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The Fuzzy Physics Institute

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BrettM

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52 comments

  1. Radiken
    Radiken
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    I see that a mod has been made to add an aquarium to Lakeview manor.  I am not a modder, but I would love to have an aquarium in my Lake Ilinalta Retreat 2.0 mod.  Can anyone out there make one, or do you need the ilinalta modder's permission, or is it against the rules in some way I don't understand?
  2. Taiine
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    Instead of messing with spawners, couldn't we just add the fish in as moving statics?
    1. BrettM
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      For whatever good the answer does at this late date ...

      First, "easier" is kind of relative. It is rather a pain to resize and angle several of these to populate an aquarium and adjust them for aquaria of different sizes.

      Second, from an aesthetic perspective, the statics look rather lifeless in comparison to the spawner. Each fish swims in a simple figure-eight pattern and you need to scale and angle several of them to provide anywhere near a convincing illusion. And it still isn't all that convincing to me. The spawned fish move in pseudo-random patters and look much more lively.

      So, I chose to go that way to provide an easier drag-and-drop solution for the modder, at least when Papyrus cooperated in firing the Onload event. However, you are certainly free to ditch the spawner and add your own statics if you prefer. The fish and aquarium textures are yours to play with.

  3. khajiitdruidgirl
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    You might possibly laugh, but I think I may have bitten off more than I can chew being fairly new to CK. I have a tank installed in the basement of the house I'm creating, and it's giving me issues. First, I couldn't get the fish to spawn in the tank at all in-game. I followed the tutorial to the best of my abilities, too. Now I still can't get the fish to spawn, and when I exited the cell in-game, the tank completely disappeared! The plants and décor stayed, but bye-bye tank. Halp me pliss!
  4. 21tuman21
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    Thank you for this mod and for very useful readme! Endorse!
    I have a question: if I leave and re-enter home after few hours, will all the fishes respawn?
  5. UWShocks
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    Hi Brett,

    This mod is great, but I have run into a problem; it is most likely on my end but I thought I would ask publicly for help hoping someone might know the solution.

    I have a aquarium [scale 7], that is currently only using the spawning scripts for fish [3 spawn scripts total]. I am using default script settings [as stated in the documentation]. I have the latest Skyrim [1.9], and I use the Unofficial Patches. I have disabled all mods except the unofficial patches and my "Fish Tank Mod", I always use a new save when testing, and the problem still persists.


    The mod I am working on thus far contains 2 interior rooms [lets call them A and B], which are seperate individual cells but connected via a "load door"; however, this mod is not yet connected to the worldsapce, so I have to use the coc command.

    2 Interior rooms: A and B
    [========|========]
    |....A .....|.....B....|
    |.w/.tank.|..........|
    [========|========]

    Anyways, room A has the fish tank, room B does not. Whenever I coc into room A [which is the main room for my storefront mod], all the fish spawn into the aquarium as they should and everything seems to work as usual. However, in the past day I have added room B, which I can access through room A [room A and B are not located in the same cell; there is a load screen when going from A to B]. When I go to room B, and then back to room A, all the fish in the aquarium [located in room A] are gone [vanished].

    I tried this also by coc`ing to room A, letting the fish spawn, then coc to Whiterun, then coc back to room A; and the fish have again disappeared.

    I have so far discovered that if I "disable" and then "enable" the aquarium in the console, upon re-enabling the tank the fish will reappear. Perhaps there is a way to enable the aquarium upon loading the cell each time to player enters?
    Anyways, I will continue to tinker around with the settings and see if I can find a solution; I will post here if I do.


