Jump to content

ClefJ

Members
  • Posts

    21
  • Joined

  • Last visited

Nexus Mods Profile

About ClefJ

Profile Fields

  • Country
    United States
  • Currently Playing
    It's painfully obvious.
  • Favourite Game
    Sonic & Knucles

Recent Profile Visitors

83466 profile views

ClefJ's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. But can LE Skyrim be made to handle things like massive battles, or was that always just a CPU issue? I heard SE was much more optimized for such things.
  2. I'm sorry to bother everyone with this, but I'm trying my first big mod with Skyrim. I've done town mods and custom homes before, and I've never had this issue before; I'm remaking the exterior and interior of all Falkreath to make it lore-applicable to being the place of Talos' first crowning. Not a terribly huge facelift to things. I moved all relevant data of an interior cell into new floors and walls and so forth. My problem seems to be that in some cells, such as Dead Man's Drink and the Jarl's Longhouse, my follower Serana doesn't seem to want to leave the building. NPC's don't seem to have the problem of coming and going if they're not followers. I'll be trying to experiment with a few other things. Dismissing the follower has them leaving the building, but leaving them connected as a follower has them trapped for me. When modifying vanilla interiors and navmeshes, is this a common problem? Am I missing labeling a navmesh or door with a location marker reference? Is it possible this is completely unrelated to my modding? I am willing to send the alpha of the mod to anyone who'd like to help out on this. Thank you kindly for any input!
  3. Sorry to be a bother, but it's been a very long time since I went back to edit one of my mods. If any of you enjoyed my Dragestein Chapel player home, my renovation with Dawnguard resources might be a good update for those playing through again with a more cyrodilic knightly feel. It was a bit of a messy job, so if anyone has suggestions or requests I'm definitely looking forward to them. http://www.nexusmods.com/skyrim/mods/56459/? Thank you for your time!
  4. Greetings everyone, sorry to be a bother. I'm trying to make a new Player Home mod, small and simple, as a recreation of my Whiteriver Chapel mod. I'm attempting to follow the instructions given for the Multiple Adoptions mod, to make it hearthfire friendly, but having followed it (I think) to the letter, it is still not applicable for spouses or adoptions. I'm willing to walk anyone through on what I've done so far, and I'd even give someone who knows what they're doing the main mod file so they might tweak it themselves. I'd soon after give them credit when I publish the mod. Thank you for your time!
  5. Sorry to bother everyone with this question here, but I'm only getting started with the more complex forms of quest making for Skyrim's CK. I made a small quest mod before, but I'm trying to make something bigger with a few tricks. Namely to start, I'm wondering if anyone knows how to duplicate the scene were you're taken by the Dark Brotherhood into the abandoned shack, waking up from the floor and whatnot. Any help to reverse-engineer how these things are done would be greatly appreciated. Thank you much!
  6. G'day there! This is my first post here, so my apologies if it's not the right place. ... I think it is. This isn't a request so much as a plea for help and suggestions, as I'm making a big mod and it feels a bit overwhelming. A couple months back I decided to make my first quest for Skyrim before people started to drop the game, either from moving on to ESO or other things. I wanted to develop a quest that grabs people's attention. Currently there are only six completed zones, not even an hour of gameplay. Looks good though, I say. But. I'm afraid that the mod is feeling a little linear already. Would any of you like a dungeon-delve that's more web-like rather than a straight line? Currently, the quest involves going down a Dwemer ruin, deep past Blackreach, but the paths have collapsed, and navigation (with an antagonist ahead of you) is progressed through Daedric portals that link the complex together. After the main tunnel, there will be a large city that will take much more time as the story of the ruin progresses. I estimate a quest that might clock in total of a few hours. Would this interest you? In a Dwemer/Daedric scene, what would you like to see?
×
×
  • Create New...