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New Player Home Mod, Looking for Feedback


Anixa

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All I can think of on the activator is Manny_GT's excellent 'The Gray cowl of Nocturnal SE' mod.

 

In this there are a pair of teleports that do exactly what you are looking for. If you've got the mod, take a look. From memory, the psc files aren't included if this is scripted (likely is). If they are omitted you'd need a little program called 'Champollion' to take the pex scripts and re-write them as .psc format that are human readable. Edit: just checked and no .psc files are included.

 

Alternatively, you could try it like the boat to take you to Castle Volkihar and back. Bethesda simply put a tiny load door in one of the seats on each boat.* From memory there's also a collision cube or activator around the boat and there is a script involved but I can't recollect exactly what the script does. Take a look at Castle Volkihar exterior, find the boat and pull apart how Bethesda did it. I seem to recall it being quite straightforward. it may be just what you need with a little bit of alteration.

 

* The load door is so small it fits into the plank which is the seat. It took me ages to find the darned thing! Just make the boat invisible in CK and you'll see the tiny door afterwards (if you've got good eyesight!)

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Could reaaaally use some help with a lil'nifscoping of the Anvil and (blacksmith's) Hammer models, and help locating the actual texture of the Blackreach Crystals - only been able to find the _n.dds :(

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What is it you want to do with the anvil and hammer meshes? Are you looking for how to extract them and get them into nifskope, or something further into the workflow?

 

The best way I've found to locate textures is to extract the mesh and then open the BSTriShape and follow the file path. Ordinarily, they will be in the same folder, and named the same as, the normal map ( _n) but not always. If several items all share the same normal but different diffuse maps, it may be in a different folder, but it's usually not too far away.

 

Assuming you can get the crystal mesh into nifskope, click on it and it will highlight the BSTriShape you need. From there, expand BSLightingShaderProperty and then click on BSShaderTextureSet. In the Block Details, at the bottom of the screen, the first entry should be the diffuse map, sometimes with _d and sometimes not. Directly below that should be the normal map, then any cubemaps or other maps applied. That will be the file path for the textures you need. If you make a custom or modded texture, you would use that same file path to put it into the game. When looking in the game archives, you would also use the same file path to find what you need, with the slight inconvenience that no matter which of the texture archives you find it in, it's still just "textures" when you put it into the data folder.

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