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Tamira

Senior Allies
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Posts posted by Tamira

  1. So you want to do this in Skyrim, right? (Maigret's tutorial is for Oblivion and things will not be the same)

    I never made a creature companion in Skyrim. In Oblivion creatures needed an intelligence of more than 30 to be able to open doors.
    As for Skyrim: Did you use the "DogCompanionRace" instead of the "DogRace"? Because in the Dog Companion Race the box "Can't open doors" is unchecked.
    Compare how "Meeko" is set up.

  2. 15 hours ago, Hanaisse said:

    Thank you for the information, however, I feel I must clarify an important point; Not all meshes require conversion.

    Most meshes made for original Skyrim will work just fine in SSE, especially statics as they already have tangents.

    I can confirm this. Therefore I made an additional line to most of my uploaded Skyrim resources that they may be used in SSE too and that they should work without problems.

  3. I have played through the German version some days ago. And now I am going to start a second playthrough with the English version.

    If you like games that are not shallow and trivial but make you think and brood over some experiences, then Enderal is a must-have!
    Besides this, this game (I can't call this a "mod") is made so much friendlier for the eyes with the superb level design than the mostly dark and dull Skyrim world.

  4. I refer to the flowering bushes in your "tropical" screenshots. They are from my resource "New Plants"

    I downloaded your "tribute to Helgi" but there is only an esp inside the download. You talk about a "Soolie" version, but no asset files are included.

     

  5. Hello Fred!  (Laus means something not so nice in my language :lol: )

    As you already joined in 2011 it is a late welcome party for you but not wihout

    :cookie4u:

    Edit: When I click on your post "A tribute to Helgi" I get this:

    (Sorry, we can't show this content because you do not have permission to see it. )
    ???

    But I noticed several of my "New Plants" in your screenshots on the other thread :D

    • Upvote 1
  6. Cannot help you without more information about these objects. :shrug:
    What mod is this? Where did you download it? 

    Edit:
    Found it with Google. You should have mentioned that they are part of the TESA Resource Kit :D

    I did not check all 12 objects but the message comes from some parts of the assemblement, I noticed a bug on the plates and the goblets:
    In the NiTriShapeData of these meshes there is checked: Has vertex colors - yes, whereas in the BSLightingShaderProperty this is not checked, which results in the CK message. I did not look at it in game. Are the plates and goblets looking nice or are they black?

    You can ignore this message as it will not break anything. It would be nice of course if someone could go over these meshes and make the corrections. The author(s) seem no longer be active here on TES Alliance.

     

  7. You should see the picture by simply clicking on it ... :huh:

    Another try:

    Taskmanager.jpg

     

    Edit: Found the solution on the internet: I had to double click on the window frame of the Taskmanager to get the full view.

    Now I managed to get it working. Though this is very, very inconvenient. I keep Skyrim and the CK in offline mode and so I have to switch my connection off-on each time after I started another instance of the CK.

  8. How did you connect your player home to the world (= Tamriel) ?

    Connecting interior cells works the same. You can look it up in the Creation Kit Basics, Lesson 3 - Part V: Linking Doors

    (I wanted only a clickable link but the new layout made it like that ....)

     

  9. Well, you cannot simply "put" it somewhere else. The only way is to make it from scratch, create a new interior cell like the one of your player home and start again. Delete the old stuff.
    Is having a door with a new destination name worth the whole stress? How about an animated door between the house and the forge (for instance FarmhouseAnimDoor01), not a load door?

    btw: the subject of this thread has changed a lot, if you have new questions, maybe make a new thread ;)

  10. Not a separate mod but put your dungeion in a separate cell, yes.

    The "name" of the doors will always show the destination, you cannot change this. So for instance, in my mod the trapdoor is linked to the "Basement" (in a different cell) and it reads: Open Basement. When I return, the exit ladder points to the house named Sepredia and it says: Open Sepredia.

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