@kton555: Sweet. I'm not going to get a chance to look at it until probably tomorrow, but I'll link it now anyway. Thanks for building paradise halls content...
Plugin developer forum
Started by
layam
, Jan 25 2013 01:32 PM
104 replies to this topic
#21
Posted 04 February 2013 - 06:30 PM
#22
Posted 05 February 2013 - 10:00 PM
@ layam:
Thanks for the help with removing dependencies, I didn't realize tes5edit was so easy to use.
Thanks for the help with removing dependencies, I didn't realize tes5edit was so easy to use.
#23
Posted 05 February 2013 - 10:53 PM
You're welcome. Yeah, it really isn't anything to be scared of... Quite a useful little util that one.
#24
Posted 06 February 2013 - 09:08 PM
Alright, I created the dungeon i mentioned before, but beware its not linked to the outside world and there are no exteriors only a interior cell, you cant find it by typing ABSLAVERPITS02 in the cell view window, its fully cluttered, navmeshed and all that, but there are no npcs. http://skyrim.nexusmods.com/mods/31130
Go ahead layam, its all yours now:p
Go ahead layam, its all yours now:p
#25
Posted 07 February 2013 - 04:38 AM
@layam:
I have two questions.
Is there a trick to getting your dungeons to look so dark. Even without any lights, my cave seems illuminated. Does this depend on the wall type?
I really want to add traffic between the camps. They could be small groups of slaves, with traders. It could be real subtle (travel by night, disguise the slaves). Would you be opposed to this? And if not, how close would you be comfortable with them traveling to your camp/s (mind you, the paths can always be adjusted on future updates) ?
Thanks.
Edited by kton555, 07 February 2013 - 04:41 AM.
#26
Posted 07 February 2013 - 08:02 PM
@VGC: Thats pretty good man. Any ideas where it's going to go in the world? I'm thinking that the place feels like it ought to be some kind of gladiator training area... The central circular area feels like it could be used for that. I'll give some thought as to what to do with this.
Only one thing you should know about, you've got to be really careful with using shadowed lights - If you have more than 4 of them in any given cell you start to get problems.
Thanks for the work.
Only one thing you should know about, you've got to be really careful with using shadowed lights - If you have more than 4 of them in any given cell you start to get problems.
Thanks for the work.
#27
Posted 07 February 2013 - 08:08 PM
@kton55:
There are 2 parts of the CK you need to consider when looking at a cell's overall lighting. The first is the ambient light in the cell. Right-click / edit your cell and take a look at the ambient and fog values in the Lighting tab. Taking those down will leave the general light of the dungeon darker. Personally I like to keep the ambient light really quite low and then use placed filler lights to light each area.
You also need to make sure you look at the Directional Ambient lighting tab - normally just setting from ambient is enough for these values.
The second thing you'll want to know about is the ImageSpace on the Common Data tab. The ImageSpace gives you control over how a cell is rendered. In the ImageSpace you can tweak the rendered brightness, contrast, bloom levels and loads of other stuff. Be sure not to edit the existing image spaces though, if you're going to change anything, duplicate first.
There are 2 parts of the CK you need to consider when looking at a cell's overall lighting. The first is the ambient light in the cell. Right-click / edit your cell and take a look at the ambient and fog values in the Lighting tab. Taking those down will leave the general light of the dungeon darker. Personally I like to keep the ambient light really quite low and then use placed filler lights to light each area.
You also need to make sure you look at the Directional Ambient lighting tab - normally just setting from ambient is enough for these values.
The second thing you'll want to know about is the ImageSpace on the Common Data tab. The ImageSpace gives you control over how a cell is rendered. In the ImageSpace you can tweak the rendered brightness, contrast, bloom levels and loads of other stuff. Be sure not to edit the existing image spaces though, if you're going to change anything, duplicate first.
#28
Posted 07 February 2013 - 08:10 PM
About the traffic, I've got no problem with anything in particular. It's really just a matter of them being illegal. but Skooma's kind of illegal too and you get those Junky sellers.
#29
Posted 07 February 2013 - 08:34 PM
@ layam:
Thanks for that info on lighting. It had been evading me for a while.
Edited by kton555, 07 February 2013 - 10:52 PM.
#30
Posted 08 February 2013 - 10:28 AM
@layam:
Should I be including your new plugins, as well as masters, to inherit new trader functionality. Is this something I should not be trying to do at this point?
Thanks.
Should I be including your new plugins, as well as masters, to inherit new trader functionality. Is this something I should not be trying to do at this point?
Thanks.



Sign In
Create Account
Back to top









