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Skyrim CK Experimenting, Post Your CK Fun Here: |
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| mALX |
Oct 6 2014, 07:31 PM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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* The CK was not in existence the last time I played Skyrim, so this is my very first attempt at doing anything in the CK. It is a little clunky for me - not used to the havoc being so...active. Having trouble finding my way around the lists - new items on there I have NO idea what they are! So anyway, here is my first attempt at modding in Skyrim, why not post yours here too? (or any of the construction sets). Even the mistakes can be fun, I remember in Oblivion having my ONE (essential) Todd Howard multiply to 12, and they were wreaking havoc and couldn't be stopped. Another was making the Unicorn follow the Player if they were carrying apples - and the Unicorn began following Maxical into houses, buildings - castles. The castle guards in Skingrad did not take kindly to a Daedric beast popping in on them (and Maxical was trying to sneak in for the TG quest). Then there was the Weynon Village fiasco, when (also essential) Scrappy the Banty Rooster went nuts and started killing all the other barnyard animals - and then killed ME! Anyway, here is my first Skyrim attempt. So far the havoc is killing me in this mod: This is a tavern - my favorite thing to make: http://i434.photobucket.com/albums/qq67/Ma...zpsf3de2fe4.jpghttp://i434.photobucket.com/albums/qq67/Ma...zps20214084.jpghttp://i434.photobucket.com/albums/qq67/Ma...zps1f13fcd2.jpghttp://i434.photobucket.com/albums/qq67/Ma...zps68c81a4a.jpghttp://i434.photobucket.com/albums/qq67/Ma...zpse8c69a56.jpg* The Basement: http://i434.photobucket.com/albums/qq67/Ma...zps7351fd76.jpgThe Alchemy Garden: http://i434.photobucket.com/albums/qq67/Ma...zps2685f022.jpgHere is the grounds and stable area - the garden was added after these were taken, it sits on top of the stables: The Grounds: http://i434.photobucket.com/albums/qq67/Ma...zps1e7ae4dd.jpghttp://i434.photobucket.com/albums/qq67/Ma...zps3e76da77.jpghttp://i434.photobucket.com/albums/qq67/Ma...zps539bb3fa.jpgA full Smithy, Wood-Chopping, and mining on the grounds: http://s434.photobucket.com/user/Maxical1/...a3b033.jpg.htmlAt night: http://i434.photobucket.com/albums/qq67/Ma...zps0c5c460a.jpgThe Stables – water in the trough, and I didn’t have to make it! Lol. http://i434.photobucket.com/albums/qq67/Ma...zps90f4e8db.jpgEverything in this mod is vanilla, I used only basic meshes through the whole mod, actually. I just had to really dig to find stuff to make the place the way I like it. * This post has been edited by mALX: Oct 12 2014, 12:33 AM
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Replies(120 - 139)
| ghastley |
Aug 24 2015, 03:26 PM
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Councilor

Joined: 13-December 10

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Now the Argonian Hearthfires is just about done - I should be uploading it to the Nexus soon - I'm starting to decide on the next one.
Khajiits need something, but the majority in the game are nomadic, so I'm looking at the idea of a custom carriage/cart instead of a house. I noticed both a touring carriages mod (moving carriages to replace the "fast travel" variety) and a "gypsy" house on wheels mod that's a mobile camp-site.
I'm considering something in between. This would be a one-person cart to carry goods, covered, and with configuration options you can change in-game, so you can sleep in the back, store things in it, etc. No forge, no mannequins, but maybe a realistic trader's wagon, that serves as a mobile home. I'm assuming a Khajiit with a spouse and kids would find a conventional house as a base, so no provision for them.
There are already animations for driver and passenger to enter/exit and use a cart. There doesn't seem to be anything for hitching/unhitching the horse, just a script function to link them that apparently instantly moves the horse. The trees on the cart are fixed, and the only parts that animate are the wheels and the front axle. The fixed trees may be the reason for the lack of horse entry/exit animations. That may mean a fade-out while it happens.
To make it a bit more interesting, the cart would need to be purchased from a wainwright who's retired because he lost his tools to bandits. I.e. a few radiant fetch quests with the tools as quest items. Saw, hammer, spokeshave/drawknife, perhaps more. Need to decide where he lives and works (once he has his tools back). Minor town would be best, maybe Rorikstead has most open space nearby.
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| Grits |
Aug 25 2015, 05:51 PM
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Councilor

