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CK Basics: Final Exam


DarkRider
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Decided to do the release version.

Links on both Workshop and TES Alliance:

http://steamcommunity.com/sharedfiles/filedetails/?id=14436

Exterior Preview:

TESV-2012-02-28-17-38-16-64.jpg

Interior Preview:

TESV-2012-03-01-20-39-28-76.jpg

Exterior:

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-36-56-67.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-37-07-14.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-37-15-60.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-37-23-15.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-37-28-75.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-37-34-67.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-37-43-16.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-38-04-16.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-38-56-68.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-02-28-17-40-21-20.jpg

Interior:

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-39-35-14.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-39-39-39.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-39-45-84.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-39-57-00.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-40-09-16.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-40-39-43.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-40-58-61.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-41-05-33.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-41-10-14.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-41-18-61.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-41-39-42.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-20-42-14-77.jpg

Basement:

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-21-23-11-98.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-21-23-38-53.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-21-23-22-22.jpg

Navmesh:

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-21-59-53-04.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-00-12-45.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-00-25-05.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-20-59-31.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-21-20-15.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-21-27-01.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-21-33-94.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-21-40-56.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-21-48-16.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-22-02-02.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-22-23-42.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-51-27-09.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-51-35-21.jpg

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/CreationKit-2012-03-01-22-51-44-02.jpg

Location:

http://i93.photobucket.com/albums/l46/The--Muffin/SkyrimTutFinale/TESV-2012-03-01-23-03-51-91.jpg

Holy mother of screenshots batman! I think I got carried away there taking pictures, and those are the only ones I sorted out of even more that I'd taken! :shrug: Got a little bit carried away, heh. I must say, it's been a lot of fun! Thanks for the good series! :dance:

Edited by Muffiny
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Hi DarkRider

Since just thinking about doing this made me uncomfortable, I'm going for broke with the Release Option! <Ya gotta swim upstream.> This is my first mod released upon an unsuspecting world. The world, for its part, is allowed to be unimpressed.

Pinewatch Smithy in Version 1.0 (URL http://skyrim.nexusmods.com/downloads/file.php?id=12319). To make this mod, I took over cell (-2,-19) which is across the road from Pinewatch. The mod consists of a Farm/Smith building with a smelter, smith crafting on the side porch, an illegal basement Shrine to Talos, a simple horse shelter, and a roadside 7-11 stand.

If anyone isn't familiar with them, a "7-11 store" would be a small drink, snacks and food items store next to a well-traveled road for fast refreshment of travelers. At present, I consider the roadside stand as my "creative contribution" to the world of Skyrim. In my experience such simple roadside stands are relatively common sights in undeveloped areas around the world, but never seen until now in the un-modded world of Skyrim. But correct me if I'm wrong and I'll remove this comment! :) I tested this by walking the area, going indoors, upstairs, and down through the trapdoor,.. then in reverse. This showed some early problems with the "green triangle" at teleport entrances. Not sure my screenies show the earlier or later versions, but it works now.

Since I saw a stated concern on TESA that mods shouldn't give too much loot, I minimized the clutter and left very few valuables laying around. The inside chests and barrels (basement, 1st floor, and 2d floor) are non-respawning, so it could be used as a player home, but there are probably fancier ones out there! Working on a two-direction slope proved to be more challenging than expected for even the simplest of structures. I can report that the choice of terrain complicated landscaping and navmesh. After this course, I realize how much I don't know, but it's been a lot of fun, so many thanks to you, Scholar DarkRider.

Selected Screenshots:

Overview of the cell showing building, horse shelter, and 7-11 stand:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995086039371474

Front of smithy showing smelter, smithy work areas, some front porch clutter and rain barrel.

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995100844513330

Close-up of the 7-11 roadside stand:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995114379180802

The simple horse shelter:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995175609195026

Exterior Navmesh from above:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995147701811170

Exterior Navmesh from below:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995191408174722

Interior view of upstairs with eating/sleeping/storage:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995124763739186

Interior view of main floor with safe storage chests:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995231433530450

Interior view (reverse) showing "kitchen" area:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995261293664850

Interior navmesh main floor:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995242750018466

Interior navmesh upstairs:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716998974285604322

Basement Talos shrine (yes, those vague greay shapes are benches for the congregation):

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995135154694690

Basement storage hallway:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995207406350834

Basement navmesh -- it looks like it goes under the walls, but really was set back...maybe it's the slant of the walls?:

%7Boption%7Dhttps://picasaweb.google.com/113749661565315137909/ModPinewatchSmithy#5716995219643251090

DarkRider, please let me know if you want closer views of anything. Thanks again for being the Scholar for this course. This was a very helpful launch into modding and I appreciate it.

