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stratusmonkey

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Everything posted by stratusmonkey

  1. I am thinking about thinking about modeling a wizard's tower, with optional bedrooms / crafting rooms for alchemy, enchanting, and a smithy. Below are my working plans. I'm a couple months away from doing any blender modelling, because I'm fixing to move. My concern is, at four stories above ground, it's not tall enough to be suitably imposing. (See elevation.) On the other hand, if I make it three chambers to a floor instead of four, it will be at least six stories tall. But there will also be stories with no corresponding floor, like the second story over the main hall. With three chambers per story, I would also lose the ability to route all the chimneys through a single inside wall. For scale: The purple scale is meters. The blue scale is feet. Each floor is 256 obu tall plus 16 obu of head room. The small windows are 32 x 64 obu. The large windows are 64 x 192 obu. The exterior door is 96 x 192 obu. The double bed is 192 x 192 obu. The single beds are 96 x 160 obu. What do you think: Is it worth putting up with more dead space, in order to make the tower taller? http://i.imgur.com/HssNWY4.png
  2. I found an old Morrowind character, dug up the texture, and I'd like to clone the face for Oblivion in FaceGen. The Internet machine says it might be Carla Gugino. Anybody have a better guess? If anybody knows Golgotha, did he / she ever say? Thanks much. http://i.imgur.com/QT2ATbF.png
  3. I'm mostly done setting up and fitting out the house of this house-mod. http://i.imgur.com/7vY5kTp.png However, I've gotten bogged down trying to create a quest to obtain enchanting and spellmaking altars. http://i.imgur.com/bD14c6Y.png Someone, please tell me it's okay to just have an NPC sell and deliver them so I can stick a fork in this and get back to playing? http://i.imgur.com/pP91Xyv.png Thanks, in advance.
  4. I'm working on the Orange Road site presently. I was pleasantly surprised to find it doesn't have a significant conflict with UL Great Forest Lush Woodland. And I'm going to tackle the Gold Road before I put a bow on anything. But then I'm going to think about the opportunity cost of building out the final two sites. Frankly, I'm happy with what I have along the Orange Road. As much as I also like the atmosphere of the Yellow Road, I have a hard time believing a three story stone manor house with a cellar wouldn't burn down, fell over and then sank into the swamp. And that big, empty expanse southwest of Cheydinhal may need more than one (comparatively) little homestead.
  5. Here is a slightly more refined take on the Yellow Road. On further inspection, this site is just north of some bandits, though. Decisions, decisions... http://i.imgur.com/YzOFn5E.png http://i.imgur.com/64tnGwH.png http://i.imgur.com/LNfezni.png http://i.imgur.com/tPHrE1i.png http://i.imgur.com/0b3gRfI.png http://i.imgur.com/XohYAJY.png
  6. A couple months ago, I asked for suggestions of where to put a house I was making in Blender. http://forums.nexusmods.com/index.php?/topic/1820995-where-to-put-breton-alchemist-housemod/?view=findpost&p=15731170 The decision I ultimately came to was to put it on an island in a separate world space. But as I was going along, I kept making changes to the house models. Shrunk the whole thing to about half its earlier size. And now I'm thinking about putting it in the Tamriel worldspace again. Possible sites include: The Blue Road (south of Cheydinhal) http://i.imgur.com/kKesZKO.png http://i.imgur.com/2TbPz3P.png The Yellow Road in Black Marsh http://i.imgur.com/ewF26Y1.png http://i.imgur.com/WVcHC3O.png Or the Orange Road (between Chorrol and Bruma) http://i.imgur.com/8WYeajD.png http://i.imgur.com/bxGXs2s.png Or north of Skingrad, beside a road I would add connecting Gottlesfont Priory to the Gold Road http://i.imgur.com/FvbzTR2.png http://i.imgur.com/Zs9x0ih.png Thoughts?
  7. I have two reservations about Lake Canulus: First, in order to make a trail to it, you've got to alter at least 14 cells to go east from the Yellow Road, or 8 to get uphill from the river landing north of Pyrite's shrine, or 5 to go south on the road from Malada. Second, I'd have to dance around the Unique Landscapes patch for Lake Canulus, and possibly Entius Gorge if I build infrastructure near Malada. Thoughts?
