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AssyMcGee

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  1. @Haidaboy, Thank you, a thousand times thank you. That was the problem. Once I clicked on that tab and saw the room bounds pop up, the edges of the bounds matched exactly where my issues were. Now I can get back on track and finish and release this. You will be credited for your help.
  2. Hey all I'm having some issues with a mod I'm working on involving the interior cells of a castle. I've never had a problem like this before so I'm unsure of what to do. Google didn't help because I'm unsure of how to word it. Certain parts of the cell will disappear, yet still be there. I can walk into a room and have two walls and the furniture touching them disappear yet walk thought a "barrier" and they will all appear again. I have some screen shots to hopefully help anyone understand what I'm talking about. I'm not sure what the issue is because I just duplicated the interior of Fort Greymoor for this. I don't know if there's just to much going on in the cell for it to all load or what. Here's what I'm talking about. When I pass through the tan area the wall appears and all the furniture on the other side (Just a couple shelves). This is a doorway on the second floor on the other side of the castle. This shows the extent of the large missing chunk. Not only do the walls disappear here, some smaller columns disappear and only reappear at certain angles throughout the castle. Any help would be appreciated in solving my dilemma. [Edit] I'm leaving for work now so if I don't respond that's why. I won't be back for a good 10-12 hours so hopefully I'll have some help and answer any questions then. Thanks!
  3. When I'm making a new character I look at the cultural background of the new character. For example my new crusader/paladin styled knight is an Imperial and we all know the Imperials are based off of the Roman Empire, so Roman, or more or less Italian sounding names work for this. I stick to more commonly known names like Augustus or Cincinnatus for example. My Bretons? They are very French inspired, so French sounding names it is i.e. Jacques, Francois, Marie etc. Other races such as Nords and Dark Elves, it's harder because I know nothing about real life Nordic culture or whom ever inspired the Dark Elves. The ancient Sumarians? Perhaps, I don't know. But I tend to make up at least 4 names for them until I'm happy with something that sounds natural compared to the names of others of my race. If you want you can take the name of a Nordic shop owner from a mod I'm working on. Yngmar Iron-Arm. It has a strong sound and inspires the image of a fierce warrior.
  4. I did actually do that quest now that you mention it. I had completely forgot doing it. Well I suppose that answers this question now doesn't it.
  5. I don't blame Bethesda for this. Sure there are engine limitations, but think about it for a minute. In Daggerfall if you choose to walk from one end to another it would take literal real life days to do it. There were thousands of cities and villages with hundreds of thousands of people in them. The scale as far as I know was pretty much 1:1. That worked in Daggerfall with the fast travel options and the game style. But in a first person sort of game that tries to immerse you it'd be a little to much if you ask me. I suppose a randomly generated world a la Minecraft COULD potentially work. But not with the amount of immersion and work that would have to be done on the scripting and the strain it'd put on the most powerful rigs.
  6. I had this issue too not to long ago. I had started a new save as a mage because I've never done it before. Turns out my magika wasn't decreasing at all. I'm not sure if this was from a mod I had installed or if it was from the new patch I opted into. But once I hit level five it seemed to go back to normal. This was after I had saved and left the game and came back a couple days later. So I'm not to sure nor was I to concerned. I planned on letting the good times roll for as long as I could.
  7. I think I can answer these questions with a vague summary of things that may not have actually been said by anyone. Yes you were captured trying to cross in Skyrim, why, well that's up to you to decide. Yes Ulfric and his men were captured at Darkwater Crossing, I don't remember who said it, but someone did. From what I can remember Rika, or Tulius himself, had said they had planned on taking Ulfric to Solitude to face justice, but with the leader of the Stormcloak rebellion captured they'd never make it clear across Skyrim so they decided to head towards Cyrodiil. If you look at the map you'll notice it's closer to Cyrodiil and the strength of the Empire than it is across Skyrim. Supposedly Tullius had changed his mind and ordered the wagons to Helgen. This could have been Tullius or an order from the Thalmor, if you look you can see him talking to the Thalmor Ambassador in Helgen before the execution. I'm assuming this happened at Pale Pass at the border, this is how you were captured. And I suppose it makes sense for your imprisonment, with such a high priority target in custody you won't take any chances with anyone, even a one legged Argonian who claims to be a traveling chef. That's why you go to Helgen to get processed, but the Female officer there is a jerk and doesn't want to any extra paper work so executes you with the wagon load of traitors. Also I suppose it's a bit of a poetic triumph for the Imperials. Ulfric will die in Helgen, a city overlooking the land he fought to free. Every Nords last thoughts should be of home.
  8. Alright guys, it's been awhile since I've posted here, but I wanted to update you all on my work on Ivarstead so far. That picture of the bar doesn't do it justice. This first picture is from the main road in town looking at the new Vilemyr Inn down the road towards the mill. This picture shows Klimmek's new house. Also if anyone could tell me how to regenerate the LOD that would be great. Once you get far enough away from town the LOD of the old farmhouses shows up through the new buildings. It's ugly and not wanted.
  9. When you are in the interior cell you want to add water too, look at the cell view list and right click the name, then click on edit. This should bring up a window with options to add water and change the interior name. The first tab on the list should open up by default, if not click on the Common Data tab and click on the box to check off that the cell does have water. Then you can change the height of the water to whatever you want. I'm not sure of the default height of the water, but you can play around with the numbers to get it just right. I hope this helps and wasn't to confusing to figure out.
  10. Those pictures look pretty good so far, a much needed improvement on Markarth and just a fun new area to explore. And rather then shrinking what you made down 75% (Which would be a right pain) you could make levels out of the rooms. Use some of the wooden balconies and what not from the mine set and set up some catwalks and balconies that people could live on, that would make it feel crammed and tight.
  11. This here is a little teaser of the new Vilemyr Inn in my redone Ivarstead. I wanted to upload more pictures but they are too big. Oh well. As for the warrens that sounds like a good idea. You've probably already done this, or thought of it at least, but there are probably tons of mine shaft supports you could use to help hold up the warrens and make it look extra dilapidated. Actually when I first entered the warrens, I don't know if it's because of the almost art deco design of the doors and mouldings but I was reminded of Rapture from Bioshock a lot. Perhaps you could look there for inspiration? Like with run down apartment complexes and some shops? If that fits the lore that is. It seems like the warrens is supposed to be a collection of squatters and mentally ill living in squaler under the city. Sort of like the Ratway.
  12. Haha since the Kit came out I've been messing about with it. I have to admit I'm having trouble getting used to it. I think I've spent to much time modding Oblivion. I kind of miss the clunky construction set haha. But I've been working too. I tore Ivarstead apart and am working on rebuilding that, as a small self tutorial as it were. So once it's done I'll up load it and let you all see it.
  13. Those are all interesting ideas. I do like the idea of building a town and running it and being given choices on how to best develop it. I actually had an idea myself for one at the cross roads in Falkreath Hold, where the roads to Whiterun, Falkreath and Markarth all intersect. As soon as that CK releases I'm going to get to work.
  14. You know I also thought there were concept pictures of some sod houses, I guess I was wrong too. And yes, that's exactly how the villages in Whiterun Hold should look. They don't have many trees to build from, and it's not like they'd have the money or resources to import wood from another hold. In that day in age, with limited transportation options and bandits all along the roads importing lumber to build a village would be very, very expensive.
  15. I have thought about drivable carriages but I have no idea if that would work. You did ride in a carriage in the opening, but that might be a scripted event. Even if you could just see yourself riding from town to town a-la Red Dead Redemption with the option to skip the ride entirely, I'd like that too.
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