Old Grizz

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Looks good Grizz, certainly all the elements are there to pass this course. I tried adding some screens I took in game to your file page on Nexus, always screenshot your work if you want it to get downloaded. They want to see what they're downloading :good:

While it IS ideal to go easy on high powered loot, you could do with some more cluttering. The first floor is very dark and rather bare bones, maybe add a few crates or some more furniture, definitely more clutter. The shrine is a great idea but is so bright, it should actually BE darker, lit by candles. Could use some offerings and religious texts/scrolls left on those big tables and some generic banners to really give it that chapel feel. :yes:

You have completed the CK Basics course, congratulations! Keep up your hardwork, you have shown a lot of talent for creativity. Look forward to seeing what you do next. :)

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Thanks for the good words... Nexus was so slammed the night I uploaded the main file that I couldn't upload screen shots after several tries due to server congestion. So thanks for uploading some -- that was nice of you. Appreciate. And I have to agree that I almost never try a d/l for a pig-in-a-poke with no screenshot.

I've started working on v2 with an NPC Smith merchant, more interesting clutter and I'll certainly take your suggestions for the lighting changes as I look at it with a more crticial eye. The Skyrim CK lighting seems very sensitive -- that large room only had four candles and it seemed too bright. I put up several generic banners for this version, but I was very dissatisfied with them. I may have look for someone else's mod to d/l or (someday) learn enough graphics to create some generic nifs. I think I've got enough on my plate with the NPC creation for right now...

Thanks, OldGrizz

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Final Exam Submission: SkyHold Lodge

Release Version

discoveringskyholdlodge.jpg

I have selected to go for the Release Option so here is SkyHold Lodge 1.0, a secluded Fishing Lodge located in the center of Skyrim with views across the lake. It is a player home lore friendly with non spawning containers, banquet table fully loaded, large hall with hearth and cozy nooks, sleeping loft, storage in shelves and chests, pathed and all entrances activated and linked, with a terrace garden with seating, and a fountain, horse picket area with marker for fast travellers, stable to be added later, Boathouse attached with fishing docks, and boats, seating for fishers and people to view the scenery, the site crosses three cells and all borders linked successfully and map markers are placed and active. Pictures follow and I plan to add to it but this is the Final Exam Submission and it is released here at TESA and i plan to release on Skyrim Nexus as well. I will include pics of the pathing, interior and exterior for your revview Rider and can give you closer pics of anything needed. All mesh is functional, no errors and I used Collision boxes for some elements to optimize game play and pathing. There are no new objects or files, all is vanilla tho i did create some unique sound files for some areas. Let me know if i need any additional submmssion Materials and happy birthday.

skyholdlodge.jpg

skyholdlodgemorningview.jpg

skyholdlodgefarview.jpg

frontentrancetolodge.jpg

skyholdlodgeviewfromfro.jpg

skyholdlodgegreathearth.jpg

skyholdlodgeinteriorwth.jpg

skyholdlodgeinteriormai.jpg

hallinteriordetail2.jpg

banquettable1.jpg

skyholdlodgebanquettabl.jpg

hallinteriordetail.jpg

skyholdlodgehearth.jpg

skyholdlodgesleepinglof.jpg

skyholdlodgeinteriorvie.jpg

Terrace Garden that connects via a seperate stair to the Side Garden, Horse Picket and Boathouse

figuresinthegarden.jpg

skyholdlodgeterracegard.jpg

sgardenview.jpg

gatewaytofishingdocks.jpg

skyholdlodgeonthepier.jpg

skyholdlodgefishingdock.jpg

viewoflodgefromfishingd.jpg

skyholdlodgesidegarden1.jpg

skyholdlodgesidegarden2.jpg

skyholdlodgemountainvis.jpg

skyholdlodgeboathousean.jpg

skyholdlodgehorsepicket.jpg

skyholdlodgefarview.jpg

sunsettimeskyholdlodge.jpg

Mesh:

interiolrmesh.jpg

this pis is pre finalization, no errors and the green flashes are showing at all doors in and out

crossingtheboundary.jpg

mesh for docks crosses boundaries twice and it worked, the instructions on how to do this were very helpful.

final note: fix for missing house mesh: tick Full LOD in Properties for the House mesh and it should then appear regularly when you link into the cell.

