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pmg123

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Everything posted by pmg123

  1. Fantastic. Thank you. My dungeon is almost ready for prisoners. :)
  2. Folks, Could someone look up two more refids for me since I can't get fnvedit to work? b1696 (or b16c3) - large chain da71f - wall shackles Thanks much!
  3. Probably true. But I'm very impatient... I want to rearrange my house NOW NOW NOW!!! Until the CK is released and they find a way to import the castle I've built in my savegame, I'll keep coming back to this thread. There's no way I'm going to start from scratch after the huge castle I've built. :)
  4. Thanks SO much for that. I had a rough idea about positioning but it's great to actually see a guide for it - it would be great to have individual guides linked on the first page, imo. :D Just for clarification with regards to poorly-fitted items and the void of doom - when an element isn't properly placed next to another and has, say, a pixel's worth of space that makes it possible for objects and people to fall through, can you always see the void using TCL and the like? How would you be able to tell it's off? Sorry if it's a vague question, I haven't actually tried placing yet cause I want to make sure I'm clear on everything first to avoid mishaps ^^; Nope, not vague at all. I completely understand what you're asking. Or at least, I think I do. So just to reiterate what you're saying, how do you tell if an item is one or two pixels off? If you have a floor and a wall, how can you be sure they are properly sealed? OK, get ready for another in-depth explanation: - Using the instructions on positioning I mentioned in my last post, find and place a floor of some kind (doesnt matter what kind... I'll just throw 612F3 out there since I use that one a lot and know it from memory). Move that floor out into the middle of nowhere so you can see the blue emptiness around it. Now place another of the same kind of floor on top of it. - Move the floors (setpos x and setpos y) so they are right next to each other. You'll notice that most of the floors have contiguous patterns, meaning the end of one is the beginning of the other. They are supposed to match up so that they look natural. Also, just as an FYI, most standard floor squares are 254x254 so if you add or subtract 254 to the position of x or y, it should set it one full floor square away. (DISCLAIMER: I'm not 100% sure it's 254, but I'm going to keep using that number. I'm pretty sure it is but don't quote me.) - If you play around with the positioning, you will notice that if you place it one pixel too far away (add or subtract 255 instead of 254), there will be a one pixel gap. Obviously we don't want any gaps in our floor so we want to close that gap. If the floor is placed too close (add or subtract 253 instead of 254) then you will see clipping start to occur, meaning that the floors will overlap and when you move the camera around, it will start to flash. I'm sure you have seen this before... it's what happens when two textures are placed at the same x,y, or z position. (If you want an example of what I'm talking about, check out Proudspire Manor behind the second mannequin in the basement. Notice the clipping in the wall? That's because something was placed that has the same x or y coordinates of the wall. The two textures are overlapping.) - So what you want to do is to place objects so that they neither clip nor leave a gap, which can be VERY tricky. It's easy with floors because the gap or overlap is obvious. But the game tries to help you out in this respect in ways you might not expect. This might get a little confusing but bear with me: Remember how I talked before about how every object has a "center" or "focal point"? For floors, this is the exact center. So if you were to click on a floor and place a wall (let's go with 73C52 since that's a wall that is only 1 pixel thick), it will place that wall right on the edge of the floor. No gaps or overlapping... the game knows that you are trying to place the wall so that it is on the edge of the floor. This also applies to arches as well. If you click the floor and place an arch (such as 73C49) you will notice that it places the arch directly in the center of the floor, where it is supposed to be. It is also exactly flush with the wall you just placed so everything seals up nicely. Floor, ceiling, walls all come together. - Now you may be thinking: "that's fine for that one wall, but what about the rest of the room?" Well, the answer is surprisingly simple. Click on the wall and do getangle z. The wall you placed will be at the same Z angle as the floor, so if the floor is placed at angle 180, the wall will be at 180 as well. But remember how the center of the floor is the "focal point" for rotations? That is extremely important because all you have to do is type setangle z 90 and then use a setpos command to get the angle change to show (as I mentioned earlier) and viola!!! The wall will rotate around the edges of the floor, based on what angle you put it at. You don't have to reposition anything, just change the Z angle and the wall will move around the center of the floor. Using this method, it is easy to make rooms very quickly. - Test it out by doing what I mentioned, place a floor, place an arch, and then while you have the floor selected, place FOUR (yes, four) walls all at once. (placeatme 73C52, press enter, then press up to repeat the last command and enter again, later, rinse, repeat.) You will now have a floor, an arch, and four walls in the same x,y,z position. Now click on the wall (there are four occupying the same space but it doesnt matter which one you click) and find the angle. Let's say it's 0. Then type