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Arenkael

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  1. Thanks for the help Sovrath. The steps you described are pretty much what I would expect, but unfortunately it doesn't answer the core problem that I have. I don't know how to copy what is the EXTERIOR of the house in Skyrim, to Enderal world. Obviously, when loading Enderal as an active file, you don't have access to Tamriel in the CK...
  2. Hi, like it says in the title, I have a player house in Skyrim SE that I would like to port to Enderal SE, and I have no clue how to do it. The house is a small shack in an exterior cell (Tamriel world), with a small interior cell for storage. How can I export everything in place at once with the CK and place it somewhere in Enderal ? Thanks for the help ! Edit : I forgot to mention that the player house mod contains some custom assets otherwise not present in Enderal, and some scripts for interactive lighting and windows.
  3. Hello. I am trying to decorate a modded house in SSE and I placed some weapon racks in a custom cell with the CK. I used the method detailed in this tutorial. My problem is : I placed 2 weapon racks next to each other using the same method. But once in game, one works when the other one doesn't. The first weapon rack can hold weapons normally, but nothing happens when i activate the second one. I redid the second one from scratch and I'm absolutely sure I used the same method for each one. Does somebody know what might cause this ? I'm pretty new to the CK so I have no idea.
  4. Okay so I made some more testng and this seems to be a bug in my save, as loading an older one displays the correct value set in Dynamic timescale. Anyone knows how to correct this bug and "clean" the timescale parameter of a particular save ?
  5. Hi, I'm using Dynamic Timescale, but the mod doesn't seems to work well in my game. I set the timescale to 4 everywhere, and while it does appear to work indoor (cheked with console commands), it doesn't do anything outdoor. While outdoor, my default timescale is set to 14 and it keeps reseting itself to this value periodically, even if I manually use console to change it. I'm not sure what is causing this, but I suspect some kind of weather or combat mod might be involved. Any tips on how to know what mods modify timescale and how to set it to a particular value for good ? Here is my loard order :
  6. Thank you both for your answers. Here is an update if anyone come by this post in the future : I have found what seems to be the simplest solution. I couldn't even understand The Pale Redguard's method as I mentioned in my first post that I have basicaly zero knowledge about the CK, not even mentionning scripting. So I quikly gave up this path. I also tried Vactrol's method but it didn't work. What did work for me was the following method : - Create a new static object with the model of the crafting station (for me i used CraftingEnchantingWorkbenchTabletop) you want to use. Elioanora explains how to do this in this video : https://www.youtube.com/watch?v=wmIkxepnN5o (btw thanks Vactrol for making me discover this channel, it's a huge help !). Place it in your cell. It will be the "skin" of the crafting station but cannot be activated. - Create a custom crafting station by duplicating the originial CraftingEnchantingWorkbenchTabletop (or the one you want to use), and then change the model to something else that roughly matches the size and shape of your static crafting station. This new model has to be static too. For me, I used a common round table to match the tabletop arcane enchanter. - Place your custom crafting station in the cell, on top of the static item. Edit the base of the "real" crafting station, toggle "is marker". - Done. The custom crafting station with the wrong model is now invisible, and in game you will only see the static item that you placed in step 1. Changing the model of the "real" crafting station to a static disable the animation, but it should still be functionnal if you duplicated the right item.
  7. Hello there. Total newbie modder here, taking my first steps with the CK. I'm trying to make simple edits to my custom house. Specifically, there is an arcane enchanter already there but I don't want the animation to trigger when I use it. Can anybody describe how to achieve this please ? I tried editing some stuffs in blind but everytime it breaks the enchanter so I don't know how to do it.
  8. Hello, I am currently trying to port this mod to SSE, without succes so far. https://www.nexusmod...rim/mods/42626/ I have tried to follow the step by step guide available on Nexus, unpacking the bsa, repacking it with Archive.exe, opening the esp in the Creation Kit and saving it, and finaly recreate the mod into a .zip. I am a complete newbie into mod-making so I might have make a mistake, as the modded house isn't showing as intended in my game. If somebody knows how to do this properly I would appreciate any help.
  9. Hello, could anybody be so kind and port this mod over to SSE for me please ? https://www.nexusmods.com/skyrim/mods/42626/ I have tried to follow the step by step guide available on Nexus, unpacking the bsa, repacking it with Archive.exe, opening the esp in the Creation Kit and saving it, and finaly recreate the mod into a .zip. I am a complete newbie into mod-making so I might have make a mistake, but anyway the house isn't showing as intended in my game. If somebody knows how to do this properly I would appreciate the help.
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