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Rhian

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  • Gender
    Female
  • Location
    South Germany
  • Interests
    Dark Fantasy & SciFi (playing, watching, reading and writing), digital art (2D graphics, 3D basic modelling and scene composition), listening to music (mostly Heavy Metal, Nu-Metal, Punk-Metal and ancient Folk)...

    Besides that - I love to muse and scheme, hang out with friends over a glass of wine and good food, visiting medieval festivals, and mingle with like-minded people on the web.

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  • Website URL
    http://rhian-skyblade.deviantart.com/

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  1. Thank you Hanaisse and sorry for my late reply. Had a crazy working week I will try that getting rid of those pesky deleted files! Finally.
  2. Greetings, I am currently working on a big Mod and I have gotten pretty far thanks to the TES Schools. Though, over the time I have created and deleted plenty of objects (or duplicates I merely renamed). If they didn't work out the way I had intended I deleted them from the database. Now, what bugs me as a tidy-freak. I want to totally remove them from my database. Right now, all deleted objects are still visible, even if they cannot be used anymore. And they are marked with a D*. I want them removed totally, that they also cannot be found anymore. I hate fragements... Then another question. When I have created two or three different mods and find that one mod contains something I want to re-use in another mod... Is there a way that I can transfer only particular objects or cells from one esp to another - without having to take all by merging the esp files? I tried the SnipIt tool, but that did not really work :-/ Rhi
  3. I think I finished Lesson 3 I probably overdid it a bit with the trees... though, I love a lush vegetation Please let me know when you require more screenshots, not sure I covered all. The images might requite to be clicked twice for full resolution. I made certain the grass would not poke through anything. To View of my estate (also marked the cell, which I renamed) http://sta.sh/0109g9ce596w Entrance with Fence http://sta.sh/012awrt3l6ug Linked Door (incl. marked Values) and porch bench 1 http://sta.sh/020nt298vset My stable for my horsy , wood chopping marker, well with two buckets and the map marker incl. values http://sta.sh/0or34pz0nni CloseUp of my Well (I made certain the grass/ground cover is not inside the mesh. The stuff at the right side is really outside the well ;-) ) http://sta.sh/0ztax8yoel7 Lights & Work Bench, Wall Baskets Deco, Crates and respawning Barrels (there are no crates that are containers only statics) I used glowfillmed to enhance the lights, when it is dark. http://sta.sh/0aqi8wjubyu Ingame Porch http://sta.sh/0dwxy27lyxn InGame, bench in front of the porch at my little pond (bleh, need to find better water) http://sta.sh/04jvb50x54a InGame Barrels, Crates & House http://sta.sh/0xzmvzmpquq House again, to show that I was a good girl and did not clutter the side-porch http://sta.sh/01mw2kcrsoje InGame my horsy in its stable http://sta.sh/0uews8s1j8r InGame Porch at night with lights: http://sta.sh/07m01cg06lw I hope I covered all
  4. Thanks for the tip had hoped that a one directional portal/Room would be sufficient Now I have to find out why some rooms refuse to render correctly.
  5. I am using room-bounds only on 3 rooms out of the 7 existing rooms. They are not even really close to each other. http://sta.sh/0a0igejzhn0 <--- the red is just a marking which rooms I had wrapped in room-bounds. (and yes, I made certain that the light radius thingies were inside the room-bound - and that none of them clips with another room...) The portal was placed so that you could look from the corridor or stairs/ramp inside those rooms. It worked so far - so the room and items was in there. Just some stuff like one or two walls flicker/vanish and the banner are gone in Game.