  8. I was making a conscious choice to avoid West Balmora (er, Chorrol), because I feel like that exact spot is where everybody puts My First House Mod. But I was curious to see what it looked like: http://i.imgur.com/kolKs6s.jpg And it really is too big to go near Weynon priory: http://i.imgur.com/Z3A4Nxt.jpg North of Chorrol isn't a bad fit. If you can stand the respawning bandits right outside your front door: http://i.imgur.com/HpQSCsn.jpg http://i.imgur.com/XHSLl5A.jpg These are starting to pop up like Where's Waldo!
  9. Point taken. http://i.imgur.com/t5L3Hgs.jpg Bluff overlooking Lake Canulus. You'll have to trust me that the lake is behind my character. http://i.imgur.com/VOdkKnT.jpg North of Anvil. I didn't make an island yet. But this is the terrain I'd use.
  10. You're right. I should have known better than to open my mouth before I had caffeine this morning. I'm sorry if I wasted your time.
  11. What's his "alarm" stat set to? In the CS, it's in the block of stats with responsibility and aggression. My recollection is "alarm" is counted differently from the other three stats in that block. My recollection is also that "alarm" is tied to damage sustained. So if the "alarm" stat is high (low?) you'll have to hurt him badly, before he seeks aid. Double check that "confidence" isn't reverse-scored. Could be that "zero" confidence really means fight until health is 0% of starting health. Can the NPC physically reach a guard, or another NPC who can get to a guard? You may have an undiagnosed pathfinding problem. Alternatively, is the nearest NPC who walks like a guard and quacks like a guard, actually a guard? I think you need to use a dedicated "guard" class, have a separate "guard" flag checked, and a couple specific "guard" A.I. packages on the NPC before another NPC will report a crime to them. Are the guards waiting to goon you a short distance away from the scene of the crime? Is the NPC marked as "evil"? If so, the guards will never help him. Hope it's one of these!
  12. I have a 4-bedroom manor house that I made in Blender. And it's too big for where I originally planned to put it. (It's ~600 obu wide and ~2400 obu long.) Roughly speaking, it's the size of two priory chapels single file along their long axis. It's for a Breton alchemist, so I'm inclined to go to the Gold Cost on account of it proximity to High Rock. Options 1a - 1c: Maybe one of the islands off the coast of Anvil. Or Options 2a & 2b: The small valleys north or west of Kvatch. Or, I could go to the other end of the map, entirely. (3) The floodplain of the Upper Nibenay valley, north of Cropsford, between the Yellow Road and the water. (4) On the shore of Lake Canulus. (5) On the Malada Road, west of Fort Entius, maybe by that lake. (6) An empty space in the foothills of the Valus mountains. Finally, option 7, build a small island in a custom worldspace. Obviously, every option has its costs and benefits. (1) and (5) are cramped spaces. (2), (4) and (6) have no roads. (3) is kinda boring, with a side of bandits and four-legged predators. (7) would entail building enough infrastructure so that it makes sense that you could sail to and from there. I'm not signed up with image hosting. But if there's interest, I can post some rough screenshots I've made. Just the exterior nif with little or no landscaping. Constructive suggestions welcome. Thanks, John
  13. Doesn't need the quest system. Just assign the AI package to the NPC the way you would for a vendor to open & close shop. Packages that cross overnight tend to break, too. The way I made a guy go from town to town in a loop (in a mod I never released, so for whatever it's worth) was to leave Monday morning from Cheydinhal and go to Bruma. Then leave Tuesday morning from Bruma to Chorrol. Then leave Chorrol on Wednesday morning for a landmark (Faregyl Inn?) on the way to Bravil. Then go the rest of the way to Bravil on Thursday. Then Friday at dawn, go from Bravil to Leyawiin. Then Saturday, go from Leyawiin to the Imperial Bridge Inn. Then go from there back to Cheydinhaal on Sunday morning. It took the NPC about ten to twelve hours to walk each leg of the journey. Sometimes I had to put more intermediate stops in, to get the pathfinding to work rigtht. Like, leave Cheydinhal at 06:00 and go to Roxey Inn. Then, leave Roxey Inn at 14:00, and finish the way to Bruma. His natural inclination was to take the back road to Bruma, and get killed in a fight at Lake Arrius.
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