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Amrok

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Everything posted by Amrok

  1. Yup, they can. The thieves can actually break into your home, and if you dont have a housecarl they'll take everything you own. I've come home and found two dead thieves in my throphy room/library stacked ontop of each other.
  2. I love that campsite, but aren't you worried that some NPC thieves might come along and take your stuff?
  3. Please don't take this to be as harsh as it sounds, but this is not the mod request forum. This is the forum to discuss mods in development, constructive comments, and helpful tips. You want to post this in the Mod Request forum. To answer your question however, at current weapon racks/plaques, mannequins, and bookshelves which display the books all require an activation code in order to work correctly and that hasn't been completely figured out just yet. Most likely those items will not be added to mods until the CK is out.
  4. Good luck on the build. About making it a mod, I uploaded my level 1 save remodeled Proudspire and got overwhelming requests to make it an .ESP file. I unfortunately don't know how to do that, but if you do and plan on uploading it as a mod definately make in an .ESP file and not a save file. You'll get bombarded with email requests. If you're not going to upload it, then just do it through the normal means listed in this topic.
  5. Hey Everyone, As promised I've uploaded a save game file with a newly modified Proudspire Manor. Someone had asked for one a while back and I felt bad only being able to offer one with a lot of the quests done. The file can be found here: http://www.skyrimnexus.com/downloads/file.php?id=3439 This save game file has a modified Proudspire Manor house. The character is a Level 1 Nod Male. You can use the console commands to change sex/race. The only quests done are the two required to purchase the Proudspire house. Proudspire house modifications: Added a bedroom on the main floor for the housecarl if you decide to do the thane quests. The bedroom contains: 1 chest 1 wardrobe 1 bed 1 fireplace 1 bearskin rug chair and a desk. Added a pantry next to the cooking pot. The pantry contains: 3 barrels 3 large sacks 1 cupboard 1 open crate Added a 2 level Library/Trophey room: The Library/Trophey room contains: 82 display cases 1 safe 2 wardrobes fireplace 1 bearskin rug 15 bookcases (these are working bookcases which act like chests instead of the display bookcases) 1 stairway connecting the opened floor library with the trophey room Added a new basement/cave (Appears to be dug out of the rock Solitude is built on) The Basement/Cave contains: 1 chest 1 Alchemy Lab 1 Enchanters Table 1 Smelter 1 Forge 1 Workbench 1 Grindstone 1 Tanning Rack 1 Satchel (located on the Alchemy Lab) Archery range with three targets are various range 1 Nocturnal Statue 1 Dragon Statue Notes: The wooden circles around the Trophey room and Cave are place holders for mannequins once we figure out how to get them to work properly. The house is sparsely decorated, I'm leaving you to that. To install: Download and install in your save file. If you are not running the same mods I am, you will initially get a message about certain textures not being able to load and asking if you'd like to continue. Just click yes. That message will only come up once. Photos of the house can be found here: http://steamcommunity.com/profiles/76561198052665790/screenshots/ Shawkab, some people were asking if I could convert this house to an ESP file but I don't know how. They then directed me to your mod and suggested you might know how. Can you help me out? I'd like people to be able to use this as they'd like, either from a new game or with one they've been playing for a while.
  6. I've made a new game and I'm almost done with the renovation similar to the pics I posted before. This will be a level 1 Nord save file with the renovated Proudspire home I've posted pics of. Actually, it might be even better. I'm almost done. Should have it finished by Sunday at the latest. Can anyone tell me how to upload a save file so it's available for all to download?
  7. Just give them your save file....... Its not like itll overwrite their other stuff. And people can always just use the console to change their level and perks around if they want to play their class and race and stuff. I suppose I could start a new game, go straight to Solitude and just do the two quests to buy the house and renovate it all over again. Just thought it would be easier/quicker to extract the cell from the save file.
  8. Can anyone tell me how to extract my modified Proudspire from my save files so I can upload the cell for others to enjoy and modify? I'd like to be able to upload just the house so it wont interfere with other peoples saved games.
