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reality001

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Posts posted by reality001

  1. 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

  2. Easily the best mission mod I've played and better than huge swathes of Bethesda content.

    My review...

    #2 Blood Blade House

    Showing a dead, named family is a great way of adding empathy to the hoards of corpses that litter Skyrim and the super Corrupted Shades being among the best monster types available fit perfectly. The custom work on the banners, pictures, chest and armour was noticeable and appreciated. I particularly liked the grotto, but would have prefered the skeletons to trigger behind the player rather form in a neat line to be shot. The Atronachs were well placed as were the chests. A great demonstration of CK skills on the well housing the fire atronach.

    #3 The Abandoned House

    Easily the best abandoned house seen in the game to date. A simple cell that has seen every item carefully placed in a way that is rarely seen in Bethesda content. Even after being happy that I wasn't going to hit any triggers, I wanted to leave as soon as I could.

    #4 The Wedding House

    This was my favorite, from the custom items such as spoiled meat and wedding circlet to the love notes and flower petals. Heading into the tunnels gave the first major scare from the troll noise. I was lucky enough to find myself creeping behind the Initiate (congrats on the outfit!) so didn't struggle in the fights. Leaving the caverns into the ante-room before re-entering the main house saw some well positioned treasure. I especially liked the soul gem fragments. The wisp mother brought a nice end to an area that is better than most Beth work. A custom double-hard troll with unique noises would have seen me turn of my PC and drive to my mums house for the night.

    #5 The Hollow House

    A small cell with well placed triggers which saw the Deathlord knock me down the stairs. Bastard. The childs skull was simple but emotive.

    #6 The Musty Cabin

    I voted this as my best Creature scare. The beasties were suitably tough to dispatch, but the killer for me was the un-static, static. The moving items ought to be a staple mechanic on all supernatural levels. Knowing that the CK rule-book had just been thrown away left me feeling exposed and in need of my childhood teddy. The basemet was thankfully small as I didn't want to spend a second longer in this cell than I needed.

    #7 The Frozen Shade

    Proper dungeon darkness of the type I've only seen Bethesda do once before on Dawnguard saw me reaching for magelight throughout. Add in a load of highly leveled Vampires and you've got Survival Horror as it should be. Perhaps this became a little too linear, but the darkened path, coffin room and circle of tombs added variety. Having your magelight go out as the sneaking eyelid tells you that you've been discovered while fumbling around your hotkeys to put your pickaxe away shows just how intense proper darkness can be.

    #8 Savards House Of Horrors

    I died in the storeroom several times and loved having baddies appear behind me - Triggers and materialising baddies add so much to the game but what really set my teeth on edge were the spiders. I bloody hate spiders and would be living in Australia like a shot were it not for the size of the beasts. I managed to sneak attack the ones in the room and ceiling, but didn't like walking past them to get the last fragment. Spiders materialising on the ceiling behind you would have blown this of my hard disk.

    Wickwood Chapel

    Smaller than I thought it was going to be. I was still admiring the candles when I saw The Reaper... Although he died pretty easily, I made sure I had Dragonflesh enabled, Dragon bone arrows tipped with magika poison. The custom weapons are very high quality and the mask completed the terror. I'd have him appear again in ghost form as you leave the chapel - Just to remind you that until the day comes when you remove that .esp - You're consided fair game.

  3. 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

  4. 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

  5. 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.

  6. 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

    • Upvote 1
  7. 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

  8. 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...

  9. 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

  10. 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

  11. 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.

  12. 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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