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Ellderon

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Everything posted by Ellderon

  1. Can't figure this out. How does one set a NPC in chains? Or how does one tell it to play a specific animation? With a scene?
  2. I guess I could...but wouldn't that use a lot of parts? Well, I'll try. Still have to find a suitable location, otherwise, I'll have to be re-doing a dozen external cells to make enough room. Curretnly makign the slavers cave. Have to look into how to put an actor into wall chains or have them start with an animation. Will dig around the vanila levels, the answer has got to be there.
  3. Hm...but I don't have anythig from Riverhelm. I did copy a few pieces of architecture, but all are standard Skyrim pieces. Strange, I could have sword I did click "Clean Masters". Well, I'm more intrested in a scrip that I can just attach to a light source, as I really liek to keep things as simple. Minimal complexity. Speaking of which, the test release of my mod is postponed due to the fact that there is no way to acess the mannor yet (other than COC command)...because I cannot decide where to put it externally. Skyrim is big..but also small. A very crowded place. And I have a keep to place (which itself will take up at least 2 cells) and the mannor (which is 11x7 tiles) close to eachother, meaning I'll have to edit a lot of external cells. And I'm kinda hesistant. Not to metnion I'm having trouble finding a location. I'm shooting for somewhere around Ivarstead ATM. Oh, once I finish my external mannor model, I may need help with actually converting it. I have 3D Max and Blender, but both are never versions
  4. Yarr... Mage a few custom magic lights and effect that I want to be on ONLY during the night. Would UnGameUpdateTime combines with Disable and Enable work? And how do I get the current game time? Ha. Finally was able to Download JIT (didn't work earlier, some database problem). Now I'll look intothat code and hopefully find some answers.
  5. Well bloody, fukken hell. 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? And the Riverhelm master file requirement? TESEdit cannot remove it. Frak. How the hell do I fix that?
  6. I'm reading what I can manage. Progress has slowed down a bit for multiple reasons. Regarding the internal lighting. Basing it onl on external light sources is good at night, but not during the day. Ambient light exists due to surfaces reflecting light - something that the engine doesn't do. Dunno if it's possible to have changing ambient light levels? That way I can keep it minimal during the day and disable it during the night. Also thinking of having several lamps that are off during the day, but turn on during the night. ATM I have been attpempting to add a few decorative items. A few paintings. I download a painting mod and re-named a few paintings from it. Now I want to add my own image to it (just changing the texture), but editing the .nif with Nifskope puts out a million errors. I can go the route of re-writing the exiting images, but that would make my mod incompatible. Was also experimenting with rooms, but it was a fiasco. Dropping it for now and finishing the building. I have the feelign that any model making/editing is going to be a pain in the ass (And I NEED a new external building model...at least making it not a big problem)
  7. 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.
  8. Thanks again. The NPC's are placed there jsut for testing. Only hte 3 maids will be in the house, the rest are going into the Keep. I cna manage giving them their daily routines. Now, the STONE windows in solitude work with emittance data. so that is great. The WOODEN ones on the top floor unfortunately don't. I'm using the Sexy Solitude textur pack b.t.w. That said, light bulbs and some other effects (beams of light, dust beams) set to some light FX settings also seem to work, so maybe I can fake the upper floor with this. I did place one smoke stack opning above the smithy, but I should probably put one above the smelter too. Yah, and make it bigger. Now, the problem i have is that it seems my mod frakked a few thing up. Namely, during hte process of making it I opened the Dragonsreach, Breezhome and Blue Palace cells to look at what tiles they used and stuff like that. In a few cases I coped a few tiles over. Now i find out that with my mod active, a few tiles are MISSING in those cells (namely 1 roof tile in both cells). Now I'm pretty damn sure I never deleted or cut anything, but I do recall COPYING those specific tiles. I even went into the details pane of my mod .esp and prceeded to remvoe any CELL entry that wasn't my own cell. So why are they missing? How utterly have I freakked up? Any good way to clean my mod and try to remove those unfortunate edits? ALSO: for editing extermal areas - any advice? I think I found a suitable location (altough if anoen has suggestion I'm all areas. Need a nice and big piece of land), but I havn't started editing anything yet. Obviously I will have to delete trees, adjust the land and chance the walkmesh..and this being an external cell I don't want to frak it up.
  9. Oh...bummer. I am using Solitude windows. and was planing on maybe adding a custom or two...Poop!
  10. Wow...fast and helpful responses. You guys weren't kidding when you said there was a lot of brainpower here. Thanks. Here, let me show you a short preview of what I have. Made a short video of the mannor. 11x7 tiles, basement and 2 floors. Still not done, I have a furniture, clutter, adjustments, light and all kinds of details to add or tweak. The only problem is that there is no suitable external model for me to use. So I'm putting together my own mesh. I might need help converting it once I'm done. I have that and a small Keep (which will house a Knightly order) to place next to each other somewhere in Tamriel. So, anyone got a good location in mind? Looking around I found one decent location near Ivarsted (that small village at the base of the mountain with High Hrotgar). I still haven't messed with external areas. And before I forget, some other questiosn: - during the making of the mod, I loaded up Riverhelm to take a look at home some things are done there. I haven't copied or changed anything there. Just loaded a few cells to see which tiles and pieces were used. Now when I load my mod, Riverhelm is in the masters list. Works normally without Riverhelm loaded. Any way to remove it? - the dissapearing floor in the basement in the video might be due to occlusion plane I placed between floors. IIRC, occlusion planes work by telling the game engine to not render anything behind the place, if the player can't see the plane..right? - do you think the wooden railing on the top floor works better than the stone one?
  11. Heya all. For about two weeks now I've embarked o na quest to make a nicel little mod - adding a player mansion, a keep with a few NPC's and a few other minor things. It is progressing well, but now that the Mannor interior is almost done, I'm looking to add two functions to it. Alas, I suck at scripting. the thing I want to add: 1) Dynamic internal lighting depending on time of day. It always bugged me that the interior is always lit the same regrless if it's noon or midnight. I want to change that. The question is - what is hte best way to go about it? Enable/disable specific light source? 2) Allocating rooms to followers. The mansion has has 9 extra room with a dozen or so beds. It would be nice to be able to assign my followers rooms. The question is again - how? The most obvious solution to me seem to tie a script to each bed that when interacted allows you to assign the room/bed to one of the followers (and you'll probably have multiple followers) But again, paprus is new to me, so I'm still lost.
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