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Pheo3309

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Everything posted by Pheo3309

  1. Do you actually sleep when you say you're going to sleep?! LOL! These still look better than what I would actually have done.
  2. Thanks! I had help with the collision! Also, Syscrusher, if you can link me when you update your mod! I'd love to see what you did with them.
  3. Now that everything has proper collision, it's time to work on other versions as I have the time.

  4. Still sick as a dog and I have a gig Friday. x.x I think blasting the humidifier on high is in order for the next few days.

  5. I made mine a little bigger being that the whole mesh for the jars I just released, was wider than the collision generated. I may shorten them in future versions, but bleh. Collisions are contankerous sometimes. I had mine plugged in from a different mesh (the same meshes I mashed up) and they weren't reacting in game. =/ But they work! So I'm not complaining now. I'm just wondering why things went wonky. I could have been doing something wrong though. With battling chest congestion, I was pretty heavily sedated with NyQuil. I guess modding isn't advised when sick and groggy.
  6. I have similar issues sometimes. Only it's through using copied collisions. o.O Ended up having to generate them for the game to even recognize my containers. Any clue on what's up with that?
  7. Version .04

    314 downloads

    UPDATE: Optimized collision and an assorted jar from BrettM! Replace the old ones with these for even LESS problems! Ever wondered wondered why there's little to no modder's resources for Magecraft in Skyrim? WELL! I wondered the same thing and so I started thinking about what I could do about that. Now while this doesn't have a huge amount of things for Magecraft, it certainly does spice things up in regards to Soul Gem storage! Not only are they unique looking, but they also use the symbol commonly associated to Conjuration. Everything is glassy, not to mention light refracts through the glass which was a feat in of itself to do. But how can you incorporate this into your mod? WELL! There are several systems that this could be used for. One of my favorites is the one IsharaMeridan made for individual item auto storage, a system based on arrays. That system can be found here: http://skyrim.nexusmods.com/mods/25890//? Another could be General Stores, or any other scripted sorting system out there. They can be used for decoration, they can be used without a scripted system, even the empty jar can be used for clutter and anything phased inside! It's entirely up to you, the modder, on how you want to use these elegant, yet eccentric pieces! Installation: Just unpack the files and merge with your data folder! After that, load up your mod in the Creation Kit, and create a new object. It can be a container, static, even an activator! Or duplicate one already there! Then just import the mesh. Just be sure to downscale it size wise. These jars ARE pretty tall and wide. Also, do note that Skyrim used the same mesh and texture for Petty and Common. I've went ahead and included a Common portion that way you can either do something different, or use it for more of an organized approach with your meshes and container order. Uninstallation: Load up your mod in the Creation Kit. Remove the jars from your Render Window and then remove the meshes from those same objects. Save and close, then go to your Data folder and follow the following directory: Meshes\Pheo3309\SoulGemJars. If you're deleting one, you can delete them one by one. If you want to get rid of the Soul Gem Jars, delete the folder Soul Gem Jars. If you're not using any other of my resource packs, then remove the whole Pheo3309 folder if you wish however I don't recommend it as others may have included these meshes in their mods. Known Issues: Size: It's been optimized to .66, though if you want it even smaller or larger, press and hold the S key and click and drag your mouse, moving it up for increasing the size, and down to decrease the size. However, sometimes you can't get the exact height every time. This is how: 1) Right click on your first jar that you set out. Write down the scale. 2) Set your second one down, position it how you want it. Right click and set the scale to what you wrote down. 3) Press F to drop it to the lowest plane/flat surface/ground. 4) Save. Exit if necessary to test it. Another known issue is near the base of the jar (meaning the bottom of where the Soul Gems are and the start of the Jar Base), it's REALLY bright. I've tried every setting I know to try and reduce this and this was the best I could get it without losing the quality of the shine. It may be REALLY bright for those using ENB. If your jars happen to bounce around with spells or shouts, or just happen to move, use the following tutorial. 