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Combining 2 Playerhomes


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So I want to take sections of a few different playerhomes and create one frankenstein home. Pretty simple. Is this possible? Seems like I should be able to just open them up in the CK, copy the sections I want, and piece them all together, change the marker teleports and such, and be done. Has anyone done this before and will it be that easy?

I'm not new to the CK but I've never altered another mod and put it into a new ESP for myself. So do I set the main house mod I'm using as the Active? Then make my edits, then put all the Overwrites from MO2 into a new folder, zip that up and rename it?

I'm sure one of you is a super modder and knows all the answers to this. Can I get a little help?

Thanks in advance community!

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if the sections you want to join together are in separate cells then its just a case of duplicating the cell and adding your own. You can also create your own cell then copy and paste the parts from each home if you want. But this method can cause issues and is not recommends, Sometimes displays can be affected, But as youd be combining two house mods you would also be running the risk that the two different house mods wouldn't match up properly if they are using two different kits

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you would also need to combine both homes into your mod so you can pick and choose the bits you want from each one. You would need to use a modders tool to combine the two mods, aswell as combine them with your mod. It is doable what you want to do, but you could be running into a lot of issues. You may be better to create your own house mod, It would take a little while, but that way youd get exactly what you wanted.

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if the sections you want to join together are in separate cells then its just a case of duplicating the cell and adding your own. You can also create your own cell then copy and paste the parts from each home if you want. But this method can cause issues and is not recommends, Sometimes displays can be affected, But as youd be combining two house mods you would also be running the risk that the two different house mods wouldn't match up properly if they are using two different kits

Yea, creating my own cell with multiple pieces was how I wanted to do it, and I was afraid it would mess things up. I wanted to put the Underground Bathhouse ground floor pool balcony thing, in Riverwood, and make the entrance take you to Elysium Estate, instead of the Bathhouse. I suppose I could just go the easy route and use the portions that are in seperate cells instead. I mean, I could always just create a new entrance to the Paradise Valley behind Riverwood. I just wanted to have an overview of Riverwood. Watch the dragons kill the villagers. You know. The normal stuff.

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you would also need to combine both homes into your mod so you can pick and choose the bits you want from each one. You would need to use a modders tool to combine the two mods, aswell as combine them with your mod. It is doable what you want to do, but you could be running into a lot of issues. You may be better to create your own house mod, It would take a little while, but that way youd get exactly what you wanted.

Well I agree with you on building my own place. And the only reason I'm not is because I don't know what sort of code they've used to get things like "Placeable Bookshelves" and "Unique Item Racks and the Linked Chests that some of the better player homes have. I guess I could go ask those modders and see if there's a resource or video they know of that could show me those things.

 

Thanks for the response by the way, Ben

Edited by NerdsPlayhouse
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everything you need to know can be found on the net. I use tutorials on you tube and also tutorials on TES alliance. I'm not gonna lie some things like the bookcases can be very repetitive and annoying. But it would be easier to do as a novice than what your after doing. Youd need to create your own save. just load up the ck then save. This would be your mod. I believe it would be wrye bash you would need. to then combine Elysium estate and the bathhouse along with your mod. Then you would need to move the bathhouse from its current location to where you want it. Then you would need to remove the old Elysium estate exterior. if you only want to be able to get to it from the bathhouse, if not leave it where it is. But then use the load door that would link you to the internal cells of the bathhouse and change the linked door to one in Elysium estate. Ive not done any merging of mods, but that would be the most difficult thing. But making your own mod would mean you get what you want how you want it. Anything and everything you need help with you would get help with. there are tutorials on youtube. I use darkfox127's tutorials but there are many others. There is a written tutorial I use from TES alliance that is really good for bookshelves. If you needed scripting help people here will help. I can read scripts but I cant write them, but there are so many mods that have scripts, where the MA has given permission to use their assets, I would also recommend going to the oldrim mods and downloading the scripts in project modularity (by darkfox127) I know its oldrim but they use the same scripting language so they will work. the linked chests are really easy. I thought they would be hard but I see a video on it and it was so easy I couldn't believe it. I only started modding last October/November. The current mod I'm working on is a large house mod, that ive been working on since end of jan start of feb. But making it yourself does mean anything you want to add you can anything you don't want you don't have to have. what I would suggest is open up your ck. have a little play about to get used to it, but don't save anything so if you make a mistake, it don't matter. Once you get a feeling for the ck look on youtube for tutorials. That way what they tell you will make sense and youll realise its not hard, but can be time consuming.

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