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aussie500

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Everything posted by aussie500

  1. aussie500

    Dinner Is served

    From the album: Aussie500

    Still needs a bit of work, on the retextures, but dinner is served up. Have to work out how to vanish it next.
  2. aussie500

    invisible carrot

    From the album: Aussie500

    Attempting to get that Skyrim carrot nif into blender to rip those leaves off.
  3. Yes it is a snowberry, I have a snowberry wreath on the roast before it is served, so wanted to serve bits of it up as well.
  4. From the album: Aussie500

    Still working on the roast dinner, need to get the shine off the meat, shine on the gravy, and come up with some better carrots. Then work out how to make the roast magically serve itself up and appear on the plates.
  5. aussie500

    Needs some gravy

    From the album: Aussie500

    Roast dinner I am trying out for Heartwood Manor.
  6. Probably I misunderstood the problem and i know nothing about the error codes, but pretty sure steam still has a size limit for their house mods, 100mb. It will not let you upload one bigger than that. So if your update makes the mod go over that limit, you cannot update it. Would that be the problem with the updating?
  7. Is your game updated with the last patch for Skyrim Carnal? The mod has the update as a master.
  8. The CK basics classes have the students doing a house mod for the final, some released their creations some only here. So you could always look through the houses and see if there is anything you would like to try. Everything is categorized here and more easy to find, press the downloads option up the top of the page, then select Skyrim mods on the left side panel. Select what category you want to look at from the list. You can also scroll through What's new, Most watched or Highest rated.
  9. I tested it out when I did them for the CK basics houses, nothing has changed, no navmesh the sods will wander off looking for one. It apparently does not have to be a separate navmesh, but I was taking no chances and wanted to be sure the last lot would stay put. Never occurred to me to look here for instructions on doing the mannequins, would have saved a bit of time.
  10. aussie500

    Argonian Maid

    Looks great, and nice to see that nice oven being put to use.
  11. aussie500

    Bath time

    From the album: Aussie500

    Braggen had more girls and none of the guys I would have preferred, so here is a shot of three girls in the bath tub, using the Lakeview Extended script for getting the clothes off. Will take a bit longer to round up some more guys, and I am a bit short on time today.
  12. From the album: Aussie500

    Serana is always trouble, no matter where she is, or who she is with, she does her best to wreck things, ruin them, or just be a plain pest. Mannequin was fine before Serana decided she had to be on display instead.
  13. From the album: Aussie500

    Seems Illia is tired of being ignored, I have the USKP installed at the moment, so finally got a chance to move her to a better home.
  14. From the album: Aussie500

    Always like those chess sets Insanity did, it might move yet just trying it out there.
  15. aussie500

    Lydia The bard

    From the album: Aussie500

    Had no idea Lydia had musical aspirations, pity there was no sound. A song or two would be nice.
  16. aussie500

    The Third Tribe

    Tents look really nice.
  17. aussie500

    Balmora Harbor

    Looks great, but the water is a bit clear.
  18. aussie500

    HM Weapon storage

    From the album: Aussie500

    The final weapon storage collection for Heartwood Manor, I made it a container in just about every possible way you could, and stuffed it up in a few, and was not happy. Tamira provided the static open oil barrel nif, minus the oil that was used on the final attempt, much easier to make it a container when it starts out as a static. Thanks Tamira.
  19. Cannot help there, I just choose one of the standard player horses, or choose any horse and add the standard player horse scripts. None of which include wandering that I know of. The horse just stays in the stable unless something dangerous comes along, then most will run depending on how you did the settings. If you have a horse for the house you can add it to the X-Marker to 'tether it" But I think it should just return to where you placed it anyway. And in case we end up on another page, DarkRider I still have a question of my own further back I would like some assistance with.
  20. aussie500

    MapMarker

    From the album: Aussie500

    Location of the Map Marker.
  21. It would not be a fault with the CK, you could verify your Skyrim instalation with steam, and it will download any missing files. The other thing is you do not use a horse marker for your horse, which could be why you are getting the exclamation mark. Just use a normal X-Marker for the horse fast travel position, and just assign it as a horse marker when you do the localization in lesson 4. The other you will need is a Mapmarker for the location, not a marker heading, are you sure you were choosing the right thing? You will find it under WorldObjects>Statics or just put mapmarker in the search box and select All and it will come up.
  22. I have a question concerning the packing up of the BSA for uploading with our mod, I never really found a satisfactory answer checking the internet out. When I first attempted to use the CK to pack up my Vanilla only house mod, it kept crashing. I later found out it was attempting to pack up all the DDS files and who knows what else for the SMIM'ed stuff and a HD Booze Bottles mod. I had not considered it would try to pack up stuff from installed mods that I never loaded. I had a clean install backed up of just the basics, I grabbed the data folder from there to use for my modding, no mods installed but the HD textures, DLC and Falskaar. The CK packed it up fine, but included a lot of vanilla scripts and source files. That was the first version I uploaded. I shortly after did a couple of fixes, and repacked the BSA without all the scripts using the Archive.exe found in the Skyrim files, seems strange the mod would need all those scripts. I did however do the bathroom with triggers using the defaultToggleSelfOnActivate script. Did I need to include that script in the BSA? No one complained about the taps not working, and I have yet to get around to trying to test if it would work without it in the BSA. In what circumstances would we include source scripts or any other scripts in our BSA? I have heard some having problems when a mod overwrote a script in the source file, which another mod had apparently altered, so did not really want to include the extensive list of scripts the CK thought needed packing up in the BSA. My next version will have even more stuff to pack up, so want to be sure I only pack what is needed.
  23. aussie500

    Mage Room Alchemy

    From the album: Aussie500

    Well one side of the room got all the attention, the other side really has not changed much.
  24. You would make a gallery in the Allegiance section, after that just choosing the upload option and selecting the folder should get you eventually to the upload page. Glad you liked my efforts, looking forward to seeing what you and the others still doing the course come up with.
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