Your activator window should look something like this by now: The Activate Text Override is less important to change, but can give a sense of uniqueness.
I choose ”Empty Air” becuase there will be nothing there. I picked TUTORIALactivator for ID.įor Name, you will want to write the name of the Static you wish to appear clickable. Right click SimpleLEverDUPLICATE001 and choose edit:Īn Activator window will pop up- Change the ID to something you know you’ll recognize, I suggest having a naming theme based on your mod. You now have a new item in your list, called SimpleLeverDUPLICATE001. Pick SimpleLever (it doesn’t very much matter which one you pick, but we’ll go with this one for simplicity’s sake) right click on it, and choose duplicate: In the Filter box, type in “Lever” like so: So very annoying, ne?įirst you go into your Object Window, you will want to go to when you want to use a magic effects static as an activator, because those meshes appear to be hardcoded not to be able to replace activator meshes and have the activator still function. To make a Static appear to be an activator when Nothing Else Works, like: Click images for closeups.Ĭreate an invisible activator using a lever and a triggerbox. bat (file should change icon to gears).Let us start this blog off by posting my first tutorial! It handles a problem I spent ages trying to solve, but could find no working tutorials for. Write exactly:Ĭhange the file extension to. Put the Nconvert.exe in the folder containing the textures.Ĭ) Make the batch file by create a txt document.
Download here (download section is at the end of the page). If you are using custom landscape textures you will need to convert these to TGA files too.Ī) Copy you dds texture files to the Source\TGATextures\Landscape folderī) You can use a command line batch program called Nconvert to make the tga files. Copy the Landscape folder from the downloaded file. Under Steam\steamapps\common\source\ make a new folder TGATextures. Nico cioN over at AFKmods has been very nice and made all the files you need for Skyrim vanilla files.Ģ. I can't promise I will always have time to make them right away.)įor landscape textures to show in LODs they need to be put in the Source folder as tga files.ġ. If you are running on a Vista machine, try using the CK to make the LOD files, or contact someone that can make the LOD files for you, like me. Open every LandTexture you duplicated, change the file to your copied TextureSet. Duplicate every texture you would like to have as LOD.ģ. In the Object window, under Miscellaneous, TextureSet. Open your esp and the Skyrim.esm in the CK.Ģ. This only has to be done in the file used for LOD making.ġ. If you have painted the terrain with any texture apart from default texture, you need to do some extra things to make Oscape work properly. There are several ways to create all of these file, you can use the CK or other programs depending on what works on your computer.ĭuplicating textures (optional, see point 2 under Making Meshes), converting to tgaĭuplicating textures in the CK (optional) LODs are made by four file types: meshes (.btr files), textures (.dds files), normal (.dds files) and a.