1) Select one or a row of jars. 2) Click the Collision Cube button. 3) Right click on the collision cube and look for Primitive in the Reference window that pops up. 4) Under Primitive, look for Collision Layer and select L_Unidentified. Anything else to my knowledge will NOT allow you to activate the jars through the collision cube. 5) Don't forget that in the scripts tab to use the DefaultDisableHavokOnLoad script that comes with Skyrim. This is to ensure that things don't bounce around when loading the cell. 6) Save, quit, and test your cell. Faqs: Q) Will there be any new additions to the jars to include transparent gems and Soul Gems that glow when full? A) As of now, it's up in the air. I'm going to do my best to try and get hold of the mod authors that have created such mods. When I merged three incompatible textures and meshes together, I contacted the mod authors about what I did and how I did it so they could update their mods if they needed, however I've not heard back from any of them. If you want it to have those versions, you may try and help me request it as well. Q) The jars bounce around when loading the cell! What gives? A) See Known Issues about Collision Cubes and applying the DefaultDisableHavokOnLoad script. Q) Why do your Soul Gems look different than what I have? A) It's because I use a different texture. This one can be found here: http://skyrim.nexusmods.com/mods/4380/? Q) I noticed that the top of the jar is the hand in a quest! It was animated there! What gives? A) I've yet to figure out how to make the behavior data work for the mesh itself. I will be researching how to do this however and if I succeed, I'll include meshes and the script for these too, however it will be in two different parts and it won't look like it's gripping the gems like it does now as you'd need to plug in everything and have gems in your inventory for it to work. Q) The jars are way too bright for me! What gives? A) The jars themselves are contankerous to manipulate with the shading due to it's enviromental settings. I could lower the amounts, however these were to my liking. If you have NifSkope, you can change the Environment Map Scale to a lower setting. However the only thing I ask is that you do not upload those modified meshes without permission. Thank you. Q) I did everything in the Known Issues and I still can't activate my container! A) If you did everything including the test mesh with one of my meshes and it STILL doesn't work, shoot me a PM or write a comment and I'll get back to you as soon as I can. I've tested these and they worked for me, so it would help to know what kinds of mods you're running. Thanks To: IsharaMeridan for her wonderful scripted array system. It's come in handy on many occassions, including these here. WillieSea for leaving bread crumbs about making glassy looks in the TESAlliance.org forums. Without that information, I'd have never have been able to make these. In fact, I'd have never thought this vision of mine would even be possible, so thank you for making not only my modding experience a learning and better experience, but you've also changed the way I look at objects in the game overall. It changes the way I play Skyrim entirely as now I get even more ideas while playing. LisnPuppy for being a source of constructive criticisms, ideas, and support. You are truly the real goddess of the Nexus! SpectralDragon for Waterstone Manor, as well as listening to my insane psychobabble on ideas for ways to revamp the mage room and allowing me to work on his housing mod as well as being a constant source of ideas. Without his manor I doubt that I'd have been coming up with this resource. BrettM for his amazing quick work on collision and creating a new jar to use, which is the mixed. Without his help, these jars would not have optimized collision and since I'm not so savvy when it comes to the collision issues and since it would probably take me forever and a day to digest everything, he went ahead and fixed them so you no longer have to wait. He's also made a nice open handed jar for those that want one of those! So be sure to thank him for that! Future Updates: Possible variants of the containers to work with several mods that have either transparent Soul Gems and Soul Gems that glow when they're filled. I would have to get permission from them however to do so.
  8. It'll even have an empty jar to do what you want with it too! Eventually I'm going to try and hook things up where the top of the jar is interactive, and script it to hold one that you can place in there.
