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132885

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  1. Ended up going with the Bert rout, and am really glad I did. It's super flexible and easy to use, perfect for me! At this point I'm just tidying up everything, finishing NPC's, looking into AI, and started packaging everything. Being finished by Christmas is definitely the plan so far. I'd like to be able to do a quest of some sort still, but not necessarily on my own. I also need to find a better purpose for the little island pavilion thing that you can see in the second picture a few posts up. right now it kinda serves to hide the trapdoor to the escape route, but I'm thinking maybe make it into a guest house? The stable and gate. Damn Imperial took an arrow to the knee earlier and I was too lazy to drag him off. Note: just uphill and on the other side of the stable (where the bandit camp is in vanilla) is now a mill) http://i.imgur.com/8XcoKMb.jpg The entry arch and bridge, after the gate of course. http://i.imgur.com/o44bWMs.jpg A view from above the hunter's camphttp://i.imgur.com/jgybXw9.jpg
  2. Hey! Long time no talk! That resource set looks amazing, can't believe I haven't seen it before now! That wouldn't be a bad option, and then just creating some *very* basic NPC's and figuring out AI on my own. Thanks! It's a few months of hard work that I'm glad to be almost done with!
  3. http://i.imgur.com/HUydYzO.jpghttp://i.imgur.com/aU6YpaU.jpghttp://i.imgur.com/PyjqBSW.jpgA sneakpeek at my almost-done mid-sized castle mod "The White River Estate". Located at the start of the white river just west of Riverwood, it features architecture inspired by Flahoshi's 'Legend of the Eagles Nest' which I'm sure you can see. The insides boast an attractive fireplace for lounging late at night, an immersive library including study and enchanting/alchemy crafting stations. A dining room and fully stocked kitchen also reside downstairs. Upstairs hosts the guest bedroom and master bedroom. Outside the mainkeep sits the Servant's Quarters (nothing fancy there), the Jail (for political prisoners only), and the Crypt. The interiors and exteriors are all navmeshed and finished. The only remaining work to do is NPC creation and the quest to make it purchasable. And that's where you fine folk come in. Frankly, I don't have a large interest in learning questing or NPC creation, I prefer worldspace. But not cluttering, so tedious. So I'm looking for someone who has the knowledge to create a fairly simple quest (what little I did dabble in questmaking assures me it isn't the most complicated) and the NPC's/AI to correlate with it. If you're interested in collaborating with me, I implore you to please send me a message or respond here.
  4. Yes, a new mod, since my last big project doesn't load anymore. :down: http://farm9.staticflickr.com/8117/8952690909_7bb6994137_b.jpg ScreenShot4 by Sean_Titus, on Flickr http://farm8.staticflickr.com/7323/8952691891_71b949f0c8_b.jpg ScreenShot3 by Sean_Titus, on Flickr http://farm6.staticflickr.com/5448/8953885340_504e2746e9_b.jpg ScreenShot5 by Sean_Titus, on Flickr http://farm9.staticflickr.com/8540/8953884324_48bb4e70c3_b.jpg ScreenShot6 by Sean_Titus, on Flickr And it's taken me this long to realize that I really despise interiors, and loooove making exteriors. Which is why some of you guys should help me make a bunch of interiors while I get all the exteriors! :happy:
  5. Yes, softening the verticles directly on the seams did it! Thanks! :biggrin:
  6. Hmm, dosn't seem to work. Anyone else? :confused:
  7. So the exterior worldspace in my mod has land seams... like a lot of them! Right along the borders to some cells, the edges just don't match up, it's not big jumps up and down at the seams, but it's still frustrating regardless. And when I try and adjust the height of one side, it just moves the other side as well, keeping the gap. Which is annoying. Anyone know how to fix it? :confused:
  8. Someone must have a solution to this! :happy:
  9. I *know* I posted this before, but oh well! So I'm getting this error message whenever I try to load anything up in the CK. I deleted EVERYTHING and uninstalled Skyrim/CK and I'm still getting this annoying message. As soon as I click 'Yes to all', it crashes. What's up and how do I fix it?
  10. Just did that, and it still is giving me the errors!
  11. So ever since the last update (or whatever that was that happened about a week or so ago) the CK has been crashing after loading a mod that would work beforehand. After selecting and starting the load, I always get 2 messages, on saying somthing about shaders, the other about a script, then the CK stops responding all together and force-closes. But it works just fine for new mods just requiring the Skyrim.esp. Any idea how to fix this? I have a mod I've been working on since last May that I would be angry to lose.
  12. Yes, that seems to have been the problem, I got everything working up to the NifConvert step. When I set everything up, I keep getting various error messages. I *think* I'm not setting the Template and Texture Path parts up incorrectly. http://farm9.staticflickr.com/8212/8341433998_ca6a98079a_b.jpg errorconverting by Sean_Titus, on Flickr And then I get this error message: Source: C:\Users\Sean\Desktop\Modding\skyrimtapestry.nif Template: C:\Users\Sean\Desktop\Extract\Meshes BSA\meshes\clutter\banners\genericbannerred01.nif Destination: C:\Users\Sean\Desktop\Modding\newtapes.nif Texture: Textures\clutter source root is NiNode. Template has no NiTriShape. Source: C:\Users\Sean\Desktop\Modding\skyrimtapestry.nif Template: C:\Users\Sean\Desktop\Extract\Meshes BSA\meshes\architecture\farmhouse\farmbannerpost01.nif Destination: C:\Users\Sean\Desktop\Modding\newtapes.nif Texture: Textures\architecture\farmhouse source root is NiNode.
  13. Right, so I downloaded the files I need (Blender 2.65, Python 2.73, PYFFI 2.22) and am getting an error message when trying to install the PYFFI 2.22: http://farm9.staticflickr.com/8351/8339253739_c1cfc48c83.jpg erroruploading by Sean_Titus, on Flickr But that version of python is supposed to work, correct? I have no idea what is wrong. :wallbash:
  14. Much appreciated, now to redownload Blender!
  15. A while ago (I mean back like when the CK first came out, whenever that was) I sent a pm to jbvw about porting the resources from his Oblivion mod 'All New House' or whatever the second name was. I got permission from him and all that jazz, because he is cool like that. Then I tried to load them up in the CK after unpacking them, and quickly learned that I have no idea what I am doing. But I have the ambition to get it done... just not the talent/knowledge/skill required. But you guys must know how to port the models/textures over, right? I can't figure out why they don't work, apparently they are either a .nif or a BGS.ArtFile, the later means nothing to me. I can even open them in Nifscope. Dunno if that's good, but it means something, right? TL;DR-I have no idea what I'm doing, but I have permission to port an Oblivion resource over to Skyrim and have no idea how/what to do so someone should help me figure it out and I'll give them internet-cake. :happy:
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