setangle z 90 and press enter (and then use setpos or whatever to make it update) and you will notice that the wall has moved to the side perfectly in line with everything else. Now go back to the 3x walls and click another one. Type setangle z 180 and it will move to the opposite side of the floor. Now go back to the 2x wall and type setangle z 270 and it will go into the remaining side of the floor. You have now constructed a room with a floor, ceiling, and four walls in no time. - Now let's say you want one of those walls to be a window (because who want's to live in a small room with no windows???). This trick will USUALLY work but not always. Click on one of the walls and type placeatme 73C53 and hit enter. But wait before you exit the console!! With that wall still selected, you can use markfordelete and it will delete that wall, then when you close the console it will produce the window where the wall used to be. This is a helpful trick but just FYI, you must place the new object FIRST then delete the old object SECOND. If you delete the old object then use the placeatme command, nothing will happen. Now when you close the console, you will have a room with three walls and one window. If you want to practice on the other walls, feel free to replace them with windows too. You don't have to reposition anything because placing one object on top of another will keep the original object's position and angles (but NOT scale). - But you can't get into this room without a door, so select one of the walls or windows and type placeatme 77084, which will place an arched doorway (no door... remember what I said about doors usually being separate entities from walls and arches?) and delete the wall or window that you just placed it on. Using this method, it is extremely easy to create seamless rooms that are perfectly aligned. OK, now that we've covered that mess, there's another part to discuss. It's easy to build like this when everything matches, but how do you make sure that non-matching or non-grouped items are flush with each other when placing them? If you want to have a room that goes from brick and stone to Dwemer style ruins or Riften style housing, how do you line stuff up correctly so there isn't a gap or a huge overlap? There is not an easy answer for this other than to say that it will take practice learning how to position stuff. As you mentioned, using TCL is extremely helpful because you can clip through walls and see exactly how close something is. You will frequently have to position yourself within the wall, looking directly down the plane of the wall to see how close the other object is to it. The spaces can be very deceptive so get in the habit of walking through the floor and aligning your point of view so your eyes are level with the floor. Then you can see whether that wall you just placed is a pixel above the floor or not. Same thing with walls... clip through the walls and imagine you're smushing your face right up against the wall. You will probably need to adjust yourself a little because most walls vanish when you're on the non-solid side of them. Be sure you can still see the surface of one object that you are trying to connect the other object to. Then you can see how near or far the connecting wall/object is to it. This is one of the major reasons TCL is so helpful, because you can go INSIDE the object to get a much closer view of where two objects meet so you can align them better. One minor thing to mention is that occasionally you may want to place an object that doesn't QUITE fit with another. Let's say you have two doorways with two different styles, and one of the doorways overlaps the other just a tad, but you want them to be even. You can setscale one of them to increase or decrease the size so that they eventually match, but this may also change the x,y,z position based on where the "center" of the object is. If you do this, however, you will need to then setscale all additional walls so that they match the one you changed. So if you put a dwemer door in and do setscale .8 to make it look like it naturally fits with another non-dwemer door, you will then need to setscale .8 ALL other dwemer parts that you connect to it so that they look like they fit and have the same proportions. Now, there's one other point to your question I wanted to clarify. The problems of things "falling through" is usually not caused by one or two pixels worth of space. Most objects are theoretically solid so an item would have to be one or two pixels large to fit into it. There are, of course, clipping issues where stuff can hit a small pocket of emptiness and work themselves through it after bouncing around for a while, but this is pretty rare. The really tricky thing is that, as I mentioned before, much of what you place has no real "substance" until the CK comes out. NPCs will not stand on it, and you may notice items falling through it. Most of the time stuff will stay, but I would recommend that you do not decorate with non-static objects too much since these issues are still present. It is entirely possible that you can decorate your entire house top to bottom and all of it will stay. It is also possible that you may start placing stuff around and it will start falling through walls and floors. It's pretty random how it happens. I'm not trying to scare you off of doing this, just want to be sure you're aware of the potential glitching that may occur. If you have any other questions, feel free to ask and I'll answer as best I can. It really is a LOT of fun when you get the hang of it. I've deleted Breezehome and recreated it from scratch using everything from Dwemer to Whiterun to Azura's crystals, so I have had a LOT of experience trying to line up dissimilar walls/floors/arches.
