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mALX
QUOTE(Grits @ Oct 22 2014, 01:31 PM) *

Is it possible that you’re missing your femalebody_1.dds file? If memory serves (and it probably doesn’t, lol) when I installed UNP I had to choose a hair style for the lady parts (serious bush, trimmed, waxed and polished, landing strip, etc.) and then rename the file. That file goes in Skyrim\Data\Textures\Actors\Character\Female. Just something to check.



I did that too, and it worked perfectly on the first install! She looked just beautiful nude - and seamless! But in certain lights her skin would show an odd pattern appearing, which is why I thought I'd probably done something wrong by not overwriting some files. Urk.

I'll go check my texture/actor/female file again, see if maybe it got shuffled out in the processes. sad.gif

Thanks, Grits



Grits
Another thing, did the odd pattern look like the “Before” pictures in this mod (No More Ugly Bronze Shine)? If so it was an easy fix but complicated to read the whole mod description. wacko.gif

I hope this helps Misa get her nips back!
mALX
QUOTE(Grits @ Oct 22 2014, 02:35 PM) *

Another thing, did the odd pattern look like the “Before” pictures in this mod (No More Ugly Bronze Shine)? If so it was an easy fix but complicated to read the whole mod description. wacko.gif

I hope this helps Misa get her nips back!



YEAH! She got her nips a
& TooToo back!!! And her boobs have shrunk back down to her normal size too!!!

It was the Beta WOS, the first time I installed I'd used the "Main" file, but this time I was following instructions and went with the exact steps. Well, SR's girl uses the skinny body, but I had used the regular body - and didn't delete the "Diamonized UNP" with all the other files.

So the new files added back in and overwriting added the skinny girl's Tootoo onto a regular girl's body, leaving a big hole there between her skin and hairs.

The giant boobs - I had her weight set on the higher end because she's a Nord - but with the skinny body meshes the only place that grew was her breasts - they were gynormous! So now that is fixed, and with the smaller boobs her nippies popped back out - in fact, they are actually a little more pronounced now (although that could be from standing outside in Skyrim naked, lol!


The only dif is that her face remains blocky and vanilla looking. I took some screens after putting her clothes back on, I'll post them as soon as they upload.

Thanks for your help!

Acadian
Whew! Glad Misa got her gurl-bits back! tongue.gif
mALX
Me too! Here is a pictorial of her journey to reclaim her body parts;





Original install This is with Covergirl #1:


http://i434.photobucket.com/albums/qq67/Ma...zpsfac65047.png


http://i434.photobucket.com/albums/qq67/Ma...zpsdc9709d1.png




Latest Fix, this is with Covergirl #3:



http://i434.photobucket.com/albums/qq67/Ma...zps562e87c6.png



http://i434.photobucket.com/albums/qq67/Ma...zpsaa1e1d55.png




Giant boobs with no body parts (Covergirl #3):


http://i434.photobucket.com/albums/qq67/Ma...zps91077bff.png


Is it me? Or does she look better in dark lighting? rollinglaugh.gif


mALX
Okay, this is what I'm talking about Misa getting odd patterns on her skin sometimes (like in certain lighting or something - she is still having it happen since all these changes, and it is worse in this screen than it ever was before:



Odd skin pattern examples:


http://i434.photobucket.com/albums/qq67/Ma...zpsd2dcf365.png



Seems like the prettier she gets, the more other issues come with it, lol.


Grits
Sorry, I've never seen that before. I hope you find the answer!
Acadian
^Whut she said.^ kvright.gif

I know it's not what you want, but those skin patterns do look kind of cool in their own way. I'll bet SubRosa could probably make a whole character based on that anomaly. wink.gif
ghastley
QUOTE(mALX @ Oct 23 2014, 04:55 AM) *

It's not just her, the same effect is showing on the wall and vases behind her. There's a moire effect between two of the lights in the cell, and it just shows up more on skin because of sub-surface scattering.


mALX
QUOTE(ghastley @ Oct 23 2014, 09:39 AM) *

QUOTE(mALX @ Oct 23 2014, 04:55 AM) *

It's not just her, the same effect is showing on the wall and vases behind her. There's a moire effect between two of the lights in the cell, and it just shows up more on skin because of sub-surface scattering.




