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Fragginborn

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Everything posted by Fragginborn

  1. I suck at making vids Can you make one for me? Dragonborn's Antre Here at the Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=12147 I've had no feedback on this mod...tell me what you think too ok? :) Thanks!
  2. After nearly 600 hours of loving work Dragonborn's Antre is finally....FINAL! The mod starts in the throne room where you have two directions you can go after you investigate the room. To the right of the entry, as you walk in, eventually takes you to the workroom where you'll find all the things you need to create and enchant. Along the way you'll have a few sights of assorted cavern interiors. Inside the workroom you'll find a pullchain to open the door to the portal from whence you came. To the left of the entry you'll find a path the lands you in the castle-like "house" with all the usual stuff, like mannequins, bookcases, racks etc. When you go to the end of the grand hall you'll find the door and pull chain that takes you to the room where you started the mod. Along the path to the house you'll have some great looking interiors and a nice big mine. As a side note....Fast travel is turned on :) I was a gold prospector/spelunker for over 20 years and I've tried to match the look and "feel" of actual caverns and chambers. I hope you enjoy it as much as I have creating it. You can find the mod at the following locations: Steam Workshop: http://steamcommunit...tails/?id=15038 Skyrim Nexus: http://skyrim.nexusm...le.php?id=12147 Enjoy!
  3. I've tried the tutorial ...here: http://www.creationkit.com/Retexture_Tutorial But when I go to change the nif file to one that I changed it doesn't show up in the list :/
  4. Creating portals and rooms are a real pain. They are too touchy. I've spent countless hours trying to get everything lined up. In a cave system you really can't use snap-to grids very often. I hope they fix it so it isn't so touchy. Regarding the textures. I'm a bit confused on where to start. What I want is to duplicate an item, change the texture to that of the Blackreach walls (they look like granite) and then be able to place the item in my cavern. I've started playing around with BSAopt but I'll have to read up on how it's used. Let me show you the look I am trying to achieve: http://1.bp.blogspot...ul_caves_37.jpg I'm thinking about using the crystal things in Blackreach for the shapes and changing the textures to granite. Thanks for you help :) EDIT: I forgot to say that I was thinking of using the Azura's Star walking path for the base shapes, which are hexagonal.
  5. I thought I would add a couple images of the mod: The Blue Room: http://www.pcgamingnetwork.com/tmp/skyrim/blue_room.jpg The Mage Statue: http://www.pcgamingnetwork.com/tmp/skyrim/mage_statue.jpg Let me know what you think! Cheers!
  6. A while back I came across an alchemy sorter and for the life of my I can not find where it was ....uhmgh! Can someone lead me to a good alchemy sorter? Thanks in advance!
  7. Dragonborn's Antre is now at Beta 4. There is one more room to complete before the final release. From the readme: // // Author: Brewskie (aka Fragginborn) // Mod: Dragonborn's Antre // // Version: .04 // /*****************************/ /* Dragonborn's Antre beta 4 */ /* 3-19-12 */ /*****************************/ /***************/ /* Description */ /***************/ This is the Dragonborn's Antre. A place fit for the hero of the realm. The entrance is to the North-East of Sleeping Tree Camp. Head North and then to the West of the small mountain. You'll find a snowy pathway leading up the mountain. Just keep following your heading marker and you won't miss it, though it could be hard to find for some anyway. The cavern is designed to be circular. Once you make the trip, through either the right or left door in the throne room you will come across a hidden door that takes you to the entrance. It makes it a lot easier to come back to work on your alchemy and things without having to go through the throne room etc. The path to your left when you enter the throne room leads to the "house". The path to the right leads to the workroom where the smithing stuff and alchemy, etc. rooms are. /****************************/ /* Conflict With Other Mods */ /****************************/ Since starting this project I've not been playing Skyrim much at all, other than testing. So I have no idea whether there are any conflicts with other mods. If you find a conflict with another mod please send me an email to: [email protected] /****************/ /* Installation */ /****************/ Copy DragonbornsAntre.esp & DragonbornsAntre.bsa to your Sktrim Data folder. To uninstall do the reverse. /*************/ /* Changelog */ /*************/ Completely changed the path to the left of the entry to the throne room: Addded Mine room. Added an encounter. Added "blue room". Added NPCs. Added player "house". Rearranged the workshop to be as close to the enrance to the cave as possible. Completely navmeshed cavern. Many things added that I'll leave up to you to find :) /*************/ /* To Do */ /*************/ I'm currently working on creating stalactites and stalagmites and a couple other things. Create the last room, just before the workroom. Working on new textures for remaining room. Having Your Housecarl Live With You. Add stuff for alchemy and enchanting. Animated dragon! /***********/ /* Credits */ /***********/ Showed me some scripting: Planteur from the Bethsoft forums Showed me how to replace textures, etc: flobalob from the Nexus forums The guys at Nexus forums The guys at Bethsoft forums The guys at tesvskyrim.com /*****************/ /* Where To Find */ /*****************/ Steam Workshop: http://steamcommunit...tails/?id=15038 The Skyrim Nexus: http://skyrim.nexusm...le.php?id=12147
  8. I have an area that I want people to see but not enter. Is there a way to display a message when someone "touches" a collision marker? Is there a better way to accomplish this with something other than a collision marker? Thanks!
  9. Thanks! I sent off an email to The Vampire Dante :)
  10. I've been looking for a way to contact a moderator....do you have a link?
  11. I went ahead and created a new profile in order to change my name and then realized that when I go to update my mod it will have to be a whole new submission and I'll lose all the stats and have two submissions for the same mod. Can someone tell me what to do? I'd like to keep my other account (Brewskie) but with my new nickname (Fragginborn) to keep things from getting confusing. Thanks!
