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ben446

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Everything posted by ben446

  1. Hi know this is an old thread, but I have an idea similar to what this thread started as, so I thought id revive it, I don't wish to hijack the thread but as the OP's question seems to be answered I hope no one minds. Ok so my idea was this, making a mannequin that is set up to be a unique display. so for example miraaks clothes. is there a way I could set the mannequin up to work with miraaks clothes the same way I can set up a dragon claw display or a dragon priest mask display. I'm currently working on a house mod and ive split the rooms on the ground floor so each room is for something different, ive got a kitchen alchemy room library enchanting room as well as a couple of others. id love to be able to set up maybe two mannequins one in the alchemy room and one in the enchanting room. I was thinking or placing one mannequin set up to be a display for an outfit that improves enchantment and one set up with an outfit that improves alchemy. So having not used the ck for long, this being my 3rd larger house mod and this being the most indepth house ive done, I'm not sure if y idea is even possible. Any help would be greatly appreciated
  2. Is there a way to already have ingredients and food stuff already planted in the BYOH Soil in a planter. Ive seen it done in other house mods, but I'm not sure how to do it. I think I know but not 100% sure. I'm guessing youd set the soil up as normal, with linking it to the NPC in the utility cell. But then do you link ref the soil to the ingredient or do you link ref the NPC to the ingredient? I'm currently working on my 3rd house mod and with this mod I'm pushing what I already know how to do and trying new things too. Hopefully this will be my best house mod yet. ive been working on it for about 3 months and as of yet I'm not anywhere near finishing. This is something id love to be able to do just to add to the decoration of the house. Instead of having some plant pots empty in the house for the player to plant, id like to have some already planted ready for the player to harvest. Any help would be greatly received.
  3. ok thanks for that. ill have to figure out what mod it is. and see if I can work somthing
  4. if you need a good tutorial on navmeshing, I would highly recommend Darkfox127's tutorials on you tube. He has loads of tutorials and he updates them when he knows he can make them better. I only started modding a couple of months ago and I can honestly say after a lot of research ive not found anyone who does tutorials like he does. I can promise you his tutorials on packages and navmeshes will help you a lot. he takes things slowly, he explains what needs to be known and even some bits that shouldn't be done and why. He guides you through it step by step. I can honestly say when I opened the ck for the first time I was terrified id mess something up, with his tutorials I know prefer the ck to skyrim.
  5. i think it came as part of the hearthfire features with the plantable soil.
  6. ok I'm just rewatching a tutorial by darkfox127 on this subject. You don't need to link the guard to the idle through the guards data box. you can do it through the packages box and then youd just need to set up a package for each patrol,
  7. I meant setting up the patrols as normal but setting them to the idle markers with the package rather than link referencing it under the actor
  8. it looks like a darkfox127 video. if it is darkfox127 has a lot of very good videos on Netflix. he has a couple about making followers, some he redone as he weren't happy with how the first went. if your not good at scripting, id go to the oldrim side of here and search project modularity. there is a file there where darkfox127 has uploaded a lot of his scripts, including the ones he uses in that tutorial. ive no idea about making followers but by using his videos I made several. he basically holds your hand through the whole process. If you ever need any help with anything in the ck, search for darkfox127 on youtube chances are he will have a tutorial on the subject and they are always very helpful
  9. ok so I'm having an issue finding something in the ck. I'm guessing it should be there as its in game... Apple trees. I'm hoping to include a couple of apple trees in my new mod. I was hoping to have them already there so the player don't have to plant apples and wait for them to spawn. Well I'm guessing the trees are already in the game and ck as they appear after and apple has been planted. So I was thinking if I could find the tree I could have maybe 4 on the land the house is on. I plan of having everything any explorer dragon born or not could need all contained on its own island within its own world space. I know I could place some more plantable soils there and just plant the apples, but it wouldn't feel right as not everyone using the mod would use it for that reason. I have a farm in place with about 100 plantable soils there and plan to add maybe another 50-80 plantable soils inside the house itself next to the mages alchemy room. I just think all homes should have their own apple orchard. Thank you to anyone who can tell me how to find these trees or how to get these trees to be on the island spawning fruit ready for the players arrival
  10. hey, have you tried setting the two packages up as normal, then selecting under Select package data the button that pulls up the side bar. then there should be a button to select the first marker. once the first marker is selected then go into the markers and link ref them to each other and maybe setting the ownership of the marker to the NPC. Its what I do, but you will need to set the times right so the NPC can move from one patrol to the other right.