WOO HOO!!! Then I can keep her skin ... YES! Because I finally got he looking good - and with all her attributes where they should be - it was really getting aggravating, every time I started the game up her toot was gone or her nipples - one time she had nipples, but they had no color - I was really just about to strip all the mods off and start from scratch again! Whew!

Thank you, Ghastley, because I didn't notice the pattern was anywhere but on her. Actually, that is the same place the other pattern showed up on her, but it was much less ... in your face.

Well, all that is left is to give her a voice! I'm working on that right now.

Thank you all - And a HUGE thanks to SubRosa - she is beautiful, I couldn't have done it without your help! Thank you!

Oh, and last night I gave her a makeover on a seperate save so I can go back to this look or keep the other - anyone want to throw out an opinion on which look they like best, both of the look's screens are up on the Skyrim Screens thread.

SubRosa
Better late than never I suppose. But I echo ghastley's comment. That is just an effect of Skyrim's lighting system. You get that and some other odd effects sometimes because of the lights around you. Like he said, the Sub Surface Texture Mapping (*_sk.dds file) is designed to take the light that hits your character, scatter it under the skin, and the send it out somewhere else. It mimics how light effects real skin. Unfortunately, the game's lighting doesn't always play well with it.
mALX
QUOTE(SubRosa @ Oct 23 2014, 12:01 PM) *

Better late than never I suppose. But I echo ghastley's comment. That is just an effect of Skyrim's lighting system. You get that and some other odd effects sometimes because of the lights around you. Like he said, the Sub Surface Texture Mapping (*_sk.dds file) is designed to take the light that hits your character, scatter it under the skin, and the send it out somewhere else. It mimics how light effects real skin. Unfortunately, the game's lighting doesn't always play well with it.



Oh SubRosa, I am so sorry I didn't say it - I thought I had. I'm a total gauche idiot sometimes, really don't mean to be so scattered. I got so wrapped up in her privates issue that I guess I didn't think of much beyond it - self involved, and I don't like that, most especially in myself.

I humbly apologize for that, I am (and have been) deeply grateful from the moment I set eyes on her originally when I didn't even have the load order right - she looked beautiful, and there is no way I could have achieved that without your help.

Through the years and different games, you have always been an expert (in my mind) on what makes women beautiful, I wanted your advice more than anyone's. You gave it in detail, even gave links and load orders - not many would have given that much time and effort.

I can't thank you enough, every time I look at her I think how grateful I am; really stupid and gauche of me not to say it.


Grits
Here’s Jerric demonstrating the Cure Disease spell I made. Mostly for RP purposes since Abiene felt humiliated drinking a potion to cure herself, but it does come in handy in vampire lairs. I guess in three days we’ll find out if it really works. hehe.gif

I’ve hit a few bumps lately (can’t get a conjuration staff to work, need to learn more about scripts to get another spell to work, exterior NavMeshing makes my eyes cross, Ulfe is still pink)(I’m calling that last one a ‘feature’), so it was nice to complete something for once!
SubRosa
Here here on the cure disease spell! That was one of the glaring omissions in Skyrim.
Acadian
I agree on the cure disease spell. What was BethSoft thinking? I just gave up completely on the whole school of SkyRestoration as too limited to be worthwhile. Buffy's SkySchools are conjuration, illusion and alteration. And alteration only after we changed detect life to 'detect anything that can move' and got her an 'unlock' spell. kvright.gif
SubRosa
I found that Restoration became much more viable after I created some Absorb Health spells, and substantially reduced the magicka cost of wards. Aela was an almost pure Restorationist, mostly based upon those two spells, and it made her quite awesome. Persephone too, though she favors the sword.

Sadly vanilla restoration is much less useful, except of course for self-healing after a fight.
ghastley
QUOTE(SubRosa @ Oct 30 2014, 05:00 PM) *

I found that Restoration became much more viable after I created some Absorb Health spells, ...

I've cloned those for Drelka, but she's using them with the regular mage armour spells, instead of wards. I also let her use lightning spells, as they fit the Daggerfall precedent, when she needs more range.