  5. I'm hoping that's not sarcasm. LOL... I can never tell on the internet. Anywho, I have yet another boring day at work so here's some more info to sum up setpos since that was requested: OK, here's how get/setpos works, as well as tips on a few additional commands. I'm not sure how much people know so I'll start with the very basics (forgive me if I cover stuff people already know). You're working in a 3-dimensional space. In any 3 dimensional space, there's three ways you can move: up/down, left/right, front/back. These are the XYZ coordinates. As I mentioned in my last post, Z is always up/down and Y is often front/back and X is left/right. USUALLY! If you're starting to learn how to position objects, I would recommend that you start with something you have placed yourself, NOT something that is already existing in the house. This is because some existing objects can get screwed up or not move correctly. If you're dealing with an object that you placed, those will almost always respond correctly. So for the basics, you can use any of the following to get info on objects once they are placed: getpos x getpos y getpos z getscale getangle x getangle y getangle z Learn these well, since you will be typing them A LOT!!!! Let's say you place a chest somewhere randomly in a room. We will use the basic house chest as an example so click the floor where you want to put it and type placeatme 1D13C. When you press the ` key again to close the console, the object will fade into view. You can then open the console again and click on the chest to select it. Type getpos x and press enter. Then getpos y and enter and getpos z and enter. This will give you the coordinates of the object within the space you are in. Getscale and getangle show you the scale of the object and any rotations applied to it, respectively. Now if you see that the chest is too low in the ground, it's halfway through the floor, or you want to raise it up to put it on a pedestal or something, you would use setpos z and then a number. If you getpos z and the z is, say, 100, adding to that number will move the chest up while subtracting will move it down. If you type setpos z 110, that will move it up 10 pixels. If you type setpos z 90, that will move it down 10 pixels. Remember that each object you place is completely independent of any other object. Just because you place a door, it won't always be at the same height or position as the floor you placed it on. This is because (AND THIS IS VERY IMPORTANT!!!!!) many of the objects have different a different axis. In other words, just because a doorway is positioned left to right doesn't mean that any door placed in that doorway will be positioned left to right. It might be angled differently, pushed off to the side, or at a different height. This happens a lot so you will need to get used to thinking of each object independently of the other objects. They may all fit together and form what LOOKS like a single entity, but they are separate. You need to remember that when you use the setpos command, you are not adding or subtracting from a value. You are saying to the game "PUT IT AT THIS COORDINATE". If the position of Z is 100 and you type setpos z -10, that will NOT subtract 10 pixels from the coordinates of Z. It will move the object from 100 Z to -10 Z, essentially moving the object down 110 pixels. It goes from 100 to 0, then from 0 to -10. The x,y,z values are always coordinates, not incriments. Now back to positioning... you now know how to raise and lower the chest, but what if you want to turn it sideways? For this you would use the setangle z command. First use getangle z to find out what the current angle is. If it says the angle of z is 0 and you want to rotate it 180 degrees, you would then type setangle z 180. If it says the angle is 90 degrees and you want to rotate it 180 degrees, you would type setangle z 270. if you want to angle it diagonally, you would use setangle z 45. Remember from my initial post, though, that using setangle will NOT show that the item is rotated. If you use setangle and the object doesn't move, you need to do something like setpos z 100 to force it to refresh. I only use the coordinates of 100 because that's what the chest was initially placed at. If you have moved it to a Z of 110, you should type setpos z 110 instead so that it stays where you placed it. You MUST do this to update the object after setting the angle or you won't see the change. It's annoying but no way around it. Anyone who knows basic geometry knows that the right angles are 0/90/180/270 and the diagonals are 45/135/225/315. You can also go over 360 degrees, so if you type setangle z 2000, that will rotate the object 2000 degrees. You've got the chest placed on the floor and angled the way you want it, but it is most likely in the middle of the floor. This is because all objects have a "center". This is the focal point of the object. If you type setangle x,y, or z, the focal point is the position where the object will rotate FROM. This also the position that any new objects placed upon that object will spawn. Different objects have different center positions but for now we'll stick with the floor. Because the center of the floor is right in the middle, any object you place on that floor will be placed in the exact center of it. If you want to move the chest to a different position, you will need to move it with setpos x and y. As I mentioned