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SpectralDragon

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Posts posted by SpectralDragon

  1. Hey guys, I have a few ideas in my head of scripts that would make modding very interesting. I will stick with only one for now as it is most relevant to what I want to do. 

     

    In it's most basic form, I want a script that will choose a random cell for a set door (either at the beginning of the game, or when you first activate the door, whichever is more doable), and allow that door to take you to that cell, and only that cell during your current save-game.

     

    As an example, lets say a dungeon I make has 5 (for ease of description I will call them Dungeon1, Dungeon2, ect) different versions I have made for replay purposes. When I select the door, the game decides randomly that it choose Dungeon3 for this playthrough. I can go in and out of that door as many times as I want with this save game, but it will only let me go to Dungeon3.

     

    However, lets say I start a new game, and go to the same dungeon. This time the game chooses Dungeon1, and it's completely different than dungeon3 as it is it's own cell. I can, again, go in and out of that starting door all I want, but for this specific save game I can only access Dungeon1.

     

    This would be my attempt at a "Random Dungeon" Ala Diablo 2. Each time I played Diablo 2 the maps seemed different. (Actually I think those maps are generated and thus a lot more random than what I am proposing however making a generator would be too much hassle I think.)

     

    The reason I want to try this is pure replay value. A mods life would extend quite a bit with this feature. I would even love if other modders used this idea.

  2. So I am running into a couple problems, but they aren't technical so to speak.

     

    The first is simple. I want to spread yellow mountain flower throughout skyrim. Problem is I am not sure what the lore people will think of this.

     

    The second is the Unofficial Skyrim Patches. I am now on my third city and I notice something that is a movable static with a fire in it but is fixed in the patch. Problem is I want to re-texture it, and make it static. This shouldn't conflict, however in certain situations it will. I use the patches myself but have friends who won't because it breaks/fixes a few of the things that they want in the game.

     

    So the real question is, should I make the patches masters of this file? I know I can use something like wrye bash to do this after I am done and make two versions of this, problem is this may or may not cause conflicts and I wanted to get thoughts on this before deciding.

  3. 2 things:

     

    1) in the video you posted, the one thing you didn't do is check behind the wall, CK likes to put things in weird spots. You can see if the collision plane is there by hitting the "T" button after selecting the render window, which will show where your object is top view. Also, I couldn't tell what you had selected in that video. Maybe it's just the video but normally it shows a colored line around the object you have selected.

     

    2) Not all of your markers appear to be on. Click on View, click on show hide and see if your primitives are shown to view. Could be that it's there but you just can't see it. Primitives have an annoying habit of disappearing on you.

     

    Hanaisse the reason he needs a collision plane is because not all pieces support collision RE: pieces that are normally roofs in his specific instance and thus would not normally need it.

     

    EDIT: 3rd thing: select your render window, hit F5 and wait for the render window to refresh. Sometimes objects won't show until you do this.

  4. Try these steps out:

     

    1) Save a backup of your ini file (ONLY if you modified it.) Alternatively download the one I have on nexus if all you have is multi master and grass fix.

    2) Go to steam, go to tools, right click on creation kit, properties, go to local files tab, hit verify integrity of games cache.

    3) Let Steam do its thing.

    4) Make sure you have the creation kit set to always update.

     

    That alone should fix the problem based on past experience, if not report back and we will see what we can do.

  5. Square Enix better have something huge up their sleeves with how badly they have been doing lately! (Boy do I miss the Squaresoft days)

     

    Thanks for posting this Witty! :detective::cookie4u: :cookie4u: :cookie4u:

  6. Looks fabulous!

     

    Regarding the lanterns, the retex/remesh is great, but you can also get some nice results using Funktasm's Morrowind Clutter textures on the vanilla mesh. I made some decent-looking brass lanterns for the FPI Gallery that way, though I didn't release the ID codes to users because I hadn't discussed repurposing the texture with him. (He's a generous guy and I think he'd go for it, but it slipped my mind to ask so I just used those lanterns as architectural elements.) There might also be some vanilla metallic textures that would work.

    The_Funktasm actually says on the mod description that the textures can be used for retexture of vanilla items. From his front page:

     

    Note to modders: The textures in this were made to fit a common texture type in skyrim. What this means is that you can put them on the braziers in Whiterun for example, and some of the dwarven meshes also use the same coordinates, or similar enough. Experiment with them, and also experiment with Nifskope's UV Map tool. It's clunky, but I got some stuff that was almost right to look /just/ right instead, like the inkwells. You'll really have to be patient experimenting though, especially if you want to change the color/shade of vertices on things like that and candles.