    Thanks for everyone's help.
    1. SpectralDragon
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      This is a vanilla spawner problem. I do not believe there is a solution that anyone has found. I have tackled this briefly before going with the fish that swim in a static pattern instead.
    2. BrettM
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      I removed almost all of the code from the vanilla spawner that despawns the fish, hoping to solve that problem. The fish will not despawn when the player gets too far away, nor can they be killed by any physical or magical force. Only when the cell is detached or unloaded should the fish go away, and they should respawn the next time the cell is entered. It is a mystery to me as to why they do not, though the CK wiki says that OnLoad does not necessarily fire every time a player enters the cell. When I get a chance, I'll see if the problem can be solved by adding an OnCellAttach event, but I don't hold out much hope since someone has surely tried that approach already.
    3. ManslayerJ
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      Fish tend to not spawn if there is bad weather like a storm or rain as well, this works the same for butterflies.. most critters disable during weather events. I ran into same problem with the butterflies that spawn in the player home I created here on the Nexus.
    4. BrettM
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      That isn't an issue with the custom spawner written for this resource, since I removed the tests for weather conditions.
    5. JuDaM
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      So I guess this problem persists still, I'm uselessly inept at scripts so bummer.
  6. Faelrin
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    Just a quick question. Would this support slaughterfish too or anything using its skeleton? I'm currently working on making a goldfish in blender and I hope to rig it to the slaughterfish skeleton. If not I suppose I could try to get it to work as one of the other fish.

    My goldfish died before they were able to make it to their 4th year and so I've been slowly modeling it, and I hope to put it in Skyrim, as a memorial of sorts, and your tank resource is just what I need to help make that a reality. Honestly if I wouldn't have seen this beforehand, I wouldn't have gotten the idea to even attempt to make my goldfish in blender. Thanks for this so much.
    1. BrettM
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      The problem would be that slaughterfish are NPCs, so they do not spawn and animate the same way as simple critters (pond fish, salmon, butterflies, dragonflies). There are probably ways to add custom versions of NPC animals such as slaughterfish and mudcrabs to a tank, but it wouldn't be as easy as just dropping them into a fish list. I'm no animator, but, if you are and you can make a simple animation using the slaughterfish skeleton, then you could probably make a critter version that would work with the tank spawner properly.
  7. RammitInnmee
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    First of all... WTF?! Shocked so few have downloaded this. Second, amused that I find this thread not long after posting in your other thread a short while ago.

    This is why I had to post. Check this out...

    When I downloaded FPI Gallery a few days and first explored it, two things in there got me thinking about a fish tank mod. The first trigger was the brilliant display case knick knacks, each with a different design inside. The other trigger was the stone pool of water with fishes in the Lab section where the glass jars are displayed. There's a little walkway leading up to the top of it, so you can look into the water. It's impossible to see the water when you're on ground level. Made me wish it was a big glass fish tank instead of stone one.

    On my life, I thought to myself:

    I bet the person who made this mod would create a decent fish tank mod...

    I love the internet.

    EDIT: typo.
    1. BrettM
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      That's pretty much how this mod came about. To make the pool in the Lab, I found I needed to make a custom fish spawner that would fit the volume of the stone tank. Figuring out how to put a butterfly in a display case made me wonder if there was a way to do the same with fish. The very first modder to use one of my display cases enlarged it and put in some full-sized salmon to make a giant aquarium, and discussing it with her made me wonder if it would not be possible to make a kit that would be more place-and-go, with the water and fish already built in. It kind of snowballed from there.
    2. RammitInnmee
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      Amazing how ideas evolve like that, it's happened to me. You chase an idea and it goes in a totally unexpected direction, resulting in something entirely different. Those are usually my most rewarding, no doubt thanks to the surprise factor.

      Must admit, you're approach to the problem was excellent and logical. Tell you what, quite often solutions are far from complicated. In fact, the only thing complicated is giving oneself the false impression it is.

      Anyway, love how this mod is set up. You make the choices, which gives a sense that your tank is unique. That alone appeals to the artist in me. Definitely a fan of your work now. Hope you make more.

      Peace.
  8. DarkDeamon
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    My english is bad but i hope you understand my Problem.

