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georgeblack

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Everything posted by georgeblack

  1. Well I solve the problem right after I post this topic. :blush: I right clicked my mod file in TES5Edit and then clicked the Sort Masters option. Then I found that Hearthfire.esm was moved behind the other two DLCs for reasons I don't know. Then I remove Hearthfire and my mod seems to be OK so far. Still can't figure out how all these happen. If anyone has any ideas please tell me. I want to know if this is a safe approach to remove dependency.
  2. I make a mod using all three official DLCs at first but now I decide that Hearthfire is no longer needed, so I remove it from the master list with TES5Edit but then comes the problem. In the master list of my mod Hearthfire somehow comes before the other two DLCs. The order of the master list is: Skyrim.esm, Update.esm, Hearthfire.esm, Dawnguard.esm, Dragonborn.esm. So when I remove Hearthfire.esm the load numbers of the other two DLCs change and all the references from these two DLCs are gone in my mod. I've used a lot of assets from Dawnguard and Dragonborn so it will be really painful if I have to get everything in place again. Any ideas?
  3. You cannot download a mod larger than 2 MB without an account on Nexus unless the mod author releases a small torrent file. If so, I think the only method is to create an account and download the mod again. :sad:
  4. Use your daughter's account to endorse them
  5. 1. I never try having rooms overlap outside playable area but I think it's fine. Actually you can use the connect rooms feature to deal with irregular room shape though. 2. As long as it performs well in the game it's good. I usually turn on the snap-to-grid and select boundary objects to create room markers so that they are lined up already when created. 3. Doesn't happen to me. Check if your line of sight penetrates too many portals at one time. That might cause the lag.
  6. Thanks for the kind words. The size of your arena must be limited by Markarth I think:D You mentioned a dungeon generator. What's that? Does it generate dungeon randomly?
  7. Thanks! Seems a bit complex but gonna try it out!
  8. For the jarls, you can make them patrol and inspect the city sometime. They can lead their housecarls and a group of soldiers and walk around the public area of the city. This will make them seem closer to their people instead of just wasting time sitting on the thrones. Some jarls may even lead hunts in the wildness(like the young jarl in Falkreath). Hope my advice can help. Looking forward to your mod!
  9. The fighting part isn't hard to implement actually since it's just like the radiant bounty quest in vanilla Skyrim(talk to someone, kill someone, get your reward). The difficult part would be the betting feature and the more difficult part would be finishing the whole map:) I will make the final fight for grand champion really challenging and the prize worth the effort. I will try to release a beta version within summer.
  10. I didn't know that using DLC assets without requiring it is illegal and I apologize for mistaking Wyrmstooth. I will have to consider cutting Hearthfire from my mod then since I only use it for cluttering so far. About developing by multiple people. How did Bethesda develop Skyrim and the three DLCS in the first place? Of course they didn't have TES5Edit. Does the CK have any feature that allows many people working on one project simultaneously? (Or maybe Bethesda didn't use CK at all...)
  11. Well, I am working on a large new map which will feature two big Arenas. One is like the picture below and the other will be even bigger for dragon fighting. http://h.picphotos.baidu.com/album/s%3D1600%3Bq%3D90/sign=e967cded0b33874498c52b7a613fe288/c9fcc3cec3fdfc038d067005d33f8794a4c22614.jpg
  12. Thanks for the advice. But what happens to your mod with Hearthfire? Do people dislike this DLC? I wonder if there's a method to use the assets without using the DLC. In the Wyrmstooth mod I see the giant mushrooms from Dragonborn, which the mod doesn't actually require. My mod can do without Hearthfire but its assets are good for house decorating(new furniture and new food).
  13. I have been wondering how to develop a mod with others simultaneously. For example to create the original Skyrim.esm there must be hundreds of people working on it. There are also some mods that feature large new worlds which don't seem to be created by one person. One of the creation kit tutorials mentions making a master file and have several plugin files making reference to it, but is there a way to merge them after finishing? Because it's weird for a mod to have multiple esp files.(To run vanilla Skyrim one just needs the Skyrim.esm, nothing more) Another question. Is is reasonable for a mod to require all three Official DLCs? Most mods just need Skyrim.esm and maybe an additional Dawnguard.esm, but all three DLCs feature something the original game doesn't have(new architectures, cool magics, etc.). Besides, the legendary package of Skyrim isn't really expensive on Steam today, so I reckon it isn't hard to get all three DLCs for anyone. Any suggestions?
