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Omeletter

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  1. Some good ideas there. I wish I knew how to tackle nifskope. I can use blender as there are some good tutorials out there, but what do I do with nifskope? Instead of having fresh meat, I'm going to allow the player to create same foods with different animals or cooking fat. Yes, horse is a good alternative according to wikipedia, just much leaner. haha, you'd think I'd forget the mud crabs? I've read on wiki that some nordic country, I think Norway, has crab parties. Basically a seafood feast with crab being the main element - boiled and served with a couple of wedges of lemon, salt, pepper, some dill or parsley, and a drink like mead. Thanks for the idea of spiders, never thought about them, but I did think of chaurus. This is a book in Skyrim. http://www.uesp.net/wiki/Skyrim:Chaurus_Pie:_A_Recipe You can create multiple dishes before even getting to the final product, the pie. You have raw chaurus, if you call that a dish, then you roast it, which sounds pretty good and edible. Meanwhile you got a sauce going. You can leave it at this and you got a pretty tasty meal. Or you can go on and make it into a pie, 2 variations, with turnips and without. Yes, they certainly had to influence, and I will have to reflect that in the mod. I will add a few Breton dishes and put more emphasis on horse meat in places like Solitude, which will also enjoy a lot of various exports of foreign food and drink - many wines, cider, and different types of mead (dry, sweet, etc.) Will be added to the game in general. I also miss how in oblivion there was distinction - cheap wine vs expensive. Yes, argonian ale is going to be available. I will also have to make food reflect the status of people and the culture - Winterhold will have barely no fresh fruit or veg, perhaps having a lot of goods that doesn't spoil and tolerates the cold, maybe some fermented vegetables, Dawnstar will have lots of salmon and horker, Windhelm, in particularly the grey quarter, will have lots of salt rice and other things the Dunmer could have grabbed with them. You get the idea. That, however, doesn't mean you won't be able to get horse in Whiterun or saltrice in Riften. I'm simply going to make more of said foods show up where they will make sense. I've been thinking a lot about barrels and sacks you commonly see around. I'm planning to make the contents of them depend on the size, e.g. you wouldn't be able to find 3 sacks of flour in a sack the same size. Also, barrels will contain foods that undergo the process of fermentation, and beverages. Perhaps a 5 percent chance of a beverage barrel - mead, wine, etc. and a 5 percent chance of fermented food. Sacks will also contain long lasting foods like hard tacks - also called a sea biscuit, which can last months in proper conditions and is only edible when soaked, as it is nothing more than a rock hard piece of dough. Amount of salt will be increased. Seriously, how much salt is actually there in the sack if it lasts for 5 dishes? 1 kg of salt can last a long, long time. One sack will have to contain at least 16 salt piles. Maybe even more than 30. Also I have thought about smoked salmon and such. Smoking will be done in an oven. That's the easiest, and most logical solution.
  2. This is an idea I had in my mind for over half a year now. I'm now going to make it come true. This topic is just me throwing my ideas and taking notes, but your suggestions are welcome. Nordic Cuisine This is a mod that will add over a 100 of lore friendly recipes and ingredients. It will add fruit, vegetables, nuts, grain, fish, spices, etc. suitable for a Nordic climate and culture, which will allow you to create lots and lots of different dishes. I'm hoping to also implement two features that will set the mod apart from any other. They are - Butchering an animal and a food preparation menu. Butchering an animal will allow you to, well, butcher an animal, allowing you to collect various cuts of meat. If it's an animal that you can normally eat - then you can butcher it, e.g. cows, deer, horkers (lots and lots of blubber), boars (Dragonborn DLC), wolves, rabbits, and horses. By butchering an animal, you will get cuts like these from it, and these cuts can be "refined" into smaller cuts, like the Chuck of a cow which can be turned into many different pieces as shown on the picture, which can be turned into many different recipes, or the whole chuck can be roasted, etc. I'm hoping that I can get butchering to work like this, which I think is the best way. 1. You manage to kill a deer and snipe a rabbit dashing past. 2. You walk up to the killed animals and loot the hide and your arrows back. 3. You activate the "lesser power" butcher animal. Now, when you activate the deer, you will now be presented with a dialogue box asking you whether to loot or butcher it. You choose to butcher the deer. The screen fades to black for a few seconds, and when it restores, a couple of hours have passed, the deer is gone, and now you're overencumbered with over 200 units of deer cuts, offal, and bones. You limp up to the rabbit, activate it, and the dialogue box appears again. You choose to butcher it, and since it's quite small, the screen doesn't fade to black to pass the time, you simply grab the whole skinned rabbit with you, and you will also get offal like liver or heart. I might as well make a "Rabbit Hide" item, since