earlier, setpos x and y are for moving horizontally, whereas z is used for vertical movement. First thing to do is type getpos x and getpos y. This will give you the x and y coordinates of the object. Let's say x is 200 and y is -50 (yes, you can use negatives). Now that you have the coordinates, type something like setpos x 210 to move the object +10 pixels in a direction. At this point, we're not sure which way X is so we're testing it. When you press enter, you will see the chest move in a direction. Now you need to decide if it moved in the right direction. - If it moved the way you want it to, fantastic. Type setpos x 220, then 230, then 240 and just keep increasing the increment until it ends up where you want it. - If it moved in the opposite direction you wanted it to go, you need to decrease the number so type setpos x 190, then 180, then 170 and keep decreasing it until it ends up where you want it. - If it moved sideways, perpendicular to the way you wanted it to go, you will need to set it back to its original position by typing setpos x 200. Then you know that you need to adjust the Y coordinates so start by typing setpos y -40 to move it 10 pixels one way. Again, if this is the right way, type setpos y -30, then -20, etc. until it is placed correctly. Or you can do setpos y -60, -70, -80, etc. to move it in the opposite direction. As I mentioned before, this is where TCL comes in VERY handy because you can clip through walls and look at objects from the back to see their position. So the chest is backed against the wall, but what's this?!?!?! You notice that it's too big? This is where setscale comes in handy. Setscale is a command all its own. It makes stuff bigger or smaller. A scale of 1 is the default size of the object. If you type setscale .9, it decreases the size by 10%. I covered this in my last post, so please reference those instructions. Now the chest should be where you want it, at the angle you want it, and at the size you want it. Again, something to remember is that the activator (Open Chest) will still be where you originally placed the object. If you go to the chest after moving it, you most likely won't be able to open it because you won't get the Open Chest option. This can be fixed by saving/reloading to reset the activator for Open Chest directly over the chest again instead of where the chest was originally spawned. ADDITIONAL TIPS: - If you select an item and try to delete it (markfordelete), it may not delete immediately. If you placed the item yourself (using placeatme or player.placeatme) it will usually delete the moment you markfordelete it. If the item is existing (part of the original house) and you markfordelete it, it won't disappear immediately. If you click on it again, you will notice that it has a [D] at the end of it. This means the item has been marked for deletion and will be removed the next time you exit/enter or save/reload. - I mentioned earlier that you can use negatives. This also applies to angles. For example, if an object is at angle Z 0 and you want to move it diagonally, you can use setangle z 45. If you want to move it 45 degrees in the opposite direction, you can type setangle z -45 and that will move it back to its original Z angle of 0 and then decrease it by 45 degrees. This is helpful if you don't want to figure out what 360-45 is. - In the beginning, I would recommend that you don't play around with diagonal rooms. Stick with 0/90/180/270 degrees until you're familiar with the basics. - Remember that objects like doors, chests, etc. that have moving parts may clip when activated. If you place an object, I highly recommend that you activate it to open/use it so that you can see what it looks like. It may completely clip with another object and need to be repositioned. If an item has more than one position or state (open/closed/etc) then you need to test out all available positions/states to make sure that the object looks right in your world. Otherwise you will get an ugly world where doors disappear into walls and people fall through floors because stuff isn't connected right. - When moving x,y,z coordinates around, if you have a long way to go, I would recommend starting with 100 pixels. Then as you get closer, increase/decrease position by 10 pixels at a time. Then go by 1 or 2 pixels. Don't do too much at one time or you'll end up moving something out to the middle of nowhere and probably lose track of it. - When using the TCL command, it makes EVERYTHING have no weight/substance. This is important because if you place a moveable object (like a potion, a bucket, a basket, an ingot, a sword or piece of armor, etc.) it will stay exactly where you put it, unaffected by gravity. However, when you turn TCL off and save/reload, those objects will again have gravity and will fall down. So if you place a hundred swords in midair using TCL and then turn TCL off, save and reload, all of those swords will then fall to the floor. They will not stay where you place them. So if you're placing something that's not a static item, remember to toggle TCL and save/reload to ensure that whatever you put down will stay where you put it. --- OK, that's all for now. I don't know if these are actually helpful to people so if they are, please let me know and I can write more. I have a very boring job. :P If people don't find them useful, I don't want to take up space on the board. Let me know what you guys think.