  9. Actually, with the warp and rounded edging, I got it to work without it with another mesh resource I've been working on. They're completely clear as well. When I had removed the warp before, it was much the same. What really does a lot with refraction, is tweaking the numbers within the ShaderProperty. The resource I'm working on however has proven more difficult as there's no warps for boundaries and everything I do is test and see in the kit. I could see them using it as something for them to position things properly, but once you have a general guideline, it's always in the way. Only good I found them for was making sure that nothing was poking out. But here's an example of what I mean with the mesh I've been working on. I hate to release teasers, but this is what the soul gem containers will look like, the only difference is gems will be inside it. The reason why these are taking so long is that I'm going to have to use the vanilla soul gems as I've not only made three soul gem mods that were incompatible with each other, compatible... But they replace the old ones. Which that's not the long issue, it's just making sure I don't derp and copy someone else's meshes on accident. So I've been taking my time on them. Obviously 2D imagery doesn't do this thing justice, BUT! You can see how the light refracts on all parts of it. It took me FOREVER to understand what WillieSea was saying, but once I sat down, breathed, I got it together on how I wanted it in around 2 weeks. Now it's just shoving those soul gems in there and in the palm of the hand and they're good to go. Edit: And yes. I know it's a bit flamboyant and flashy and magey, but that's how eccentric my mages are. Even Albus Dumbledore had style.
  10. Yeah, that's what I had initially done, but then again there were other things that I switched around as well. If this is the case, then there'll be an update with the lot of them in a week or so. And yeah. I eventually will be finishing a possible fix to the Salmon Roe (it's what I've been currently working on as we speak), though it's hard to see with that warp mesh. I've no idea why Bethesda put that on there.
  11. Version .03

    323 downloads

    BEFORE YOU DOWNLOAD AND USE: This mesh requires the Dawnguard DLC to work correctly. If you don't have the DLC, the animations will not display properly therefore the DLC is required and there's no getting around this! This mesh was inspired from Blary's Alchemist's Hidden Valley. Or rather a mesh he had. I thought it was neat how he had his cauldron able to do crafting, but it was missing something. Animation. So I started looking through the Kit for animated substances and liquids, found what I was looking for, and this was the result! I also didn't want to use two different meshes (One for the model and the other for the Marker Model). Not only would that mean more meshes to download, but it's also not very simple in terms of hooking everything up. I like my resources being simple, easy to use, and something that uses the least amount of hair pulling possible. Installation: Extract the files to your data folder. Merge folders if necessary. There are two ways of making a workstation. I'll show you how to do alchemy. 1) Duplicate the CraftingCookingPotLG under furniture. 2) Rename it to something else with a Unique ID. 3) Change Model to the cauldron. 4) Under Keywords, remove CraftingCookpot. 5) Under Keywords again, right click and add the WICraftingAlchemy Keyword. 6) Make sure that the Workbench Data has Bench Type Alchemy as well as Uses Skill. 7) Hit okay, place, and test. It should work being as that's how I got it to work. A simpler way would be to duplicate CraftingAlchemyWorkbench, make a unique ID and name, and just swap out the mesh with mine though I haven't tested this way yet. Should work the same though. At least in theory. Uninstallation: If you're using any of my other resources and want to keep them and NOT the cauldron, then go into the following directory in your data folder: Meshes\Pheo3309 and delete the cauldron folder. If you want to delete all of my resources, then just delete the Pheo3309 folder. Faqs: Q) Just one color? A) For right now, yes. Others will be available in the future. Q) I have clipping issues! Fix it! A) Send me a screencap of where it's clipping. This has only been tested with male characters. If it's clipping on the floor, that's a Creation Kit issue. Q) I can run through the cauldron! Fix this! A) It is beyond NifSkope's ability to fix this. I've tried. Every way I could think of and even had some of the best NifSkope Meshing modders I know look at it. They all came to the same result. See Known Issues for creating a collision sphere. Q) Can I use this for anything other than Alchemy? A) Of course! Q) I can't see the animations! What gives? A) You don't have Dawnguard. Q) Will you make a cauldron with other textures? A) Perhaps, but they wouldn't be animated. Q) Will you make this without Dawnguard? A) Since there's no animations like this in the vanilla version of Skyrim, no. Unless I'm missing it. If by chance I am, do shoot me a PM and I will work on it ONLY if it's from the vanilla version of Skyrim. Just tell me the place or questline, and I'm sure I can find it, dissect it, and apply it ONLY if it's Vanilla. Known Issues: BrettM has been kind enough for fixing the collision with the cauldron! Future Updates: More colors if there's a demand for them! Maybe other different types of 'cauldron' like pots. Better collision for the animation and for the kettle. Special Thanks: Blary for creating the idea first. Without his inspiration, I'd have never have a drive for this. IsharaMeridan for telling me how to create new crafting stations. Before I had this as a static mesh and I'd place an invisible pot in it. Even though this worked, I felt that if I had it as all one mesh, that it'd be something that people could use as an aesthetically pleasing way to do alchemy or any other kind of crafting. BrettM for optimizing collision and creating a glowing version for us!