Joined: 6-November 10
From: The Gold Coast

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Ha ha, you’re right about the bad luck! Uh oh! Wow, another awesome ghastley mod idea. Particularly suited to Khajiit, but an itinerant merchant of any race (such as a Redguard in your Alik'r heavy armor  ) would be overjoyed with a real cart or wagon as a mobile home base. Yay for no mannequins, I’m still scarred from my last incident with them! I have JK’s Rorikstead and Expanded Towns and Cities Rorikstead already installed (in separate profiles) if you want me to screenshot any sites to check for compatibility for your wainwright. Your quest idea sounds great, and much more satisfying than a straight-out purchase.
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| mALX |
Aug 25 2015, 06:39 PM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(ghastley @ Aug 24 2015, 10:26 AM)  Now the Argonian Hearthfires is just about done - I should be uploading it to the Nexus soon - I'm starting to decide on the next one.
Khajiits need something, but the majority in the game are nomadic, so I'm looking at the idea of a custom carriage/cart instead of a house. I noticed both a touring carriages mod (moving carriages to replace the "fast travel" variety) and a "gypsy" house on wheels mod that's a mobile camp-site.
I'm considering something in between. This would be a one-person cart to carry goods, covered, and with configuration options you can change in-game, so you can sleep in the back, store things in it, etc. No forge, no mannequins, but maybe a realistic trader's wagon, that serves as a mobile home. I'm assuming a Khajiit with a spouse and kids would find a conventional house as a base, so no provision for them.
There are already animations for driver and passenger to enter/exit and use a cart. There doesn't seem to be anything for hitching/unhitching the horse, just a script function to link them that apparently instantly moves the horse. The trees on the cart are fixed, and the only parts that animate are the wheels and the front axle. The fixed trees may be the reason for the lack of horse entry/exit animations. That may mean a fade-out while it happens.
To make it a bit more interesting, the cart would need to be purchased from a wainwright who's retired because he lost his tools to bandits. I.e. a few radiant fetch quests with the tools as quest items. Saw, hammer, spokeshave/drawknife, perhaps more. Need to decide where he lives and works (once he has his tools back). Minor town would be best, maybe Rorikstead has most open space nearby.
Like "Carah's Caravan Redux" from Oblivion? http://static-1.nexusmods.com/15/mods/101/...-1364837975.jpghttp://static-1.nexusmods.com/15/mods/101/...-1366657579.jpgInterior: http://blog-imgs-31-origin.fc2.com/o/b/l/o...i/caravan07.jpghttp://www.egg-of-time.us/downloads/obli/h...der/c/ccr01.jpg
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| ghastley |
Sep 16 2015, 08:43 PM
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Councilor