  9. I'd gladly upload the Proudspire modified cell if someone would tell me how.
  10. Thanks. I haven't done a lot of quests either, aside from finishing the thieves guild and dark brotherhood lines. Spent more time renovating than questing. As for putting the walls back in breezehome, when looking at editorIDs in FNVEdit you'll see an abriviation of WR infront of a bunch of the IDs. That stands for Whiterun and all those IDs will have a similar design. You'll have to pick through them and see which ones best fit the breezehome walls as I haven't touched that house for renovation just yet. When putting the walls or floors up, the most difficult one to place is the very first floor or wall tile. Make sure you get it's X, Y, and Z angles correct because if you're off just a little bit on that first tile, you'll be off by a mile by the time you place the last tile. Once you get that first tile perfect, type Getpos X, Y, and Z. Then place an identical tile right where you have the first tile. While the console is still up and after using placeatme to place the next tile, move the first tile one direction only. For example; click the wall tile, getpos #, placeatme (identical wall tile), setpos X -/+# (move the tile one full section along the axis you want the wall to be built). Follow those simple steps and you can have a full room built in an hour or so.
  11. I've just about finished my Proudspire renovation. Still some furniture to add and I might add a dirt floor to the basement and rocks to the walls to make it appear to be built out of the rock that all of Solitude is built on. I especially like the trophy/library room. I had to build the floor out of castle support beams because all the pre-fab'd floors were either too big or too small to create the opening I wanted. Still looking for an appropriate rail for the stairs and hopefully find a rug which I can lay over the stairs as the wood on them looks old and crappy. http://steamcommunity.com/profiles/76561198052665790/screenshots/ I also like the archery range in the basement. You can recover any arrow fired down the range. Feel free to ask for the IDs of any object you see. If I can remember which one it is I will gladly share it.
  12. To fix the invisible item problem, just load a new area then go back, that fixes it for me. Easiest way is to actually type Disable, then Enable after moving all objects. It reloads the object and fixes any bugs like crates/display cases not working or the activation area remaining in the original spot as well as walls and floors not becoming solid. No need to reload the entire cell each time. This also works if you need to rotate the z axis of an object and for some reason the object doesn't seem to rotate. You can spawn items at a specific location which you click on, such as floors or other objects, by typing Placeatme instead of Player.placeatme. The object will have the same exact x, y, and z axis as the object you are placing which can be useful for building a long hallway and ensuring that all the wall and floor tiles line up. For example, once you've got a wall positioned exactly as you like it and want to extend it three square lengths, click the wall and type placeatme wallid. Then you can just move the original wall tile or click on the one you just spawned and adjust either the x or the y axis without worry that the z axis will be out of alignment. Once you've got the new wall tile where you want it, type Disable, then Enable and you're done. Someone asked for Pelt IDs: 5c015 5c016 5c017 I forget their description, but I think those are all bear pelts. One last trick with mannequins. It is sort of possible to use them now, however there are more than a few issues so just be aware. As has been mentioned, mannequins are NPCs and the ones you spawn with 89a85 will move around and creep you out UNLESS you type TAI, which toggles their AI off and makes them a statue. There is no way to transfer your items to the mannequin but by clicking on the mannequin and typing Additem itemid will place it in the mannequins inventory. Then type equipitem itemid and the mannequin will wear the item, This only works with the AI active, so spawn the items in the mannequin, make it wear it, then toggle the AI off using TAI. You can then move the mannequin using setpos X, Y or Z but you cannot rotate it at all so use another object to get your direction and spawn the mannequin on that. Because the mannequin is a NPC it will not stay in any area that didn't originally exist, so those of us who added floors or extend rooms cannot place the mannequin there because it will just move back to the closest original spot after each cell reload. Additionally, some people have had trouble getting the TAI to not reset, meaning the creepy mannequins will actually be walking around your house wearing all the gear you spawned in it's inventory.