  6. Greetings, I am currently working on a Mod which slowly grows in size, cell by cell. My current cell is an interior - a tavern area done with DLC2 Dwemer (Skyrim Mod) Walls and Floor. It's a rather "large" area with aout 20 NPCs, 6 (Room 7 connects to the kitchen) Rooms connected to an L-Shaped corridor. The NPCs wander (sandbox idles) between certain rooms - eating, sleeping, going about their business. I was very careful with the use of lights and do most of it by ambience cell lighting. I believe I use overall 6 lights for the whole zone. And only two of them are with shadows and they are faaar apart. Well, and then all the objects you require to make the rooms look comfy and nice. Food,Furniture, Idle Marker and so on. I have placed a couple of Banner (genericbanner with my own texture) and use some resources from here. I tried to optimize the performance with those roombounds. Did everything like shown in a youtube video. It more or less worked - but had nasty side-effects I cannot explain why they happen. Walls flicker and vanish, when you walk past them or look at them from a particular angle. That even happens outside the room I wanted to wrap into a room-bound. Banner inside the room vanish when you walk toward them or look from a certain angle. Or they flicker in and out. Which I do not understand. The banner do not even touch the room-bound box. Even the "collision" box doesn't touch the room-bound-box. So what am I doing wrong? I checked the walls, if they intersect somewhere with other outside-walls. Nope. All clean. I read somewhere in the CK Wiki that this also could be a bug... and that I can test it by turning off this or that... but well, cannot find what they are mentioning there. I run a 12 GB RAM, Intel HexaCore 3,3 GHz, NVidea 480 GTX machine. (doing additionally 3D stuff and graphics) For myself I do not experience any lagg when walking through the zone without the room-bounds. But I know not everyone has a big machine at home.... and therefore would love to get those room-bounds working.
  7. Greetings nice to see another cat lover on board.
  8. Oh dear... Is this too much or exactly as it should be if I want Followers and normal roaming NPCs/Critters. ( I am far from done, but this is going to be a 3 cell large "vacation/party paradise") I do not mind to thoroughly patch up everything with a NavMesh, though is it really required. Not that I tear out my arms and legs and find out it wouldn't have been necessary. The Native Landscape mesh was far from being that thorough. http://sta.sh/01qoq9r4hh43
  9. Thank you that will help me a great deal.
  10. Got a couple of questions regarding the NavMesh... I am currently experimenting and practicing NavMesh placing... (Indoor and Outdoor) 1) My main question... Does it matter if verticles are somewhat in the ground or in the air and parts of the entire mesh vanish below the surface? - I have those issues with shallow water (waterplane inside the mineral pools not the landscape water), where NPCs are supposed to wade through - here the navmesh floats above the water plane. - I have those issues with landscapes where I added additional objects like volcanic cliffs and mineral pools, bridges and including stairs. 2) Is there a way to move verticles or whole triangles up and down? I find the "drop" function pretty useless... - very often the verticle I try to place refuses to end up where I want it - it either won't appear or it floats in the air (I check, there was no stray verticle hiding, it just won't let me place it) - Very often, when I try the Automatic NavMesh generation, plenty of those NavMeshes end up inside the volcanic cliffs.... I used several volcanic cliffs and mineral pools which are stacked inside of each other to appear more organic or making the area bigger where I want to build on... Thank you in advance
  11. Thank you Mysterious Mr. Bear Don't worry. The only thing that kills my enthusiasm are rude and highly arrogant people. And those I haven't seen here, so far. What you worte encouraged me and for what it's worth. I dreamed of an Oblivion 2 myself. I even dream of a TES Game, that focus mainly on Daedra - playing the other side of the mirror this time. Doesn't mean one can't be a Khajiit or so... just instead of Nirn/Mundus I would love to see Oblivion and all its realms - sort of a Planescape Torment Faction based thingy. But I guess that will never happen. And because of that I find myself more modding than gaming - would even say, for the moment it is more fun, too and also somehow a deep sitting need that requires to be taken care of. TES won me over because of its complex world, the history and Lore and stories people carried. Started with Daggerfall, increased with Morrowind and was dissapointed by Oblivion and even more so with Skyrim... I love Oblivion and Skyrim and the last DLCs made them even better. But they can't compare with the complexity of Daggerfall and Morrowind when it comes to story and characters. So my current need and desire is adding some more Lore and humor to the Game by