  12. Haha! Thanks! And yes... Morrowind is probably the only game to date other than NwN that gives me that warm fuzzy feeling inside. Thanks for the warm welcome you guys! I'm hoping that I'll have things to contribute to resource wise! At least things that the TESA community would be interested in.
  13. That'd be fine! Usually with collision anymore I just use Collision Primitives. The jars themselves when I had tried to make it where physics wouldn't act upon them, I couldn't activate them as a container properly. So I could use the models as static too. The jars themselves are pretty finicky from my experience. Still working on that though!
  14. During my recent delving head first into Skyrim modding, since I skipped Oblivion mostly and modded some on Morrowind, I've been looking for a proper modding resource community as well as a proper modding community that I could contribute things I've been working on that wouldn't go overlooked all the time. And since TESA to date has the best tutorials I've seen thus far that's easily understandable, I thought I'd do that here! A little bit about me, when I'm not modding and it's on the weekend (sometimes at least) I do symphonic metal gigs at a few bars in the state I live in and sometimes surrounding states. Aside from modding, music (at least vocally) has been a great passion of mine. Aside from my own music I've wrote, I've also did covers ranging from Epica, to After Forever at these venues to prove that these bands are indeed international and just as good as our American bands if not better. I began modding when I got my paws on Neverwinter Nights Diamond edition, did some modding on Morrowind (however nothing extensive and noteworthy), Oblivion like I said I had skipped for the most part (didn't have a computer powerful enough at the time), and I'm now working in Skyrim. So I'm playing catchup between Morrowind and Skyrim. Slowly getting there, but with the help of several people including WillieSea, I'm getting there. Also, I've posted my first mod here before I posted this topic, I really should have done that the other way, but eh. I wanted to get some things out there to pay you guys back for all the wonderful mods and resources many of you have put out there since Morrowind. You guys are my inspiration and drive to achieve what I can think up in terms of modding! <3
  15. Version .02a

    1,384 downloads

    BEFORE YOU DOWNLOAD: If you don't have the DLC that corresponds with one of the packs, then that pack will NOT work for you. There are no textures with these downloads and if you don't have the DLC a pack is for, you won't be able to see the ingredients! Use them ONLY if you have the DLC. The vanilla version is exempt to this, as well... Those are for the Vanilla version of Skyrim. This is a modder's resource for a very nostalgic purpose. While Oaristys did a few alchemy jars that are being used all over the internet for Skyrim mods, I had noticed that she didn't have a full set. So instead of using hers, I had created my own that were less filled for immersion on how things are displayed. I had tried to get them looking more like how gravity would fall within NifSkope, however that's a feat in of itself. I will also be updating these as people report problems within the meshes themselves. There are a few things that you can add to these jars as well. One main one is IsharaMeridan's Individual Item Sorter which can be found here: Individual Item Auto Sorter. It's based on arrays and they work fantastic for those not wanting to use General Stores for alchemy storage. Personally, this was the inspiration for this resource. It was visually immersive and it had individual containers for Skyrim's ingredients. Not to mention the feel of General Stores to me, felt that everything ingredients wise was all in one container. As an herbalist myself, knowing such things can be very VERY dangerous thing to do. Mainly being that when you mix toxic and wet ingredients with dry ingredients, the toxins from the other ingredients can leech out to your non-toxics as well as if there's wet ingredients. Not to mention wet ingredients will mold dry ingredients, etc, etc. Don't get me wrong! The system is magnificent and I use it when revamping a player home to my liking, but I never used it for Alchemy ingredients. But you can use these for General Stores too! In fact, I encourage you to use these meshes as you see fit! There's also another system that IsharaMeridan has, though it's in testing. It's a multi-container auto-accessing system while crafting. Meaning that when you've followed her instructions found in the following link, you can register these containers for easily accessing before you start crafting! Though this is in a testing phase at the moment, and I will update this section when it's gone through the testing phases and I can link it as a proper player resource. [Testers needed] Multi-container auto-access when crafting: http://forums.nexusmods.com/index.php?