, or a combination of these things)Marked the water navmesh as water (it wasn't) so that animals which can't swim will not try to cross the water. (may not have been needed since there are only a few animals in the space but it was the proper way to do it)Fixed the paths so the animals can traverse where they please. I tested the paths in-game with both a rabbit and a deer so both small and large animals have been covered. This also lead to removing some navmesh in places which couldn't be accessed by the NPCs or where they may be getting stuck.Forwarded USKPI've offered this fixed file to one of the authors. Hopefully they will pick it up or allow me to continue building/fixing the mod under another name that I've chosen.- 3 replies
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
TechAngel85 replied to z929669's topic in Skyrim LE Mods
Ah! 4.1! I shall patiently await its arrival. I have plenty to keep me busy (trying to learn the CK...pray for me!). -
SKYRIMLE Jaggarsfeld (by xJACKTHERIPPERx and DarthXile)
TechAngel85 posted a topic in Skyrim LE Mods
Discussion thread: Jaggarsfeld by xJACKTHERIPPERx and DarthXile This is a simple player home with some big offerings:House with room for a spouseFully custom sorting system with crafting integration (see below)Custom decorationsEnemy free sanctuary (no enemies spawn in the area)Hidden Trophy Hall to display a very large collection of armors and weapons as well as places for all the custom items in the game such as Dragon Masks, Dragon Claws, the Black Books, etc. *Requires all DLC- 3 replies
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STEP v2.2.9.1 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
You shouldn't have to restructure it. What version of MO are you using? -
STEP v2.2.9.1 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
Redownload and reinstall WAF. You should have that plugin. -
STEP v2.2.9.1 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
I've never has issues with Birds and Flocks. If it was a larger issue affecting a lot of players, we would have heard about it by now. -
Boris says to keep this on 3 for ENBSeries.
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ACCEPTED Wiseman303's Critter Fixes (by wiseman303)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mods
I see no reason to skip those two mods unless you are planning on using a different texture mod for them. But all in all, the Guide is just a guide and you can pick and choose the mods you desire. -
ACCEPTED Wiseman303's Critter Fixes (by wiseman303)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mods
You do not. -
SKYRIMLE Bump Winterhold Vanilla V1 (by Yuril)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
I don't like what this mod is doing either. I prefer vanilla in those shots. -
[suggestion] Recommandation content indicator in main guide page
TechAngel85 replied to Kesta's topic in Step Skyrim LE Guide
Things like this takes coding and editing vital parts of the wiki. It's not something that we do lightly. Most of the time when any code relating to the Guide is altered it's done by s4n. -
STEP v2.2.9.1 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
Fixed. -
STEP v2.2.9.1 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
Fixed. That rule was made obsolete with the newer LOOT Master Files. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
Updated OP with more testing information (mods to disable while testing). -
STEP v2.2.9.1 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
The FOMOD directions are fine. The last section was out of alphabetical order (which I fixed), but that was the only issue. -
Well, I asked specifically for a player home mod that is in a location with no enemy spawns because it's located in a custom cell. So in my case it would not be needed.
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So with a mod that has no dragons in the added area...no need to forward. Thanks!
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STEP v2.2.9.1 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
This would be posted in the Bug Reports thread. I've merged it. I'll look into it sometime today. Well... I screwed that merge up! haha!