  6. I would highly recommend that you read through the previous posts on here. There's a TON of information that is very easily missed by skimming. It may seem long and tedious, but it's very well worth it. I have posted several helpful tips myself in the past, as have many other folks here. That being said, it doesn't have ALL the info, so here's some basics. - I would recommend that you DO NOT delete too much of your current house. Until the Construction Kit comes out, there are some things that can cause issues, so hold off on any MAJOR changes to the existing structure until we have the CK to work with, or until you're a more advanced user. For now, just delete a wall or two and put a doorway in its place. Then build off of that. - Look at the site on the front page (http://fusromod.com/formids.php). It's not very user-friendly (all of the IDs have rather generic names) but this is how they're classified in the game by the devs. You can find common similarities among various parts, which will help. For example, all of the "Cave" stuff will have the word "Cave" in it. So if you're trying to make a cave environment, this would be the best place to start adding stuff. This isn't always the case, but it is often enough. Once you start becoming more familiar with the IDs, you'll start to see the pattern. For example, most of the Dwemer ruins parts have "DWE" in them. Most of the Nord cave ruins have "NOR" in them. This isn't always the case, though. For example, Winterhold stuff is listed under both "Winterhold" and "WH", Whiterun is listed under both "Whiterun" and "WR", and Riften stuff is listed under "Riften", "RT", and "RIF". You're going to have to spend some time getting familiar with the way the names are set up in order to be able to find everything you're looking for. - There are several indicators of what an object is in the name. For example, larger parts often have "BG" or "LG" in the name whereas smaller parts can (but not always) have "SM" in the name. "FX" indicates an effect or glow of some kind, "ANIM" often means the object has animated parts, "EX" usually indicates a door opening, "ARCH" indicates an arch, etc. If you like the look or style of a certain object you see, try to use this rule to find other, similar parts that match the style so you can create larger rooms that look natural. - I would also recommend that you check out blubbi321's pictures (http://skyrimnexus.com/downloads/file.php?id=3245) and some of the better Steam screenshot pages (http://steamcommunity.com/id/Shawkab/screenshots/?tab=public&) and (http://steamcommunity.com/id/snapless/screenshots/?) for more visual representations of what stuff looks like. Sometimes you will get nothing more than a wooden beam or a square on a floor. Other times, you will get entire pre-built rooms. - The categories are important to know as well. "STATIC" contains items that are stuck in place and cannot be moved. "LIGHT" is light sources (NOT the candle/torch/fire itself, just the type of light it produces). "CONT" is containers (chests/boxes/bags/satchels). "ACTI" is an object which can be activated (levers/switches/miscellaneous objects you see in quests). Garden stuff can be in "FLWR", "TREE" or "GRASS", depending on what you're looking for. Water is under "WATR". As a general rule, just think about what you want to put down and try to find it in the most appropriate category. It may be in another category, so don't give up if you can't find it where you think it should be. It will probably exist somewhere else. It's also handy to have a thesaurus nearby. A lot of the objects have two names, for example "kettle" and "cauldron", "fire" and "flames", "pillar" and "column". - I would HIGHLY recommend that you use TCL to toggle collision off. This will allow you to basically fly around your house and see things from any angle. Very useful for placing objects and seeing how well they fit where they're supposed to. - When youre ready to start placing, there's two ways to do it. player.placeatme OBJECTID will place whatever code you put in directly where you are standing, at the angle you are standing. I prefer NOT to do this because then you have to line it up. If you select an existing object and type placeatme OBJECTID then it will create that object using the x,y,z angles and positions of the object you have selected. The reason this is preferable is let's say you're placing a chest onto a floor. If you use placeatme, it places it directly on the floor in the correct position. If you use player.placeatme, you then have to re-angle, realign, and reposition it. - As has been discussed many, MANY times in this thread, stuff will not always work right away. For example, if you place a chest at one end of a room and then move it to the other end, the activator that says "open chest" will still be where you initially placed it. You need to save and reload for the new position to take effect. Also, if you change the angle of an object with setangle, it almost always will not show. You then need to do a command like setpos or setscale to get it to show. Objects also have no substance when initially placed, so you will need to exit and reenter your house before they are tangible. This is another reason why TCL is so helpful, because you don't have to rely on having a place to stand. - When you want to select something, just open the console and click on it and you will see its ingame ID displayed. This is NOT the ID for the object, it is the ingame ID which is different. Simply typing placeatme followed by that object code you see in the console will not place a copy of that object. There are ways to find out what that object is, but other posts have already covered that. It is important to pay attention to exactly what you're clicking on. If you're trying to select a different object, look at the object number to get a sense of what you have selected. Some objects have a fairly large selection radius (like fire or certain magic effects) so you'll think you're clicking on one object when you're actually clicking on another. It takes some getting used to to know what objects you need to be careful with (fire is the biggest one). - I won't go over the setpos, setangle, and setscale commands since they've been gone over in great detail in this thread. However, you will use these