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mgbeach

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  1. looking really awesome.. I think some greenery on the castle island would be welcome. The custom decor is really knocking me out. Awesome job.
  2. This other mod started as a black room and a white room for making armor and weapon mod reviews but the author has now added my green texture as well as a blue and it's definitely worth checking out: http://skyrim.nexusmods.com/downloads/file.php?id=11792
  3. Absolutely.. just duplicate MannequinActivateTrig for each kind you need then change the name for each one and use it for the given mannequin. Same idea for chests and displays Example from my Drakehelm Manor and Grotto http://i.imgur.com/d8GOwl.jpg http://i.imgur.com/Rl90jl.jpg
  4. Hello all, I had seen several requests for a chroma-key/green-screen mod to aid in creation of machinima. While I don't create any videos myself, I really enjoy them (when they are well done :tongue:) and wanted to help out any directors out there in need of this tool. So, I made a new solid-green floor section (0,255,0) and whipped up a bigass soundstage with it. Initially I had also created a custom green cyclorama (by massively resizing a bowl mesh in NifSkope, lol) but I figured out the lighting such that it's not needed in the newest version. It's just as well, since it was causing clipping issues as you ran around the room. I added a "dressing room" of sorts, which features chests containing all the standard armor, weapons, clothing, jewelry, and staffs in the game. It's accessed by a trapdoor in the corner of the stage area, and to get back from the dressing room you can either go back through the trapdoor or simply jump off into the void. You can get the mod at http://skyrim.nexusm...le.php?id=11814 . I hope it helps someone out there, and if you use it to create a video please send me a link and I'll add it to the mod page. To enter the room just open the console and type "coc greenscreen" and then to leave just fast travel out. Here's the setup and how it looks in-game in the stage area: http://i.imgur.com/Pj2j3l.jpg http://i.imgur.com/OpHPzl.jpg http://i.imgur.com/YbJel.png
  5. If you're using the dwarven version and want your armor to match your mount's, check out my Heroic Dwarven Weapons and Armor, which I finally figured out how to make into a standalone set. The original texture replacer version is available at http://skyrim.nexusmods.com/downloads/file.php?id=4818 for anyone who wants all the dwarven armor and weapons in the game to have that look.
  6. This is something that I just couldn't wrap my head around and I know other people are having issues with it as well. Finally after a lot of staring at the screen and trial-and-error I've figured out how to use the CK to clean mods. Now, as this is something I've come up with myself, if anyone sees something I'm doing that is crazy-wrong please don't hesitate to let me know. As always when dealing with something new like this, please make a backup of your mod before proceeding. I'll say that again... make a backup of your mod before going any further. Now, open up the CK as usual and go to File.. Data like you would to open your mod for editing. Load Skyrim.esm (the reason for this will be clear in a second) Once Skyrim.esm finishes loading go back to File..Data and set your mod as the active file but do not click OK Click the Data button and a window will pop up looking something like the image below (without the colors and markup). If you had not loaded Skyrim.esm first, the Editor ID column would be filled with item ID numbers instead of names. http://i.imgur.com/yNBYV.jpg Resist the urge to change the sorting in any way. It is set up perfectly for our purposes by default. The items at top that I've highlighted in blue are those that you have added to the game in this mod, in most cases by duplicating other items and editing their properties. So, these are good to go and should not be touched. Now go down the Type column until you come to the first CELL entry. In the example above, from my Drakehelm Manor and Grotto house mod, the first CELL entry is for GrottoShip. This is one of the interior cells which is part of the mod, and all the entries below it down to the next CELL entry are changes the mod makes to the GrottoShip cell. So, they are also good to go and nothing needs to be done. As you may have figured out by now, we want to continue scrolling down the list looking for each CELL entry. If it is a cell that should be affected by the mod, continue down to the next CELL entry. When you come to a CELL that should not be affected by your mod, select it by left clicking and then go down to the last line before the next CELL entry and shift+left click to select all the lines in between. Press DELETE on your keyboard and a warning window will pop up asking if you really want to mark multiple items as Ignored. Click YES and then you will see changes in the Ignored column, as below (again I've added color and markup to differentiate the "clean" and "dirty" parts of the list, as well as to point out the CELL entries) http://i.imgur.com/kpEQ9.jpg Continue in this manner until you've marked all the entries that are not a part of your mod as Ignored. Then hit the Close button at the bottom of the Details window. Again make sure that your mod is Set As Active and now open it up. Save your mod to commit the changes you've made. Check everything out in-game to make sure you didn't accidentally set some critical part of your mod to Ignore. If you did make a mistake somewhere, you should have your backup file to revert back to and try again. This method worked for me, and I'm pretty certain it is a proper way of going about things. Again, I welcome any comments as to better ways to do things, errors in my methods, etc. I hope this helps someone!
