Brumbek, author of the SMIM has corrected a small problem with the meshes and has graciously sent me the fixed versions to post here. I've been very busy lately and haven't had the time to post it yet, but I will be releasing it very soon once I get a break from my regular job. I'll also (hopefully) have some other Dwemer Lift resources available very soon as well. Thanks to Brumbek for the help, and thanks to all of you that have downloaded, commented and/or endorsed this little mod of mine.
Thanks to everyone who's taken the time to come back and post comments or endorse my mod! I appreciate it.
To answer some of the questions so far:
Q: Can you make the animation last a little longer? A: Yes I can. I will be releasing an optional longer version in the near future.
Q: Is this mod compatible with SMIM or Ruins Clutter Improved? A: Well, I inspected the contents of the "SMIM" download very carefully and found absolutely nothing in it which would conflict with or override the dwefacadeliftleverloadup01.nif or dwefacadeliftleverloaddown01.nif files from my mod.
However, the mod "Ruins Clutter Improved" does contain it's own versions of dwefacadeliftleverloadup01.nif and dwefacadeliftleverloaddown01.nif within it's folders. My plan was to animate the "Improved" version from that mod which should have solved the compatibility issue between my mod and both "SMIM" and "Ruins Clutter Improved" all at once. The problem is, after meticulously examining the files from "Ruins Clutter Improved" and comparing them to mine, I can see no difference between the "Improved" version and Bethesda's default ones; Same polygon count, UV Mapping, texture paths, handle animation time, etc.
If there is a difference between the dwefacadeliftleverloadup01.nif and dwefacadeliftleverloaddown01.nif files from "Ruins Clutter Improved" and Bethesda's default versions, it is not in the mesh. So I'd say it is safe to overwrite the "SMIM" or "Ruins Clutter Improved" with my animated versions and enjoy.
There are just two mehes from 'Ruins Clutter Improved' conflicting with this mod. I haven't tested it ingame yet, just compared both in Nifskope. I have no idea what has been changed in 'Ruins Clutter Improved'. Maybe the textures?
You couldn't do that if you wanted... There would be no real space to move it between within that time. Other then perhaps giving it a more stationary hold for few seconds. (Maybe throw in some effects, gears warming up lil longer) But as far as waiting while it actually moves you would never have the space and then major clipping would occur even if you could..
thx, this mod saved literally my current walkthrough, cause my dwemer lifts were broken in the blackreach area wich are important for the main questline. (i guess something with SMIM)
your mod fixed them and i could progress without console commands. thanks so much.
Hi there I see a red Exclamation mark where the lift supposed to be. I deleted out the mod and revivified my files, but the exclamation mark still shows. Is there a work around?
322 comments
Brumbek, author of the SMIM has corrected a small problem with the meshes and has graciously sent me the fixed versions to post here. I've been very busy lately and haven't had the time to post it yet, but I will be releasing it very soon once I get a break from my regular job. I'll also (hopefully) have some other Dwemer Lift resources available very soon as well. Thanks to Brumbek for the help, and thanks to all of you that have downloaded, commented and/or endorsed this little mod of mine.
To answer some of the questions so far:
Q: Can you make the animation last a little longer?
A: Yes I can. I will be releasing an optional longer version in the near future.
Q: Is this mod compatible with SMIM or Ruins Clutter Improved?
A: Well, I inspected the contents of the "SMIM" download very carefully and found absolutely nothing in it which would conflict with or override the dwefacadeliftleverloadup01.nif or dwefacadeliftleverloaddown01.nif files from my mod.
However, the mod "Ruins Clutter Improved" does contain it's own versions of dwefacadeliftleverloadup01.nif and dwefacadeliftleverloaddown01.nif within it's folders. My plan was to animate the "Improved" version from that mod which should have solved the compatibility issue between my mod and both "SMIM" and "Ruins Clutter Improved" all at once. The problem is, after meticulously examining the files from "Ruins Clutter Improved" and comparing them to mine, I can see no difference between the "Improved" version and Bethesda's default ones; Same polygon count, UV Mapping, texture paths, handle animation time, etc.
If there is a difference between the dwefacadeliftleverloadup01.nif and dwefacadeliftleverloaddown01.nif files from "Ruins Clutter Improved" and Bethesda's default versions, it is not in the mesh. So I'd say it is safe to overwrite the "SMIM" or "Ruins Clutter Improved" with my animated versions and enjoy.
Can you make the animation last a little longer, something like 2-3 seconds longer ?
This is very clever as is, very nice usage!
I don't think it would matter if the textures have changed, since they're on a separate file, at least I'm very sure of it.
Thank You for making the mod.
Thank you very much!
It's small, but adds so much...
your mod fixed them and i could progress without console commands. thanks so much.