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acidfrog

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  1. use ctrl + alt and the right direction key ...will rotate screen
  2. yeah the forge addition can be like that..i have yet to add one. but i know that even with water i have added appropriate piping
  3. yeah that looks really good. i jsut have a problem with it randomly appearing. everything i do has a purchase quest. from buying basic layout from the jarl to purchasing alchemy stuff from the store. i am almost going so far as to have diffrent levels of expansion, first you buy a dungeon space then upgrade......ect...ect i manged to get part of the quest that when you arrive to one basement expansion there is a guy finishing off the dig then he says job done blah blah blah then you can buy upgrades from specific stores..... now i think about it this has more to do with having fun on the creation kit than actually using it is an extended sims house builder in game, which is why i choose not to realease it
  4. i am currently making one for me, rather than to release as a mod but may aswell put it on ehre eventually. it features as an extra purchasable upgrade on breezehome, BUT features a dark hall mushrom growing room with pet spiders, and a butterfly and insect flower sanctuary covered all over with flora and butterflys, bees, moths and dragon flies by the fish pond and crab cages.. what do you think of that, is that unique ? i have a problem with getting it finished as i always change the look of it, as it never looks good enough in my eyes, which takes a long time.
  5. yeah there is nevmesh i worked out the fish it is basicly the spawners have the animation scirpted for swimming placing them singularly means they 'swim on the spot' i am stuck on insects now i am unsure how to really keep them in one confined space ?
  6. also, i think a shack can be made as an interior then you enter through a door load.... or you can simply make it into the world space and have access in and out as if it was aprt of the world space
  7. the creation kit tutorials are very good. the first one will give you basic knowledge of camera movement and the next will show you how to make a dungeon, just extrapolate this and use it on making a house. it should take you an hour at max to ge the hang of it, after that im sure people here will testify that you aare always learning things. www.creationkit.com
  8. yep tried everything not sure why the are like that is that normal ?
  9. i am placing critterpondfish and they will not swim they are just there in the water. am i missing something
  10. OK i do not understand scripts but possibly i do a bit more now. I have it all working how i want now. via fragment and property in player dialogue i think i am missing a diffrent page lol than what you are telling me to do i was adding an end fragment in player dialogue
  11. yep i have. and that is its name i have only named the alias and set up its reference could that be what is wrong?
  12. Starting 1 compile threads for 1 files... Compiling "TIF__02002351"... C:\Program Files\The Elder Scrolls V Skyrim\Data\Scripts\Source\temp\TIF__02002351.psc(9,0): variable alias_decoratemarker is undefined C:\Program Files\The Elder Scrolls V Skyrim\Data\Scripts\Source\temp\TIF__02002351.psc(9,21): none is not a known user-defined type C:\Program Files\The Elder Scrolls V Skyrim\Data\Scripts\Source\temp\TIF__02002351.psc(9,36): none is not a known user-defined type No output generated for TIF__02002351, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__02002351 this is my error
  13. i am either missing a very obvious flaw or there is a problem somewhere else. i seemed to of and believed i have copied it from examples point to point exactly the same......
  14. expecting to add to properties the refernece but it wont let me get past decoratemarker do you have any reccomendations for a bsa extractor
  15. wow im so lost on scripting ok well i have set up the marker at the house. under players dialogue where i ahve set up the extra options i have set up getdisabled with reference. then in script i have just written decoratemarker.enable() just copied what the other have appeared to do
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