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reality001

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Everything posted by reality001

  1. Thanks Willie. I've got to head out to the in-laws for Christmas, but I'll have another run-up at it and let you know if it's worked.
  2. Hello folks, I'm struggling to find where I'm going wrong with my triggers. Can anyone help? I've followed the instructions on the video to I'm trying to put trigger boxes over shelves of static items and link them to containers. A few of the triggers I've placed don't appear when you approach them in game while the rest do appear, but don't open the container menu when you activate them. I'm using the activate linked chest dummy script and the trigger and container look to be connected properly in the linked ref (and linked from ref on the container), but I can't figure out why I'm getting two different results, neither of which work. Any ideas, links or general sympathy with my plight will be gratefully received. Best regards
  3. Easily the best mission mod I've played and better than huge swathes of Bethesda content. My review...
  4. Thanks Willie - Sounds like a big 'ol job
  5. I'm making a treasure vault and plan to dot a few custom jewelry items around to add to the mass of gold coins, gems and ingots. I've found a nice collection by Severus616 on Nexus but these only appear in the game as if they're being worn by a player. I've tried removing the references on NifSkope, but realise that it's a little more involved than that. Any idea how to make these items into Ground Objects to allow me to place them as sparkly clutter? Best regards James
  6. Just as a thought, and with little knowlege of the game mechanics - I've been looking at the standard player houses on CK with Hearthfires installed and there's a whole bunch of new markers for their actions - Might the absence of those be relevant?
  7. Good question - On my list of problems to fix, too.
  8. reality001

