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> Conina the Hairdresser, becoming a mod
ghastley
post May 1 2017, 01:12 AM
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I already built Conina as a follower, but didn't place her in the game world.

I'm considering putting her in the Sleeping Giant in Riverwood, so potential Nijels can find her early in the game.

My Nijel has just started Lakevoew Manor, and she saw the small house and thought it would be perfect as a hairdressing salon, especially as the main house behind it can have an alternative entrance from any balcony. So I'm thinking for Lakeview only, take away the Entryway option, and replace with Salon.

So what equipment would a Tamriel hairdressing salon contain? Chair for the customer with plenty of space around it Large bowl and jug for washing, but what else? Large mirrors seem to be unknown. Small ones would be rare, too, and the game engine doesn't offer a reflective surface for one.


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ghastley
post Jun 5 2017, 05:41 PM
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Making the hairdresser tools "wieldable" has been fun. The common knife and fork aren't weapons, just misc items, but they do have provision for blood decals in the nif's. Weapons have to have 1st person meshes (without scabbards) separate from the weapon mesh. Both have blood decal support. The first person mesh is a static, not a weapon, or a misc item. They all have collision boxes, so I've replaced the mesh in a dagger of appropriate size for now. That's giving me some issues with putting them down, as they don't lie flat or on the right side, or ...

The hairbrush is a particular problem, as the natural way to hold one is with the bristles facing inward, but when held in the left hand, they face out. This is because blades face down, rather than in/out. I'm trying to determine if left/right weapons are supported. Spells, which don't need to act differently, do come in left and right varieties, and I haven't figured out why.



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mALX
post Oct 9 2018, 06:17 PM
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QUOTE(ghastley @ Jun 5 2017, 12:41 PM) *

Making the hairdresser tools "wieldable" has been fun. The common knife and fork aren't weapons, just misc items, but they do have provision for blood decals in the nif's. Weapons have to have 1st person meshes (without scabbards) separate from the weapon mesh. Both have blood decal support. The first person mesh is a static, not a weapon, or a misc item. They all have collision boxes, so I've replaced the mesh in a dagger of appropriate size for now. That's giving me some issues with putting them down, as they don't lie flat or on the right side, or ...

The hairbrush is a particular problem, as the natural way to hold one is with the bristles facing inward, but when held in the left hand, they face out. This is because blades face down, rather than in/out. I'm trying to determine if left/right weapons are supported. Spells, which don't need to act differently, do come in left and right varieties, and I haven't figured out why.



Don't they have a rolling pin weapon? Maybe that would work better than the dagger?

On the spells, I always thought it was destruction magic on the right hand and mysticism (or something) on the left; but in Skyrim you could do destruction magic with two hands, so I couldn't figure that out either.

Skyrim had so many quirks for modders, it was more frustrating to me than Oblivion ever was (but not as frustrating as Morrowind was imho, lol).

You mentioned the children and grandchildren thing on one of your posts = that was AWFUL! If you tried to alter anything already in the game, you couldn't (or rather, I couldn't) undo the way that THEY had it set up. They had balloons in the void outside the interior cells (that made sure everything went back to where it had been originally on loading into that cell). So everything I did got screwed on loading into the cell. I tried deleting stuff from the balloons, and that really messed things up; had to scrap the mod and start over.

And there are some with invisible children. I completely wiped clean a structure and copy/pasted it on the other side of the map; but the empty structure brought with it some kind of spawn of assassins. So whenever I got into my new house in game, assassins would appear and attack me. And I scrub-searched that house till I found the spawn and deleted it; only to have it reset itself the next time I loaded it in.

I kind of learned that you HAVE to make your own stuff from scratch in Skyrim; at least I did because I couldn't undo Bethesda's locked down way of keeping modders from being able to alter things to suit themselves. (and as you probably already know about me, I didn't like a messy dirty house, rollinglaugh.gif )









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ghastley
post Oct 9 2018, 06:26 PM
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QUOTE(mALX @ Oct 9 2018, 01:17 PM) *

QUOTE(ghastley @ Jun 5 2017, 12:41 PM) *

Making the hairdresser tools "wieldable" has been fun. The common knife and fork aren't weapons, just misc items, but they do have provision for blood decals in the nif's. Weapons have to have 1st person meshes (without scabbards) separate from the weapon mesh. Both have blood decal support. The first person mesh is a static, not a weapon, or a misc item. They all have collision boxes, so I've replaced the mesh in a dagger of appropriate size for now. That's giving me some issues with putting them down, as they don't lie flat or on the right side, or ...

