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FromTheSky

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  1. I just figured this out shortly after searching for the answer and finding this unanswered post. I thought I'd share how to do this. Duplicate the "Torch01" object ( I named mine Torch02) then double click the object in the Object Window and you'll see a window with the option in the top right. It says Off by Default. I believe that The cell has to load for it to actually be off. But I haven't tested this yet.
  2. I have a really outdated CPU but I can run Skyrim just fine. How ever the mod I'm working on consists of a few Large interior cells, meaning that they have many areas and many static objects. I experiance lag when my characters screen turns to the areas that I know from having built it have many static objects in that direction. Is this the reason many Cells are low in content? Or is it merely that my 1.6 Dual Core Processor can't handle that much data where as other more common and faster CPUs may not experience such a decrease in frame rate? I worry that my mod will be inaccessible to others who might enjoy it if CPU power is not the only issue. Any help or advice please..
  3. I have a really outdated CPU but I can run Skyrim just fine. How ever the mod I'm working on consists of a few Large interior cells, meaning that they have many areas and many static objects. I experiance lag when my characters screen turns to the areas that I know from having built it have many static objects in that direction. Is this the reason many Cells are low in content? Or is it merely that my 1.6 Dual Core Processor can't handle that much data where as other more common and faster CPUs may not experience such a decrease in frame rate? I worry that my mod will be inaccessible to others who might enjoy it if CPU power is not the only issue. Any help or advice please..
  4. I'm having a hard time figuring out how to reposition Actors. I need to lay bodies down on tables but Actors seem to be incapable of rotating down onto their backs. I assume I either am not checking some setting or need to use something separate from Actors. Any help would be highly appreciated. [sOLVED] Figured this out while typing this post. Leaving it in here for anyone else that doesn't know. Activate the Havok Simulator. Its the Bouncing Ball with the HK on it then select the Actor and it should Ragdoll and is moveable with Alt+Mouse Drag. I also haven't tried to tackle the creation of an alternate New Character Sequence. I'm pretty sure that this will require some scripting but I have no Idea where to even start in setting up a different location for character creation. If I want to add a new land mass that is meant to be separate and detached for a unique mod do I want to load up the Skyrim Master file and just make if Far off the coast? Or is it better to make a Wilderness location with out loading the Skyrim.esp Data and then modify during a separate loading of the Skyrim.esp Master file. Is scripting needed to be done in a specific language? Is there a database for objects ID names in the CK? I'm finding that the actual name I search for is not the name of the item or the perceived name of the object. I.E. Ancient Nordic Embalming Tools and the alter like things that are found in many Nordic catacombs and dungeons. Making it difficult to find the actual Item I want to put into my mod. Any suggestions. Again any help would be amazing.
  5. I made a thread requesting a Bonewalker monster but no one really noticed it. Now while a Bonewalker isn't too original or unique. I think it would be a nice addition for catacombs and crypts. I am of course referring to the Bonewalkers from Morrowind.
  6. In Morrowind, Bonewalkers scared the heck out of me. I was disappointed they weren't in Skyrim Or Oblivion. (Or at least I have never seen them). I have no skills at modeling (yet) but I was wondering if the idea had crossed anyone's mind to actually create an NPC/Creature for Skyrim that would essentially be a Classic Bonewalker. Perhaps a bit higher in the polygon count though. :P http://images.wikia.com/elderscrolls/images/4/43/111ImprovedGreaterBonewalker.jpg If something like this exists I haven't been able to find it. And would really like something like this for the mod I'm working on. I'm under the impression that it IS possible to import models to the CK but don't have the skills to do so. My request is that someone with the skills and experience to make such an enemy for use in Skyrim mods do so. :)
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