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Found 4 results

  1. Hi, I'm new to mod creation and even newer to this site, so I'm sorry if I'm doing something wrong here or posting in the wrong location, if so let me know and I'll make sure to correct my mistakes. So I've not actually made anything yet but I've been using mods for many years and have been playing around with the creation kit for some time now. I have several questions on what is reasonably possible using the CK in regards to several mods I'd like to try and create. and if anyone here knows the answers to some or all questions please give me your wisdom. 1: Are their any general laws I should be made aware of when using resources from other mods? and if there aren't, is there any "modding etiquette" when wanting to use other's assets? Like, would I be expected to ask first or is it generally agreed anything goes so long as I credit them? 2: Is it possible (or rather how difficult is it) to make conjuration spells who's summoned actors will not disappear upon timeout or death. I'm wanting to create minion crafting spells and am hoping to make it so that rather then vanishing, they'll simply fall down dead. 3: I understand animations and what they tie to is complex in skyrim, and because of this you can't give an actor a different animation from others of their same race because the races are tied to specific animation sets (or vice a versa?). But what I want to know, is it possible to create a new race and give that race its own unique animation set separate from the 10 already existing races. 4: Continuing on from Q3 What I want to try and do is create a lich race mod that will work the same as how vampires function as their own race, and make this effectively a permanent form as opposed to the mod "undeath's" transformation style lich form. The question is how hard is it to have it function similarly, but separately to vampire as it's own form? 5: Something I want to do is introduce a few new crafting recipes, but since not of the existing crafting stations really fit I was wondering how hard would it be to make an ability(either a perk or a quest gained ability), that allows you to click on any enchanting table or alchemy lab and instead of opening their default use, instead gain the option to open either the default use or the new crafting menu. I think that's everything for now. Most of the other stuff I want to do I've already seen achieved with other mods in some form or another, so I know they're at least possible. thank you in advance to anyone who can help me.
  2. I'd like to use a custom object to open a crafting menu (Alchemy and Enchanting) without the animation. Just click the activator and have the menu appear. Can anyone point me in the right direction? Google was of no help. In Complete Crafting Overhaul if you choose to gain xp from smelting and tanning, the smelter and hide rack no longer show the animations when you activate them. That's what I want to do but with different, meshes. I'd like to create much smaller activators for getting to the crafting menus.
  3. I'm working on a crafting mod that will utilize Game Setting sGenericCraftKeywordName09. As some may know 1-7 are used by Hearthfire while 10 is used by Dawnguard. Immersive Armors by Hothtrooper44 is a current mod I have, that utilizes 8. I followed this tutorial but found it to be rather vague - http://www.creationkit.com/Customizing_Crafting_Categories. I set up a keyword attached it to my items, added the keyword to the correct Object Id, and set the Label for the Game Setting. The items have crafting recipes in the Constructible Object tab of Creation Kit. In game when crafting all items appear under the Misc. category. In one case the item set doesn't even appear but I believe this to be a mistake on my part. The new category I created does not appear. I've tried other methods such as example 1 in the tutorial, but in that case the modded crafting category no longer appears. I've read several forum posts with other modders having the same problem but no solution. I have not found one such post on TESA. If there is one, a link will be appreciated. Further information will be provided as necessary.
  4. 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!
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