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IronBlockGames

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Posts posted by IronBlockGames

  1. Yeah the chat room is kinda meh for me as well. Every time I gone in and seen others in as well it's just dead quiet. No one chats.

    I wasn't here for the shout box but I think it would have better use. People can post quick message,s ask simple questions that don't need a forum post to ask, and such.

    Just never seen the chat room being well.. used even when people are in it.

  2. I guess while I wait for my 4th class to be graded.. I'll start on these.

    Also how do you do the spoiler tags?

    The Underbuilding

    rDn1wa9.png

    Trap door with link and nav mesh update.

    i0uK37g.png

    Said we could decour the basement how we wanted right? I opted to go off center to make a divide to split the room. I also extended it a bit further;

    7EdbzkH.png

    Saw the well bit and couldn't resist playing with it.

    AAGhktS.png

    Full nav mesh.

    VBRgXZP.png

    Lighting

    The Crafted Sidebar

    http://i.imgur.com/xdlYQJ9.jpg

    I went with a very dainty outdoor dinning area.

    9ooSkh4.jpg

    Some potted plants to brighten up the place, as well as the hanging light. (I dimmed it a bit after this shot was taken)

     

    NYYHdto.png

    Navmesh updated.

    Now to wait for lessen 4 to be graded and I can do the shack.

  3. It's because you don't need to link the horse marker to the horse. It's automatic, once you have added the horse marker to the location the horse the player is currently riding will be linked to it, provided that the player owns the horse.

    See once again, How do I make XMarkerHeading into a horse maker?! Just placing the marker alone does zip, zero, nada. I can't find a means to tell it to link to the horse!

    Er, what I'm understanding then is you want to modify horse behaviour? It's a game mechanic that the horse follows you everywhere.

    What you want is something like Convenient Horses does (I think), giving horse commands to stay put somewhere, or travel somewhere, or idle somewhere. I'd think that would require digging into the playerhorsescript and/or creating a new framework for horses. That's going to change things for all horses, not just one.

    I just want it so when you fast travel with your horse it don't appear right on top of you or beside you. I've been pushed into the ground or had the horse clip through a wall from being to close in some locations. I've seen it before where you travel to one spot and your horse spawns in its own little area (if you're not mounted).. even if it ends up running back to you at least it's not smushing you into the ground.

  4. 1) If you mean when they are not following you, ie: wandering around your house, they will use idle markers with any default sandbox package that allows use of idle markers. If you mean when they are following you, the only NPC that does that is Dawnguard's Serana, and that's made up of a specific quest (DLC1NPCMentalModel) and packages. You can dissect that if you want.

     

    2) DarkRider has a very good tutorial on Creating a Stable that explains horse markers. Scroll down to about the middle of the page.

    The horse marker one didn't seem to help.. that's designed if you're adding a new horse into the game to already be there. But your existing horse to say port into the stables when you fast travel? Or maybe even head there when you dismount near by? While the tutorial is great... I can't link a horse to the marker sense I'm not using a custom horse.

     

    Also that kinda meh.. I was hoping followers would use markers if you just stood around. Guess I can still add some for people who use the mods that can make any place a home.

     

    You must put a heading marker where you want your horse to stay and define it as "horse marker" in the location form you created for your place.

    See that is what I keep finding, but nothing says HOW to. As I said before, I see no way to link it to your horse. All I read on sites about it is you nuse XMarkerHeading. But nothing has gone into saying how you link it to your horse. I see nothing for it under any tab that even mentions a horse.

  5. Two questions for this:

    One, is there away to make a follower use idle markers you place around? Like if you have a dog they may use the laying idle, or a human follower use like warm hands and so on? I've placed idle markers here and there but there never used. So far the only thing I seen on using idle markers is with basic npc's and linking them.

    Last... is there any marker for your house? Like if you are not mounted and you fast travel, is there away to say "your horse goes here" vs it popping in right beside/on top of you and clipping you around? I read you use an XMarkerHeading for it, but I don't see a means to link it to your horse. There is a HorseMarker but I don't think it's used.

  6. Man this makes me wish Fallout4 would run for me. It gets as far as starting a new game then loads a bit and quits.

    Video drivers are up to date, tried in full screen and windowed, lowerd all settings to lowest or off, nada. game wont run. :(

  7. Sorry it been a while. RL issues and nonsense going on.

    • Post Before and After screens of your lighting under color spectrum view

    vNhQpbi.png

    That is how my lighting came out first shot. In game it's a nice dim look, saw no need to change anything.

    • Post a screencap of your custom light

    cIRIpFV.png

    The widdle light that could.

    • Post screens of your exterior NavMesh

    NtxzzFO.png

     

    Did it with out deleteing anything, though it left much to be streched and a massive amount of shifting to avoid overlap. (Note no nav mesh added to the side porch as I see making that areas one of the extra lessens, so that's to be done)

    • Post screens of your interior and exterior green NavMesh finalization markers

     

    d8mTDP4.png

    You can see the outside one in the other screeny.

    • Add a Dragon Perch to your exterior

    RcPLSMD.png

    How about two, as nothing foils a dragon attack than just standing on the side he cant face.

     

    • Create a new location for your exterior based on HalfmoonMillLocation

    fs6JAo2.png

    Ta da...

    • Post Screens of your Mod Cleaning skip this for now

    Think this needs to be updated badly.

    • Complete at least two of the course Credit Challenges

    Will be done.