I must get back to playing her game, I distracted myself trying a Hulking Archer who also only uses mage armour, not physical. So she's doing mainly bow, but switches to two-handed when she runs out of arrows, or they get too close. She hulks out against bosses like Dragon Priests. It seems like a viable build so far.

I'm not sure about a Cure Disease spell - doesn't that leave mudcrabs as a useless annoyance again?
Grits
Mudcrabs are delicious! They’re still on the menu. Another happy consequence of Fast Respawn is a crab feast every time someone returns to Lakeview. biggrin.gif

Today I’m taking another crack at adjusting exterior NavMesh. Oh my goodness, what an enormous pain.
mALX

SubRosa, have you seen this mod for the pale skin?


http://tesalliance.org/forums/index.php?/f...-flan-and-max/#



They have some amazing skin!







SubRosa
That looks interesting, and I already have Robert's Body. I am downloading it now. Though I think I'll pass on the Fixed Boners! laugh.gif
mALX
QUOTE(SubRosa @ Nov 9 2014, 02:46 PM) *

That looks interesting, and I already have Robert's Body. I am downloading it now. Though I think I'll pass on the Fixed Boners! laugh.gif



What? I didn't see anything like that - I just ran across the pictures of the skin! I'll have to go back and look closer, lol. Oh, I loved the look of that skin, it looked so absolutely natural!


ghastley
Can't call this fun, as it's driving me nuts!!

Clarisse has been very demanding recently, and she wants a ship of her own. Something about the size of the Katariah, but without all those dragony bits. So I've been reworking the model to remove them, and replace the figurehead's hair. It's almost done, but the latest version of the model crashes the CK when I try to use it. Some of the dragony bits are in the same mesh as the railings and rigging, and editing it in Blender is proving complicated.

I couldn't find a reasonable parking spot, so I created a new worldspace for her to put it in, and tried to connect it to the mainland via a rowboat, copying the technique for the one from Icewater Jetty to Castle Volkihar. It looked simple enough, but the trigger box around the mainland rowboat doesn't activate the teleport door when it should, and the one on the ship won't even let me activate it - even though it's the same as the one that does. So I have to COC to the ship for testing, but that's going well enough, but...

I copied over the interior of the Katariah, as it's easier to re-arrange clutter than start from scratch, but some of the roombounds and portals stopped working, and part of the interior disappear when you look through doors. I know how to fix those, but it's tedious stuff.

Then I discover that the main cabin of the Katariah is a separate worldspace, too, as it needs a view out of the windows. I managed to clone that using TESVEdit, but I still have to remove all the landscape. Her ship, the Red Witch, is out of sight of land, so I only want a few icebergs in sight. It may turn out to be a simple delete in TESVEdit, so I'm hopeful there.

After all this work, it's going to need some quests to make use of it, probably as part of the Thieves Guild Extension.
mALX
QUOTE(ghastley @ Nov 17 2014, 09:46 AM) *

Can't call this fun, as it's driving me nuts!!

Clarisse has been very demanding recently, and she wants a ship of her own. Something about the size of the Katariah, but without all those dragony bits. So I've been reworking the model to remove them, and replace the figurehead's hair. It's almost done, but the latest version of the model crashes the CK when I try to use it. Some of the dragony bits are in the same mesh as the railings and rigging, and editing it in Blender is proving complicated.

I couldn't find a reasonable parking spot, so I created a new worldspace for her to put it in, and tried to connect it to the mainland via a rowboat, copying the technique for the one from Icewater Jetty to Castle Volkihar. It looked simple enough, but the trigger box around the mainland rowboat doesn't activate the teleport door when it should, and the one on the ship won't even let me activate it - even though it's the same as the one that does. So I have to COC to the ship for testing, but that's going well enough, but...

I copied over the interior of the Katariah, as it's easier to re-arrange clutter than start from scratch, but some of the roombounds and portals stopped working, and part of the interior disappear when you look through doors. I know how to fix those, but it's tedious stuff.

Then I discover that the main cabin of the Katariah is a separate worldspace, too, as it needs a view out of the windows. I managed to clone that using TESVEdit, but I still have to remove all the landscape. Her ship, the Red Witch, is out of sight of land, so I only want a few icebergs in sight. It may turn out to be a simple delete in TESVEdit, so I'm hopeful there.

