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Shurugar

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Everything posted by Shurugar

  1. you could do it like it`s explained in this video: at 12:00 you can see what you would get ingame. Haven`t watched it, so dunno about the quality of the tutorial. but there are plenty of this tutorial videos on youtube from different persons about the same stuff.
  2. I think he meant selling it "with" bethesda. As far as I heard they want to revive paid mods in a new format. Which is logically legal.
  3. install a mod where your magic damage scales with the skill and one where you can add magic damage enchantings to your armor and there you go, magic is suddenly op.
  4. Can't realy help with that because I got more or less the same issues with heightmaps. My solution was painting it directly in the ck. Looks worse and is uncomfortable to use, but you can outline the coasts and mountains and work from there on. I know this isn't a realy solution but it could be handled as a last resort.
  5. have you tried creating the worldspace with a heightmap? There is a button left to the terraforming button for this (The one where you can increase or decrease the height of the land/change the texture) There you can paint a little bit around, and try to create it. Perhabs that would work.
  6. Well don't know if I can recommend something. Because I don't realy know how you could have such a low cap on squares, cause as far as I know that's not a value you can change in the ck. And even if so, I never changed it so you should have the same. Perhabs someone else knows this. What happens if you move the camera in the ck out of the 8x8 squares? Do you have only the infinite void and no water/land?
  7. What exactly stops you from making a bigger worldspace? Did you watch/read tutorials about creating a custom worldspace?
  8. I'm not sure if I understand the question correctly, because if you want something to snap on another object, you can use shift+q on the object and (most objects) snap perfectly. No matter what the coordinates are. (Dwemer Pipes for example don't like specific angles)
  9. Looks like your worldspace has no LOD at all. If you already created it perhabs something went wrong.
  10. adjusting the height would perhabs be possible with nifskope, otherwise blender/3dsMax etc. Just a ceiling doesnt exist in vanilla as far as I know. Easiest way would be to use the shaft roof tile. Don't know how its exactly called. Another way for would be (if you arent familiar with blender, nifskope etc.) to use the "citywall/wall" swap it 180° and then go into the height as much as you want. Or something else, be creative. The question there is which look you want for the room.
  11. Ah yeah, I forgot that you actualy have a limitation in space because of the soil. Would only leave the question why did you went through the hassle to acutaly integrate it into the tamriel worldspace instead of making a new interior cell? I mean its much more impressive, but has its obvious downs
  12. Interesting, especialy because I love to see new dungeons/worldspaces. How's the fps in the area? I would imagine there's a noticeable drop. Do you plan to develope the dungeon? Regarding the pic of the unaccesible dwemer ruin.
  13. depending on the mod you want to create it'll be much faster to try to find a similar, already existing one. If time is your only restriction.
  14. After some tries and errors I found the solution. You have to remove a branch or I mean I'm sure you don't have to, but I don't know what you would have to configure. After that you can recolor it normaly with the colortag. http://imgur.com/CyquvaF and the result in the tests: CK: http://imgur.com/w3VK5Ju ingame: http://imgur.com/oMQJw0N But I can't guarantee that you won't mess up something with deleting this branch, my knowledge about meshes is limited for now
  15. Sorry, didn't came to it yesterday. I'm currently moving into a new appartement and we decided surprisingly to continue work. If you haven't solved the issue till now I should have time at the evening.
  16. Some glowmaps are colored in the dds, not in the mesh. Like the Blue dots on the ceiling in Blackreach. Perhaps this is the same case. I'll look into it as soon as I come home from work.
  17. Didn't know the water has an "end" in its depth. I used the standard water for the surface, which every cell has. But thats a good hint, will definitly try it. Regarding the better design, I have an idea for a workaround where the cave entrance isn't directly beneath the water, but that'll be a little bit of a mess to do, because it's actualy the end of an interior cell and shouldn't be easy to spot.. Thanks for the reply, these are some good hints!
  18. Hi, I have a small problem - I have a worldspace where I have a river created with the sealevel, so no river/stream mesh. The river ends in a waterfall, an behind the waterfall I want to have an entrance into a cave. Thing is as soon as you go into the way to the enter the cave, you are underneath the sealevel, which results in the player swimming. This is mechanical logic, this is just how the water works in skyrim. Thing is it makes no sense from an "realistic"/immersive point of view. So the question is: Is there a way to make a path underneath the water? Maybe with a triggerbox or something similar?
  19. I guess it's either a parent relationship or a linked ref, I'll suggest you set it up like a door which can only be opened per lever. Perhabs there's one set up in the warehouse already for you to copy. I don't have a lot of experience with nordic dungeons, never tried to create one. The Dwemer shafts have a mesh I think its called bottom, which can be placed easily in any room. I would imagine the nordic shafts have the same.
  20. perhabs the worldspace you're testing it doesn't use the "defaultweather". go to World/worldspaces and klick on the worldspace you want to change, there should be a tab where you can set the weather, if remember correctly. Maybe it was somewhere else for worldspaces. best way to test it would actualy be to create your own worldspace, just for the sake of testing the weather. If it works there, but doesn't on, for example, tamriel, the problem doesn't lies in your weather.
  21. Well then, good luck. And if you need further help, just ask. I for myself can only help with the basics, but we have still some experienced modders around here who could help with more advanced issues.
  22. Does it crash while you try to start it or does it crash when you try to load the esm? Because there is a problem where you can't open multiple esms without some tweaking (https://forums.nexusmods.com/index.php?/topic/1010475-running-multiple-master-files-in-creation-kit/) also it can crash, atleast it did for me, if skyrim has another language set then english. It isn't that bad, but you're right, it's far away from beeing "perfect". If you want to use it, never forget the rpg rule: "save early, save often."
  23. Why would it make me uncomfortable? I just posted my opinion. It's unfortunate if you don't have spare time because time is the major factor of modding. But you wouldn't need to learn scpriting, it's really helpful if you can, but it isn't the only part of modding. There're many aspects, and depending on what you want to achieve varyingly important. A good start for example would be learning the worldbuilding, because it is really simple, but also something you can show off. There are around 10 10-20 minutes tutorial videos from bethesda which explain the progress really well. Not everything, but enough to use it without getting lost. You can start there, getting something done, and maybe you'll then find people who are willing to help you with the things you can't do (like texturing, scripting, voice acting, creating new meshes, whatever), as they see that you really put your heart in this project. I know you said you don't have time because of another project, but maybe this'll change, or you just feel like it's time to mess around with something different.
  24. If you don't expect someone to pick it up and make it, why don't you start yourself and build up a team as the project progesses? Just throwing it out here will lead to nothing, because if someone plays with the idea to make a mod like Enderal, they'll make their own 99% of the time (and even then won't finish it most likely). The only advantage you offer are ideas, but everyone has plenty of his own. And one could also argue that you only offer restrictions. And please, stop beeing overly defensive about your idea. I've read like 3 times you don't want anyone to make fun about your idea, but the thing you have to realize is that the development of your idea took you maybe some hours, while the execution will need thousands of hours.
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