SkyHold Lodge 1.3

TESA version

SkyHold Lodge 1.3 -

Nexus Release version

http://skyrim.nexusmods.com/downloads/file.php?id=12714 458 DL so far

Edited by CrisG9
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final note: fix for missing house mesh: tick Full LOD in Properties for the House mesh and it should then appear regularly when you link into the cell.

As mentioned in class elsewhere, this "fix" has been documented by Bethesda Developers as a cause for performance loss so is not a permanent solution and should not be a standard practice. This should be used temporarily for testing and unflagged before release. There is evidence to support the theory that end users will never see this bug as it seems to affect only the creator. :ok:

Also, you may need to adjust your NavMesh around your dock so wayward swimming NPCs and creatures don't get hung up under it forever. In the interior your use of WRIntLoftRailStr01 is incorrect as it overlaps and flickers in game. :)

Other than those small points it's very nicely done Cris, you have completed the CK Basics course, congrats! :dance: It's been a pleasure having you in class, I look forward to seeing what you come up with next.

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  • 2 weeks later...

DarkRider,

My final exam release mod has been uploaded.

I uploaded my in-game shots with the plugin.

My Navmesh and lighting shots are posted in my Sr Alliance Gallery.

Hope this was correct procedure.

If you need me to post screenshot links i certainly can.

Thank you,

stankirby

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DarkRider,

Here you go!

Mod Link:

http://tesalliance.org/forums/index.php?/files/file/1176-ilawynde-overlook

Nav Mesh Exterior and interiors:

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_152593.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_137654.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_139211.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_135754.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_134981.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_70147.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_78775.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_6254.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_215189.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_88637.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_169341.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_92519.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_89370.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_115039.jpg

In-game shots:

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_98075.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_75941.jpg

http://tesalliance.org/forums/uploads/1332820049/gallery_3835_196_209879.jpg

Shader lighting shots;

http://tesalliance.org/forums/uploads/1333069832/gallery_3835_196_28607.jpg

http://tesalliance.org/forums/uploads/1333069832/gallery_3835_196_11783.jpg

http://tesalliance.org/forums/uploads/1333069832/gallery_3835_196_17777.jpg

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Heya Stan sorry for the delay, I was offline and wanted to get a good look before sending in your grade :good:

Okay, let's start with what's good, much of it actually, statics are placed nicely, variety is great, NavMesh is good, great location. Really like the way you tied it into the surrounding locations. Really nicely done overall. :clap:

There are some issues to sort out for your update though. Neither of your trapdoors are placed properly. The one on the main floor is sunk too low in the floor, the one in the basement is covered by rubble, the latter may have been somewhat intentional but it looks weird when the wood door pops up through that stone so maybe shift it around the door more. Mannequins may be a bit overused to fill space; on the mainfloor maybe display cases, chests and bookshelves would make better use of that space. Also on the main floor, the animated banners look a bit strange in such a small interior there just isn't a plausible breeze drafting through there that would move those 3 and not the un-animated ones across the room as well; I would swap them out for wall baskets or wall furs. Your NavMesh is not finalized and needs to be for NPCs like followers to have access. And last but not least you have used too many shadow lights for such a small interior. Only 4 can render at once so any more than 4 will blackout when not in line of sight, which works okay in a dungeon where lights can be spread out of sight in a single cell but in a farmhouse all those lights flickering on and off is bad form. Try using Omnidirectional lights instead like we discussed in Lesson #4.

Overall was a good go, I'm awarding you 15pts for this version which is unfortunately not enough to pass the course. You need to go back and do the final Credit Challenge to make up the points, or update your final exam to reap the 5pts you missed on the exam; it's your choice which route to take, just don't give up, you are very close :good:

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Looks great Stan except your NavMeshes still are not finalized, followers won't be able to enter any of your interior cells and NPCs/Creatures will behave erratically in an unfinalized exterior. The section on finalizing was added late to Lesson #4, I believe AFTER you passed that lesson, you might have missed it so go back to Lesson #4 and have a look at Part III: Finalizing NavMeshes :good:

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Very nice Azul that's a very stellar example of a Non Release exam, well done! With that work you have passed the CK Basics course congratulations! It was a pleasure having you in class and I look forward to seeing the sort of mods you come up with next. :dance:

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  • 1 month later...

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