Wonderful work. I may try my hand at finishing this as an island to the north, it will be a wonderful warm up for Skyrim. thanks so much for your great work and generosity in sharing it. I have always been a nord at heart
i will be in touch re resources and future project.
Greetings! I'm here to tell you that I used some of your resources in my mod: BetterInns + NewHomeOwners. If you want me to remove anything, let me know. Thank you.
EDIT: Another mod I released with the shelf and the rugs that I love. Sometimes I think to add the meadhall as a tavern in the Orange Road...
I don't quite recall if I actually did 04, 05, 06, etc. These are the cell id's I remember for certain.
Just look in the CS with this esm loaded, go to the worldspace that uses 'obmk' as part of it and look at the cell names. I pretty much use the same naming convention throughout to avoid forgetting things. I think the meadhall interior cell (under Interiors) has a slightly different convention but should still contain the prefix 'obmk'.
It's easier in-game to see the highlights and interaction with light, as well as any thing you may not like.
The interiors that can be entered on the island are:
1) The drakkar. You'll have to jump onto the boat from shore or disable collision and float to it. Look for a hatch on the deck.
2) The meadhall.
3) The 3 houses closest to the boat. The two further away have doors but no interior or door link.
The skin curtains on the huts have no collision, you can walk right through them to enter the huts.
Hope that helps as I personally find it easier to decide what I think about a resource by seeing it in-game where I can get up close and inspect things.
8 comments
i will be in touch re resources and future project.
BetterInns + NewHomeOwners.
If you want me to remove anything, let me know. Thank you.
EDIT: Another mod I released with the shelf and the rugs that I love. Sometimes I think to add the meadhall as a tavern in the Orange Road...
Did not mean to confuse anyone.
It's:
coc obmknvillage01
You forgot the 'n' in that.
You can also try:
coc obmknvillage02
coc obmknvillage03
coc obmknvillage10
I don't quite recall if I actually did 04, 05, 06, etc. These are the cell id's I remember for certain.
Just look in the CS with this esm loaded, go to the worldspace that uses 'obmk' as part of it and look at the cell names. I pretty much use the same naming convention throughout to avoid forgetting things. I think the meadhall interior cell (under Interiors) has a slightly different convention but should still contain the prefix 'obmk'.
It's easier in-game to see the highlights and interaction with light, as well as any thing you may not like.
The interiors that can be entered on the island are:
1) The drakkar. You'll have to jump onto the boat from shore or disable collision and float to it. Look for a hatch on the deck.
2) The meadhall.
3) The 3 houses closest to the boat. The two further away have doors but no interior or door link.
The skin curtains on the huts have no collision, you can walk right through them to enter the huts.
Hope that helps as I personally find it easier to decide what I think about a resource by seeing it in-game where I can get up close and inspect things.
the models look great!!
All I need is a pilotable Drakkar, and I can go Loot and Plunder!