And there it is, version 3.2! I've completed the fixing with the CORE archive. Same as previous update: fixed flags in Nifskope, better environment mapping, fixed crashes and fixed wrong collision blocks from older meshes (no more movable ingot stacks).
I've had to remove several buggy meshes that I haven't managed to fix yet (StaticBasket02, SoulgemsBowl01, a lot of planters...), they've driven me mad ^^
The pile of coal and ingots chests are back (they were missing from version 3.0).
I've also added a couple of new skeletons and clutter items, as well as some variants (coffin, crystal ball...)
I hope that the next update will be much more about creating stuff, cause I'm so tired of fixing things (but I guess I just had to do it properly the first time xD).
Indeed. This has half of what I was looking for already (mostly custom containers that indicate what they're meant to contain). Even saw some things I had never thought of but now intend to include in a mod. :-)
Is there a way I can use this in a mod without the person who downloads the mod having to download this as a prerequisite? Sorry if thats a noob question lol. I'm still quite a beginner at using the Creation Kit.
You need to create new statics and direct them to look at the resource pack assets(meshes and textures filepaths) in the dialogue box. Just play around with creating new statics, and filling them in. Common sense and patience will do the rest for you.
More to the point, as this resource collection's main page says, if you follow its instructions: after you are doing making your mod, then the meshes (and new textures they require, if any) from this collection that you have used in your mod should be distributed with your mod as a part of your mod. You just need to give credit for them in your mod's readme.
Your packs (this and the Witcher one) really are treasure troves! I've used many of the assets here: Lakeview. Manor - as it should be. Thank you for sharing them! One little mention, though: the meshes marked with "°" sometimes refuse to load in game. It took me a while to figure out why - it is related to the local character set Windows uses. Don't get me wrong, the idea to mark them as requiring textures is wonderful, and I wish everybody did that. It's just that your choice of special character was unfortunately chosen. Anyway, solved it! Thanks again!
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I've had to remove several buggy meshes that I haven't managed to fix yet (StaticBasket02, SoulgemsBowl01, a lot of planters...), they've driven me mad ^^
The pile of coal and ingots chests are back (they were missing from version 3.0).
I've also added a couple of new skeletons and clutter items, as well as some variants (coffin, crystal ball...)
I hope that the next update will be much more about creating stuff, cause I'm so tired of fixing things (but I guess I just had to do it properly the first time xD).
As usual, please report any bug
Can someone tell me please if these can be used in SSE or will I have to "convert" them first?
Thank you in advance.
Great pack!
Is there a way I can use this in a mod without the person who downloads the mod having to download this as a prerequisite? Sorry if thats a noob question lol. I'm still quite a beginner at using the Creation Kit.
Thanks alot!
One little mention, though: the meshes marked with "°" sometimes refuse to load in game. It took me a while to figure out why - it is related to the local character set Windows uses. Don't get me wrong, the idea to mark them as requiring textures is wonderful, and I wish everybody did that. It's just that your choice of special character was unfortunately chosen. Anyway, solved it! Thanks again!