IkeCoast Posted March 22, 2015 Share Posted March 22, 2015 Be aware, this tileset has no exterior meshes other than a small gateway intended to be half-buried in the side of a hill or mountain. Cheers! Link to comment Share on other sites More sharing options...
lupicatalum Posted March 22, 2015 Author Share Posted March 22, 2015 (edited) The hardest part of all is now. A name lolSomething Vault or Vault of SomethingIf I throw it in the Jeralls someplace I can make it fairly lore friendly by naming it something to do with the Akavir Edited March 22, 2015 by lupicatalum Link to comment Share on other sites More sharing options...
lupicatalum Posted March 22, 2015 Author Share Posted March 22, 2015 (edited) Akaviri Vault of Eternity? It is afterall built to contain items that transcend timeoops. Double post Edited March 22, 2015 by lupicatalum Link to comment Share on other sites More sharing options...
IkeCoast Posted March 22, 2015 Share Posted March 22, 2015 Akaviry Vault of Eternity sounds good, but I would go for something simpler and shorter. Let's see... "Akaviri Forever Vault"? Cheers! Link to comment Share on other sites More sharing options...
IkeCoast Posted March 22, 2015 Share Posted March 22, 2015 Going to bed (and looks like Striker already did). Have fun, Lupis, and don't forget to put here more screencaps of your work! 'Nights! Cheers! Link to comment Share on other sites More sharing options...
lupicatalum Posted March 22, 2015 Author Share Posted March 22, 2015 An earthquake recently shook the Jerall Mountains revealing a mysterious obsidian vault. Do you have the courage it takes to explore this ancient relic of the Akaviri invasion? Link to comment Share on other sites More sharing options...
lupicatalum Posted March 22, 2015 Author Share Posted March 22, 2015 (edited) Probably a stupid question but how do you use a modders resource i.e. this tileset? I copied the textures and meshes to their respective folders but they arent showing up in my CSE Edit: nevermind. I think I got it Edited March 22, 2015 by lupicatalum Link to comment Share on other sites More sharing options...
IkeCoast Posted March 22, 2015 Share Posted March 22, 2015 (edited) You need to do either of two things: A) Use the tileset example esp as a master for your mod, then the pieces will show in your Object Window list in the CS.B) Create new pieces inside your mod, without using the tileset example esp as a master. To do so, load only your mod (Active File), and in the Object Window -- Static -- right click on the Editor ID list -- New. Put a distinctive ID to your new object (if you don't, the ID will automatically pick the mesh filename), then click the Add NIF file -- Select Asset on Disk -- navigate where the AC TIleset meshes are stored, select one -- Open. Do not check the Quest Item flag, it's not for architecture statics (unless you want your whole interior be a quest item, of course). Once back to the new static mini-window, click OK. Your new tile will show up in the first place in the EditorId list. Right-click it -- Preview to see if it shows correctly. Repeat until all the tiles are created inside your mod, with no dependency on the AC TIleset esp. Cheers! EDIT: SAVE YOUR MOD AFTER ADDING EACH TILE, AND BEFORE ADDING ONE MORE! Edited March 22, 2015 by IkeCoast Link to comment Share on other sites More sharing options...
lupicatalum Posted March 22, 2015 Author Share Posted March 22, 2015 Yeah there is nothing but meshes and textures in the file so I had to do it the long way. I added them all without saving. should I redo it? Link to comment Share on other sites More sharing options...
IkeCoast Posted March 22, 2015 Share Posted March 22, 2015 What? You managed to add ALL the tiles without the CS bursting in flames? SAVE RIGHT NOW, HURRY! You don't need to redo all that, the reason to save every time you add a new tile is to be sure you don't lose your work if your CSE CTDs you in the face. Cheers! Link to comment Share on other sites More sharing options...
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