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Andragon

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  1. In response to post #23719594. #23737919, #23743949, #23746339, #23751059, #23751089 are all replies on the same post. To me, the idea how much my time to create a mod is worth, never came to mind. My mods were created because I enjoyed the process of making them. My pay was the fun to make the mod, learn something, getting in touch with fellow modders and last but not least the feedback I got from users enjoying what I have created. I released the source scripts for other authors to build on and frankly I don't care if they want to make money on what I have created. I decided that I was doing it for fun and starting to get greedy afterwards because someone else gets money just simply does not fit my character. I do enjoy the freedom to tell people to shove it, if they demand support that is uncalled for in a free product but my experience never showed many of those people. Most people simply ask questions or give cool and giving feedback.
  2. Hi folks, for my Underground Bathhouse Mod I like a mirrored uv-map of the statue of dibella. There already is a mod that mirrors the statue but he did not mirror the uv-map. While retexturing the statue I ran into that issue because the statue mainly looked like a piece of rock with no depth. Is there someone out there who knows Blender and can make an uvmap for a mirrored satue of dibella? If so please drop me a note. You of course will be givven propper credit for it. I have tried but Blender is just not something you immediately understand ... Thanks in advance. Andragon
  3. I have solved the problem by using different sandbox packages for each npc.
  4. I have setup 10 npc in a custom home as follows: e.g AI-Package Stack: Working 9-12 Working2 15-18 Sleep 23-5 Sandbox radius 2500 I got all npc on different scedules but setup like above. That seemed to work properly while the mod was an esp Now I made the mod an esm with the npc beeing in an esp file so they could be easily changed. I also placed the entrace and exit to the house into an esp so different setups could be done in case the entrance interferes with another mod. I added an option to let 10 followers live in the house by questdialog and placing alias packages on them. Now to the problem: Some of the original npc seem not to fallback on the Sandbox Package when not on scduled packages. The simply stay in place untill the next sceduled task kicks in. The weird part is that not all of them do that ... This does make me wonder if I can overload a cell with ai packages? Will the sytem simply skip the default sandbox to save recources?
  5. Hi, I like to take of the sound effects from different dwemer gear while using it in a mod. Examples like DwePipe1wayPiston01 or DwePipeGearAssemblyCCW01 . They are statics and I don't find anything to update or remove their sound effects. The DwePipe1wayFan01 is a movable static and I can remove the sound. Do I have to make a movable new static DwePipe1wayPiston01 to achive that or did I overlook something?
  6. I added the navmesh and I can place chicken but not the cows ... very weird Ps: It seems I just took the wrong Cow. The EncCow works.
  7. I am trying to place them on a building I created. Its a castle like structure based on the mage guild tower. I placed dirt floor on the tower and want to add animals on the tower. They simply don't show there.
  8. I am trying to place a pair of cows into Tamriel. On logging in, there are not there. Is there anything I have to do in Order to show up?
  9. Not really ;) Some of the objects are ok some you can walkthru
  10. I am creating my first mod for Skyrim. I placed some Static architecture objects and placed them together. However on some of them the collision seems to be not working. I can walk right thru those walls. Is there something I am overlooking?
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