After all this work, it's going to need some quests to make use of it, probably as part of the Thieves Guild Extension.



From what I've learned in these modding Skyrim lessons (if I have this right) = the vanilla stuff can't be deleted without making Skyrim unstable. You can disable them, but better to sink them below map instead for the most stable outcome.

ghastley
The "don't delete" mantra is because you never know what's using the item. In my case, I'm making copies of whole cells, or even worldspaces, and what I'm deleting is the new copy, not the original, so those considerations don't apply.

I keep running across things that the developers apparently did to work around limitations of their first attempts at something. The final results are often more complex than needed, but they do something subtle like change a piece of text in a displayed message, like just removing the word "activate", by adding extra activators and messages, and chaining stuff together. In many case, cloning an item and renaming it would have done the same. But sometimes, the side-effects are what make it work, and not just cosmetics, and it's hard to distinguish those cases, except by trial and error, which is how they must have worked in the first place. biggrin.gif


Grits
If it’s any encouragement, ghastley, ship homes are loads of fun! hehe.gif

I saw a picture of Clarisse in another thread that I can’t find now, and she looks great! I agree with her, a ship is the perfect accessory for her outfit.
mALX
QUOTE(ghastley @ Nov 17 2014, 11:24 AM) *

The "don't delete" mantra is because you never know what's using the item. In my case, I'm making copies of whole cells, or even worldspaces, and what I'm deleting is the new copy, not the original, so those considerations don't apply.

I keep running across things that the developers apparently did to work around limitations of their first attempts at something. The final results are often more complex than needed, but they do something subtle like change a piece of text in a displayed message, like just removing the word "activate", by adding extra activators and messages, and chaining stuff together. In many case, cloning an item and renaming it would have done the same. But sometimes, the side-effects are what make it work, and not just cosmetics, and it's hard to distinguish those cases, except by trial and error, which is how they must have worked in the first place. biggrin.gif



I believe that, this game feels like a huge trial and error project as soon as you open the box. Open the CK and learn you were right thinking that, lol.


Grits
OK, so in the general store mod I made for grown-up Alesan (during a TESA class) I put a beehive in the front garden like the ones at Goldenglow Estate. Well, Sofe just went by there in her game and while she was pillaging her brother’s garden Braith set the beehive on fire!! I was laughing too hard to realize I didn’t have Fraps running, so all of the pictures I took are sadly useless. I guess Braith must have whipped out a torch since it was getting dark and she was standing too close to the hive. Oops.

Now I have to decide if I’m going to switch the beehive for a Hearthfire apiary or leave the burned hive in Sofie’s game as a reminder of unexpected consequences. tongue.gif
ghastley
I don't yet know if this is my problem with the boats as doors, but it's an example of what you have to work around in Skyrim's CK. From the CK wiki -

"•Player Activation: This only works for Triggers and allows the player to get a prompt when his cursor is over the Trigger, which can then be activated by the player and sends an OnActivate event.
• The prompt will be the name on the trigger/activator base object
There appears to be a bug where the trigger is impossible to activate if its Z rotation is at 0 degrees."

I hope this is all that's wrong, but somehow I doubt it's going to be that simple.

Edit: of course it wasn't. My rowboat doors still don't work.
ghastley
I finally fixed my rowboat doors, but I still don't really understand how. I'm sure they were configured the same before and didn't work.

Now I'm back to working on the ship - The Red Witch. I repaired the broken room bounds and portals mainly by re-connecting rooms that got separated by the cell duplication. Now I'm tracking down all the books that got a random orientation, and come flying off the shelves because of havok collisions with each other. I suspect they were all placed and then havok-sim'ed into place, and the cell duplication did only the first part.

And Clarisse has told me she wants a full crew "with a boatswain to look after the boat, and a cockswain to look after me." So I've made a crew "uniform" out of the top half of the farmclothes03, both male and female, and paired that with trousers from Ashara Prince of the Woods, and appropriate boots. With a tricorn hat like her own (minus the feathers) and the extra bits available from the farmclothes03 - horns and pouches - I can make each crewmember a bit different, but enough alike to look like a crew. They're all Breton, as the ship comes from Farrun in High Rock, but I'm considering a token Argonian for underwater jobs.