CONSTANTLY so get familiar with the syntax and you'll be well on your way. - Be sure you become familiar with which direction is x,y,z in your house. You will be moving objects around, often hundreds of pixels at a time and it is vital to know what direction you will be moving. Z is always up and down, Y is usually front to back, and X is usually side to side, but it will all change depending on what direction youre facing. Try moving something a pixel or two to see what direction it moves in to make sure you're going the right way before you move it hundreds of pixels off. - If something is too big or too small, use setscale. Be advised, though, that if you increase the size of something, it will start to become blurry whereas if you decrease the size it typically looks more detailed. The texture map is the same regardless of the size, so don't blow anything up too big. - You can do stuff in increments, but the incriments stop at the second decimal. For example, setscale 1 is the normal size of an object. Setscale 1.1 increases the size by 10% of the original size, 1.2 by 20%, and so on. Setscale 1.01 increases the size by 1%. However, setscale 1.001 will not have an effect because it doesn't register that third decimal place for some reason. Conversely, you can do setscale .9 which is 90% of the original obect size, or .95% which is 95% of the original size, but you can't do .905 because it will just round the third digit off. So it's best to stick to two decimal places when building. This also goes for setpos, setangle, etc. So you can move objects by doing stuff like setpos x 100.5 to place it directly in between 100 and 101. - It may be required to offset something by .01 because of clipping issues. For example, say you place a floor, then you place a different kind of floor on top of it. If one of those floors is placed at Z of 100 and another one is placed at Z of 100.01, only the 100.01 will be visible (provided they are both flat surfaces). This can be helpful when you find an object that has a part you don't want visible, you can just hide it behind part of anyother object and stack them to create a layered effect (see the screenshots in my profile for some examples of that http://steamcommunity.com/profiles/76561198023396781/screenshots/). - I would recommend that you hold off on spawning anything too complex until the CK comes out. As discussed in other posts, NPCs will never stand on the floors that YOU placed because the floors/walls aren't considered "solid" by the NPCs. The CK will fix this, so don't spend too much time stressing over this because right now NOBODY can fix that. Just focus on the aesthetics. OK, I'm done now... my hand hurts, but thanks for giving me something to do to relieve my boredom at work. :) The key thing to remember is that it's going to take lots of trial and error. I am CONSTANTLY putting in the wrong IDs and having to delete them. If you find stuff you like, keep a list of what the codes for them are so that you don't have to keep searching for them over and over again when you want to use them. And be sure to take lots of screenshots and show folks here so they can see your work. Happy building. :)
  7. Has anyone found the code for the large gray-ish chains yet? So far, I've found codes for the Imperial chandelier extender, the Dwemer chandelier extender, and the two rusty yellow chains used for the ship anchor. But I need the gray chains for my dungeon. The rusted ones just look weird when combined with the gray metal cages. Anyone know the code for the gray chains?
  8. Since a previous poster provided the codes, I'll also just toss in my two cents. There are two different types of cages. The long one or the tall one. The long one can have one entrance/exit or two. The tall one only has one door. Also, the cages themselves don't have doors. Once the cage is placed and positioned, you need to find the matching door code for it. On the long one, the cage door slides up to open and on the tall one, it slides out like a regular door to open. That being said, if you don't like either of them, there are several pre-made "cells" which have regular walls and only require a door to be placed. Just do a search for "cell" in the static category. And all the cool jail doors are under the doors category so just search for "jail" or "cell" there.
  9. Folks, Here's some screenshots of my place. Hopefully they will provide inspiration for someone: http://steamcommunity.com/profiles/76561198023396781/screenshots/ These are completely built from scratch and every single item/object was placed and oriented manually. Not a single original part of the Breezehome house remains. Also, everything you see is made from static objects. I really hate bumping into stuff and having baskets and kettles spill stuff everywhere so I used static, unmovable furniture. Oh, and one more thing: In case anyone is interested, here's a few more hints I've discovered that might help with the creative process: 1) I mentioned earlier that you can find a LOT of the spell effects and pretty lights under the Art Object category, so there is that. 2) If you go into your magic inventory and you like the swirly lights and colors, you can actually place those in the world by searching the STATIC page for MAGINV. For example, 9DB72 (MAGINVIceSpellArt) is the code for the floating ice spike that you see on the magic screen. These are NOT the spell/shout effects (casting/hands/impact, etc), they are just their representations in the magic inventory. 3) There are a lot of cool items in the "Undefined" category (UNDF). Don't be afraid to spend an hour or two searching through the Undefined page for cool stuff. You can find entire ships, additional lighting/spell/weapon effects, almost all the city banners, etc. 4) In the same vein as #3, I've noticed some objects being placed in REALLY weird categories. For example, some of the Nightingale banners are listed under the "Flowers" category. Go figure??? Point being, some stuff is listed in weird places. Just because you search for the word "Crate" or "Banner" under the static objects, that's not all the crates and banners in the world. You'll need to do some legwork but you can uncover some amazing stuff that can be used in lots of ways. Check out my screenshots and hope this info helps people.