it has its uses - you will be able to either turn it into 1 leather at the tanning rack or sell it. 4. You use the lesser power again to deactivate it, so the next animal you try to loot wouldn't present you with the dialogue box. I think it's a good system. More realistic than simply looting massive pieces of meat immediately on the spot from the body in no time whatsoever. This also gets rid of the animal, because it's not there anymore. You've cut it up and grabbed it with you. I remember a mod for Fallout 3 called Amputate, where if you harvest something, that part of the body is removed. I wish this was implemented in Skyrim, so when you take some mudcrab legs, they get removed from the model. I don't think my system is going to be too hard to implement. It's essentially just a script that passes time, removes the animal, and adds a leveled list to your inventory, which contains the animal stuff. You manage to get to your camp, although slowly, and now you're thinking of keeping the best cuts for yourself, and selling the rest, which will possibly give you about 150 or so gold - I'm hoping to make hunting a good way to earn money by rebalancing all existing, and food added by this mod to a realistic value. This is where the food preparation menu comes in. It will be activated by clicking a misc item or something. This menu is a dialogue box, similar to many configuration menus other mods have, e.g. Deadly Dragons, Dance of Death, or Frostfall. There will be categories for measuring out the ingredients, e.g. 1 sack of flour down to 4 bowls of flour, because you don't get 1 puny bread loaf from that much flour anymore, but you don't want to make 4, so you split it down, and use 1 bowl of flour to make 1 loaf. In this case, however, you click the "Animal" category, click on "Deer", and choose the cut. The menu will show what you'll get and how much, and you click OK. You do that to the cuts you want to keep and cook for yourself, and put them away somewhere. You don't have to cut up the rabbit, you can if you want to get rabbit legs, etc. I'm also going to change salmon fishing - you won't get a steak, you will get a salmon added to the inventory. It's up to you to use the preparation menu to carve it into pieces, or prepare it whole. Another thing I'm thinking of is moving the recipes to their appropriate places. I will remove the ability to make "Roast X" from the cooking pot, for example, which will only allow you to make stews. However, I don't want to completely stop the player from using different cooking techniques, so 2 misc items will be implemented - Baking Stone and a Cast Iron Skillet. They will be found all over the world, and the baking stone will be craftable from 1 quarried stone at a smelter. These items will allow you to bake and fry/sauté things at the cooking pot. The idea behind this is that there's a source of heat that heats up the cooking pot, so you can use it to heat up the skillet. However, that doesn't mean you can make whatever you want anywhere. For example, the baking stone will only be useful for flatbread, hard tacks, or biscuits, but not for pies since they will need all around heat that the oven provides, not just the hot surface of the baking stone. This is as far as I managed to develop the ideas in my mind. Right now I'm going to compile a list of foods that will make sense in Skyrim, look at Scandinavian cuisine, and then start to write an in-game book "Cuisine of Skyrim" that will have to be read before the player gets to use the food preparation or butchering abilities. EDIT - Found something that will help me. Another thread about more lore friendly foods in Skyrim.
  3. This is an idea I had in my mind for over half a year now. I'm now going to make it come true. Nordic Cuisine This is a mod that will add over a 100 of lore friendly recipes and ingredients. It will add fruit, vegetables, nuts, grain, fish, spices, etc. suitable for a Nordic climate and culture, which will allow you to create lots and lots of different dishes. I'm hoping to also implement two features that will set the mod apart from any other. They are - Butchering an animal and a food preparation menu. Butchering an animal will allow you to, well, butcher an animal, allowing you to collect various cuts of meat. If it's an animal that you can normally eat - then you can butcher it, e.g. cows, deer, horkers (lots and lots of blubber), boars (Dragonborn DLC), wolves, rabbits, and horses. By butchering an animal, you will get cuts like these from it, and these cuts can be "refined" into smaller cuts, like the Chuck of a cow which can be turned into many different pieces as shown on the picture, which can be turned into many different recipes, or the whole chuck can be roasted, etc. I'm hoping that I can get butchering to work like this, which I think is the best way. 1. You manage to kill a deer and snipe a rabbit dashing past. 2. You walk up to the killed animals and loot the hide and your arrows back. 3. You activate the "lesser power" butcher animal. Now, when you activate the deer, you will now be presented with a dialogue box asking you whether to loot or butcher it. You choose to butcher the deer. The screen fades to black for a few seconds, and when it restores, a couple of hours have passed, the deer is gone, and now you're overencumbered with over 200 units of deer cuts, offal, and bones. You limp up to the rabbit, activate it, and the dialogue box appears again. You choose