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oldladyonthemoon

Elders
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Everything posted by oldladyonthemoon

  1. http://programwiki.org/steam-error-code-37/
  2. Oops, I wrote "weather template" instead of "lighting template". You'll find here all what you need to know about them in relation to the cells: http://www.creationkit.com/Interior_Cells To bring up the "cell" data window, right-click on your cell in the "cell view" window and then select "edit".
  3. It's the weather template you are using that provokes that. Try not to use the "fog" settings or create a brand new template and give your house the colour hue you want for it.
  4. Hi, Here is my "homework", the result in game: Thanks for teaching us!
  5. Thank you! Happy holidays to you too and to everyone!
  6. "metal illness", I like that! As for the rest, I'm as perplex as you are...
  7. Does the supplemental update mentioned below cover that?
  8. You don't have the Steam version of what? If you're talking about the game, you have no choice but use Steam in order to play it. As for the mod, it must come with new meshes and textures; did you install them in your data folder?
  9. I sent it to you via pm. Please, don't forget to take à look at my Credit challenge #3: http://tesalliance.org/forums/index.php?/topic/6841-ck-basics-credit-challenges/?p=111207
  10. I doubt that you can create new recipes by script. In fact, I'm pretty sure this is not possible.
  11. Here are the images for my final exam. The house is in fact a fully functional farm, with grain mill, cow, chicken, goat, vegetable garden, etc. The player will be able to buy it from the Jarl of Whiterun's steward assuming he has the necessary amount of gold: 15,000. All containers in the main house are custom and this cell is set "no reset zone", which means that nothing respawns in it. I did this so that users can customise their interior freely. The basement is inhabited by an old couple who tend the farm; there everything respawns normally. The dog in the garden belongs to the couple and cannot be hired. Exterior: Exterior in game: Basement: Interior: I need some time to publish it, if you allow me.
  12. Selling mods is illegal. If you ever find a place where they sell some, you must report it to Bethesda at once.
  13. The Steam version will work with any version of Skyrim. If you want to use the version you downloaded from here, just drop the bsa and the esp files into the Data folder that you'll find in the Steam\SteamApps\common\Skyrim directory. On launching the game, make sure that the esp is activated in the Data files options in the launcher.
  14. Indeed, I'm going to release the mod I made with the class any time soon here. What is LL? Welcome to TESA!
  15. Yes, it is. I asked the same question over there: http://tesalliance.org/forums/index.php?/forum/12-construction-set-basics/
  16. Hey, just found the cookies! Have one!
  17. Hello to you then, and welcome to TESA!
  18. Credit Challenge 03: The Outbound House - Shack, dock, boat and navmesh: - in game views:
  19. So, we must place a navmesh under the mannequin so that it stays put? Is this still true, two years later?
  20. Here we go! - lighting under color spectrum view (sorry, I don't have a "before" view; I set these lights in a previous lesson): - custom light: - exterior NavMesh: - exterior and interior green NavMesh finalization markers: - Dragon Perches: - location: The two first Credit Challenges are there: http://tesalliance.org/forums/index.php?/topic/6841-ck-basics-credit-challenges/?p=110912
  21. Undoing the changes in TES5Edit and loading the plugin in the ck does return error messages (ominous, as always with the ck). Not finalising the navmeshes after modification is not an option either. We'll have to do with the modified adjacent cells...
  22. No, I didn't. And, I made an experiment, modifying one triangle far from the edges of an untouched cell and then click on the "finalise" button: all the surrounding cells navmeshes ended up modified, making the cells modified. I did that several times with the same result.
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