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azrael0411

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  1. Hey there, Right now I'm trying to buff up Hearthfire's Lakeview Manor into a more impressive location. I'm dreaming of all 9 wings ownable at the same time, a wall around your soil and ground, some little fun stuff, like a dog stable and stuff like that. I'm pretty new to modding, so this question might be pretty silly: Why can't I move or delete certain objects of Lakeview Manor? I search for all the parts related to a wing (via Cell view --> Tamriel --> BYOHHouseExterior02), shift and move them for my personal delight, save the .esp and when I load my "mod" the wing stays dead center, where it was before, as if I didn't do a thing. I found a lot of these objects, that aren't to be moved easily. The stone quarry, all the wings, the workbench, the drawing table, the small fertile soils and (I'm still wondering the most about that) the Information Box, how many logs of wood you remain. I can move the logs, and the collision box (couldn't controll the orange box - lost the name - and the red cross though, since they are invisible Ingame), and the two iron ore veins stay perfectly intact after deleting them. So my question is: What the heck am I doing wrong? Is there some sort of hardcoding, that doesn't allow to move or delete these objects or am I just missing a command? For modding, I usually load the Skyrim.esm, the Hearthfire.esm and my own .esp Oh, and I need to know, how to add construction scripts to the workbench and link them to certain objects I place in the area myself... but I guess, that would be a very long answer^^ Would be very gratefull for some answers - even short ones like "Idiot! Search again, it's possible" so I at least know, I am not wasting my time. Sincerly, Azrael
  2. Hey there, I'm working (at least trying to) on a Mod for Lakeview too, and I assure You, I am even never to modding (Can count the days with one Hand ;) ) So, this is not an advice or an offering, unfortunately, but asking for help. In Your picture, you turned the house for 180° and allowed to build two wings on one side at the same time. My problem right now is, that I can't do that. I cant move the pile of wood, neither the crafting tables especially made for Hearthfire, the entry hall, main hall, Wings etc... I move all the objects and markers (collision marker etc) I find related to a part of the house, but when I load my mod, I find them nice and tidy arranged, where they were before. Would you be so kind to tell me, what I am missing? There has to be a part, I didn't move or edit. You've proven that ;) Greetings Azrael
  3. Hey there, I share that problem with you. I would like to have more possibilities, how and where to place my rooms. And I originally intendet to own ONE House, not all three just to get all the possibilities. I want all in one House. But I guess, this is hardly possible ( or at least difficult to arrange in a Mod), since Bethesda loves to work with pre-scripted stuff. So when you place the library or the armory, you basically decide wheter to activate the script for the library or the armory. So, my idea would be to place them one after the other. You start of with the pitched roof rooms (kitchen, Trophy Room, Winter Garden) and place next to them the rooms with the flat roof (Armory, Stockroom, Bedroom). When you have build these, you can finish your home with the towers (Enchanting Tower, Alchemy Tower, Library). That way, after finishing the House, it would look something like this: http://forums.nexusmods.com/uploads//monthly_10_2012/post-1287206-0-30488100-1350235654_thumb.jpg Note: No skills where used and no pencils harmed to create the picture, its just a refference. With something like this, you would make the creation of the mod pretty easy, since you only had to add 6 doors inside and change the outside appereance according to your plans. Otherwhise you would have to shift and mirror the rooms, according to where you want to place them and would still have only three rooms. The only Problem I see in this Idea is the outside space, because at Lakeview Manor for example, the mountain starts rhigt next to your home. Greetins, Azrael and please excuse the english... not my mother tongue ;)
  4. Hey there you two :D I like the idea of a regional look, but, as said, I have no idea about how to create anything, especially clothes/armors. I would just mix the mods on the nexus HP. @ Tokra: read your link. Hell of a work, you've done there, respect. But I see 3 issues: 1. Armory in Oblivion is based upon the level, not the region, so this would mean to absolutely recreate the armory but you could use your ideas about what region does what kind of armor more in the textures but the actuall Gamerules. 2. Recreating the armory as you said would mean to have more powerfull armor against different kinds of attacks. Therefore, to keep the game balanced, you would have to redo the damage rules also. I don't know, if you meant to do that... I always thought, my english isn't limited... you proved me wrong :) Anyways, doing this would mean to carry around a lot more sets of armor than just one --> more to carry and one time wrong chosen and you're dead I really like the idea of your Mod, but what you attempt to create is an overhaul and that's not really what I wanted. I like to play the game as it is... I just want it more Eye-Candy ;) 3. The Eye-Candy thing: what you're planning is a very serious mod. Me, I just want something for the eyes :D So, IF someone does this little mod, feel free to use it, as you want. I guarantee you to be the first one after me who's notified about the Mod. But I think, since our ground ideas of what this mod should be are very different, it wouldn't really work out for both of us :( I'm taking in your idea of the chitin armor though. It could make some really cool stuff. By the way: Does anyone know a good, simple and step-by-step tutorial how to make own armory? Mostly favorised in German, since my knowledge, patience and - as I found out ;D - my english are limited. Thanks to all replys
  5. Hey there, everyone Some time ago, I started downloading different Armor and clothing replacers and enhancers... you know... the basic stuff. I also started mixing them together. Take the monk robe from one and the mythic dawn robe from another Mod... looks pretty neat. But my armor replacer mix bothers me. Basically it's the fact, that every i.e. fur armor in the game looks exactly the same. Like there was only one tailor who couldn't think of more than one pattern for a whole bunch of people in desperate need of a nice armor. So, since my modding abbilitys are limited to download, mix and implent stuff my request is: Could someone create a Mod, that allows to implement several appearances of the same armor and the game mixes them up by itself? The standart you get by mixing is: Fur gloves: Armor type A Fur Chest: Armor type B Fur greaves: Armor Type A Fur Boots: Armor Type C And every NPC walks around with this constellation of armor. I would rather implement several different armors and one NPC wears the gloves Type A and another the gloves Type B for example... Oh boy... I hope, anyone understands, what I want... Anyway... It would really be nice, if someone could come up with something in this direction. Maybe just the basic *.esp file and the directory tree (mainly for female characters :D) and I could implement the Armor myself. Thanks for replies
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