Skyrim

File information

Last updated

Original upload

Created by

Degree

Uploaded by

Paton

Virus scan

Safe to use

Tags for this mod

5 comments

  1. Paton
    Paton
    • member
    • 4 kudos
    http://www.theengineeringguild.co.uk/index.php?option=com_content&view=article&id=362:the-skyrim-navmesh-bug&catid=7:guild-news&Itemid=101


    ABSOLUTELY DISGRACEFUL - Totally breaks any chance of creating a living EXTERIOR area...
    WHY?
  2. Paton
    Paton
    • member
    • 4 kudos
    @Jwinsatt

    Doesn't fit the cold in Skyrim? I think most houses should be exterior (An exterior house being exactly the same as an interior home, except you can SEE out the windows etc) so I don't know how it makes no sense - We don't walk into a new cell when we enter our own homes from outside :p
  3. Paton
    Paton
    • member
    • 4 kudos
    Thanks for the feedback guys,

    I am leaving up the current file (it was my second try in a different location), though I have completely stripped the house down to nothing and cleaned the Navmesh right up, while also making the house seem more in tune with its setting.
    Should be out soon
  4. Druesling
    Druesling
    • member
    • 1 kudos
    With the informations in following link you can probably fix your navmesh problems. Turns out it is a problem since oblivion, but the guy who explains it has a workaround: http://www.theengineeringguild.co.uk/index.php?option=com_content&view=article&id=362:the-skyrim-navmesh-bug&catid=7:guild-news&Itemid=101
  5. jwinsatt
    jwinsatt
    • member
    • 0 kudos
    Looking interesting. I'm a fan of outdoor housing, or at least houses with significant outdoor living space, even if that doesn't fit the cold of skyrim very well. I'm thinking my first skyrim mod will be something like this but up in solitude or something... where it makes even less sense

    I expect, if the mannequins are like oblivion ones, i'm sure they are, just haven't messed with them, there is a specific script to make them not move and make them act like containers. You'll have to flesh that out of existing ones. One thing to disable them, then probably an invisible container to hold the stuff, and another bit of scripting to get it to equip the stuff. I'm sure it's just a matter of finding it all linked to the dummies in other houses.