I'll post portraits of them all when I get finished. So far I have First Mate Helene, a ship's cook (with a cook's hat), a barman for the mess, a ship's carpenter/smith, and a few ordinary sailors. Since I cloned the Katariah interiors as a basis, there are beds for at least twenty crew, (not counting the three cells in the brig), so there's room for a lot more.

The interior doesn't account for the forecastle and sterncastle of the exterior, so I may also add two more doors off the deck, and a couple more cells. I kept the anchor chain entry as a way to get back aboard if the player goes over the side, but other than that, there are only two doors from the exterior to the interior.

The Captain's cabin has doors to the interior and the stern balcony, from which you can only fall in the water, or go back the way you came out. I've removed the imperial banners in there, and put in plain tapestries reworked from the Companions one with the axe motif removed.

The whole ship needs more chests for pirated loot - most of them empty, and waiting to be filled. And finally I'll need to write a few quests!
mALX


I don't blame Clarisse for wanting a cockswain, and I don't even know what it is! laugh.gif




ghastley
The cockswain, or coxswain, or coxon, is in charge of steering the ship/boat. On a major vessel, would be the navigator, rather than just helmsman. The boatswain, or bosun, really does manage the boat and crew.

Posted a few pictures of the crew so far in the screenshots thread.
mALX
QUOTE(ghastley @ Nov 26 2014, 02:36 PM) *

The cockswain, or coxswain, or coxon, is in charge of steering the ship/boat. On a major vessel, would be the navigator, rather than just helmsman. The boatswain, or bosun, really does manage the boat and crew.

Posted a few pictures of the crew so far in the screenshots thread.



This is amazing! And actually I probably wasn't far off in what I pictured in my mind at the title: (a man holding his sextant in his hand), lol.

ghastley
Dang! Now you've got me wanting a navigational instrument as a static, and trying to decide if a sextant is too modern, and it should be an astrolabe or a backstaff. blink.gif
mALX
QUOTE(ghastley @ Dec 5 2014, 11:54 AM) *

Dang! Now you've got me wanting a navigational instrument as a static, and trying to decide if a sextant is too modern, and it should be an astrolabe or a backstaff. blink.gif



Rudimentary sextants were used in very ancient times, but I'd have to research it to know when the first recorded use was.




Here is one Christopher Columbus used when he was seeking the new land (1492):


http://www.mat.uc.pt/~helios/Mestre/Novemb00/H61_f03.JPG


The Arab sextant (kamal) has been dated back well over a thousand years:


http://www.mat.uc.pt/~helios/Mestre/Novemb00/H61_f01.JPG


Here is something that is dated from the 1700's (believe it or not) that looks Skyrimish:


http://www.mat.uc.pt/~helios/Mestre/Novemb00/H61_f08.JPG


The astrolobe was dated in the 1700's, I think the sextant predates it - but to be honest, I think it looks Awesome and would fit into the game setting really well!


http://www.mat.uc.pt/~helios/Mestre/Novemb00/H61_f02.JPG


ghastley
When I use the word sextant, I'm referring to the split-mirror device in place of an alidade. Some sextants are actually octants.

Quadrants and other devices using direct sighting are older, and are named for the fraction of a circle they use. So there are quintants as well as older sextants that don't have the mirrors. (The mirror mechanism multiplies the accuracy a lot, and also cuts out a lot of the effects of the moving ship.)

The third one is a Davis backstaff, and is pointed in the opposite direction to all the others to use shadows. Only usable for getting the height of the sun, as other shadows are a bit weak. Sextants and astrolabes can work at night with known stars. There's an older and simpler version with only one arc that may be the best choice.

FWIW, the marine astrolabe is a skeletal one, and the regular one uses plates. The wind on the plate ones made them unusable at sea, except when it was dead calm, you weren't moving, and you didn't need to navigate! They were used by astronomers measuring star angles, rather than sailors checking the sun. I'd be surprised if that filled-in quadrant was actually used at sea. They're normally open frames, too, for maritime use.
mALX
QUOTE(ghastley @ Dec 5 2014, 12:59 PM) *

When I use the word sextant, I'm referring to the split-mirror device in place of an alidade. Some sextants are actually octants.

