Was missing texture paths. I altered the paths in all the meshes so they should work for everyone. I could repack and send to you for updating if you like. thanks for the work it saved me having to do hours of work my self. And if my quest/home ever gets completed and I post it I'll absolutely give you credit for your work!
Thanks for the feedback, but I could not figure out what was the problem. The paths for the textures were right in my file. I´ve been using them in 3 mods of mine (Sungarde, Solstheim Dungeon Pack and Hraasil cave), tested them in two different systems (my PC and my notebook) and so far they worked fine for everybody who downloaded these mods.
Yeah, the paths are wrong. example: c:\users\leo\documents\my games\textures\dungeons\caves\cavebasewall02.dds It works for you because that's where you have your stuff stored. It should be just: textures\dungeons\caves\cavebasewall02.dds
Not working with SSE. Tried today. I re-saved the esp in CK, then merged with a master, and used it to put stalactites in a cave I'm doing. When I tried to test it, Skyrim crashed right on start.
I remember there being in the description a statement that this resource should not be used in mods uploaded to Steam, unless I'm mistaken. Have you changed your mind about this, or does the statement still apply?
Well, I said that about another mod of mine, not THIS one. You may add it or any mod of yours with this content to Steam if you want, just give me the credits.
Editing the icicles is a good idea, but you need to edit the specular shine and vertex color settings in Nifskope on the meshes to get rid of the icy shine and reflections, or they'll still be there as you may have noticed. It's possible to copy the specular settings over from a cave mesh over to the icicles, though I dunno if that works with vertex colors.
Hi Sylantax, just having the new meshes placed in the right folder does not mean the Creation kit will be aware of their existence when you open it to make a new mod. You must create a new item with a new object ID for EACH NEW MESH in the creation kit and assign the stalactites` models in their object window, by clicking the "choose model" buttom.
Forgive my ignorance here...I've downloaded and installed the meshes into the:
Skyrim/Data/meshes/Dungeons/caves/clutter folder. (the Dungeons/caves/clutter folder didn't exist before)...anyway. When I downloaded the test mod and opened it up in Creation Kit, great! Everything was there, the stalactites were in the cave, and they were included in the clutter under Blackreach in the Static section of the object window.
However...when I loaded it up without the test mod as the active file, there's no trace of them.
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thanks for the work it saved me having to do hours of work my self. And if my quest/home ever gets completed and I post it I'll absolutely give you credit for your work!
example:
c:\users\leo\documents\my games\textures\dungeons\caves\cavebasewall02.dds
It works for you because that's where you have your stuff stored.
It should be just: textures\dungeons\caves\cavebasewall02.dds
Skyrim/Data/meshes/Dungeons/caves/clutter folder. (the Dungeons/caves/clutter folder didn't exist before)...anyway. When I downloaded the test mod and opened it up in Creation Kit, great! Everything was there, the stalactites were in the cave, and they were included in the clutter under Blackreach in the Static section of the object window.
However...when I loaded it up without the test mod as the active file, there's no trace of them.
So, what's going on exactly?