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Linaru

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Everything posted by Linaru

  1. so i decided to use console commands to rename my character for a duplicate save, in which i intend to follow a different faction and see how the story vary's my characters name has changed, but in the save and load menu it still shows up under the old 'character category' ..old name i was wandering if there was a way to fix this as i do not want to accidental save over the wrong file or delete my alternate named character?
  2. Thanks for pointing me in the right direction, most of that video went way over my head. after several hours i worked out one of the main problems i was having is that the scripts are all packed up in a rar file now? i have now managed to create an item that shows up on my custom carpenter bench, you can craft it.. and that item has a script that is supposed to disable one x marker and enable another then remove it self from your inventory but for some reason it does not seem to want to do that..i have double checked my script properties so i have no idea why its does not seem to be playing the script like it does in the video tutorial. ==== Edit: okay worked out that issue.. for some reason the creation kit was not saving my scripts .pex file.. so i was testing it with just the .esp i have successfully got a working home building option that is enabling my disabled marker, making the new forge and smelter and other items appear. However my script is not disabling the other marker which is supposed to remove cobwebs and rubble from the rooms.. i suspect this is something really obvious with my script it self Scriptname Home_GMWorkshop extends ObjectReference ObjectReference Property Object2Enable Auto ObjectReference Property Object2Disable Auto Message Property BuildMessage Auto GlobalVariable Property GameHour Auto Float Property Time Auto MiscObject Property CraftItem Auto Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) GameHour.SetValue(GameHour.GetValue()+Time) Object2Enable.enable() Object2Disable.enable(false) BuildMessage.show() Game.GetPlayer().RemoveItem(CraftItem,1,True) EndEventis this not the right way to disable a marker with a script? it was not covered in the tutorial video so is mostly guess work.
  3. Hello, i am currently working on a custom home mod, i want it to work similar to hearthfire, i have built up a nice ruined building, now i want to make it so the player can walk up to a workbench and pick 'upgrades' which will disable all the cobwebs and rubble and enable the decorative and lighting for each area. however i have been unable to find any tutorials on how to make hearthfire homes, so i really need some help working out how to go about this.
  4. Is it possible to cut a hole in the terrain somehow? i know many games do this to allow the creation of caves without relying on the entire roof being made up of objects.. i am curious to know as i am trying to create a large cavernous area in part the world something like this: http://media-cdn.tripadvisor.com/media/photo-s/08/c8/7b/27/blue-hole-mineral-spring.jpg but scaled up so its more of an underground ocean. with islands.
  5. After a few hours of work i have thrown together this concept map: http://i.imgur.com/2wf46AD.jpg i have marked on it the main city's and drawn out some of the main roads near white-run this gives a much clearer idea of how the map might be.. how far each location is from one another and a good estimate at how much work it might take.
  6. i dont think shrinking the world s objects would have quite the same effect, my goal would be to increase the distances between all the key landmarks filling the gaps with wilderness. shrinking everything down would result in the landscape being a distorted scale? i realize that this would be a big project.. but i have got way to much free time right now Edit: i have started working out how the world would be spaced out, ive started splicing up the individual cells of this map: http://i.imgur.com/VGfxQ4m.jpg (i linked it rather than img tag because its kind of big) i still need to split it up vertically but it gives a rough idea of how i would space out a larger world map .
  7. Hi, i am a modder of sorts tough far from an expert. i have created a few mods but kept them to my self mostly because they lack the polish to be worth anyone's time.i now have a concept for a mod but due to the size and excessive amount of work my concept would take i wanted to post here and discuss the validity of my mod concept before i began any serious work on it. Rough Concept:Basically i want to create a larger version of Skyrim, putting more realistic distances between all of the existing caves and locations and making the wilderness feel more expansive and wild, this would likely mean recreating the entire Skyrim map from scratch as i do not believe there is a way to insert additional space between the already existing world cells and filling in the gaps. i would prefer to try to make the already existing locations in the Skyrim map be dispersed evenly on the larger map id like to focus on making the world feel more difficult to travel across (especially as i am a fan of Frostfall), but new spaces would also be a good base for other modder's to add dungeons/caves and quest-lines without cluttering up the map a few questions id like to be discussed before i make any decisions on if i go through with this mod project:is such a large mod worth the workload? would people actually use it or is Skyrim to old to be worth the effort? How much bigger do you think the world should be made? twice as big? three times as big? Theoretically should the city's be made bigger too ? or just more wild space between themas a completely rebuilt world would likely be incompatible with mods like 'open cities' should new and potentially larger versions be be in the open world ? would the mod need to add more NPCs to fill out the new areas of the world? i imagine a majority of popular graphical mods would be incompatible with a new world map? with that in mind should the mod overhaul the worlds graphics? using newer meshes and textures?or is it better to stick to vanilla graphics and let other mods improve upon the graphics? is there anything i have overlooked about making the world map bigger?if i go through with the mod i want to plan it all out in advance. i would love to hear peoples opinions, particular those of experienced modders who might have some insightful input.i'm not looking for a 'that sounds like a great idea' i genuinely wish to discuss if a large project like this is viable or if it is just too much work. Lina Greyfall
  8. so I know there's the player place at me command but that drops things right on top of the player. i also know you can click a target. I was wandering if there was a command to spawns something a set distance away from the player? the reason I am asking is I was playing with the idea of creating a sort of enemy group(like spawning a ghoul zombie horde) that can be spawned in using a bat text file... but as far as I can tell I can only spawn the enemy's directly on top of the player which isn't exactly what i was aiming for.
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