  14. For the first question, I figure out that it's actually about generating the max height data for my map. After that's done the dragon behave normally. But thanks for the reply anyway.
  15. check this tutorial on Youtube: https://www.youtube.com/watch?v=UQvM520pyjo
  16. Well, I don't notice that things look more pale in Dawnstar. It's the climate perhaps? :sad: The weather in the Pale is always bad but if I use the clear sky shout I think the environment looks the same as the bright Whiterun Hold, despite the snow terrain.
  17. thanks for the tips guys! I should check the tutorial about room optimization by Bethesda:)
  18. I make an interior cell and have trouble with the lightning. It seems if the number of lights exceeds a certain number(about 7-8 in total) some of them will fade away, and will only back to normal if close enough or view at a certain angle. The problem occurs both in the CK and in the game. I only know I can only place 4 shadow lights in a cell, but is there a limit how many lights that can be placed in total?
  19. What make the area look pale are not just the trees. The mountains and the landscape are what you may be interested in. The cold areas of Skyrim always have dozens of snowy mountain cliffs and have their landscape painted in white snow. Mountains and landscape are two important factors when generating LOD, and LOD determines the overview of an area as well as what the area looks like in world map
  20. So you want to make a new start of the game in modern time instead of in Helgen? Well it's of course possible because there are some alternative start mods already. But what you want is more difficult because you need new models and textures. I am not sure if there are modern day clothing but it's not hard make one yourself. And about connecting Tamriel world and earth, that's the easiest part because all you need to do is to make two doors connected. Making the earth world is another thing though.
  21. I make an exterior arena like the one in Oblivion and place a dragon for testing. What annoys me is that the dragon always fly through objects like walls and sometimes even fly under the floor. And it doesn't seem to like to use the DragonPerchTower furniture I place around the arena. Does this have something to do with the Navmesh? I only make part of the Navmesh but dragons don't seem to need it because they can fly over mountains where there's no Navmesh. Another question. When I type coc to teleport myself from Skyrim to my world space the weather is always snowy. I don't want players see a bad weather when they first come to the place so is there a way to set the weather to sunny? I already set the weather of my worldspace to Skyrim weather. Also, how to set different cells in a worldspace to different weathers? In Skyrim it is always snowy on High Hrothgar but warm near Whiterun, so how to make this happen? Is the Default Acoustic in the cell edit menu what I am looking for?
  22. I am not familiar with scripting but I think it's possible, because the main quests in Skyrim use these features already. During Season Unending after you sit down you cannot get up until the peace council ends. During Sovngarde you cannot sneak or draw weapons in the Mead Hall. Perhaps you can look into the scripts of these quests.
  23. I am working on a new world project which needs some landscape concept arts. I've decided the overall land shape but designing detail terrain is really painful. So I need some concept artworks to give me ideas. You can draw any natural sights you like, mountains, rivers, valley, village, floating islands, etc. The scene should be beautiful of course but don't make it too difficult to construct in the CK because I use resources from the vanilla game mostly. The world won't be finished at least in months so there's plenty of time for you. Don't know if I ask too much. If you're interested, leave a comment and we will discuss further. :blush:
  24. So is it normal to "drop" when swimming across two water textures? Or is there a way to fix this? Don't use placed water objects, use worldspace water and set water height in a cell. And if for some reason you have to use them (like I mentioned when there are several heights in a single cell, for example numerous pools or cascading waterfalls) then connect with other objects in between: rocks, waterfall, landscape, etc. I can't imagine a situation where you can have 2 placed water planes of the same height in a single cell, you can always use only one instead and scale it. I use scaled water textures because worldspace water extend to some areas where it is not supposed to be, but I think I will stick to the latter more and plan my cells more carefully. Thanks for the advice! BTW, can the render window show the cells' boundaries?
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