/topic/1094820-testers-needed-multi-container-auto-access-when-crafting/ Incompatibilities so far are none unless you make them that way. They should work with any retexture mods as well, but I'm quite sure they'll ignore any mesh changes to the default meshes. Meaning if you have a mod that changes the way an ingredient is shaped, this will still look like the vanilla ingredients aside from retexture. There could be an incompatibility if the textures for the changed meshes are different than the basic retextures I was talking about or the vanilla textures. There's no way around that part if that does happen as I don't like uploading textures if I don't need to. Also please make sure you make the jars a different name or file path if you plan on changing the meshes Installation: Install the meshes into your Data folder. Open the Creation Kit, create new container objects or static objects (your preference), and import the meshes that way. Uninstallation: Delete references in the Creation Kit, clean the mod that was using them, and delete the Pheo3309/Alchemy/Version sub-directory folder. If no longer wish to keep any of the Alchemy Jars, then go ahead and delete the whole Pheo3309 folder. Version being Vanilla, Dawnguard, Hearthfire, or Dragonborn. You'll see exactly what I'm talking about after you unpack them. Known Issues: Since Tamira went ahead and changed all of these for us, there isn't any need for collision primitives anymore! Frequently Asked Questions: Q) What is the difference between these jars and Oaristys's Jars in her modding resource pack? A) Well, firstly you'll notice that the jars aren't as full as hers are. As an herbalist, even with dry ingredients, I chose to keep my jars under or over half full. The reason being is that if you have too full of dry herbs in a jar, the air isn't allowing the dry herb to breathe. While it's still dead and dried, sometimes it's the air used in medicinal properties. For instance Spearmint has a natrual menthol like scent. If my sinus cavities are filled up, I'll just open the jar cap, smell, and then it's better. If it was too full, it wouldn't be as potent. So for me less filled jars are more immersive. Another reason is that wet ingredients would spoil faster. This is based on my many years working with herbs and herbology in terms of medicine. Another way that they're different, some of her ingredients are upside down, while all of mine are rightside up. In fact the only similar jar mesh is the Canis Root Jar, to my knowledge. Q) Can I use this for my housing mod? A) Of course! You can use this for any mod as long as proper credit is given to me for the creation of the jars. Q) There isn't a Salmon Roe Jar mesh! What gives?! A) Due to some unfortunate circumstances with my current capabilities with Static Mashups, Salmon Roe wouldn't transfer correctly. Everything I did to try and fix this either led me into dead ends, laggy meshes, and meshes that just didn't do it justice. I prefer quality over quantity. However! You can make a static model of Salmon Roe by finding it's mesh under _byoh\clutter\ingredients in the meshes folder and phase it through an empty jar. Oaristys and Blary both have empty jars that you can do this with. Q) I don't like the way one jar looks. Can you change it? A) If there's enough demand for a change, I'll change them accordingly. However if you know how to change them you can! Just don't upload it as your own resource without permission. That's the only "ask for permission" there is. If it's for personal use though, it's totally fine and dandy! Q) These meshes don't work! A) If they don't work, try extracting the textures of the ingredients from the Textures BSA that comes with Skyrim. This is the only thing that I could think that would affect how it would work. (It should work regardless however). Q) I use modified ingredient meshes and it comes along with textures and now the meshes look terrible! A) That means that this mod is incompatible with the new meshes and textures packed with those meshes. Do let me know and I'll update the file and ReadMe to match to the according. If the mod author of these new meshes allow me, I'll try to make a compatible version. Q) Do you plan on doing the DLC ingredients? A) I actually did them all at the same time. Though instead of packing them all together, I packed them separately so that people that didn't have the DLC didn't have to gnash their teeth in frustration about why things aren't appearing correctly in the