Joined: 13-December 10

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On my Orc Hearthfires mod, I've had to warn a couple of users that waiting for a courier doesn't work, so I thought I'd make a note here, so it doesn't get lost.
The way the courier quest works in Skyrim is that the event of the player changing location triggers a quest script to look in the "postbox" to see if there's anything to deiver. If any quest has added an item the container, then the courier is spawned near the player and runs up and delivers it.
That means that waiting for a courier when you expect one, is the one thing that's guaranteed to avoid him. He won't spawn until you travel to a different location, and cause the ChangeLocation event for the Story Manager to pass on. Locations are a bit of a vague concept, as the whole of Skyrim is one, and contains child locations for each hold, which contain... but entering or leaving a walled city is definitely always a location change.
There appears to be a point where the courier gives up, and the quest cancels, only to restart when you change location again (there's still a pending item in the container). That means you can't SQV WICourier and get much useful info. Just keep roaming around, and he'll come eventually.
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| mALX |
Sep 17 2015, 04:49 AM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(ghastley @ Sep 16 2015, 03:43 PM)  On my Orc Hearthfires mod, I've had to warn a couple of users that waiting for a courier doesn't work, so I thought I'd make a note here, so it doesn't get lost.
The way the courier quest works in Skyrim is that the event of the player changing location triggers a quest script to look in the "postbox" to see if there's anything to deiver. If any quest has added an item the container, then the courier is spawned near the player and runs up and delivers it.
That means that waiting for a courier when you expect one, is the one thing that's guaranteed to avoid him. He won't spawn until you travel to a different location, and cause the ChangeLocation event for the Story Manager to pass on. Locations are a bit of a vague concept, as the whole of Skyrim is one, and contains child locations for each hold, which contain... but entering or leaving a walled city is definitely always a location change.
There appears to be a point where the courier gives up, and the quest cancels, only to restart when you change location again (there's still a pending item in the container). That means you can't SQV WICourier and get much useful info. Just keep roaming around, and he'll come eventually.
Good to know, thanks for the heads up!
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| Renee |
Oct 21 2015, 01:51 PM
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Councilor

Joined: 19-March 13
From: Ellicott City, Maryland

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Oh hey, thanks. Yeah, I read something about ambient light and the way it works, but i haven't gotten that far in my CK studying yet, to really make it have an effect. I'm actually learning the Oblivion CS, not the Skyrim CK, but the two programs have enough similarites (so far) that I've been able to take what I learn from TES4, and use it in Skyrim. Anyways, I'll look for that lightbulb thingie next time I'm gaming & building. QUOTE I think that making a living space with a character is some of the best fun in the game! It really makes a difference. Like combining the building abilities of Sims with Skyrim, sort of. I can't wait to mess around with some Hearthfire homes. This post has been edited by Renee: Oct 21 2015, 01:52 PM
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| mALX |
Oct 23 2015, 03:45 AM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(Renee @ Oct 21 2015, 08:51 AM)  QUOTE I think that making a living space with a character is some of the best fun in the game! Me too, and playing IN them after making them makes the game that much more fun! (imho)
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| mALX |
Oct 28 2015, 01:06 AM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(Renee @ Oct 27 2015, 08:04 PM)  I have added a Spare Bed inside of Dragonsreach's Living Quarters. My arrogant high elf, Master Baytor, is "above" paying for some room in a noisy inn, so I added this bed, with the idea that the people of Dragonsreach finally give in, and let him crash in their precious home.
See, this is the sort of thing I used to have to "pretend" on Xbox. Ha ha ha!
Now Misa will sneak into his room and watch, BWAAHAA!
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| Grits |
Dec 17 2015, 08:02 PM
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Councilor

Joined: 6-November 10
From: The Gold Coast

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Most of my CK adventures lately have been on Jerric’s behalf. Dar-Ma and Rhano have made their separate ways to Skyrim. Rhano is traveling with Jerric right now. I’ve create some new enchantments so that Jerric can wear his ring of Hump You Fetching Mages (spell absorption), the Jewel of the Rumare (waterbreathing and fortify carry weight), and a Talos amulet given to him by a brother Blade from his story in his Skyrim games. The most rewarding development took about a year of fiddling before a simple solution presented itself. Jerric has carried Buffy’s gift Jerric’s Stone with him since the moment he opened the package. Now with a single keystroke he has the ability to use it in his game to fully recharge his magicka. It takes a day for Jerric’s Stone to naturally refill itself with magicka, so using it is a once-per-day Greater Power in game terms. So now when I put up a screenshot of Jerric healing himself or flinging that fatal burst of frost with a swirl of blue surrounding him, that’s Buffy’s gift to the rescue! 
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