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Everything posted by CyniclyPink
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SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Troublesome tub :D -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Thanks for all your help and ideas. I'm going to just use the puddle water and have it as just decorative with no option to sit in the tub as I wanted originally. The water fits but is hard to see in game. -
[LE] Where to find Water for A Tub
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Thanks for your answer. I'm actually looking for a way to put water in a cute wooden round tub that was converted from "The Witcher 3". There's heaps of tutorials on making water features, waterfalls and baths as you described, but not for a round container. I want to put the tub in a small room and using the dwemer stone doesn't make sense where I put the tub. I really appreciate your reply :) -
[LE] Where to find Water for A Tub
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Thanks for your reply. I did think of that but thought there might be a better way of doing it. I'll try to get creative. Thanks again :) -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
hey cool, I'll see how that works. THANKS :) -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Even if I put the square platform around I will have gaps between that and the tub. Also the space I have put the tub is quite small so it will look really cramped and cluttered. I think I will have to let the whole bath tub thing go or just have a tub with no water :( Thanks for all your ideas :) -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Hi :) Yeah I found that rain barrrel water and tried it but I couldn't get it to show up. I also thought of putting something square around the tub, but I'd need something made of wood and so far haven't found anything. The space where I have the tub is only small, so I'm limited. I've seen other mods with tubs, so maybe I should ask. I can't find anything about adding water that isn't landscape or waterfall. Thanks again, you're a gem. -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Thank you but I wouldn't have a clue how to use Nifskope. I guess I may have to learn eventually if that is the issue. The funny thing is it will load in game OK (minus a couple of textures) but crashes the CK. BTW, would you happen to know how I can put water in a round tub I have in my mod. I've googled and looked on you tube and through the resource authors forum but can't find any info on how to go about it. Thanks for all your help anyway :smile: -
Hi Guys, I'm making my very first mod and I'm using a great resource for a round bath tub. I can't find any information on how to add water to it. I looked in the CK and found some water that would be fine but it's a square. I need round lol. How can I put water in my tub? Can anyone help :)
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SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
"Anything you deleted can be undeleted in xEdit. It actually has the function "Undelete and Disable" which does exactly this: finds deleted staff and changed the flag to disabled. Problem is, if you open the mod in CK after that, you will see all that things again, cause "disabled" flag doesn't make it disappear in CK. So you'll have to move those disabled things away, somewhere whrer nobody sees it (out of the house, generally)" I originally made the mod in the old CK and did check it in TES5Edit and funnily enough it didn't report any problems. I ran the meshes through NifOptimizer and tried to edit stuff in the new CK but every time I try to bring up meshes instant CTD. The mod loads in-game with a couple of missing textures, but I can't do anything in the CK in SSE version. Well, I've almost finished doing what I wanted with my Breezehome mod. It's ok in Oldrim, but I just don't know how it will look in SSE. I can't edit in in CK. I don't know how to put water in my round bath tub yet, I need to nav mesh still and I'm having issues with the ladder because I had to move it, but I watched a video today and made a bookshelf and it kinda worked YAY ME!! Thank you for all your advice :) -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
hahaha...I did! I'm so traumatised I'm giving up before I start! :D -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Yep, heart attack was about my reaction when I opened Breezehome for the first time in CK LOL. Im actually thinking about what you said "but if I was going to make a specific plan in Hearthfire style, I'd probably use the structural pieces to build my own interior cell and then just change the door teleport link to take me to my own cell, rather than the Hearthfire cell" and it really makes more sense. Thanks for the suggestion. -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
@ thumbincubation After reading all this great information, I'm beginning to think I should totally start my mod over :( I really appreciate your help. If you are interested, there are some images in User Images of the Hearthfire Homes I made with Jaxonz Positioner that I want to make into mods. There are none of my Breezehome ones tho. I especially want to make Heljarchen although I'm thinking I may be too ambitious :D If you mouse over the images you'll see the name of the uploader on them. http://www.nexusmods.com/skyrim/mods/52583/?tab=3&selected_game=110&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fid%3D52583%26user%3D2%26gid%3D110&pUp=1 -
SSE Modifying Player Homes
CyniclyPink replied to CyniclyPink's topic in Skyrim's Creation Kit and Modders
Thank you both very much for your replies. I wish I had this info before I started with my version of Breezehome. I've made a lot of mistakes but after spending a LOT of hours on it I will try to finish it for my own use. I have saved both your replies to a folder I'm keeping with useful tips :smile: I have unfortunately deleted stuff I probs shouldn't have and my navmesh is probably a mess but it's been a good learning exercise. I want to find out how to put water in my tub next and after spending an hour and a half making a book shelf it didn't work but I'm giving it another shot this morning :D Thanks again for your help. I gave you a kudos *hugz* -
SSE Creating interiors question
CyniclyPink replied to ttabakova's topic in Skyrim's Creation Kit and Modders