    As for re-purposing the textures themselves I am a bit hesitant to try that with his beautiful textures. I would like to note that I have experimented putting his textures on many vanilla items for the purpose of adding variety to chests, braziers, and other items and some of them turn out ok but a fair amount of them have extremely arcane UV maps.

     

    I will definitely try it out on the vanilla Lantern though, possibly along with jaderoyales textures.

     

    If you are worried about the size of the download it's well past the point of being reasonable already :shrug: I am hoping to keep it under 1.5 gigs for the clutter portion of the mod.

     

    Thank you again for the use of your resources by the way :) And thanks for the reply as well! :pints:

  7. I originally wanted to release this mod on TESA first, as I like this place better. Sadly at nearly a half gig download TESA would not let me upload it. It is on the Nexus instead: Skyrim Reimagined at the Nexus.

     

    I will keep the description short as I have a habit of going into too much detail: (Pasted from Nexus)

     

    Skyrim Reimagined is a larger idea which will focus on adding to the content of the game as a whole. Very little will be left untouched; enemies, clutter, dungeons, and quests are just a few things this idea will touch upon, given time.

    This first part of Skyrim Reimagined deals in clutter. It adds new rugs, paintings, decoration, tablewares and plants. For now I have only had time to do Whiterun and Windehelm, however when I am done just about every cell will be changed with full compatibility thanks to the false master file format. Because there are a lot of modders resources I will happily look at modders requests

    Will not screw with your lighting mods or mods which change vendors! I use ELE plus several various things myself.

    An important note: this mod is a work in progress and should be treated as such. It is, however, fully functional and update-friendly (no scripts are currently being used, outside of a single vanilla one!)

    Thanks goes to the following authors for use of their resources. (If you notice a resource I missed let me know and I will happily add it, pretty sure I got them all though.) I consider these people co-authors of this mod and hope that you, the reader and user of this mod, do as well.


    Current Features:

    • Changed and added wares in Whiterun and Windhelm
    • Added different barrels
    • Added Paintings to interiors
    • Added a few new morrowind drinks
    • Added Coinstacks
    • Added new and more varient rugs
    • Added Alchemy and Magick clutter
    • Added a cauldron which acts like an alchemy bench in Arcadia's Cauldron
    • Added some new beds
    • Added more hearthfire support in vanilla game by adding Hearthfire ovens and switching out static mead barrels with Hearthfire mead barrels.
    • Added more plants to whiterun and Windhelm
    • Added Potion shelves
    • Added Open Books
    • Added ingot stacks
    • Added Different colored Candles

     

     

    The biggest reason I am posting this here is so TESA members can critique/add feedback to this mod to make it better.

     

    Current plan is to finish the cluttering for this mod then move on to additional Dungeons/Monsters for Skyrim. Along with the clutter there are a few things I plan to fix:

     

    • Overly Stretched cave areas (fixed by using meshes where the textures are not stretched.)
    • Add smoke stacks where they make sense.
    • Add Chimneys where there are none but should be.
    • Fix the few Roombound issues still in the game.
    • Talk to mod authors who have various re-textures for stuff (This lantern mod being a prime example,) and ask if I can use their assets where it makes sense (and obviously giving credit if and when they do allow it.) In the lantern example that retexture/remesh would be used in towns and homes where the vanilla rusted one would stay in dungeons.
    • Talk to the SMIM and RuinsClutterImproved authors about seamless transition between Skyrim Reimagined and their mods.

    What do you guys think? Any thoughts are welcome.

  8. Well bloody, fukken hell.

     

    1) I just found out that when I want to do my own little farm cell, I duplicated Holyfrost farm. Except I apprently edited the original insted of the copy.

    Deleting that entire cell node in TESEdit should fix that, right?

     

     

    2) And the Riverhelm master file requirement? TESEdit cannot remove it. Frak. How the hell do I fix that?

    1) Correct

    2) It can, but you have to remove everything related to that mod from your mod first, this means every single instance of what your mod does and what it refferences. When you do right click your mod ->Clean masters.

     

    As for your post after that..... JITL can do more than bulbs actually it can enable/disable any mesh in the game, based on time of day in game. Follow the link to his website and he will explain how to set it up.

  9. Actually the game engine does allow reflection of light but only on ice and only through a mod.

     

    Let me give you an example of what emmitance does both on a bulb and on a window. I will use screenshots of my own house mod for this. The following is during the day, you can see the time in the plugin to the upper left, and note that there are bulbs up there to highlight the particle effects as well as realistically light that windowed area:

    gallery_34770_434_157151.png

     

    Next is the exact same spot, but a different time of day (Evening):

    gallery_34770_434_1343220.png

     

    Lastly, nighttime:

     

    gallery_34770_434_455061.png

    So, that is what the emmitance tab allows you to do. Notice this works with both bulbs and windows? That is what I meant earlier. Notice how much darker it seems up in the vaulted ceiling at night. This is the best you can do with the limitations of the creation kit.