    AllColours

    Thanks again for the textures, Hana. I'm going to put an action box over the front and link it to a storage container. Here's how it'll look in context with the rest of the room.
  9. Hello, Would anyone be able to help me with some re-colouring of the Dragon scales found in textures\clutter\dragon\dragonscalesgo.dds? I'm trying to create a shelf of static dragon parts for my house mod, but it looks bad through a lack of variety, so I thought I'd have a go at creating blue, black, white versions to represent the different dragons in skyrim. Little did I realise how bad I am at GIMP... I even tried it without the leather facemask on and I'm still failing (Edit: due to my immense colour-blindness) Is there a freindly texture wizard out there that can bring a shelf of dragon parts to life? Best regards James
  10. Wanna know just how superb this is?... I've just had my fiancee over my shoulder helping me pick a colour scheme for my mod. Thanks Lilith. Very much appreciated. James
  11. I'd be interested to know the answer to the first question too. In my case, I think the standard Smelter looks terrible with the huge pile of charcoal next to it. In the BYOH meshes, I can see a Smelter without the mound next to it and I'd like to figure out a way to shrink the action box, and match the object to the standard smelter animation which results in an outcome e.g one new ingot. I can substitute the pile of fuel with a smaller one to meet the existing animation and free up space on the floor for a crafting bench or sharpening wheel. This is an aspect of the game that baffles me, but my mod will look pants without a fix.
  12. Ah, thanks for the screen, I see what you're trying to do. The architecture kits are standardised to assist the developers construct rooms quickly. Where standard components don't fit, Bethesda construct their own custom components to fit (as an International development house does) This means that you and I have to find a way around things. Which means that our digital vision wil take longer to get to than we first imagined. I opened the creation kit when it first came out last year, fumbled around and gave up. I played the game normally, saw a few items of scenery and started wondering what would happen if I could cut piece X over piece Y. So., as said, I'm not familiar with the Dwemer kit, but perhaps you can shrink some items to fit, rotate them, lift them from another kit. I wasn't happy with the stairs available in the Solitude kit, and didn't want everyone recognising the double spiral from the Blue Palace, so I shrunk the Sol Large kit down to fit the Medium kit, and placed it outside the grid (Grid snap off) I've resized columns to edge the sides of certain scenery and used blocks and other blanking scenery to hide the gaps where the netherworld shows through. I know that it might feel like you're putting a sticking paster over things, but if you look closely enough, you'll see it's how Bethesda themselves do it. There are plenty of objects available to get a good bit of scenery. The constant select>click>preview?cancel means that the various kits aren't easy to work with, but this is only due to experience. Have a go and post back with your efforts. I'll let you know what I think. Best regards James
  13. Hello Dottedgirl, I know the feeling. I placed my first creation kit piece a few weeks ago and understand the frustration in transforming your vision into a reality that stands up to all camera angles. I'm not familiar with the Dwemer kit, but I can share what I know. Post a screenie, and I'll tell you what I know.. Best regards James
  14. Thanks DsoS, I've just finished the job of re-pointing all the vanilla meshes to the correct folders for use by the main .bsa file, and downloaded a fresh copy of Skyrim onto my Mrs' laptop to test how it'll look to another player. It was a good few hours work, but I enjoyed seeing a hundred or so exclamation marks slowly revert into objects... Okay, I didn't really enjoy it, I'm just saying that to stop me going on a shotgun rampage along the High Street. Would have made the news, though... Anyhow, my house mods Alchemy Station along with several shelves of carefully placed ingredients, bottles, jars and bowls should now be visable by all owners of the standard mesh .bsa. Right. I'm off now to fill a little static emptyJar with little static Bees... Although, thinking about it, I'm sure when I get up to speed on NifSkope I could modify the empty jar to go on it's side with the lid off and I could place the bees like they're falling out onto the table! Anyway. Thanks very much to all on this post for the help offered...
  15. Ah yes, I've seen a few mod authors do the same as you Willie. I guess it helps brand recognition for the downloader (if that makes sense?) For this mod, I'm going to settle for the Mod name inside the mesh folder, although I'm going to have to pile into the textures at some point when I can make Gimp less... Er... Gimped... Something about the plug-in and 64bit vista from a cursory googling.. That's for another day though.. G'night all James
  16. Thanks Hanaisse, and thanks to both you and Tigersong for the quick responses. It's good to know that you folks are out there. I'll press on from here with what I've learned :-) Best regards James
  17. Thanks Tigersong, I'll proceed with caution and appreciate your input. I guess the game should ignore multiples of similar meshes and textures..
  18. Hello, On my first mod,I've been making static objects (Static = an item fixed in place for eternity in Skyrim), and have realised that the multitude of resources I've downloaded into my Skyrim Data folder for use in the mod is starting to look a little messy. To tidy things up, I've started a new folder in my Data>Meshes>ModName folder to encompass all the items specific to my mod and, importantly, have started to edit the items in the creation kit to show the new mesh location to avoid the Big Red Exclamation Mark Of Failure. All well and good and onsidering that I've only put an hour or so into the item placement job, things could have been much worse... So.. My questions... 1,Is there a neater, cleaner, more resource friendly way of adding items to the data folder? 2, Does anyone know of a tidy way to access the new items I created in the Creation Kit? I'm having to search by 'All' as they get lost in the thousands of items. 3, many of the meshes that I'm adding to this folder are duplicated in the main Skyrim - Meshes.bsa file, only I've unpacked some of them, added them to my Data>Meshes>ModName folder, and are using them for static objects in my mod. I've got unique names for my actual objects but the meshes share the same name as the meshes in the vanilla game. Could there be any potential problems? Thanks in advance to anyone who might be able to help. Best regards James
  19. I've figured it out, so thought I'd share the wisdom. To change moveable items into statics I downloaded the BSA Browser by Fawzib Rojas on http://skyrim.nexusmods.com/mods/1395 and used it to open the file file Skyrim Meshes.bsa I found the meshes for the moveable items, (silver tableware in my case) and extracted the .nif files to the Skyrim data folder to sit amongst all the other .nif files that you can download as a modders resource. From there, I followed the instructions on creating a new item explained by Insanity Sorrow on TES Alliance And I now have my nicely laid table that no amount of follower fail or accidental discharges of shouts will upset.
  20. Hello, Would any kind readers be able to offer an idiots guide towards converting a moveable item into a static object? I'm creating a house mod, and find that the items on my elaborately laid dining table and shelves tend to end up on the floor. I'd prefer to fix them (or static duplicates) in place without sheilding them with collision boxes etc. Best regards James
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