  7. Hi there, I just uploaded a chroma key room: http://skyrim.nexusmods.com/downloads/file.php?id=11814 Hope it helps!
  8. Hi there, I saw this thread yesterday and thought it was a good idea. I went ahead and made a chroma key room and got it uploaded: http://skyrim.nexusmods.com/downloads/file.php?id=11814 Hope it helps! Let me know if it needs any additions or changes
  9. Hi there, I just uploaded a chroma key room: http://skyrim.nexusmods.com/downloads/file.php?id=11814 Hope it helps!
  10. they were , but skyrim has a bug atm u can`t see big stuff in lod, i tried to make the rock smaller but it always disapeared, so next was the clouds It's an annoying and known bug.. if you edit each one and check "Is Full LOD" they should show up.
  11. Sorry I can't offer any specific help but you may want to look at existing cells like Sky Haven Temple which currently change along with quest stages to see how things are set up there.
  12. In creating my Drakehelm Manor and Grotto house mod it was bothering me that all of the available banners look moth-eaten and tattered. By pure happy accident I stumbled across a setting that takes care of the problem. After placing a banner in your cell, open its edit window and go to the Extra tab. About halfway down on the left you'll see the Alpha Cutoff field. By default it is set at 85, and by setting it at 0 the alpha channel is hidden completely... thus making the banner appear whole. A value of 100 makes it appear at its most tattered, and you can choose any value in between to dial it in to your taste. One odd thing.. close up, the Solitude Banner has holes no matter what the Alpha Cutoff is set at. I don't know if there's something wonky with its mip maps or what. Also, I imagine that there are other objects out there besides banners that this will affect as well but I can't think of any off the top of my head. This is all probably old news to the more experienced modders, but I hope it helps someone out there. http://i.imgur.com/BZHVGl.jpg
  13. You'll need to make duplicates of the steel plate armor meshes and associate your new textures with the meshes. I used NifSkope to do this, and is all I'm familiar with. Not sure if SkyEdit can do that or not. Before you start pointing the duplicated meshes to your new textures, make sure to set up a file structure like other mods (ie, Data\textures\armor\yourmodname\m or f , Data\meshes\armor\yourmodname\m or f, etc) You will also need to set the new armor up in the CK along with recipes to forge and temper each piece. This wiki article is pretty good for walking through that part: http://www.creationkit.com/Customizing_Weapons_%26_Armor As a quick reference, the highlighted items are the ones you'll need to duplicate and customize http://i.imgur.com/ydQu7.jpghttp://i.imgur.com/wBq2G.jpg As you run into more questions, post them up. Another thing that helped me was to open up other standalone mods and see how things were set up. I just figured all of this stuff out in the last few days in order to convert my Heroic Dwarven set to a standalone (http://skyrim.nexusmods.com/downloads/file.php?id=11517)
  14. Looks like maybe it's a fundamental issue with the CK (one of quite a few) Explanation of what's going on as well as proposed workaround at: http://forums.bethsoft.com/topic/1345519-creating-new-worldspaceshow-to-get-around-the-broken-ck-features/
  15. Ah, gotcha. Wasn't sure how trees were generated since I've only messed with interior cells so far. And I was right about one thing: that I was completely wrong :P
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