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Some questions from someone trying to make their first mod.


Nimarus

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Posted this in the wrong section, so reposting it here.

 

I'm trying to make my first mod, something simple to familiarize myself with Creation Kit. I'm trying to add something to the basements for the Hearthfire homes. Lol, after figuring out the controls to move around the Render Window, I managed to add some stuff to the Falkreath Hearthfire home.

 

1. I'm wondering if there is a way for me to simply copy and paste the added items to the other Hearthfire home basements so everything is consistent.

 

2. If I add an object that I want to be disabled until I build it, how do I do that? For example, if I add a cup that would appear on top of a table or barrel once it's built, can that be done? Not a new item to build at the work bench, just an object added to something you already build at the workbench.

 

3. Trying to add a Dwemer Piston that just moves up and down with little to no pause in between the upstroke and downstroke. I added the TrapDwePipePiston and placed it on the ground. Everything about it is default, so I haven't changed any settings for it except altered it's scale. I looked at the two pistons in the Alftand Dwemer Ruins for reference and saw a TrapTriggerTimeInterval linking the pistons. I added that to tinker with, but have no idea how to link it to the piston. No idea if I'll even need it since I just have one piston. From what I've gathered, I think I may need to edit a script for it? Closets experience to scripts I've ever come was building a basic webpage in Notepad. That was years ago.

 

Thanks in advance for any advice.

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1. You can simply select everything you want either by click and dragging your mouse over the items, or by using ctrl+click for for precision and then simply ctrl+c - ctrl+v in the other hearthfire cells. As they are different cells edits do not automatically carry over.

 

2.When you double click an object or any other type of reference a small menu will pop up, there you can see an unchecked box labelled 'initially disabled'. This makes it so the reference will not appear appear until you make it.

 

However when you want to enable or disable multiple references at once you should use a different method. Place an XMarker in your cell and double click on a reference you want to be enabled. Select the enable parent tab, click on 'select reference in render window' and select your xmarker. Everything hooked to that xmarker will appear or disappear together, so when you for example want to upgrade the kitchen you attach all the new references in that kitchen to the xmarker (I recommend naming these xmarkers something like KiitchenXmarker for example) and then you simply enable or disable that xmarker through whichever method you prefer.

 

3.I have not worked with these pistons myself but their animation speed is most likely defined in their mesh. To alter this you will have to open them up in NIFSkope and alter them accordingly, but do make sure to give it a new name or else you will have changed all the pistons in the game.

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