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SeanenG

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  1. I labeled it an outrageous idea for a reason. :whistling: But I'm not sure that's completely accurate. It clearly is feasible because people have done it - I can't speculate on why Bethesda chose not to, it may have been due to the amount of work required, or it may be they're just used to doing it this way, I don't know. I know some of the issues mentioned have been addressed already (the modder who made Grey Ledge Manor figured out how to stop it from raining inside the building, so that's possible, and the guy who did Open Cities was somehow able to copy everything over with relationships intact). Does Skyrim have a world-wide water plane at sea level? *Checks* No, it doesn't. You can noclip through the floor near the coast and check - the water is only placed a short distance past the shore. So that's not an issue. As for the lighting issue? Eh. I personally find the interiors of a lot of houses a bit too dark and shadowy, I wouldn't mind less shadows. But that's a personal taste thing. Anyway, I'm not necessarily looking to remodel every building in the entire game - that's clearly an enormous undertaking, and besides, the number of buildings you'll actually find yourself visiting (let alone revisiting) is relatively small. So it could still achieve a pretty dramatic effect by sticking with large and visible buildings - Jorrvaskr and Dragonsreach as I mentioned, High Hrothgar is another great candidate, or the College of Winterhold since much of it is already outside. I figure I'll start poking around with Jorrvaskr first and see what I can manage.
  2. I waffled over whether to put this in in Talk or Requests, and I settled on this because while I'd like to do it I don't really have the skills to make it happen. Alas. I hate load doors - I could go on and on about all the reasons they annoy me, but I really don't like them. There are a couple great mods - like Grey Ledge Manor and Rangers Valley Lodge - that add buildings directly to the Tamriel worldspace, so you can simply walk into and out of them. I love that. There's also the incredible Open Cities mod, which does the same thing for entire cities. After seeing what other people have been able to do, I started thinking about how amazing it would be if existing buildings could do the same thing. For example, Jorrvaskr in Whiterun has doors on either side of the main hall - imagine if you could simply walk on through. In Dragonsreach, imagine if you could walk into the great hall and then out onto the great porch without loading screens. How cool would that be? It would be awesome. So. I thought I'd poke around and see what I could do - starting with Breezehome in Whiterun, because that's a pretty simple little house. There's some major difficulties with making it happen, though. The interior rooms are a bit larger than the exterior building, the dimensions seem to be slightly off as well, and the exterior model is a single piece that can't easily be rearranged (or resized, but that might be my incompetence with the CK). It doesn't even have a real door - it's just a slight nook where the door activator can go. So... I have only vague ideas about how this could even be accomplished. It would be nice if there was a set of construction pieces for exterior walls (as there are for interior walls) that you could snap together. Two-sided walls would be even better. I guess maybe you could export the house model and edit it to cut a hole for a door, then attempt to snug the interior pieces against the exterior walls. But then the larger size of the interior also messes up the layout of the exterior buildings in the city... would it even be plausible? Could you expand the size of, say, the Whiterun city-space to fit larger buildings? So, am I the only one who loves this idea? Is anyone interested in trying to make it happen?
  3. I'm looking for a mod that lets enchanted items recharge slowly over time (as in Morrowind). Does anybody know of such a mod?
  4. I thought I remembered seeing a modder's resource/framework for implementing hit/damage locations, but I can't seem to find it. I know there's at least one locational damage mod, but that's not what I'm looking for. Anyone seen this, or am I imagining it?
  5. Thanks for pointing me to the Handyman mod. It's just what I wanted! Yeah, I had the same issue - it's dumb to shoot an arrow at an enemy and have them dodge out of the way between the time you release and the time the arrow hits. I've been using Arrow Tweaks to speed up arrows so they hit before the enemy can dodge. That has other effects as well (less arc, longer range, etc), but it changes less than something like Combat Realism.
  6. Something a bit silly: Is there a mod out there which adds equippable (unenchanted) versions of some of the clutter items in the game? Improvised weapons, as it were. Specifically, I want a Blacksmith's Hammer that my character can wield while smithing. Why? So that I can enchant it with Notched Pickaxe effect, instead of having a pickaxe and/or dagger that I equip when smithing. But beyond that, it would be cool to have the knives, forks, pitchforks, shovels, and so on that show up throughout the game actually be equippable - especially if various villager NPC's would use them.