adding some shrines and background stories. Ever since Morrowind, I am missing a great deal of the daedric influence in the Games. The quests are far too short (except for the Nightingale/Nocturnal one) . I do not like Nocturnal very much, but the quest was very well done and had more flesh on its bones than most other quests. With Dragonborn they have brought some daedric influence back (a little) by adding the daedric shrines at the dunmer temple and making ol' Hermie a center piece of the story. But the overal Game doesn't really have enough Daedra in it - Lore and Story wise. I am by far not a Lore buff like Lady M or Kirkbride (he after all wrote most of it, I assume) at the TES Imperial Library. But I am going deep into it whenever I can and grab all the snippets I can for my Mod (and ongoing FanFic that's more finger practice to keep my english skills alive) So, even if it takes me a year or two to get my Mod done... I will keep at it, until either my real-life won't allow it anymore or the sky drops on my head ^^ For now, I have divided my Mod in stages. Stage One: (Probably the easiest one aside from applying Textures to a custom mesh in Niffy) Importing custom Meshes (my own and resources) Changing Outdoor Cell Tamriel Wilderness Creating 9 Indoor Cells & Teleporter Gates Populating those Indoor Cells with Clutter/Statics and Architectures Planting Navigation Meshes & Collision Boxes to keep NPCs from running things over or getting stuck. If someone is interested about optimizing the performance - found this Link thanks to _Echo Stage Two: Creating NPCs & Dialogues Stage Three: Creating Custom Cell-Bound Sandboxes & Schedules for some of my NPCs Stage Four (if I am still up to it) Creating Quests & Spawn/Action Scripts Here I think I will have the hardest and most difficult work ahead since I want to work mainly with Vanilla tools so I won't cause custom Scripts like SKSE and FNIS having hissy fits. So all sorted out One last Question... and then I am settled. So - is it true that it is not allowed to use Meshes from Oblivion in Skyrim and some Lawyers will hunt me down and sue me to death if I dare? I would love to import some of the Oblivion Architectures and Plants/Trees to Skyrim to keep the original TES Feeling by using Items people know from the previous Games?
  12. Thank you, that was exactly what I need had no idea they call it object palette... I really have to get used to the fact that the CK uses different terms than what I am used as 3D Software user...
  13. I've got a question for which I have received so far very different answers from my friends... Can I group together items while modding? I mean really group, like you can do in common 3D software - making them easily moveable as one package? Like "selecting" my entire room and group it to a single set for example. Could be handy if one does multiple rooms that look almost similar (for example for creating an Inn) One of my friends says it does not work, another said it works but can't remember which option I need... So far I only can work for now with selecting each single piece and then trying to move the whole selected set. (Though I haven't found how to move multiple items at once up and down... here I only found rotation or horizontal move)
  14. Enthusiasm it is, indeed - paired with the fierce tenacity of a grizzled badger ;-) No worries. That project is meant to be step by step - first I start with the simple plain Lego Construction. Cell by Cell... Since I have not much freetime... it's a project for the coming months. Only deadline I have to finish before my final exams begin coming year. Writing down my "shopping" lists for what I need for my mod (and even writing stories or creating 3D Scenes) is a must for me - especially when I am at work and can't take my mind off an idea. Helps me to keep my mind focused. Just two more newbie questions that are not really about Tutorials. 1) Since I am not certain what term/word to search for exactly) - marker/Idle & Sandbox compatibility. Is there anything that deals with compatibility and crossbreeding vanilla scripts/markler/idles? And if yes, under what category does that fall? Scripting? I know how to create my own marker, sandboxes and manipulate those... but nothing about compatibility. 2) Empty Eye Socket problem when modded cell has been entered. I searched the internet and only found one thread about it with a screenshot. But no one really had a decent explanation or solution. Some blame it on Antialising, some blame it on a bug connected to Invis Potions / Spells O_o Well, turning down the AA didn't help. And it only happens when I am entering my modded Tamriel Cell which consists mainly of added items and a few added custom NPCs. When I leave the Cell all is OK, when I remove the Mod and enter the cell all is OK, too. Does anyone know the reason of this weird bug and how to avoid it when doing my Mod? It must be something I added or "changed"... (graphic wise I didn't change anything... especially not eyes.)
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