to butcher it, and since it's quite small, the screen doesn't fade to black to pass the time, you simply grab the whole skinned rabbit with you, and you will also get offal like liver or heart. I might as well make a "Rabbit Hide" item, since it has its uses - you will be able to either turn it into 1 leather at the tanning rack or sell it. 4. You use the lesser power again to deactivate it, so the next animal you try to loot wouldn't present you with the dialogue box. I think it's a good system. More realistic than simply looting massive pieces of meat immediately on the spot from the body in no time whatsoever. This also gets rid of the animal, because it's not there anymore. You've cut it up and grabbed it with you. I remember a mod for Fallout 3 called Amputate, where if you harvest something, that part of the body is removed. I wish this was implemented in Skyrim, so when you take some mudcrab legs, they get removed from the model. I don't think my system is going to be too hard to implement. It's essentially just a script that passes time, removes the animal, and adds a leveled list to your inventory, which contains the animal stuff. You manage to get to your camp, although slowly, and now you're thinking of keeping the best cuts for yourself, and selling the rest, which will possibly give you about 150 or so gold - I'm hoping to make hunting a good way to earn money by rebalancing all existing, and food added by this mod to a realistic value. This is where the food preparation menu comes in. It will be activated by clicking a misc item or something. This menu is a dialogue box, similar to many configuration menus other mods have, e.g. Deadly Dragons, Dance of Death, or Frostfall. There will be categories for measuring out the ingredients, e.g. 1 sack of flour down to 4 bowls of flour, because you don't get 1 puny bread loaf from that much flour anymore, but you don't want to make 4, so you split it down, and use 1 bowl of flour to make 1 loaf. In this case, however, you click the "Animal" category, click on "Deer", and choose the cut. The menu will show what you'll get and how much, and you click OK. You do that to the cuts you want to keep and cook for yourself, and put them away somewhere. You don't have to cut up the rabbit, you can if you want to get rabbit legs, etc. I'm also going to change salmon fishing - you won't get a steak, you will get a salmon added to the inventory. It's up to you to use the preparation menu to carve it into pieces, or prepare it whole. Another thing I'm thinking of is moving the recipes to their appropriate places. I will remove the ability to make "Roast X" from the cooking pot, for example, which will only allow you to make stews. However, I don't want to completely stop the player from using different cooking techniques, so 2 misc items will be implemented - Baking Stone and a Cast Iron Skillet. They will be found all over the world, and the baking stone will be craftable from 1 quarried stone at a smelter. These items will allow you to bake and fry/sauté things at the cooking pot. The idea behind this is that there's a source of heat that heats up the cooking pot, so you can use it to heat up the skillet. However, that doesn't mean you can make whatever you want anywhere. For example, the baking stone will only be useful for flatbread, hard tacks, or biscuits, but not for pies since they will need all around heat that the oven provides, not just the hot surface of the baking stone. This is as far as I managed to develop the ideas in my mind. Right now I'm going to compile a list of foods that will make sense in Skyrim, look at Scandinavian cuisine, and then start to write an in-game book "Cuisine of Skyrim" that will have to be read before the player gets to use the food preparation or butchering abilities.
  4. Thanks for all the replies, I fixed my issue! I downloaded Nifskope RC4, imported .obj there - the UV map is working correctly - and then exported the file as .obj again. I then opened the new Nifskope and imported the mesh back in. It works! The texture is displaying correctly.
  5. I searched every corner of the web for this, and found no answer. This is my last hope. Here we go. I made a simple cube in blender, applied a UV map to it, and applied a texture. Everything is fine, for now. I exported it as .obj I opened up the latest stable version of nifskope 1.1.1, which has recently updated, by the way. I opened a model of a vanilla Apple. Clicked the Nitrishape block, and imported my model over. I generated a collision mesh, and applied correct textures. The UV's are messed up. That's the only problem. Seriously, everything else is fine, I even managed to put it in game. The UV mapping looks like a messed up spiderweb in nifskopes UV editor. Why? Why the heck does it break? Why cant nifskope apply the correct UV? If you are going to blame it on blender doing something wrong, e.g. exporting it as obj in blender, believe me, its nifskope. I imported the obj back into blender and it looks fine. Once I import it into nifscope the UV goes crazy.
  6. I'm now reading every book I come across. A few more good ones. The Buying Game http://www.uesp.net/wiki/Skyrim:The_Buying_Game The Rear Guard http://www.uesp.net/wiki/Skyrim:The_Rear_Guard The Mirror http://www.uesp.net/wiki/Skyrim:The_Mirror
  7. I found this book in Ilinalta's Deep. It's called "Breathing Water". http://www.uesp.net/wiki/Skyrim:Breathing_Water What's your favourite book you've found?