  11. glad you got it working. I'm not much good at writing scripts so I couldn't help much there but I can read scripts, and I know how buggy and picky the CK can be, but it wouldn't be a Bethesda product without the bugs. The main thing is you got it working
  12. thanks a lot again. I'm relevtively new to modding this is my 3rd large house mod, I did a lot of smaller requests before so hadn't come across this before. Thanks a lot for your help
  13. I just wanna say sorry to the OP, ive got a question to ask similar to this subject. I don't wanna highjack this thread but thought there seems to be a lot of knowledgeable people in this area in this thread. I know this is an older thread, but I'm hoping someone still pops in from time to time and maybe able to help with my problem. I'm working on my 3rd house mod, and its gonna be the biggest ive done so far, in my previous two house mods I wanted to add an apple orchered but couldn't find the apple trees, so I left them out, this time its something I want to add, just to give it that polished touch. The house will have everything from a hatchery to a working saw mill, ive got fences and other merchants so this would just finish the mod off. If anyone could tell me how I can have harvestable apple trees in the mod from the start. Kinda like the trees you get when you plant an apple, but without having to plant the apple first. I hope that makes sense and any help would be greatly appreciated. Once again sorry to the OP, I hope you don't mind I didn't mean to high jack your thread but its the only one I came across that even comes close to what I'm looking for
  14. ok thanks for that. I'm guessing itll be ok then. the ma who created the armour is well known, so I'm sure if it caused an issue it would have been fixed. thanks for your reply. I just couldn't find anything on the google about what the warning was, and with the warnings that are always popping up I weren't sure if it was one of the pointless warnings or one to worry about. Thank you for your reply.. I feel a bit easier about moving that section of the mod along now
  15. Aithlyra I don't know for sure as my scripting knowledge only goes to reading a script, but if you set the properties through TESedit and your having the problems, id try setting the properties through the scripts section. I know it might sound easier than it is, but if its compiling and the only thing you've done slightly different to what youd normally do is set the properties through TESedit it maybe worth perservering and trying to hit atleast one of the properties and testing it, If the script works on the one property then you know that's the issue
  16. ok so a couple of months back I started to make my own mods, ive made a couple of larger house mods and a few small tweaks on request. ive got a lot more confident with the CK and modding in general so I thought this time id test my skills a little further. I obtained permission from another MA someone who makes wonderful top notch mods to include one of their armors in the house I'm making. Ive added out side assets such as meshes than that before. Ive managed to add a couple of weapons and thought while an armor takes a little more work to add I thought I could do it. I first opened the mod with the armor in and noted down the weights armor rating and such. I then loaded up my own mod and imported the nif files, created the armor and the armor addon. I was lucky the armor seems to use textures already within the game. I managed to set all the armor up right... or so I thought. When I go to add the armor into the cell I wish to have it within the mod I'm making it appears, but I get the warning Root 3d for reference is not a fade note. It then goes onto say that as such I cannot move it. Can anyone eplain what this warning means, if its just another Useless CK warning or how I can set about fixing this issue. ive spent the past hour or so going back and forth between my own mod and the mod with the armor so I can make sure it is the same in my mod as it is in the orginal mod with the armor. it all seems to be the same but I still keep getting the same problem... I really want this armor within my mod as the location I have it in kinda allows for some lore, kinda like what the OMA of the armor had planned, its just been slightly tweaked to explain why the armor is where it is. Its been hiden in a secret location hidden within the arena ive built for this house mod and as such I really want to reward the player for exploring and this armor would do just that. I'm also concerned that if its something that I'm doing wrong that if I abandon this armor and try another armor ill still get the same problem. Id like to thank you all for reading this, I know it was long winded but this house mod is kinda my baby, ive been working on it for about 2 and a half months and still no where near finishing, I want to make it perfect for all types of characters, so any player on any play through can use this as a base of operations
  17. if anyone is still having issues with this subject, it can be tricky. you need to make sure you use the right soil. 1)you need to have a separate interior cell set up. you then need to place 1 NPC (BYOHplanternpc) in this cell. you need one of these npc's per each soil you wish to make active. 2)place the soil in place (BYOHPlantersoil) in place. (in the cell you want the soil to be in) 3) click on the soil and navigate to "LinkedRef" 4) alternate click in the box and click new 5) load up you utility cell 6) click select reference in render window. 7) then click on a BYOHplanter NPC. making sure its one that is not assigned to another soil. NO key word is needed, all you need to do now is save Load up your game and test the soil. I would also like to say if there are any issues with something like this there are a number of easy to follow tutorials on youtube to watch. I'm a complete novice with the ck, but I use tutorials by Darkfox127 and his tutorials are a real help. its how I learned the steps above. Hope this has helped anyone who needs it
  18. thank you both for your help. its been very helpful. the conditons were set right. it seems I missed something out on the properties after adding a custom script under the actor. Again thank you both for your replies
  19. ok so I recently had a mod request to make an animal follower. more specifically a chicken follower. I followed a tutorial which helped a lot, the problem is when I go to the actor and check the dialogue settings it doesn't have any of the custom dialogue I added. it does have some riften guard dialogue. the bit where you try to enter riften and you answer this is obviously a shake down. does anyone know what I need to do to get the dialogue to show up. I went through creating the custom animal and animal skins and that, I went into the dialogue settings and added, dialogue for follow me wait here and dismiss.