    Quick question on the Navmesh part...  I find often I have no choice but to delete parts of the mesh. Rather there is no 'hole' already there to shift around, or if there is it ends with mesh that is stretched and either clipped into the ground or floating high over a dip in the land. I know it's alright to have the mesh a little below the ground if needed, but when we are talking half or a full character's height above or below clipped I don't really know. How badly will something like that effect a follower? What's a good work around if you don't want to delete any of the mesh?

     

    Edit: *watches tumbleweed roll on by*

  8. I think the only stuff to be packed are custom stuff. Making a static uses whats already in game and called. There's no going looking for the niff file and moving it or what not. You're just calling an existing object in game and making a new instance of it as a static object, just as I said. There wont be anything to 'pack' sense it's not a new niff file.

    Just find the object you want in the object window and double click it.
    Say like, GlazedCup01Nordic , there'll be a model path, Clutter\GlazedCup01.nif copy that path.
    http://i.imgur.com/Puqy3X3.png
    Under world objects> static right click and select new.
    Under model hit edit, then edit again, and when it ask's for a file path paste in your path while in the default mesh folder. Bam it'll load up the mesh from the skyrims files. Give it a custom ID and you now have a static version of that object.
    http://i.imgur.com/YewC3rA.png

    That's what I did to make a non movable version of these cups to stuff in my kitchen shelving. There's nothing extra to pack sense you're using skyrim's default, just under a new flag.

  9. Well I can tell you right off the 'Don't Havok Settle' don't mean the object won't fall. If you are using an item that will havok, then it'll always be effected by gravity. Don't Havok Settle is designed so two or more havoc objects can rest against one another and not fling each other across the room. Pretty much they wont 'settle' unless a player touch's them. But they are still effected by gravity so you can't make a havoc object float in the air. Like you put a plate on a table, and tell it to not havoc settle so if its say part way in the table, or has something on top, it wont react to the other objects until the player pokes it.

    What you want to do for that is double click the object in the list (not the cell) you're trying to use and locate the nif file path and copy it. Then under STATIC right click and create new, paste in the path, give it it's own ID, and bam, a static, non moving version of the object that will float where ever you set it.

     

    That is the only bit I know of.. outside the music and that are you sure your music's not turned off? theres also times where music wont start right off when you enter a cell. least I've seen that for my tower home. it takes a chunk of time for it to start.

  10. Can't you use a glow map to create a glowing effect?

    The rocks I'm using are the ones from blackreach, they have this extra mesh layer for a  texture effect that gives them a nice edge glow. Just look at BlackreachCrystalL01 that I used as a base for my new ore chunk.
    kKOgoYa.png

    I did try to mimic the effect on a normal ore bit but it didn't look anywhere close to how that does.

     

     

    Yes it can be painful. I think I understood what you said but trying it myself didn't change much (yes I told it to apply changes) took a look at what you did vs what I did just makes me lost.


    There needs to be proper nifskope tutorials that don't just open a bit of armor and tell you that's it. Yes I have seen enough 20+ minute tutorials that just had a dude blabbering then showing how to download and install and then open a armor bit and calls it a day... in a tutorial titles 'basic editing'. Apparently opening a file is seen as basic editing :P

    Thanks for the help. One of these days I'll get the hang of this stuff!

  11. I thought the collision shrunk when I shrunk the whole model down?

    I can't use a normal ore chunk as the rocks on this use two layers for the mesh to apply a 2nd texture over top the first to give it that glowy effect. Normal ore don't and just makes a dull pale almost solid blue mess. (yes this was the first option I tried)

     

    Darn it there is always something in my way. Now I have to hunt for a tutorial on this sense that link only says "Create your collision mesh in 3D software with possibility of exporting to nif file" yay.. another thing that tells you to do something but neglects to tell you how to do it. Yes I do have 3dsmax 2010 but I only know basic modeling, and I do most of that now in zbrush.

  12. So um... not sure if this is the place to ask about NifSkope stuff but um... I have an issue.

    I'm trying to make a new ore type made from the glowing blue rocks found in Blackreach.  But sense all the rocks of it are static retextures of normal rocks, they lacked a bottom... so.. I joined two together in NifSkope, shrunk it down big time, and tried to give it the same weights and such as a normal ore chunk.

    Welp.. my new rock ended up being lighter than air and floating about, or it stops at the ground when it falls but then just skids slowly across the floor slowly through walls. I... don't know what I did wrong.

    Anyone here know a thing or two about NifSkope and making proper items that havoc? Think the only real thing I need is the weights so it properly havocs and not feel so floaty.

    oreAetherium_havoc01.nif

  13. I had this issue myself with one cell I wade long ago.

    I found out that it was due to my editing my characters height to be taller than the normal model thanks to.. whatever that mod is that gives you all them extra character options and edits. (brain durp) Once I tried it on a character that wasn't so tall it worked just fine.

    One thing I could recommend is turning on god mode and no clip before you coc into the cell, with no clip you can fly so there is no falling through the ground. You can coc into the cell and remain in place and fly around. What could be happening is your feet are clipped though the ground and sense thats not standing on solid ground you're falling though while it's loading.

    What I recommend really though is making a new fresh character, default everything, use a preset or what not, and set that up as your mod testing character that you can keep god mode and no clip on to move around and coc into cells to test. Make this character to start with with no mods installed. Though using alternate start-live another life to by pass the normal intro is fine. I personally start my main save inside it before picking anything so when I test stuff I can pick a start that's closer to where the mod is then fly on over.  Also give them a torch to explore cells that haven't had lighting on. I do that to check for holes in walls as they stick out like a sore thumb with no lights showing.
     

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