Valmere Posted November 29, 2011 Share Posted November 29, 2011 So all we really need to figure out now is how to add ambient lighting and completely remove bookshelves / weapon racks. Link to comment Share on other sites More sharing options...
sirxazor Posted November 29, 2011 Share Posted November 29, 2011 I have successfully expanded the 'secret' room using the STAT interior objects. Here are some screenshots. http://img41.imageshack.us/img41/1961/tesv2011112900461583.jpg http://img824.imageshack.us/img824/2766/tesv2011112900463333.jpg Link to comment Share on other sites More sharing options...
Chainsgore Posted November 29, 2011 Share Posted November 29, 2011 (edited) Dude Xazor, nicely done. I got the program workin (thats a lot of stuff to sort through) but so far I've only been using the player.placeatme and the targeted placeatme commands. How did you manage to extend the room? Did you need to use the tcl code? As this represents the ability to make the lower floor the way I'd actually like I'm really interested in exacitally how this was done. Edited November 29, 2011 by Chainsgore Link to comment Share on other sites More sharing options...
jeanlou Posted November 30, 2011 Share Posted November 30, 2011 Working:Enchanting table: 000BAD0DAlchemy table: 000BAD0C And mannequins are NPCs... So you need to assign them a script... If someone want to try: Mannequin: 00089A85script to tell them to stay: 000D7510Trigger: 000D750DMessages: 000D056B and 000D7511 You can also try weapons rack (object: 000E946E activator: 000E946D) But the objects you place appears at random places around you... Link to comment Share on other sites More sharing options...
sirxazor Posted November 30, 2011 Share Posted November 30, 2011 (edited) Dude Xazor, nicely done. I got the program workin (thats a lot of stuff to sort through) but so far I've only been using the player.placeatme and the targeted placeatme commands. How did you manage to extend the room? Did you need to use the tcl code? As this represents the ability to make the lower floor the way I'd actually like I'm really interested in exacitally how this was done. Dam, I should have taken screenshots as I was doing it >< Anyways, this is how you do it. These are some important names so make sure to put them somewhere. smdawall (there is also smdbwall, smdcwall, etc. These are the 'walls' that you will be using to create a room. the code for the wall I used was 5b381 (Stone Wall) http://img818.imageshack.us/img818/3025/tesv2011112916384321.jpg SMdAArchCon this is the 'arch' of the room, it will have the columns, and ceiling BUT the walls. The code for the arch I used was 5b380 (Stone Smooth Arch) http://img213.imageshack.us/img213/9531/tesv2011112916381283.jpg smdatracon This is what you use to fill the gaps between archs. Code used was '5d7b4' for the filling. http://img842.imageshack.us/img842/4282/tesv2011112916423885.jpg smdaFloSol and smdaFloCon is what you use to find the floors and spacers you want. Code I used was 612F3 for stone floor. http://img827.imageshack.us/img827/15/tesv2011112916351888.jpg Remember to use getpos X or getpos Y or getpos Z and SETPOS for placement. Happy Constructing lol. Edited November 30, 2011 by sirxazor Link to comment Share on other sites More sharing options...
SoulAdm Posted November 30, 2011 Share Posted November 30, 2011 lol @ sirxazor you should come up a mod with a additional clear room, its gonna be very popular Link to comment Share on other sites More sharing options...
sirxazor Posted November 30, 2011 Share Posted November 30, 2011 lol @ sirxazor you should come up a mod with a additional clear room, its gonna be very popular If I wanted to, I could create a real basement (since this floor is actually the main floor leveled with the world outside), because I already know how to find the stairs and the halls, etc... but I have been changing my house too much and I need to go out kill some dragons do some quests then I might do it :) Link to comment Share on other sites More sharing options...
Shawkab Posted November 30, 2011 Author Share Posted November 30, 2011 (edited) Working:Enchanting table: 000BAD0DAlchemy table: 000BAD0C And mannequins are NPCs... So you need to assign them a script... If someone want to try: Mannequin: 00089A85script to tell them to stay: 000D7510Trigger: 000D750DMessages: 000D056B and 000D7511 You can also try weapons rack (object: 000E946E activator: 000E946D) But the objects you place appears at random places around you... This is where I'm at right now, spent all night trying to get these things working. I wish someone who knew how to do this script editing would help, I really suck at it and have to learn as I go. First, What I have found is I can change the positioning of the actual Mannequins and their triggers, but this requires modifying the original .ESM or making my own .ESP and running it as a mod. I can Also spawn Mannequins that work perfectly in my own world, aside from him moving/being animated. I want to make it so I can make an Active NPC who already has his triggers etc scripted, that way I can just make the .ESP for download and then people can just Placeatme ID wherever they want, but giving a NPC commands seems impossible right now, I can't tell the Mannequin to stop moving.. Also, To make life a little easier on some people I found if you use FNVEdit with TESsnip, you can take the seemingly useless ID you get from an object when you click it in game, search for it in FNVEdit and get the REF ID, that its properties you can find the Model that ID is referencing too. And, Like Siraxazor is doing, you can modify your entire house. I have deleted all of the Breezehome and made it completely from scratch to be designed around the Riften look.. This can also be made into a .ESM for other people to download and use and activate as a Mod it seems. Also found it is possible to edit a doors script to send to a certain location, so for example you can make a STATIC house in the middle of nowhere and put a door on that house that loads you to your Breezehome house, Vice versa you can make a door inside your Breezehome house that spawns you outside your house. Also, I'm thinking of trying to edit chests etc to be able to be moved much like you can move a human body in the game, give it a huge weight value and then drag the chest around the room, I think that is the only thing I find missing from this engine, Chairs etc should be able to be moved manually, By copying the script of a normal Corpse I don't see why this couldn't be done. This would be awesome for a Realism Mod.. In short... We already have the Mod kit. The only problem is getting the IDs and placing the Items in the game is a total chore, it is really hard to make an entire house quickly, although it isn't that hard, you will find that when you place a floor, the wall automaticly aligns to the edges and all you have to modify is the SETANGLE to either 0, 90, 180 or 360... Script editing is by far the biggest pain in the ass right now, I'm trying to figure out how to edit ambiant lighting out of an area, thought it would be just a case of editing the DATA location so that it would just move away, but no luck, its annoying as hell. Edited November 30, 2011 by Shawkab Link to comment Share on other sites More sharing options...
SoulAdm Posted November 30, 2011 Share Posted November 30, 2011 lol @ sirxazor you should come up a mod with a additional clear room, its gonna be very popular lol i will be wating i am lazy miehahahaha~~~ Link to comment Share on other sites More sharing options...
Valmere Posted November 30, 2011 Share Posted November 30, 2011 Anyone find a viable type of lighting yet? Link to comment Share on other sites More sharing options...
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