    Is it possibility with an Papyrus Script (or other) to disable the spawned Fish when i activate the Fish-Tank and re-enable in 48 ingame Hours?
    1. BrettM
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      I can't think of any simple way to do that. The fish are supposed to spawn whenever the cell is loaded and are deleted whenever the cell is detached. Perhaps you could add a long wait loop to the spawner script, but then you would get a 48-hour wait every time a new batch of fish is supposed to spawn, and the player would have to remain in the cell for the entire 48 game hours.
  9. kuhlserv
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    Hi Brett.
    Do you, or anybody here know why my Creation Kit crashes if i try to paste an aquarium in the Render Window ?
    Thanks for help !! :-(


    Found the solution. My fault.
    Great ressource. Thank you
  10. UWShocks
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    Looks amazing! , As an avid aquarium enthusiast, I have been waiting for something like this for a long time.
    Can't wait to see some mods that incorporate this.

    Good job
    1. BrettM
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      I used to be a bit of an aquarium hobbyist myself, before I became an apartment dweller. Sadly, I haven't had a tank in years now, so this was the best I could do. Thank you for the kind words.
    2. UWShocks
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      Finally made my first Aquarium [scale of 4]; I have to say: THIS RESOURCE IS AWESOME !!!
      I am currently creating a mod that uses this resource, and I am hoping on a release date within the next 1-2 weeks.
      [I'm a "newb" modder so it won't be anything revolutionary]

      I have to be honest, I know NOTHING when it comes to scripts. However, the excellent tutorial writeup you provided is very informative and easy to follow; thank you for providing that.

      I did run into one problem [perhaps it's just me], but when I tried to create another fish spawn script "fpiAquariumFishSpawn02"; I followed the directions and I would get an error of something along the lines of "extend script does not exist".


      Don't worry, I am only using 2 spawn scripts, but each script is loaded with a "Fish list" of 18 and 12 = 30 little fishies.
      Thanks again BrettM, I very much apreciate this gem you are sharing with us.

      -PS- Do you know if it would be possible to add little non-hostile mudcrabs to our Fish Tanks?
    3. Elianora
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      I know. I did so in my Riverside Ranch Elianoras flavour. Mr. Crabs doesn't really move around, but I made him as a new unaggressive NPC and dropped him in there. He is doing fine
    4. BrettM
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      On the mudcrabs: spawning critters like fish and butterflies are basically animated ingredients, while critters like mudcrabs and bears are actually NPCs. NPC critters can certainly be made non-hostile, just like any human NPC. However, to get NPCs to actually do anything, you have to set up an AI package for them, add patrol markers, etc. I've never made any NPCs, but I'm sure it can be done. It's an interesting idea, and maybe I'll do some experiments some day so I can add instructions on setting up mudcrab and slaughterfish NPCs for an aquarium. Meanwhile, there are some NPC tutorials on the CK Wiki site that might help you figure it out for yourself.

      On the script: I'm afraid that's my fault, but it's easy enough to fix. The source files for the aquarium scripts are in the Scripts\Source\FuzzyPhysics directory. I like to distribute my source code in a separate folder so it's easier for people to find and know where it came from. Unfortunately, the Papyrus compiler is too stupid to handle subfolders, so you need to copy the source files up one level to the Scripts\Source folder before compiling another spawner. (Hard to believe that any program can be that stupid about directories in this day and age!)
    5. UWShocks
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      Thank you for the response, and sorry for the late reply.

      I can confirm that by restructuring the "scripts" folders, that does indeed fix the problem; I was able to successfully create fpiAqauriumFishSpawn02 script.


      In addition, for those looking for "tropical" fish meshes/textures, I was able to find a such a mod where the author has given permission for all to use his resources:

      MJY The Mysterious Island - by mjy
      http://www.nexusmods.com/skyrim/mods/27747
      [permission is located in the readme and under "author notes" in the permission tab]
      Thus far, I have added a leopard shark and a parrot fish [both are salmon-fish replacers]; so I can confirm they work with fpi-aquariums; although when spawned they are larger than the typical "fpi" fish.


      Lastly, I took a look Elianora's mod, which is absolutely beautiful; wow !
      I very much like the way the fish tank was setup, and I was inspired to replicate some of the "cliff" aspects you incorporated; much appreciated.


      -PS- Did I mention a tank of scale 4? Now it's a scale of 7 !!! My dream tank! Mwhauahhahaha!

      Thanks again!