"If you're not already using it, when you want to mod the room, hide some of the walls, so you can look in from outside, without your vision being blocked or accidentally clicking on something you didn't mean to. To do that, click on an object and press 1 twice. This will make it disappear. It is not gone, just hidden, and will reappear when you load the cell again, as well as in game. You can bring it back sooner by pressing ALT + 1, or pressing f5. If you press 1 a third time, while still selected, it will come right back. Pressing 1 only once makes it half hidden, which is good for precisely furnishing an area, but then you can't select it, so you'll need to hit f5 to make it reappear. If you multi-select and press 1 twice, all the items will be hidden, and you can hide more just by selecting a new item or items and doing the same thing. Makes life much, much easier, for working inside smaller areas or when there are things like clouds and trees in the way. (Currently, ck seems to have a bit of an attitude about trees. They'll disappear but then come back as some kind of 8 bit looking frame in the CK. They're still trees in game, and after you f5, but they don't seem to want to stay invisible. On the up side, once they are like that, you still can't accidentally click on them." OMG, I wish I knew that sooner. I maybe wouldn't have messed up my first attempt at making My first mod (my own Breezehome). Thanks so much for sharing that info. Kudos to you :) -
Hi All, I've spent hundreds of hours renovating my in game player homes with "Jaxonz Positioner" and decided to try to learn the CK so I can actually make them into mods so I don't have to spend hundreds more hours making them again. I've started with Breezehome but it's been really difficult as all the videos and tutorials are about making new homes from scratch. Its really different trying to modify Hearthfire homes and player homes. When I opened up Breezehome in the CK it was really overwhelming with all the markers and navmesh and all. Can anyone point me to a tutorial that will help me understand what to do to modify these home without wrecking whats essential. My Breezehome is a bit of a disaster and I've spent months on it. Thanks anyone who can help :)
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Yes, I did post that on the previous page with a link to the youtube vid.
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BeHippo stated in comments on his December YOUTUBE vid... https://www.youtube.com/watch?v=J3b9pcgzZSk&t=13s behippo2 months ago "We're working directly with the SkyUI team. I've got access to the source and the one menu that needs to be modified. Once the Menu hooks come online I'll be working to make sure SkyUI is functioning properly. If all goes as planned, SkyUI will be available soon after SKSE64 releases.
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LE Open Cities and Whiterun Overhaul Patch
CyniclyPink replied to CyniclyPink's topic in Skyrim's Mod Ideas
There is no simple way to do what you're asking. Open Cities moves the main cities that were formally in their own worldspaces into the main Skyrim worldspace - that's how you can walk up to the gates of Whiterun and just walk right into the city instead of using a load door transition with a loading screen. When that mod that alters what is in Whiterun you're asking about was made, the mod author worked in the Whiterun worldspace but as you've found out that isn't the way you interact with Whiterun when you have open cities installed - the Whiterun worldspace is mostly inaccessible as it isn't needed (mostly - there are some exceptions). For you to see the effects of that mod in your game when running Open Cities, all of the work that went into making it such as the additional banners for the Companions for example would have to be placed again in the Skyrim worldspace version of Whiterun that Open Cities uses. That's part of the trade off and decision you have to make when you choose to use Open Cities - it doesn't work with almost all mods that make changes or additions to the 5 major cities in the game without some serious patch work and/or alternate versions as the "old" closed cities don't really exist in games with Open Cities active. Thank you Urtho for your reply. I think I "get" what you're saying about the worldspaces. As I mentioned I have very limited experience and knowledge of modding. I really appreciate your explanation. -
I really love Open Cities by Arthmoor, but I found a mod that overhauls Whiterun that I really like. It makes simple changes that don't go "over the top" with no overdone amounts trees or clutter etc. I read Arthmoors article on how to make a patch for his mod, but to someone who is just learning the CK and has a half done house mod to her credit, it was like reading hieroglyphics. Is there anyone who could point me in the right direction with a simple guide on how to make a patch? I would be ever so grateful :) The mod I want to patch for OC is http://www.nexusmods.com/skyrim/mods/77500/?
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The Sunday Discussion - SmartBlueCat - Author of 'Inigo'
CyniclyPink replied to TheTokenGeek's topic in Site Updates
Love the cat! Great interview! -
I really enjoyed reading this weeks "The Sunday Discussion" with GP. If it wasn't for his videos, I would never be able to grasp how to use utilities or mods like Merge plugins, or DynDoLOD etc. His videos are very concise and easy to understand. He has a nice voice as well. Thanks for all your contribution and hard work Michael. :)
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Thanks for the info KunoMochi. At least there is hope he may come back and bring all his great mods with him :)
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I just found out today that another one of my fav modders has gone from the Nexus community and I'm really sad. SparrowPrince has been around a very long time and made some outstanding mods. My favourite was W.A.T.E.R. but he made many useful mods which I thankfully have saved and backed up. I hope he comes back, but if not, THANK YOU SparrowPrince for sharing all your wonderful mods and I hope wherever you are, you are happy and well :)
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Hiya. I'm doing the above mentioned quest and get to the part where you go through the two doors and get both halves of the Amethyst Claw. I get one half but when I return to the middle chamber to get to the other side tunnel for the other half of the claw, the doors on both sides are closed. I tried reloading and doing the first side, then tried doing the other one first, but same deal. I come out and both doors are locked. Anyone have any ideas?