Quadrants and other devices using direct sighting are older, and are named for the fraction of a circle they use. So there are quintants as well as older sextants that don't have the mirrors. (The mirror mechanism multiplies the accuracy a lot, and also cuts out a lot of the effects of the moving ship.)

The third one is a Davis backstaff, and is pointed in the opposite direction to all the others to use shadows. Only usable for getting the height of the sun, as other shadows are a bit weak. Sextants and astrolabes can work at night with known stars. There's an older and simpler version with only one arc that may be the best choice.

FWIW, the marine astrolabe is a skeletal one, and the regular one uses plates. The wind on the plate ones made them unusable at sea, except when it was dead calm, you weren't moving, and you didn't need to navigate! They were used by astronomers measuring star angles, rather than sailors checking the sun. I'd be surprised if that filled-in quadrant was actually used at sea. They're normally open frames, too, for maritime use.



Well, none of them look phallic, which is what I was picturing, rollinglaugh.gif


Grits
Oh my gosh, as a result of this morning’s Nifscope adventure, Ulfe is no longer glowing pink! It was a mesh issue, apparently.

Before (and blaming it on purple mountain flower flea shampoo).

Now.

Yay! Next up: a skeever pet for Darnand, whether he wants one or not. biggrin.gif
Acadian
Yay for Ulfe! goodjob.gif

Poor Darnand. Wanted a Daedroth, got a Skeever. laugh.gif
SubRosa
Ulfe does look much better non-pink. Those teeth make me think of the snow monster from that old Rudolph the Red-Nosed Reindeer movie though!
Grits
That's from the glow dust in her tooth paste. whistling.gif
mALX
@ Ghastley - he could be holding a spyglass in his hand - like this Dwemer resource from Insanity Sorrow:



http://i434.photobucket.com/albums/qq67/Ma...zpsfaaca7d1.jpg



http://i434.photobucket.com/albums/qq67/Ma...zpsdb3cb704.jpg



(Permissions as per the Read Me: You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission).
Grits

So I made my first bookshelf, or more accurately my first shelf for books. When I checked it in game I had just enough time to notice that the books were all upside-down before they exploded everywhere. Then the shelf ate fourteen of them.

Let’s try this again! laugh.gif
Grits
Here’s a picture of the library/study I’m making for Lakeview Manor’s armory wing space. I’m still finishing the bookshelves and deciding on rugs before possibly destroying it all while NavMeshing. Valdi stopped by with Serana and Erik to check out the progress. In Valdi’s world Lakeview belongs to KC’s Aravi and Kharjo, so it was neat when the two of them came in and sat down at the desks. With all of those NPCs roaming around there is a real shortage of chairs at mealtimes!

mALX
QUOTE(Grits @ Feb 5 2015, 10:39 AM) *

Here’s a picture of the library/study I’m making for Lakeview Manor’s armory wing space. I’m still finishing the bookshelves and deciding on rugs before possibly destroying it all while NavMeshing. Valdi stopped by with Serana and Erik to check out the progress. In Valdi’s world Lakeview belongs to KC’s Aravi and Kharjo, so it was neat when the two of them came in and sat down at the desks. With all of those NPCs roaming around there is a real shortage of chairs at mealtimes!



Wait, if Lakeview is a vanilla DLC house, why isn't Bethesda automatically doing the navmesh since they know exactly where the house will sit?


Grits
It’s the interior NavMesh that I need to adjust around my furniture. In the CK all three wing interiors show at the same time overlapping each other, so I have to go through and hide everything piece by piece so I can see my work. I haven’t even looked at the NavMesh yet. If all three lie on top of each other I don’t know what I’m going to do so that I can see what I’m supposed to change in the vanilla armory wing mesh. The vanilla one is in place which is how NPCs can get in there already, but they try to walk over the furniture I’ve placed in there. Modding the Hearthfire houses is a huge pain. I hope there’s an easy trick that I’m just missing. Maybe I can somehow hide the two meshes I don’t need all at once.
ghastley
The navmeshes in the Hearthfire houses are built with the room empty. Each piece of furniture is enabled in combination with a collision box of type L_NAVCUT that amends the navmesh to exclude the space it now occupies. So you don't need to change the navmesh itself, just add the collision boxes.