game. Q) Can I add these to my resource mods? A) As long as you've asked for my permission to do so and credit me for the meshes I've created. Thanks To: Oaristys for coming up with the idea first. Without your modder's resource package, I'd have never driven myself to do my own from scratch. Mine aren't as pretty as yours, but now we all have a full set of vanilla ingredient jars to work with. IsharaMeridan for listening to my constant psychobabble on the Nexus and putting up with my neverending questions on modding Skyrim, as well as creating the system that sparked this idea in my head indirectly. Not to mention all the other systems you've been creating, especially for crafting. Without these, I think that my Skyrim experience would be less immersive than what it is now. LisnPuppy for being not only the Goddess of the Nexus, but being the source of information and supported me with advice and criticisms when I needed it most. Even though these are uploaded only on TESAlliance, you're still one of the greatest sources of do's and don'ts on the Nexus. Bantari for Ravenloft back in Morrowind's day. I know he's no longer modding for any game to my knowledge, but without his inspirational mod for player housing, I'd have never jumped in head first into modding at all. Tamira for optimizing the collision of all of these jars along with getting them to not bounce!
  16. I'm packing them up now! Just editing my readme's and what not for things like that. Even though the packs will be separate downloads, I'm going to try to keep them on the same download page to help keep things neat and organized! Hopefully they'll be up in a couple of hours, if my cats behave. >.> I moved the router and didn't think about the blinking lights. They tried running off with it once already. >.<
  17. Sweet! Thank you very very very very very much! I'll get to work on packing these up and throwing them up here for you guys! <3
  18. So if it had meshes relying on the DLC textures I wouldn't need a plugin file either? Cause if that's the case I can have this stuff up today! I'd separate them of course according to Skyrim and it's DLC. At least I'd hope to have them up today. As long as my cats behave.
  19. I have a question about uploading meshes that have sensitive data regarding the DLC, mainly the ingredients. In the middle to late last month I finished doing a static mashup of ingredients in jars. All ingredients other than Salmon Roe. The idea was based off of a resource package on the Nexus, however I didn't use his models and decided to make all of them that I could on my own. This includes ingredients from Dawnguard, Hearthfire, and Dragonborn. My question is, if I only upload the meshes (not the textures), would this be okay since the textures give the mesh it's color and wouldn't display correctly in either the game or NifSkope? Or would I need a plugin file with it? The reason why I ask that is not only for clarification, but mostly for the fact that I would much rather allow modders to use these jars than to have a mod depending on mine. =/ Being that it's for the modding community, or rather giving BACK to the modding community that has given me so many things to play with since Morrowind, I wouldn't want to step on toes and whatnot. Especially here! Thank you for any clarification and any advice regarding to this!
  20. So after reading through a lot of the tutorials on here (I still fail at using Blender, but that's okay!), I managed to make mesh mashups of ingredient jars using the regular jars that hold the bugs. I thought it was smooth sailing after that being that modders on the Nexus helped with the scripting of the alchemy sorting system. Looking through TESA I found the perfect scroll mashup for a container, but now I'm absolutely stumped with soul gems. I tried placing them in jars and the feel of them just wasn't right. I was wondering where some of you get your ideas from through the mashups that I'm seeing? More or less, the reason why I ask is that I'd rather do something unique rather than something that may have been done before. If that makes sense, which I hope it does! I've actually been wanting to get better at some of these things and work at my own pace and so far it's been working until I hit this wall of being stumped on visual aspects. Also, if this topic has been created before I do apologize in advance and if you could, direct me to that thread and lock this one if you need to? I have been reading the Skyrim Resources "What would you like to see?" thread as it's the closest thing that I'm seeing on here in regards to something like this. Any help, suggestions, links, ideas, and everything in between is much appreciated!
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