  7. I think there were shortbows included in ACE - Archery. Not sure if there's a stand-alone file, but you can find the compilation here.
  8. Unfortunate. :( I thought one of the war mods might have something like that included, but I'm not looking for anything as in-depth as most of them get. I poked around Fort Amol in the creation kit, and it seems doable... but I have only a vague guess how the spawning/scripting stuff works at this point. Need to figure out what I'm doing before I can even think about attempting that big a change. :P
  9. Are there any mods that make the Forts spawn NPC's of the appropriate side in the civil war instead of bandits? If I look at a map and see 'Fort Dunstad - Imperial' then travel to that location I should encounter Imperial troops, and not generic bandits.
  10. So, I've got my own little mod coloring the different Map Markers. I'm working on a mod to go along with it that will add new map markers as well, making use of some of the unused icons already in the game file. For the most part, this is working out pretty well - I have Wilderness Shrines using the 'Altar' map marker and Castle Dour using the 'City' Map Marker, and so on. But I'm running into a few problems that I'm not sure how to fix, and am hoping somebody more experienced with Flash will be able to offer some advice. 1. The biggest issue I'm having is adding map markers to the capital buildings in the minor cities. The Creation Kit includes Map Marker Types called Dawnstar Castle, Falkreath Castle, and Morthal Castle which all display the same Jarl's Longhouse graphic. So I can add them in, but in keeping with what I'm already doing with the major cities I'd like to have each of those colored the same as the city icon. Now, the problem. Opening up Map.swf, I find there's only a single shape for 'Longhouse'. There are three (well, six) different sprites for the three cities, but they all use that same shape. I can't recolor them individually, either. I'm pretty sure what I have to do is make a couple copies of the shape, with different colors for each, and then have each set of sprites point to a different one. I'm pretty sure I need to convert the .swf to .fla and then edit and recompile... but I don't really know what I'm doing in order to change the sprites. Anyone have any advice, or a link to a tutorial, or something? 2. If I'm already doing the above, I'd like to make some additional changes while I'm at it. Is it possible to add new Map Marker Types to the Creation Kit? For example, I want to add a fourth Jarl's Longhouse for Winterhold, and possibly a fifth for Jorrvaskr. In order to do that, not only would I need to create an additional shape and sprites, I'd also need to make a new 'Map Marker Type' entry, so that I could assign it in the creation kit and have it show up on the map in game. And I have no idea where to even start looking to figure out how to do that. I can't find any definitions for map markers in the creation kit. Anybody have any ideas on that front? 3. Finally, when I was adding additional markers I discovered that I could leave the marker as Type 'None' and cause it to have no icon on the world map. I was actually really excited by that, because I could put multiple markers close together (for example, the different shops in each city) and allow the player to click on that location and move to it without having the swarm of overlapping map icons. However, when I went in game to test it, I freaked out to see a bunch of hostile enemies on my compass in the middle of Whiterun. Turns out that, while the map marker is invisible on the world map, it still shows up on the compass and uses the same red dot marker that hostile enemies do. Anyone know how to make a specific map marker not show up on the compass, without disabling all map markers on the compass? Is that even possible?
  11. Still looking for the first, but xeightballx posted a mod that will hopefully take care of the second. Trying it out now! http://skyrim.nexusmods.com/downloads/file.php?id=16619
  12. I don't know of any mods, but I do know that you can use this using the console. Enter the following command: tmm 1,0,1
  13. 1. Something that I've been looking for, and unable to find - not sure if it's even possible - is a mod that allows fast travel into buildings. There are a couple that let you fast travel out of buildings, but that's not what I want. For example, if I fast travel to Whiterun, it places me inside the gates of the city. But if I fast travel to Dragonsreach, it places me outside the gates of the castle, and then I've got to enter normally, giving me an additional loading screen. It's not terrible, the loading time is reasonably short, but it adds up enough to get annoying. What I'd like is, when I fast travel to a place like dragonsreach, to arrive inside the castle after the first loading screen. Is there any mod like this? 2. I'd also love a mod that lets you scroll the map view closer to the edges / past the edges of the game world. As things are, many locations on the map (including Markarth, Solitude, Dawnstar, Winterhold, and Riften) are positioned close enough to the edge of the map that, when zooming in the view, you can't see them. Even the .ini tweaks I've found haven't been able to fix this problem. Hopefully somebody has a solution.
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