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oldladyonthemoon

Elders
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Everything posted by oldladyonthemoon

  1. 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.
  2. Selling mods is illegal. If you ever find a place where they sell some, you must report it to Bethesda at once.
  3. 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.
  4. Indeed, I'm going to release the mod I made with the class any time soon here. What is LL? Welcome to TESA!
  5. Yes, it is. I asked the same question over there: http://tesalliance.org/forums/index.php?/forum/12-construction-set-basics/
  6. Hey, just found the cookies! Have one!
  7. Hello to you then, and welcome to TESA!
  8. Credit Challenge 03: The Outbound House - Shack, dock, boat and navmesh: - in game views:
  9. So, we must place a navmesh under the mannequin so that it stays put? Is this still true, two years later?
  10. 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
  11. 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...
  12. 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.
  13. Finalizing the exterior navmeshes modifies the navmeshes of the surrounding cells. It's not the first time that I notice this so I suppose it's normal. Consequently, the cells around will be inevitably modified, or is there something I'm overlooking?
  14. Credit Challenge 01: The Underbuilding - the trapdoor: - the underbuilding: There are two functional bookshelves in the bedroom but they are not visible on the image. Credit Challenge 02: The Crafted Sidebar The porch hasn't been navmeshed yet; I'll do it in lesson 4. I hope it's okay.
  15. Hey, this would be great! Has it been abandoned because nobody commented?
  16. Thanks! I have slightly modified the design of the place. I wasn't comfortable with using pieces of Whiterun architecture for the small horse shed, so I remade it using a piece of farm porch, pieces of farmdivide walls and a stone floor. I also swapped the well and the new stables: In game, at night:
  17. At last, I managed to have the ck do what I wanted it to do. Here is a general view of the place, with extras, in the ck: and ingame at night: It's a bit empty but I'll see to this later.
  18. In fact, it's the changings I make in the ck (from lpineforest02 to lpineforest02nograss, for example) that do not apply in game. Furthermore, "painting" the new textures sometimes works, sometimes doesn't. Edit: well, it looks like the ck wasn't in the mood yesterday. I just used the landscape optimisation tool and replaced most of the grass textures by non grass textues and it works. I should be able to post something by tomorrow.
  19. All right, I give up. Each time I try to get rid of the grass textures, they are still there in game. The ini settings regarding the grass bug don't seem to work. I'll get back to it one day.
  20. So, I must post my homework for lesson 3 before October 1rst to be considered still active?
  21. Hi DarkRider, After how long are we dropped from the class? I've begun lesson 3 but I'm also up to the neck in my current projects, so could you give me a deadline? Thanks.
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