Thank you for the endorsement (actually I thank all who have commented, in case I have not done so individually).
I'm working a rather large mod (been working on it for over a year (Littlehouse was just a break and a testing ground for it). If I finish it soon and/or need another break I'll look into the mod you mention, but I use the generic workbench script (on the repaired workbench), but given how I have mine setup I don't see it being compatible.
I may come back and do a version 2 of this mod, I have learned a lot since I put this together, but honestly I really need to focus on the one I'm doing first (it is of a scale that leaves little time for other things).
Please feel free to release an alter version of this, I have not made any statement before but I have no problems with anyone using any of my content here, if I do rework this it will probably be a total re-write since I see so many problems with it.
The exterior is not (except for the default ground navmesh already present), the interior is fully navmeshed so the only issue would be getting the companion in the basement to start with.
Unfortunately the weeds will effect any exterior building that has a true interior (not an interior cell), I've seen this with vanilla buildings as well and can't find a solution short of raising them off the ground.
I messed with the note for hours trying to get it to not fall through the floor. I realized my mistake, since it is just a note and will not be a true item I should have made it a static mesh, it is actually fully havoked but objects behave different based on the class they are assigned, notes seem to get treated strange by the physics engine or I gave some bad values for it.
I have reworked a lot of the meshes I used in this to improve them (the coins now act like coins not rocks, and the clock has sound and a moving second hand.
If people are interested I can roll up an update that is save game friendly resolving all points made so far (larger outer fence to avoid the basement trick, not lock the gate since it isn't even needed really, and I can fix the weeds by putting the house on stilts (just a foot or so) and adding steps.
The changes I have made to my meshes are for use in a new mod but if request to update this one come in I will.
Sorry if that sounded harsh, it wasn't my intent. I didn't think you were out of line in the least.
I really appreciate any and all feedback, even negative. I had toyed with the idea of a working clock but set it aside, your comment made start thinking on it again so thank you.
Now if I could just get nifskope to update MOPP data correctly I'd be moving much faster on these things.
Hey, don't think I don't appreciate your work, I do! I mentioned the clock as a kindof joke because most other stuff had a speacial feature and that didn't. I know the effort and passion that goes into making these things as I've tried animating stuff myself and failed miserably.
The locked gate, my char was new and did not possess the skills for even easy locks. I would have been disappointed if the house was so easy to get into because of the effort you have put into it, one would expect the player to work for this reward.
I forgot to comment about the clock, I'm working on many more models for the game, one is a working clock (my goal is to have it actually show the in game time) as well as many other things. But unless you have played with doing models for the game you really can't appreciate just how time consuming it is to add animations. The house in this mod is actually 3 static objects (house, window glass and chimney), I have been working for weeks on conbining them into one static object but mixing material types in one object is rough, and glass is by far the hardest to work with.
Side note, the TV took me 3 weeks to get right and I'm still not happy I had to use two statics to pull it off, but there are limits to what the game engine allows.
I don't figure I'll add the new stuff to this mod, so look forward to new mods from me once I get all my ideas functional.
I'm glad you liked it, though I'm confused by your gate issue. The fence gate is just locked (easy setting) does not require a key, the only key needed is for a entirely different door that you will not imediately notice.
14 comments
This is a great little mod for a bare-bones house. I love the presentation and the way in which the player acquires the utilities placed in it.
I can't figure out the function of the switch on the workbench. Does it do anything?
I'm working a rather large mod (been working on it for over a year (Littlehouse was just a break and a testing ground for it). If I finish it soon and/or need another break I'll look into the mod you mention, but I use the generic workbench script (on the repaired workbench), but given how I have mine setup I don't see it being compatible.
I may come back and do a version 2 of this mod, I have learned a lot since I put this together, but honestly I really need to focus on the one I'm doing first (it is of a scale that leaves little time for other things).
Please feel free to release an alter version of this, I have not made any statement before but I have no problems with anyone using any of my content here, if I do rework this it will probably be a total re-write since I see so many problems with it.
Chuck
Unfortunately the weeds will effect any exterior building that has a true interior (not an interior cell), I've seen this with vanilla buildings as well and can't find a solution short of raising them off the ground.
I messed with the note for hours trying to get it to not fall through the floor. I realized my mistake, since it is just a note and will not be a true item I should have made it a static mesh, it is actually fully havoked but objects behave different based on the class they are assigned, notes seem to get treated strange by the physics engine or I gave some bad values for it.
I have reworked a lot of the meshes I used in this to improve them (the coins now act like coins not rocks, and the clock has sound and a moving second hand.
If people are interested I can roll up an update that is save game friendly resolving all points made so far (larger outer fence to avoid the basement trick, not lock the gate since it isn't even needed really, and I can fix the weeds by putting the house on stilts (just a foot or so) and adding steps.
The changes I have made to my meshes are for use in a new mod but if request to update this one come in I will.
-Chuck
I really appreciate any and all feedback, even negative. I had toyed with the idea of a working clock but set it aside, your comment made start thinking on it again so thank you.
Now if I could just get nifskope to update MOPP data correctly I'd be moving much faster on these things.
-Chuck
The locked gate, my char was new and did not possess the skills for even easy locks. I would have been disappointed if the house was so easy to get into because of the effort you have put into it, one would expect the player to work for this reward.
Side note, the TV took me 3 weeks to get right and I'm still not happy I had to use two statics to pull it off, but there are limits to what the game engine allows.
I don't figure I'll add the new stuff to this mod, so look forward to new mods from me once I get all my ideas functional.
-Chuck
-Chuck