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DoubleBrewski

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DOUBLEBREWSKI

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  1. DOUBLEBREWSKI
    DOUBLEBREWSKI
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    Update coming soon!

    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.


  2. DOUBLEBREWSKI
    DOUBLEBREWSKI
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    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.

    1. iZsoul
      iZsoul
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      This is awesome, but I have a question.
      Can you make the animation last a little longer, something like 2-3 seconds longer ?
    2. sir stanley
      sir stanley
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      On the other hand not everybody would like the animation to last for 4 or 5 seconds...
    3. iZsoul
      iZsoul
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      Ever heard of OPTIONALS ?
    4. looooots
      looooots
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      do you still need permissions for making your mod and their mods compatible??? darn wish you dont have to. so other can use your cool mod
    5. archerarcher
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      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?
    6. Blarzek
      Blarzek
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      Thank you so much for your mod DB!
    7. paragons
      paragons
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      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..

      This is very clever as is, very nice usage!
    8. KillerHell
      KillerHell
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      @archerarcher

      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.
    9. sir stanley
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      The mod is really good. Pretty incompatible to Falskaar i'm afraid though.
    10. Digipup
      Digipup
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      By "pretty incompatible", do you mean "It doesn't affect Falskaar Dwemer Ruins", or "It causes horrible things to happen"? xD
    11. Ratheden
      Ratheden
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      Love the mod, hope you can update soon

      Thank You for making the mod.
    12. mikeloeven
      mikeloeven
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      Why not a configurable setting in MCM that allows the animation to trigger after a certain delay between maybe 1 and 20 seconds
    13. akalonian
      akalonian
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      This was a much needed mod.
      Thank you very much!

      It's small, but adds so much...
    14. LatinGames
      LatinGames
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      Nice effect!
  3. LordLua
    LordLua
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    Thanks
  4. HollowSmiles13
    HollowSmiles13
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    This mod saved me when the meshes for all of my dwemer elevators decided to disappear! Thank you!
  5. ahnjd
    ahnjd
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    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?
  6. MoonKhajiit
    MoonKhajiit
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    Amazing mod, since i downloaded it is a must have for every game.
  7. CryptoSporidium
    CryptoSporidium
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    Very nice! Only wish there were actual working lifts that go all the way down a shaft.
    1. MoonKhajiit
      MoonKhajiit
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      Me too... At least it would be great if the loadscreen appears at the middle of the way, and the other half before the load screen ends.
  8. Brumbek
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    To everyone: until DOUBLEBREWSKI updates the mod, here is a complete package of his mod with fixed normal maps. This should be considered version 1.2 of his mod. Thanks for the great mod and glad I could help fix this issue.
    1. sir stanley
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      Thanks Brumbek!
    2. livnthedream
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      Agreed with Stanley. Have a kudos!
    3. adelinadragonborn
      adelinadragonborn
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      Thanks, Brumbek!
    4. MrPaladin
      MrPaladin
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      Much appreciated
    5. Flanua
      Flanua
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      Thanks!!!
    6. SantinoMastrangioli1
      SantinoMastrangioli1
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      This is now included in the LATEST SMIM as the dropbox link no longer works anymore. Just a heads up
  9. IIIAMBOIII
    IIIAMBOIII
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    Wish this worked with Skyrim SE Does someone else gona port it ?
    1. VladBoss
      VladBoss
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      See here: http://www.nexusmods.com/skyrimspecialedition/mods/3489/?
  10. Xavec_Telvanni
    Xavec_Telvanni
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    This is great. Going to download right now. As to other things I would like to see in (any) mod would be a way to keep Neloth from the lever during the quest to Nchardak so that you all can ride together rather than him disappearing (makes no sense) when he pulls it. Then you have to pull the lever yourself to follow him down. What would be Ideal would be having it so you and your party all get moved into the next level together when he pulls the lever would be great but only if it happens when you're standing within a couple of feet of him, otherwise he will just wait. This is the other one thing that bothered me about the lifts, even more than no animation but only happens once as far as I remember where you actually follow someone else through a Dwemer Lift. Oh and the fact the gates close again on surface exits after the cell resets so that you can't get back inside without clipping through using the console.
  11. Purgey
    Purgey
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    If I unpacked the BSA for wheels of lull, could this mod replace the doors in that mod?
  12. pra
    pra
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    Could you port this to the special edition?
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