  8. Forgot to update, but here's what I did for a test, which worked perfectly. Thanks for your help. Default Blender cube - transformed into triangle polygons for Skyrim, and UV mapped. Textured, and imported as .obj from blender. Loaded up a vanilla apple in NifScope. Imported the model into NifScope following these instructions. Renamed the texture path, generated collision mesh. Saved it as .nif. Opened Creation Kit, made it a new misc object. Placed in the game.
  9. I suggest the first thing you look at is Interesting NPCs. About 67/98 NPCs are voiced, so there is some work to be done.
  10. Ok, I have tried to find tutorials on how to do this, but they all are "How to make armour". It involves rigging bones, adding body meshes, etc, etc. I only need to import my mesh into nif and then make a misc item in CK. I'm following "Blender - Noob to Pro" tutorials/wikibook. I have managed to make a mesh (a pear, to be exact), that's not a problem. The problem is, I don't know what to do with it next. As far as I know, I need to do the following... Add UV (and make texture later in Photoshop). That requires no help. I can easily find a tutorial online. Add a collision mesh. I can probably do that as well. Now, what next? I need to import it into nifscope. Do I save it in Blender as .obj and then load Nifscope and import it from there? Or do I follow the instructions here? Do I really need to do that? These instructions are for people who want to load an existing mesh, change it, and put it back into the game as far as I know. Any help from somebody who had actually edited meshes and stuck them into the game is greatly appreciated.
  11. Ok, to become familiarised with modelling I decided to start with a pear. Yeah, a pear that would be integrated into Skyrim. Badass, I know. Anyway, I downloaded Sculptris, which is kinda like a free version of ZBrush. I made the pear, and reduced the polygon count of it to around 2,000. I saved it to a .obj file, which is blender compatible, because i know ill have to use blender next. However, I don't know what to do here. All tutorials are for armor/clothes and/or using older version of blender. The new one has a completely different interface. Can anybody please talk me through or link me to tutorials where it is shown what to do after I made the initial model? So far I know that I have to make a UV map, collision, and assign the material. I might have to do the retopology to reduce the poly count even further as well.
  12. Not much to tell. I open up Creation Kit, load up Skyrim.esm and Update.esm, and then I open up an exterior cell. All objects load up, but not the ground. Google didn't have anything on this subject. This never happened before, and the only thing I have done recently regarding Skyrim was buying Dawnguard, and editing the SkyrimEditorPrefs.ini file, so I could load Dawnguard up in CK. I reinstalled CK and the same thing is still happening. Any input is greatly appreciated.
  13. Hmm, I did some writing? I don't recall anything to be honest. If you want to move them I give you permission to do so.
  14. I'll wait a week for Steam to put a discount on it. If there isnt, i'll still buy Dawnguard.
  15. I prefer XCE. Lore friendly, HD, no need to download body type compatibility patches, and removes neck seams. What more could you want?
  16. I use quite a lot of them, but that's because I've got a GTX570 video card that can handle that. Ok, the mods at the top are installed first, so the mods at the bottom overwrite the top ones. Official bethesda HD pack Skyrim HD 2K by Nebula Better dynamic snow Static mesh improvement mod W.A.T.E.R. Real ice by Yuril Bellyaches creatures pack Vurts flora overhaul Enhanced night sky Lush grass Lush trees Redefined dungeons Ruins clutter retextures Superb ENB There are probably a few more, but these are major ones that come to mind.
  17. http://skyrim.nexusmods.com/mods/16233/ Here you go.
  18. If you already have performance issues, then don't get ENB. You will be pissed with your even lower performance. Oh and do get SMAA mod though. It provides very good antialiasing quality with almost no FPS hit. I use it with Ultra preset and my FPS hit is only 1-3 FPS.
  19. The worst race would be a stereotypical magic race, like High elf. Also, get the mod skyRe, it features an unarmed perk tree. I played as a light armored khajiit with no weapons for a while, I tore everybody to shreds.
  20. Ok, so I wanted to become familiarised with creating dungeons and such, so I went to Bleak Falls Barrow in the Creation Kit and made a couple of rooms. Everything is fine, but when I go in game, they do not load. By that I mean is, everything 2+ meters away from me is not loaded until I come close. So what I'm left with is a piece of the dungeon I'm standing on and the rest is not showing up, just that void. Anyone had this? How do I solve it? Edit - Here's a screenshot of it.
  21. Look at vanilla dungeons with caged wolves, for example Cragslane Cavern. Wolves in that place stay caged.
  22. Don't use console, use the ini tweak. If you modify it through console, your character's hands will be pushed into the middle of the screen.
  23. If you use it on an NPC they get staggered. Useful when fighting groups of bandits.
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