  10. Hmmm... wait, my code was 30fc0, not 36faf. 36faf was from the other poster above who was looking for the 4-legged dragon brazier. Could you let me know what a 30fc0 kettle translates to in a formid, pretty please? :)
  11. Dude if you could convert this ofr me I would be very gratefull > 00036faf Its a cauldron, firepit thing, I have looked everywhere. Thank you 00036faf is the id you are looking for :) Any luck with the kettle I'm searching for? The code is 30fc0 when I click on it in the dungeon.
  12. Dude if you could convert this ofr me I would be very gratefull > 00036faf Its a cauldron, firepit thing, I have looked everywhere. Thank you Are you talking about the brazier-esque thing that has four dragon heads on it? If so, that was a pain for me to locate too but I found it. It's 19E27, if that's the one youre thinking of.
  13. Fantastic. I'm at work now but I'll get it ASAP and edit this post tonight. Thanks in advance. :) Also, I have another tip for beginners to this process. When placing light sources, the console seems to place them in the direct center of the object. So if you have an oblong object like tall floor lamp, the light source is placed in the middle of the rod going from the floor to the candle, NOT at the candle itself. Same thing with torches and candles... if you spawn lights, it places them below the actual flames and makes your shadows look very strange. An easy way to fix this is to place an item like an egg or something small, set it to the exact x/y coordinates of the object, and then raise or lower the z coordinates until it's where you want the light to emanante from. Once you have it, place the light and delete the egg. And remember to ALWAYS F5 before you place a light so that you can reload if it doesn't look right. EDIT - got it... it's 30fc0. It's a kettle with a handle on it. If you could let me know the id, i'd greatly appreciate it.
  14. I would, but every time I open up fnvedit, it crashes on me instantly. I can't even load a file... it's just double-click then crash. I can use the FOMM but the fnvedit just will not start. :(
  15. Something interesting I found. Not sure if folks are already aware, but maybe it will help the noobs. :) If you go to the site that lists all the IDs on the first page and then go to art_objects (or just go here: http://fusromod.com/formids.php?idpage=art_object) this is a good number of the pretty lights, smoke effects, etc. in the game. I stumbled across a cool one here... Nocturnal's ravens CC80E CC7C4 in case anyone wants to have some cool animated ravens perched in their house. There's a LOT more cool stuff there, WAY more than I could post here. But keep in mind that some of these are temporary spell effects and disappear after a while. If you want to know if something is permanent, watch it for about 10-20 seconds. If it's still there, you should be good. EDIT - also, these objects are all selectable, unlike lights and bookcase triggers and such, so you don't have to worry about not being able to move/delete them when you want to. You can play around with them all you want once they're placed.
