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Tamira

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Everything posted by Tamira

  1. I had some free time so I made it for you. Objects need clutter collision to be moved. Here is the shelf with clutter collision. Add it as MovableStatic and give it a name so you can activate it: https://www.dropbox.com/s/ga3tdph7r8gg1ta/uppershelf01_MOV.nif?dl=0
  2. @fgoron: Well, you did not read my comment thoroughly enough: "I mentioned the only available download site in the comments." Quote: "The only valid upload is on the Assimilation Lab website. http://www.theassimilationlab.com/forums/files/file/1070-elsweyr-anequina/" Well, Striker has posted it meanwhile :D
  3. @ - Elsweyr and the Deserts of the Anequina - was available on the Nexus but now it's hidden. Is it available anywhere else? Have a look at this release. http://www.nexusmods.com/oblivion/mods/46241/? I mentioned the only available download site in the comments. @ - Fort Ferrion - was on nexus - http://www.nexusmods...vion/mods/6397/ but it's gone now Try this download and look if it is in the compilation: http://www.nexusmods.com/oblivion/mods/43557/?
  4. This should be caused by the collision type of their skeleton nif. For the mudcrab it is SKY_HAV_MAT_BROKEN_STONE, this is why arrows bounce off. For most other creatures like bear, deer etc. it is SKY_HAV_MAT_SKIN. Chaurus have SKY_HAV_MAT_ORGANIC where arrows stick even better and with a smack.
  5. Download again, I edited the nif with a better collision.
  6. Here it is, I made it a bit smaller as it was too big: https://www.dropbox.com/s/36arxshb4t36vl3/CookingCauldron.nif?dl=0 For the animation: In the CK edit the CraftingCookingPotSmNoHandle, point the Model to the new nif, give it a new ID and a new name and leave everything else as it is.
  7. Take the water1024.nif or water2048.nif and remove the bhkSPCollisionObject. Then use it the way you want. This should solve the problem.
  8. I recommend "Friendly Oblivion" http://www.nexusmods.com/oblivion/mods/14290/? But be warned that the effects will stay in your savegame, so use different savegames for "real" playing and playing to entertain the child.
  9. The easiest way is to copy your mesh to the existing AnimObjectDrinkingTankard.nif which already has this NiStringExtraData block: https://picasaweb.google.com/lh/photo/uwI06lvTDr8-C_NuPwf1hxCFLCnzsD7qR454jiW1kGM?feat=directlink adjust it and remove the original tankard.
  10. Did you adjust your new model to the AnimObjectDrinkingTankard.nif in Nifskope? It must have the same position as the vanilla drinking tankard. I made something similar for my private use some time ago with the candlehorn and it works fine: https://picasaweb.google.com/lh/photo/pbYIAUPSPkO9-iItpRw2xvvaJFz2-0h-4j1klvvreaM?feat=directlink https://picasaweb.google.com/lh/photo/Hd4rvrJj5W_57OyJYPzv9PvaJFz2-0h-4j1klvvreaM?feat=directlink
  11. Same here - coincidence?
  12. Strange. To verify what you mentioned, I followed Adrienne when she left her house at 8 p.m. for the evening stroll. She walked the same route 4-5 times until she went back to her house at about 12 p. m., but not once she entered the Bannered Mare. Note: My game is almost unmodded.
  13. This resource has an abacus: http://www.nexusmods.com/skyrim/mods/62396/? and this resource has scales with a weight (made from the inkwell) http://www.nexusmods.com/skyrim/mods/64590/?
  14. This is very strange: I answered to this thread some hours ago but my reply seems to have been removed .... why? I did nothing against the rules as far as I can see. :confused: Here is my answer again: This is the Rug01rolled resized to half of the original size and with clutter collision: https://www.dropbox.com/s/ybrcdg3ohsia4um/Rug01rolled_Clutter.nif?dl=0 Retexture it to your liking.
  15. The quick and dirty way is: Open the nif in Nifskope and remove the NiControllerManager block: https://picasaweb.google.com/lh/photo/_9mAKGy7r8GQ0Ojixnic_BCFLCnzsD7qR454jiW1kGM?feat=directlink Then add it as static. You will probably have some warning messages when you add it in the Creation Kit but the animation has gone.
  16. I was available in Oblivion. http://www.uesp.net/wiki/Oblivion:Acrobatics Sadly they did not take it over for Skyrim like so many other nice features.
  17. You can't walk through as the old collision still is there. I removed the exit part and let ChunkMerge create a new collision: https://www.dropbox.com/s/n857c83atq6wyyi/NEWdwecustomtowerint01.nif?dl=0 The new collision is made from the mesh itself so it is more detailed than the original and bigger in size.
  18. Cannot help you with this one but can offer you my own moving one (with sound) :D http://www.nexusmods.com/skyrim/mods/57394/? Check the included little video: "https://www.youtube.com/watch?v=kFg_5S0JEoU"
  19. May not be what you have in mind, but this resource has a small cathedral with only one interior room: http://www.nexusmods.com/skyrim/mods/33948/?
  20. Here is your staff, doesn't crash anymore In your nif NiTriShape 16 was named Prn and NiTriShape 20 was named BSX. That is a big NO-NO. Prn and BSX are reserved for their respective nodes. I renamed them and now the nif works.
  21. This means usually that your Nif either has vertex colours (look it up inthe NiTriShapeData) but your BSLightingShaderProperty has not checked them in the Shader Flags 2 or the other way round. If your Nif has no vertex colours (which I suppose) uncheck SLSF2_Vertex_Colors in the Shader Flags 2
  22. Just a shot in the dark: Check your SkyrimEditorPrefs.ini is [MAIN] bShowCollisionObjects=1 ?
  23. This is definitely not Stroti's fault (nor mine) - if you downloaded it from this resource: http://www.nexusmods.com/skyrim/mods/32056/? More than 19.300 unique downloads and no one complained about this ;)
  24. If you are stuck in an animation it usually helps to jump. ;)
  25. You only want the horn, right? Without the flowing water and the bowl. Here it is, upscaled and with proper collision, one with the original shrine texture and one with a stone texture: https://www.dropbox.com/s/59kmwrcny3qjjnc/Stendarr%20Horn.7z?dl=0
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