Is this changed furnishing a "build-it-yourself" thing, or an all-at-one change when you add the mod? If it's the latter you can use simpler collision boxes that span a whole row of bookshelves.
Grits
Oh. My. Goodness. L_NAVCUT (I’m guessing in the Primitives tab, I’m going to look right now) is fantastic news!! I’ve been wondering if there was a better way to deal with this, and I even tried placing collision boxes in my practice mod exterior, but the NPCs kept walking into the cart because I didn’t have the L_NAVCUT layer!! Woo!! You have made my entire week, ghastley, and it’s been a pretty good one. biggrin.gif

I am restraining myself with great effort from launching a thousand questions that I should investigate myself, but I have to ask… does this magic or something similar work in exteriors, too?!

This is definitely not a “build-it-yourself” thing, since I am a complete beginner and just tackling one new thing at a time. The library furnishings pop into the void when the interior gets built, so they will be in the way unless the player builds the correct wing (armory) and does not furnish it with the workbench. I took a trip through the wall in a test game and checked out all of the floating stuff. Of course the exterior stuff for the porch should still be built with the workbench. I’m afraid to touch any of that. So yes, I can just do a long one for the wall of shelves. Yay!! I have a daily blinding headache from working on this mod with all of the clutter moving around on the screen.


Somewhat related, I had convinced myself that somehow I had glitched all bookshelves by building some since in Breezehome all of the books are askew on the low shelf when Lil enters. Then I saw Ulfe fall from the loft and land all over it, creating a huge mess. So I guess since I made Ulfe it’s still my fault. laugh.gif But I’m going to check the Breezehome mod I’m using in case he did something to that bookshelf. I didn’t think that was supposed to happen with all of the collision boxes on the shelves. Also I’m making a dog bed for Ulfe outside!!
ghastley
Yes, it works in the exterior, too. The Orc Stronghold is using a lot of those. The big problem I have there is that there are only rectangular boxes and spheres as primitives, and no crescent-shapes like i need! tongue.gif

The bookshelf tutorial on the CK wiki (careful, there are two, and only one is any good!) covers adding a collision box to protect the books from being knocked off the shelves. It also explains how to avoid the issues of removing a book by reading it and taking it, and not updating the shelf.

Creating a player-built bookshelf means placing all the pieces, and then linking them all to an enable parent, which gets very laborious because of the sheer number of components involved - one per book, plus a couple of activators, and collision boxes. I think there's a pre-fab that helps placement, but the enable parent can't be bypassed. If you miss one item, it can be really hard to track down, as most are invisible in-game.
mALX
QUOTE(ghastley @ Feb 5 2015, 11:55 AM) *

The navmeshes in the Hearthfire houses are built with the room empty. Each piece of furniture is enabled in combination with a collision box of type L_NAVCUT that amends the navmesh to exclude the space it now occupies. So you don't need to change the navmesh itself, just add the collision boxes.

Is this changed furnishing a "build-it-yourself" thing, or an all-at-one change when you add the mod? If it's the latter you can use simpler collision boxes that span a whole row of bookshelves.



OMG, you may just be a lifesaver! I might need a tutorial on how to do this! Thank you so much Ghastley!


ghastley
Hólmfríður, (Hofi for short) is the character who ignored my Orc Hearthfires testing, and went off and became Archmage instead. She didn't like the robes she got -"It messes up my hair" - and still didn't like them when I found the ones without the hood in the CK.

So she persuaded me to make an amulet with the same enchantment. It's based on the Amulet of Articulation that you get from the Thieves Guild, but with the College's symbol as the pendant.

Hofi with Amulet

It shouldn't be too much more work to make the male version, and the inventory/ground copy. I think it would be possible to add a script to prevent it being worn at the same time as the robes, which would stop it being OP. Would anyone else use it?
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