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Player Home Mod - Peldmoore Farm


SteffanC

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looks like this in creation kit:

 

http://i1357.photobucket.com/albums/q758/SteffanC/Picture1_zps725fc821.png

 

 

**Edit**

 

Fixed. Don't know how. Stripped it down and rebuilt it checking every componant twice before replacing it.

Edited by SteffanC
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UPDATE:

 

Alchemy & Enchanting Lab - COMPLETED

 

Follower / Servent Bedroom - COMPLETED

 

 

Alchemy & Enchanting/Magic room (Alchemy Section)

 

http://i1357.photobucket.com/albums/q758/SteffanC/ScreenShot20_zps076e3262.png

 

 

 

 

Alchemy & Enchanting / Magic room (From Door)

 

http://i1357.photobucket.com/albums/q758/SteffanC/ScreenShot21_zps900eeafe.png

 

 

 

Follower / Servent Room

 

http://i1357.photobucket.com/albums/q758/SteffanC/ScreenShot19_zps62074b90.png

 

 

 

Opinions, Comments & Suggestions welcome! :)

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How did you fix the rebellious items? I'm having the same issues with soul gems. -_-

 

Otherwise, I think the house looks nice, maybe the ambient is set a little high, though? The daytime shots seem to lack a little contrast.

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Thanks for the comments. :)

 

@Biotic:

 

The ambient lighting is probebly due to a lighting mod i have in use. Will turn it off during final testing. I have it set that way because i like it like that... Personal preferance.

 

As for the 'rebellious items', In all honesty, i didnt manage to solve it. I inded up just putting a collision surface accross the front of the shelf instead of a box, and used static items wherever i could. A few items still fall over during testing, its just not as bad as it was. All scripts are in place, everything seems fine... None of my other shelves do it, so it must be right... i did them all exactly the same way. I did find though, If items are touching, it can affect things. I never had any issues with my soul gems though. If you're placing them in the soul gem holders, make them slightly smaller than the holder, place them inside without touching the sides or bottom, and put the script in for the player activation cancellation (DefaultBlockActivation), and leave the havok settle script out, just tick the box. If it stays where it is during testing, all's good, but if it settles, still no harm done. In all honesty, i dont know the actual cause or how to solve it, but what i described certainly helped me a little.

 

Hope it works out for you anyway. I still have a few random bugs to sort, but will solve them before Beta testing. (Some rugs wont let me walk off the end, need to jump off them... things like that)

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