SCC0306 [Finished]
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04-22-2007, 12:55 PM,
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SCC0306 [Finished]
The exterior building (screenshot) is in the cell for SCC0306, use the attached esp to start modding. Use the building as a reference for creating the interior.
The interior has to be modded with the new interior Hlaalu tileset. If you create a new interior position the first piece of the tileset at X, Y, Z = 0, 0, 0. Use snap to grid (32-64) and snap to angle to create a basement etc. from a tileset. Claim Difficulty: Easy. NPC's: 1 or more. Race: Dunmer. Name generator. The NPC('s) must have (full) dialogue and AI and don't forget the pathgrid. Please add a Northmarker, I'll set the rotation and connect the interior to the exterior. Background. A small house for a poor family. After you finished the layout of the interior post the esp file, so I can see if the layout corresponds with the exterior.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-22-2007, 09:25 PM,
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May i claim this?
Which lay-out should I use? |
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04-23-2007, 07:11 AM,
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Quote:Originally posted by blackbirdHave fun! Use the esp, in the interior cell you'll find a copy of the exterior building. Base the lay-out on the exterior.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-23-2007, 07:22 PM,
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I have to download the 4.7 version if am correct and I have to make an apart version of the interior.
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04-24-2007, 08:02 AM,
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Download the latest version of the modding esm from the Source.
In your case you have to install the Public Update 4. Finally install the rail fix. Meshes>>ST>>Hlaalu>>Interior>>Tileset>>Other. You can create the interior in the same cell. If you want an example check the attached esp file from SCC0309. blue[/HR] :alert: Public version. Quote:Originally written by Razorwing
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-24-2007, 09:24 PM,
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This should be it. I must confess that the family isn't very poor. My english text (dialogues) could have some faults.
What's wrong about the rail fix? i didn't use it. |
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04-25-2007, 08:58 AM,
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Quote:Originally posted by blackbirdIf you don't use the fix, you can't walk on the stairs. blue[/HR] Abbrev. F= Floating / B= Bleeding / S= Look at the Screenshot / PG = Pathgrid / th = tetrahedron, point / sh = the silhouette / R = Resize / Re = Reposition / A = Adjust General info. Please add a version number to the name of your esp files. TIA Add the topics through the result script listing, to avoid problems when changing the dialogue later on (merged to the esm), because of bug in the CS. For example: addtopic StSrSteadhelm01. Pathgrid. Fix it (S). AI. Change the drink packages. Type use item at. Target (Any object; Object ID): "Drink beer" etc. and the animation will work. If you want to know which animations are possible, look under miscellaneous>>AnimObjects. Dialogue. For the future: Add the topics through the result script listing. It's fine to use one quest for two or three NPC's in the same interior. For Brilrue: Add a GetIsId to the greetings. Remove the STBDSiC0306RDSilgradCityDUPLICATE000 topic from the addtopic listing (greeting and topic). Delete this topic or rename it. General Remarks. The top floor should be made of 4 tileset pieces (one of these is the staircase). StInHlaRoomStairsOpenLeft has no wall on it's backside (S). You should have used a StInHlaRoomEnd01 together with a StInHlaDoorjambDoubled (where you put the bed). I created both of these in your file (S), use the attached file. You have to reposition the objects. I didn't check for floating and bleeding. For the next time: After you finished the layout of the interior post the esp file, so I can see if the layout corresponds with the exterior.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-25-2007, 01:54 PM,
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Ok I'll redo it, but not now.
Comments: Gen Info: I don't get the point of adding a version number. Is adding a version nr for multiple esps of the claim? AI: Can a NPC use dunmer mugs? Dialogue: 'Add the topics through the result script listing. It's fine to use one quest for two or three NPC's in the same interior.' I don't understand what are you exactly saying. I thought it was correct done by using the quests window. I'll try to rename STBDSiC0306RDSilgradCityDUPLICATE000 again if and hope if the CS wants to accept it. I've deleted the STBDSiC0306RDSilgradCity topic. My int models have some other looks: see screenshot. It's still doable though. |
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04-25-2007, 02:21 PM,
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Quote:Originally posted by blackbirdYes. The first file you submitted is v1.0, the second one v1.1 and so on. Why? Because I keep backups and you're not the only one who submits files. Quote:Originally posted by blackbirdNo. You made a separate quest for each NPC (two quests). It's ok to create one quest for the same interior and add the dialogue for both the NPC's to the same quest (for small quests). If you decide to use two quests it's fine too. EDIT Did you install the Public Update#4 (in a correct manner)? The screenie shows a missing texture.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-26-2007, 01:41 PM,
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I've redone the interior a little bit and the pathgrinds. I've replaced the dunmer mugs into imp tankards (middle cl).
I think I did install the public update correctly. I have seen some files for hlaalu interiors in the textures map, but none of those files had the word 'room' in it. |
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