  13. So I've finished the new basement floor in my remodel. I have all the crafting stations down there, in addition to the fertile soil just to see what it does. I also added an archery range, a couple of practice dummies, and the far wall lined with dummies is where I will setup the armor manniquins once we figure out how to set them up. The dummies are just place holders for now. I'll also setup some weapon racks and plaques near there to finish off the armory motif. I was thinking of setting up cages with NPCs like Sixrazor did, but now I'll have to think of something else :P. Anyone know how to create exit doors? I was thinking of setting up two "secret" doors down there which connect to the DB and Thieves Guild. Kind of make the room into the Bat Cave. http://steamcommunity.com/profiles/76561198052665790/screenshots/ Hope you like them. Also, Sixrazor, could you post the IDs for the hanging lamps and wall mounted candles you have there. Unless you really want me to spend more hours digging through the IDs looking for them :P
  14. That’s a really tough one and while I guess it may be possible, I doubt it would be very practical to add navmesh by the console. I believe you can enable the “vertices” that a navmesh is made of with scripting, and enable other vertices to change navmesh in game. But that is done with the CK. So I don’t know for sure, but my guess would be that it’s mostly impossible (or very, very hard) to do without an esp. But the good news is that they will still run around using the vanilla navmesh and should still interact with furniture and idles in their area. Did I mention we need the CK like last week already? Wait.... Sapphire...what..how? She would only tell my guy to get out of her face, lol. (My Breton thought she was cute though, but her attitude sucked...) Yeah the vanilla navmesh works, sort of. But I can't get either the wife or the housecarl to come down the new set of stairs. Instead they run around in circles just outside the stariwell trying to figure out how I wound up twenty feet beneath them. They will eventually make their way into the added area so long as it's a simple straight line to the idles and furniture, but they will act like they are confused when walking through there. You can lead them through the new areas, but not down or up new stairs. And yeah, Sapphire. She's the best. First thing she says when she moves in is "Not the biggest house I've seen, but it's ours so I like it." You were literally living in a sewer and that's what you say about my house?! But then she follows it up with "You and I are the only two people worth loving in all of Skyrim." So she's a keeper. That and she absolutely kicks ass as a companion. Her sneak is real high and is awesome with the bow and swords.
  15. To those having difficulty with chests and display cases not working correctly when you've placed them, try this trick. After you've placed the object tyep Disable then Enable. I found when I was placing new floor on the first floor I would fall through the tile unless I did this. All my chests and display cases work just fine after doing this. @ Mike Hancho - Thanks for responding about the fertile ground. I was thinking the same thing as was going to mess around with it tonight to see if it'll actually grow things planted there. Could be used to make a nice garden if that's the case. Also, any tips on how to fix the navmesh through the console commands? Sure would be nice to see Sapphire walking around the new area rather than doing the running man where a wall used to be.
  16. Hello all. I was working on this stuff for a while, then found this forum and decided I'd contribute. I'm basically stuck at the same place as everyone else. Manniquins wont stand still and are creepy as hell. I've completely redone my first floor, adding space and redesigning the ceilings and walls. I'm also adding a fourth level, which will be a true basement, and will be my armory, alchemy space, enchanting space, and smelting/forging area. By the way, has anyone found out what "feritle ground" actually grows? I've placed it and haven't seen anything sprout out just yet. Wondering if it's a place we can actually plant our own herbs and such. Anyway, here are some screens of my redesigned first floor. It isn't nearly fully furnished yet and I still have the second and third floors to redesign as well as the true basement to build. Here's what I've done so far with the first floor. http://steamcommunity.com/profiles/76561198052665790/screenshots/ Notice the new door near the exit? There's a complete stairwell there leading down to where I will be adding the new floor with the armory/forge and all. The first floor is going to be my trophy room/library, because every hero needs a nice private library. edit: Forgot to add, beaware that NPCs will not path through any area where a wall previously existed. My wife Sapphire would not cut the corner into the larger room on the first floor because there was a wall there previously. She would path where a door had existed and enter the area from there. If you're completely rebuilding your house, your NPCs may not move two inches from the front door of your completely rebuilt house.
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