  20. if you are looking for inspiration for new weapons. there is a video on youtube called something like 11 mythical swords. there are a few in there from the norse mythology, they give a breath background to the sword, who it is linked to and such. just thought it may be of some help
  21. ill keep it all as you have done. and of course you will get credit for the helmet and weapon
  22. Is there a way to create your own custom map for a custom made area using the creation kit. ive kinda got carried away with my first mod which is a house mod but a house mod on steroids. it has it all, its on its own little island in the sea of ghosts just north east of dawnstar. the project was only mean to be a small one but as I said before I got carried away. its still a home mod, just think of windstad mine and heljarchen farm spliced together, with a dash of an armoury and grave yard aswell as its own guard. its spread out over about 7 maybe 8 exterior cells. now when you fast travel there the first few minutes can be disorientating, so I looked into trying to place my own sign posts, but I don't know how to change the sign posts to show the way around the island, but all I can get is the usual winterhold whiterun and the rest of them. so then I thought about placing a centre stone with its own little map, showing the island and where everything is, well except the hidden rooms and dungeon. I was kinda hoping to add a second smaller map, that will lead to a hidden dungeon, that leads to a lvl 150 boss, that is guarding a new weapon. if someone knows how to do this and has the patience to tell me or knows of a tutorial I can use please let me know. this is my first ever mod and ive had to research litrually everything before I could do what I needed to do.
  23. as I said ive got to do some research, I tried to find something last night but had no joy, this is my very first mod. its a house/ estate mod up in the sea of ghosts or what ever its called just off the coast of dawnstar. its got a farm house with a hidden treasury a mine with all the ore veins in it, a guard house, an exterior armoury, grave yard, with a hidden door. its got a fish hatchery, and some appairies, there is a small hidden room with all standing stones inside. ive been working today on another hidden room, which is a Nordic ruin/crypt. I was thinking of placing it in there, so people would have to look to find it, then fight through a custom dragon priest, a custom death lord (lvl150) as well as other death lords and skeletons. I thought that would allow for a little back story to the sword and shield and also mean players would have to explore to find the ruins/crypt and then have a tough fight on their hands. rather than just give that away. the main house on the estate has everything the dragon born could use. once ive found a tutorial on how to do it, ill make a rubbish just for fun piece of equipment just to practise with. I think the work you've done would fit in and it should be out there for people to use, but I didn't want to just give it away. as I said before it looks like it should be in skyrim, so would like to make it so the player has to work to get it. that way others who don't create mods wont just get some equipment and don't respect the fact of the work you've put in. this will make the player respect the sword because they would have had to work for it. as I said before ill let you know when I'm gonna release the mod so you can try it out, if you want something changed or the weapon and/or the helmet to be removed itll be done.
  24. I'm currently working on a house/manor/estate mod. I'm close to finishing, its the first mod ive ever made so ive had to research every step of the way. after looking at the pics provided id be interested in placing them into the mod in some way. ill do some research tonight to find out what I have to do and if I can do it. if I can would it be ok if I placed them into the mod somewhere. I was kinda thinking maybe expanding one of the hidden rooms I have built and maybe put a hidden offshoot in it and have the items hid there, with a few small notes hidden around the estate. I love the look of what you've done, it would fit in with the game without looking like master yoda has come to teach the way of the voice. if I can do it and you agree to allow me to do it, ill let you know as soon as I goes up and if after you try it you don't like the mod it has been placed in let me know and id pull the mod off nexus and remove your items before returning my work to nexus.
  25. Ok so Ive posted a few problems here over the past week or so. they have all been for help with my first mod. anyway ive nearly finished the mod, just a few tweaks and small addons here and there. I just have one major issue that I hope someone can help with. well I thought all that's missing from this home of mine is a fence. nicely hidden away but on hand to buy my ill gotten gains. so I did my usual research, followed a tutorial, that was close to being what I needed as I couldn't find exactly what I needed. this tutorial was showing how to make a merchant as apposed to a fence. I created my npc, dropped him into hiding. when I check it out in game he is there, he does his speech without my interacting with him, but when I try to talk to him he just disappears and don't return. ive managed to fix all the slight mistakes on everything else, now I'm just thinking abiut adding some more flora and maybe some more small critters outside, but this is the main big issue. I did have a problem with my two farming npc's but I think ive figured that out. they just appeared and didn't bother using the farming idle markers or follow any of their packages, I believe ive fixed that by linking the idles and then making the npc the owner of that marker.
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