  12. Ok...I figured it out. I had to leave the cell and go back in. Here's what my enchanting room entrance looks like now: http://www.pcgamingnetwork.com/tmp/skyrim/enchantingroom-entrance.jpg
  13. Yes, it's a barrier. It's also found in Dead Man's Respite In Dead Man's Respite I was able to copy everything that looked like made it work but I'm still missing something. Ultimately I'd like to have it as a part of a doorway to the enchanting room I'm making but I can't make it visible in-game. BTW....sorry about my first post but when you edit sometimes the post gets all HTMLed
  14. DA16Barrier "http://www.pcgamingnetwork.com/tmp/skyrim/CreationKit2012-03-10%2015-07-53-43.jpg"><br><br><br><img src="http://www.pcgamingnetwork.com/tmp/skyrim/CreationKit2012-03-10%2015-08-08-74.jpg" I've come across a piece I'd like to use but there is more to it than just placing it.<br><br>The piece is called "FXDA16BarrierDoor". I know I remember seeing it in the game but I don't remember what location. Does anyone know how to use this piece? There's also a part like this one but with sound effects. It's the door for the Skull Of Corruption quest. That piece is called "DA16Barrier".. But it doesn't show up in-game either even after trying to copy everything I could see in there that should have made it work :/ Thanks! http://www.pcgamingnetwork.com/tmp/skyrim/CreationKit2012-03-10%2015-07-53-43.jpg
  15. I have put in a DefaultMusicTrigger (green bounding box) with the DefaultAddMusicScript, in the Scripts Tab, set to MUSReveal. But when I enter/exit the trigger box I don't hear anything. What am I missing? Thanks!
  16. What do you use to extract stuff from the bsa?
  17. Flobalob, You gotta see this pic of my new enchanting room....seeing it animated is really cool :) http://www.pcgamingnetwork.com/tmp/skyrim/globe-enchanting.jpg
  18. As my mod has grown the Creation Kit has started adding new files. My mod now has a .bsa, bsl, ckm and the .esp files. When I want to upload to the Nexus or to the Steam Workshop do I also have to include these files? If so, how? Thanks!
  19. Tambo Thanks for the reply :) Actually I want to be able to see the door. If it were hidden it would become a "hunt and peck" situation of trying to get out...if I close the door. But what do you mean by a "roombound"? Flobalob, Can you tell me how to swap out a texture? I think if I can do that I can created some stalactites and stalagmites for my cave. I am thinking of swapping out the texture of the icicles to that of rock, both volcanic and green. I would just have to expand them to make them the right size for what I need to do. Thanks!
  20. I can't tell you enough how I appreciate your help flobalob! I've had a zillion images running through my head for years that I always wished I could create but always hampered because I don't know where to start. My issue has never been the creative juices but the logistics of seeing them to fruition. Your help has been great in getting me started in seeing how certain things can be accomplished. And I appreciate that :) Like one of my current ideas is this.... Walking into a room where the walls, floor and ceiling have animated stars and galaxies (kinda like walking into an inverted globe of the universe) and the enchantment and alchemy tables and stuff looking like their sitting in space. I know I would use a collision marker to create an invisible floor (as I am trying to accomplish in my current mod) but creating the actual textures are beyond me, especially animated ones. (I know things like the waterfalls are animated textures, why not an animated galaxy lol). As for what we're talking about... I think I'll delete what I've done so far and create a texture with mip maps enabled and create a transparent image as the texture. But I still fret that the clipping issue will remain, as it has with the method you explained. I don't think the engine is handling completely black interiors correctly, it seems.
  21. Ok...I think I got it :) However, it still clips when I turn around looking, pretty much like using the black plane. This is using a one square box (on unit on floor, walls & ceiling). Another thing too is the original texture is still there. Looks like curtains, but real black. It would be a great piece for a necromancer or something, but not what I am trying to accomplish. I really REALLY appreciate your help! That was the first time I've actually worked with textures....and it was fun :) In the mean time I've built a room with black planes at just about the size of the texture I created and it doesn't flash on and off when I look around....so I guess I'll have to settle with a dinky room :/ Cheers!
  22. Thanks for the tips! I installed Paint.net and created a black square but it gives me some saving options.... For compressor type should the settings be "Cluster Fit"? Rather than Range or Iterative Error metric... uniform or perceptual? Should it generate Mip Maps? Thanks again!
  23. That's a bit beyond my expertise man. I've done a lot of putting together bits and pieces to make a level but I haven't actually created new textures. I don't even know whether the apps I have can create a .dds file. PaintShopPro X4 is all I use :/
  24. Thanks for your reply, flobalob! It's not a cell where I'm experimenting, it's one room within the cell.
  25. I know I am using a piece as it was not intended to be used (it's called innovating :tongue:) but I've come across a clipping problem that I hope to fix. What I did was create a room using the Black Plane piece and created collision barriers on the walls, floor and ceiling making a completely black space. The effect is awesome, in my opinion, for the alchemy and enchanting room. It gives a rather sinister feeling and makes everything look like they're floating. The problem is that when you turn around to look back at the door it flashes in and out. If you would like to see what I am talking about and see how this room looks it can be found as a beta in the Steam Workshop and the Nexus below. Steam Workshop: http://steamcommunit...tails/?id=15038 Skyrim Nexus: http://skyrim.nexusm...d=12147#content If there is a better way to create what I am trying to do here I am all ears :) Thanks in advance for any and all help!
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