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Mentha

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Posts posted by Mentha

  1. I can't find where the 3rd person animations are to make arrows visible while shooting them from a bow. I just made a simple reskin of a vanilla arrow, I used the arrow as a template to get all the nifs in the proper places, but I'm still missing where I make them visible while shooting in third person. I did a search in the CK for both arrows and projectiles, neither of those are what I need. Can someone help me?

  2. final_27.jpg

    I chose a release version for one because I'm not fond of working with the farmhouse meshes, and I really wanted an outdoor house on the river next to Solitude. The navmesh was the hardest. I have been fiddling with the navmesh for two days and redid it 7 times before I realized what was happening to cause the bounding errors, as soon as I connected my custom navmesh to the vanilla, the CK renamed the vanilla causing the reference to be deleted, thus causing the errors. :wallbash: I finally cheated and moved the original cell's navmesh underground so it wasn't completely deleted. This is probably not the correct way, but it did remove the errors.

    Screenshots may not be absolutely telling, I took over 100 screens during the process. I find screens help a lot when trying to make things look aesthetically pleasing. Small details may have been added between the time I took the screens and release.

    Navmesh:

    I found my navmesh is not as clean as it was the first time around, slowly declining in quality as I got more and more frustrated, but it still functions properly.

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    I didn't see the yellow triangle until after the screenshot. It should be fixed in the esp though.

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    I don't know why this pot kept coming back to hang outside the shack, but I finally got rid of it.

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    It was really hard to incorporate the required indoor cells into the design but I did it.

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    the ivy is not clipping, I intentionally put it this way so it looked like it was coming in through the slats of the shack. I realize that a shack is not an interior set, but I didn't really want an interior cell so I tried to make it look as weathered as possible, the shack set was the only one I was happy with.

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    Door outside

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    Landscaping:

    Very hard not to go out without blocking the river itself so I went up.

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    The cobblestone path was also hard to incorporate since the house is on stilts, but I found a way to fulfill the requirements.

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    A marble dragon to protect from (or call) local dragons.

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    I tried to park my followers, but I forgot that my horse was set to follow too. Not sure if she can still make it up the steps though, I've redone the navmesh quite a few times since I took this screen.

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    bridge to the mainland:

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    outside storage.

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    No oysters or strawberries & cream, so clam meat had to do for my little romantic seating area.

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    Basement for extra credit:

    I didn't want too much in the outside cell building wise because I wanted it to feel airy and be more lore specific to a Bosmer house. So I tried to make them as small as possible while still meeting the requirements. I'm pretty sure the Bosmer had some really weird looking trees, if they can move, but I'm limited to what I can recolor or is in the CK.

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    This room had a chopping block, where the bedroll is but for some reason when packing my files, I was asked for a script that I trailed down to the block. I'm not sure who wrote it or why the dependency was there, so I opted to remove it instead of not crediting someone I should.

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    map information:

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    http://tesalliance.o...reehouse-shack/

  3. Wonderful idea! I am completely clueless with Skyrim scripts, though. Give me Javascript, CSS, or HTML any day, even BBS and php are easy compared to Skyrim scripts, but Papyrus is a foreign language to me. I'll have to see if I can figure out what I'm doing.

  4. This is what I am trying to do.. I am making more insects for Skyrim but there are also two other major mods that also add new insects to Skyrim. I'm trying to make my mod compatible with them but they both use the default bug lists. I also want to make it so any auto harvest mods can plug in my info their lists. I decided the easiest way to do this is make mine an ESM. However, the other two insect mods are both esps. When all three (mine, Willows, & Butterfliegen) plugged into TESV Edit there is a major compatibility issue with all three using the same default insect spawn form lists. Only the last loaded shows up in game. So I removed my insects from the lists and made new ones. I would still like a way to add my insects to the form lists without the two esps overwriting my mod, especially with it being an esm.

    This is my idea and will it work? I was thinking of adding the ESM with all the insect info, then make an esp that added my info to the form lists so as to put my insects priority over the other two mods.

  5. I'm having a bit of a MW nostalgia moment. Sorry no picture, but if I remember right they were in about 4 or five different parts all looked like they were bamboo with some sort of base. You'd find them in the Dark Elf native camps hanging from the tribe leaders' tents. The sound was a sort of a wooden clank. I'd really like these to go with the paper lanterns already in the resources.

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