The hairbrush is a particular problem, as the natural way to hold one is with the bristles facing inward, but when held in the left hand, they face out. This is because blades face down, rather than in/out. I'm trying to determine if left/right weapons are supported. Spells, which don't need to act differently, do come in left and right varieties, and I haven't figured out why.



Don't they have a rolling pin weapon? Maybe that would work better than the dagger?

The main reason I used the dagger was that it had a clear single edge to the blade to show its orientation. The handles on the brush, comb, etc are flattened and would only be comfortable to hold one way. A rolling pin is radially symmetric, so you can't line things up very easily.


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mALX
post Oct 10 2018, 06:42 AM
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QUOTE(ghastley @ Oct 9 2018, 01:26 PM) *

QUOTE(mALX @ Oct 9 2018, 01:17 PM) *

QUOTE(ghastley @ Jun 5 2017, 12:41 PM) *

Making the hairdresser tools "wieldable" has been fun. The common knife and fork aren't weapons, just misc items, but they do have provision for blood decals in the nif's. Weapons have to have 1st person meshes (without scabbards) separate from the weapon mesh. Both have blood decal support. The first person mesh is a static, not a weapon, or a misc item. They all have collision boxes, so I've replaced the mesh in a dagger of appropriate size for now. That's giving me some issues with putting them down, as they don't lie flat or on the right side, or ...

The hairbrush is a particular problem, as the natural way to hold one is with the bristles facing inward, but when held in the left hand, they face out. This is because blades face down, rather than in/out. I'm trying to determine if left/right weapons are supported. Spells, which don't need to act differently, do come in left and right varieties, and I haven't figured out why.



Don't they have a rolling pin weapon? Maybe that would work better than the dagger?

The main reason I used the dagger was that it had a clear single edge to the blade to show its orientation. The handles on the brush, comb, etc are flattened and would only be comfortable to hold one way. A rolling pin is radially symmetric, so you can't line things up very easily.



Ah. That might explain why my mod's kitchen weapons didn't work like I hoped, lol.



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Posts in this topic
ghastley   Conina the Hairdresser   May 1 2017, 01:12 AM
Acadian   Well, lots of bottles and jars of nice smelling sh...   May 1 2017, 02:30 AM
ghastley   I'm not sure if the scripting will work yet, b...   May 1 2017, 03:02 AM
ghastley   I made a folded towel mesh to use in the Salon, an...   May 2 2017, 03:59 PM
TheCheshireKhajiit   Gotta have a mirror!   May 4 2017, 01:47 AM
ghastley   If you can get the Skyrim engine to do ray-traced ...   May 4 2017, 03:19 AM
TheCheshireKhajiit   If you can get the Skyrim engine to do ray-traced...   May 5 2017, 04:30 AM
mALX   If you can get the Skyrim engine to do ray-traced...   Oct 9 2018, 04:30 PM
ghastley   I've been making stuff A sign for outside the...   May 6 2017, 03:27 AM
ghastley   The sticking point with the Conina (full) mod is t...   Jun 7 2017, 09:50 PM
ghastley   I spent a lot of time this weekend trying to get t...   Jun 12 2017, 02:45 PM
ghastley   I've started to gather the pieces together for...   Jun 15 2017, 01:58 PM
ghastley   I need to get back to this and finish packaging. O...   Jul 20 2017, 06:14 PM
ghastley   So I got around to working on this at the weekend....   Nov 6 2017, 03:42 PM
ghastley   If anyone wants to test this for Oldrim, it's ...   Nov 10 2017, 11:56 PM
ghastley   I need to find out what the current skeleton suppo...   Nov 14 2017, 06:19 PM
ghastley   I got as far as creating the Nexus entry for this ...   Jan 18 2018, 04:53 PM
mALX   *snip* I'll probably end up making an ESO add...   Oct 9 2018, 06:53 PM
ghastley   Finally flipped the switch and let this one loose ...   Oct 1 2018, 12:54 AM
Renee   Awesome. I'll be raiding some of your Skyrim m...   Oct 1 2018, 09:12 PM
ghastley   Conversions from one game to another tend to be ea...   Oct 9 2018, 06:17 PM
mALX   Conversions from one game to another tend to be e...   Oct 9 2018, 06:40 PM
ghastley   I don't ever install games in Program Files fo...   Oct 9 2018, 06:46 PM
mALX   I don't ever install games in Program Files f...   Oct 9 2018, 07:35 PM


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