     

    As for turning on and off things like light sources and bulbs, you should try Just in Time Lighting. It does exactly that.

     

    More later, gotta get back to work.

    • Upvote 1
  10. HM..can I moderator move this to a more general area of hte forums. This has gone beyond scripting.

     

    Also, the window emmitance - that is determined by the texture, not the mesh? Eitehr way, I could possibly edit either to enable emission on wooden windows. Looking into it now.

    This is why I suggested the window retexture I linked you to, they fix the textures so that all windows support emmitance. Either way the way to do it is the same in the creation kit and I outlined that above.

     

    Are you using TESVEdit? that will likely fix the problem with stuff not showing up (A problem I encountered in my mod as well.)

     

    I can walk you through editing external stuff too but time is small right now for me so I promise to get to that in a later post :) Have you checked out the classes here on TESA? lots of good info there.

  11. Oh...bummer.

    I am using Solitude windows. and was planing on maybe adding a custom or two...Poop!

    If you get this new window mod here they will support emmittance per my instructions above:

    http://www.nexusmods.com/skyrim/mods/54302/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D54302&pUp=1 Just let your downloaders know that the mod is made to work with this window mod.

     

    Now, I have a lot of things to say but before I say them you are doing an excellent job so far, as you seem to be doing more of a guild hall I will base my comments on that.

     

    Your interior is too bright imo. You need to right click the cell in the cell window and hit edit and adjust the lighting. If you need help with that I can provide instruction, as there are no guides on how to adjust the settings in this window from what I can see. In the end what you are going for is something like this:

    w5e5.jpg

    See how it is lit by the bulbs? You want your lighting to be lit mostly by light sources, and you want desaturated lighting bulbs as normal bulbs are too harsh. That bulb lighting the area by the window in this pic is another example of what can use emmittance data btw, so it changes based on time of day.

     

    Occlusion planes are mostly used outdoors, you can fix the floor problem by getting rid of them or making them smaller and using this method instead: http://www.creationkit.com/Bethesda_Tutorial_Optimization You can also use this to change the lighting on a per-room basis if you wish.

     

    To add some more interest I would suggest using some shadow lights in fireplaces and points of interest. Note that you can only use 3 shadow lights per cell.

     

    Your forge area is lacking a way to divert smoke and fumes out of the house based on what I am seeing. (Immersion thing.)

     

    Need beds for your guildies, and they need to follow a daily schedule. If you don't know how to do this I can walk you through it.

     

    There are other things you can do but I will leave it at that for now.

  12. Dynamic internal lighting is actually quite simple my friend.

     

    1) Select your window nif in the render window, open the edit window for that object. (The only windows this will not work for from what I can see are Solitude Windows and windows that come from modders resources.)

    2) Go to emittance.

    3) Select an appropriate weather/area type (High Hrothgar is usually best for any general area.) From the external drop down menu.

    4) Do the same with any bulb that is an exterior light source.

    5) Refresh the render window by hitting f5, once that is done loading, go up to the time of day bar to the upper right and use that to see the dramatic changes the light sources have during times of day.

    7) For maximum effect this can be done on the outside too, except you want to use internal light source not external.

     

    The next step is to download the lighting resource "Just in Time Lighting," what this is, is an enable/disable script which can do lights and light sources. It is also useful if you have a ton of lights in your home and want to optimize them to minimize the light flickering bug. Follow the instructions on his webpage.

     

    As to the answer to your other question, there is already "My Home is Your Home" mod which does the same thing you want to do. You can assign beds to specified followers with this mod. There is also a way to do this via factions but the details slip my mind at the moment.

    • Upvote 1
  13. I really disagree that it is the fault of consoles. I have played some mmo's where people act exactly the same as described here: absolutely everything needs to be done at the snap of a finger or people would rage. This started even in the days of diablo 2. (BTW, I am primarily a console gamer.)

     

    Rather than blame the consoles, I blame the small (but rather loud!) group that complains things aren't quick or easy enough. If you think about it, the sqeeky wheel gets the grease, right?

     

    Another consideration is that things are not as quick to be made as back then: it takes a lot more time to get the much more resource-intensive aspects of the game done, which means less time for building those large dungeons and less brainpower put into gameplay.

     

    A final point is that companies are after a quick buck anymore, so they are using what they know sells and ditching the rest.

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