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Basic house building tips


Natterforme

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In the CK, how do we add the mannequins and make them show a set of clothing? Als, when I tried it for the first time, the mannequins did not stay in their places. If I put one on a table it would appear on the floor facing a wall.

 

How do we get an NPC that we have added to a cell to A. stay in position like a merchant and B. sell goods that we can add or remove.

 

How do we add armor and weapon racks with proper scripts so that they work?

 

Anyone can contribute. I am just stumped and the wiki isnt exactly providing all of the answers.

 

-Natterforme

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I saw a thread about the mannequin "bug". Apparently this behaviour stops once you drop in a navmesh. Probably need a node right under it.

 

The best way i have found to work with scripted objects like weapon plaques and bookcases is to make a warehouse mod. Here's how i set mine up; i'll use bookcases as an example.

First i created a new interior cell that's nothing but a big floor. Then i browsed the player homes in the CK, to get an example of each type of bookcase. For each one i'd click-drag a box over the whole mess,and c&p it into my warehouse. After deleting any clutter i picked up, i just lined them up on the floor. Do the same for any other scripted objects you are ever likely to use, but the only thing you want in this mod is a room full of stuff. To use this warehouse as a resource when making other mods, load this mod in the CK along with your active file. Now you can just c&p anything you want from your warehouse. Since everything in the warehouse is a direct copy of the vanilla game, an end-user will not need to also install your warehouse esp. I have removed mine from the data folder and ran mods that used resources from the warehouse to verify this.

 

Bethesda also used warehouses, in fact there is one for weapon racks and plaques, but don't use them. If you coc to that cell, you will find that most of them don't work.

 

Sorry if this idea is old hat to you guys...

Edited by eric31415
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Oh yeah, I remember the testinghall from Oblivion. That was very useful for this purpose. I cant believe I didnt think of that. Are you sure that there are no similar test cells that actually work? Cant I just go to a store cell and c+p from those? I get the idea of a warehouse cell though. Interestingly enough, there is a mod called the Dovakin Storage Space. Intended for people with massive pack rat problems, this mod allows you to basically get more room to put all of your junk. Would using that cell be the same idea?

 

-Natterforme

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You can c&p anything you want, from anywhere you want, but beware the test cells. I always go for in-game stuff, so i can test it in-game first to make sure in works properly first (related note - don't "borrow" the weapon plaque above the door in Breezehome, unless you want a weapon trashcan).

 

I started doing this in Oblivion for generic-but-time-consuming things like dinner tables, bookshelves, kitchen clutter shelves, etc. Saved me a ton of time (before i started each new character, i'd build them a personallized house).

 

As far as borrowing from that other mod, as long as it only uses vanilla resources, and the author didn't change any editor id's, you should be ok. But i'd recommend just doing it yourself, rather than trusting the other author too much. You don't want to get too far into a project before realizing that there's a problem.

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Not much yet, i'm trying to avoid doing any sort of interiors, or even landscaping until Beth works out some of the kinks with the navmesh issues. I just started a sort of goof-off project to keep myself amused in the meantime.
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