  16. Hey guys, Has anyone found a 45 degree corner piece that matches the smdfarch set? I'm trying to make a cool maze, but I need a piece that starts at a straight 90/180/270 angle and goes 45 degrees, then returns to a straight 90/180/270 angle. Like this: | | \ \__ \_____ I know that's not 45 degrees to scale, but it's tough to explain with ascii characters. :)
  17. Wondering this too, if not then we'll have to wait for the CS I guess. I'd love to have a pet fox in my house :P Did a little tinkering today and found out, possibly you can. I spawned a saber cat (id c96bf), tried to set it friendly by 'addfac 0005a1a4 1' and 'playertsetrelationshiprank player 4', it kept attacking me though after I turned off the console and got killed by Athis who's sticking with me almost always, I find his company pretty much alright though. To try it one more time I typed resurrect and look, the resurrected cat wasn't trying to attack me anymore. Also Athis wasn't mad at it. Because it was way too big for my Breezehome I did 'setscale 0.3'. Basically, I have a tiny sabre cat now. It's pacing around in random directions, standing, sitting or lying down. Other than this, it's pretty boring. Sometimes I think it looks at me, but I can't interract with it in any way possible. It doesn't move out of my way when I sprint into it. As it's pretty small now, it doesn't get in my way, I think. I tried hitting it, it didn't hit me back, but Lydia shouted from the upper floor that I should stop and be more careful or something like that. She didn't like me hitting the poor tiny cat. It looks a bit misplaced. And I don't like it's standing animation, its paws are sinking into the stone floor a bit each time it takes a breath. I will try giving it a rug to dwell on, maybe the standing animation will look better on a rug. When not, it will have to go. I will try to find out the ID for foxes now, maybe I like them better. Edit: 000829b3 is the ID for the standart orange fox, there are a few others but I didn't bother to write them down, its getting late. Type help fox 0 in the console, there are only a few lines, easy to figure out. Figured out the other procedure too - it works when you set 'addfac 0005a1a4 1' in the console, kill the poor critter with your preferred weapon or bare hands, then 'resurrect' it with the console. I find it rather strange, but after that it seems to love you. I'm sure there has to be another way like disable-enable stuff or something, but killing and ressurecting works just fine. I made it a bit smaller, too, so it wouldn't knock over my stuff, with 'setscale 0.7'. The fox doesn't seem to have animation issues with the exception when it tries to get up stairs in Breezehom and looks just ridiculous doing so. It doesn't try to get upstairs anymore when set to smaller scale (0.7 in my case). Same thing is with the sabre cat, btw. Also I think it's creepy. I think it stares at me all the time. It also does nothing further, just walks around from time to time, most of the time it just stands there with its head twisted and stares. Don't know if it will lie down. Didn't have enough patience to watch. Also, Lydia is friendly with the fox, too. When I tried to hit it just to see what happens (it was dead on first hit of course) she yelled at me I should be more careful or something like that. Well... now we need a cage. I just had an awesome thought. Has anyone tried this with dragons? I'd love to have a pet dragon flying around in my alchemy chamber/treasure room, shrunk down to 1/8 size. Even better if we could put it on a table and have it move around without moving off the table. I wonder whether it would be possible to contain a dragon so that it was able to wiggle around but keep it confined to a given space using conventional walls/surfaces..... ?
  18. Has anyone found the code for the round wooden base that the mannequins stand on? I'm not sure if it's been posted here but I haven't seen it. :(
  19. Hi Guys, I joined these forums just to post to this thread because it's so awesome. :) First off, thank you to everyone for posting IDs and pics. They've given me a LOT of ideas. However, I've run into a major snag. In playing with my Breezehome house, I deleted the door and replaced it with another one. Now I have no exit! :( There's been discussion in other posts about possibly scripting a door to exit to a specific point in the world, but has anyone actually done this? I'm pretty much stuck in my house because I can't exit now. (And I'd rather not teleport around the world because that's caused issues in the past.) Also, just for my two cents, I had some ideas about cool things I want to make that people might want to try playing around with on their own: 1) A room filled with doors. Each door opens to a different town (maybe place that town's shield above the door on a shield rack to indicate where it goes). That way, you can have one room that can take you to pretty much anywhere in the world. I always hate fast traveling to a town during the day, only to find that it took so long to fast travel that all the merchants are closed now. :( 2) Create a BIG room filled with treasure and spawn a dragon in it. Then either turn off the combat animations (to make it into a pet that just doesn't attack you) or use "tai" to freeze it in place (to make it an immovable statue). I'm planning to catch a dragon in a cool attack position and then freeze/position him in the center of my entryway. I just hope that my followers don't attack him. 3) The dungeon idea is cool, but there's more than just people in cages. There's people strung up on walls (Etienne Rarnis, for example), cages filled with skulls (check the Markarth house for this), torture racks, etc. If somebody wanted to be REALLY evil, they could make an amazing dungeon with this thread. 4) Has anyone found a way to make "skylights"? When everything is deleted in a house, the ground looks pretty crappy but I love the open air above with clouds and the night sky. Is there a see-through window that could be used for this purpose, instead of the wall window objects which you can't see through? 5) Is there a code for the dome ceiling and dual circular stairs in the Blue Palace in Solitude? I'd love to create an entry way with those objects. 6) Anybody found a nice big fountain to use for the house entry? What about potted plants? Thanks again for such an awesome thread!!! :)
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