If anyone wants a snow version of the roof pieces it is very simple to do in the CK.
1. Make a duplicate of the model you want as a snow version. 2. Right click and edit. 3. Add "SnowMaterialFarm" to the Directional Material. 4. Hit OK.
That's all that's needed to change it to a snow version if you want the farmhouse in a snow area. Yay I don't have to make a new version for snow!
I hope everyone who uses these items enjoys them more than I did making them.
No I will not be doing requests, you may suggest something new and If I like the idea I may make it but I am not making new models by request.
If there are issues with collisions please let me know and I will see about fixing them right away, everything should have a collision and work correctly.
Inside the sample cells you can see how the kits are used. Have fun making new farms. The Whiterun parts do not stack correctly at the 64 unit snap so for multiple floors you will need to adjust for each floor with 8 or 16 unit snap. The farm kits do stack correctly.
The pine furniture is not meant for a farmhouse as far as the texture is concerned, but pine is a cheap wood found everywhere in Skyrim so I guess it works, they were mainly designed for Riften or Whiterun interiors as far as texture goes.
I am not a texture artist so NO I will not grunge up any of the textures because they look too new. Find a texture artist and have them do it or do it yourself. If I did it, they would look horrid. Seriously you don't want me doing that lol.
There are multiple versions of the same textured walls such as FarmExtWallWD08A, FarmExtWallWD08B, FarmExtWallWD08C, and FarmExtWallWD08D. These are meant to be used together to prevent texture tiling so they all look similar but not the exact same. Just looks better that way.
I believe Painting resource for mods Will make a nice addition to this building kit, though it requires a little more work with textures and Nifskope.
*********************************************** For anyone that is thinking of creating building kits...
The dimensions for a square floor piece is 256 units using the default "Generic Units" setup that comes with 3DS Max. A wall that allows snap to grid at 64 units in the CK on the X,Y, and Z axis is 256 units wide and high centered on the origin point. Depth is whatever you want, 20-30 units for example. If you have a wall depth of 20 units 10 units center at origin then the other 10 units so the center of the wall is the edge of a floor piece. That keeps things uniform all around the perimeter and ofcourse with room divider walls.
If you make the walls less than 256 units tall make sure it is dividable by 8. 8, 16, 32, 64, 128, 256. Or 128+64=192 or 192+32=224. Those all will snap to grid at 8 units and allow for stacking multiple floors. I don't suggest making the ceiling height lower than 256 though otherwise jumping will cause brain injuries. Anyway those dimensions go for all 3 axis of anything if you want them to snap to grid together but most important for ceiling height.
Click the Edit button in 3DS Max and select Transform Toolbox. drag that little window off to the side and don't close it. Align Pivot is highly useful for putting the objects center as origin before exporting and Center sets it to the center of the object if you clone that object and want to make it easier to manipulate. Object Center will put the item where it's pivot is at the origin point. So if you make a new cylinder that's 256 units tall click the center button to align it perfectly at least on one axis unless it is a center post for something. You also have rotate, self explanatory that rotates from the view that's selected to be worked on. And size that also does accurate scaling.
Want collisions? Chunkmerge! I kept one of my first collisions for Skyrim using a tutorial on manually making them... That's a wine bottle that floats a bit off whatever it is sitting on and has a fubar glow map. You cannot knock it over. It will stand back up every time. Took me 4x the time to make and get that fubar collision than it did to get a perfect working one with Chunkmerge. Link is in the credits on the description.
Hey :) I'm looking over your parts here and think they look great, unlimited possibilities so I won't need to use the same default buildings over and over. I'm creating a new world space land, so the different look fits very good, Looking at your description, you state to not use the parts but "Copy" all the parts to be used, ultimately that's every part. What is the reason for that? It seems it would confuse the choosing which wall part for what building and such. This mod will probably never be posted (I'm not that good at NPC duties) so only private use.
Thank you so much for the new possibilities! It's been complicated for me to follow your rules about your files, i had to test many things but i think everything is ok. My mod is this one ( https://www.nexusmods.com/skyrim/mods/73456 ) if you want to verify that everything is fine and/or if you want to add the link to your mod page. :)
It seems when I use bed model the following happens:
If the bed nif has separate sections like blanket, pillow and wood the NPS does not recognize it as a bed. I could not get followers to use the bed. If I told them to sleep they would sleep on the floor. Even when the bed was assigned to player faction.
If I told them to sleep on an unmodded they did.
I check the bed and it was marked correctly a sleep adult with all the correct markers. The only difference is the generic bed is one piece, one texture and the Jets4571 bed has muliple pieces multiple textures.
Can someone advise? I want to use these beds in my mod. They are really nice. Much nicer than even the 2k version generic.
Are there any plans to make this resource available for the Special Edition? Loading it up in the CK produces errors and the models don't render. I don't have the expertise to convert it for my personal use.
Hey folks Jet just granted me permission to convert these. I will be burning the midnight oil and putting them up on SSE. I will post a link here when finished.
could you point me at a detailed NOT VIDEO tutorial on how to go from Blender to ?? to Creation kit properly setting up a collision mesh??
im going to land up doing a building kit but nobody i have found does a decent set of assets that are textured on BOTH sides (so a given part can be used for both interior and exterior)
im almost there with nifutils but setting things correctly seems a bit Voodoo to me
Hello, jet4571. Letting you know that I have just launched a large estate player-home where the resources in your mod was used a great deal. Magnificent work from you and thank you so much!
118 comments
1. Make a duplicate of the model you want as a snow version.
2. Right click and edit.
3. Add "SnowMaterialFarm" to the Directional Material.
4. Hit OK.
That's all that's needed to change it to a snow version if you want the farmhouse in a snow area. Yay I don't have to make a new version for snow!
I hope everyone who uses these items enjoys them more than I did making them.
No I will not be doing requests, you may suggest something new and If I like the idea I may make it but I am not making new models by request.
If there are issues with collisions please let me know and I will see about fixing them right away, everything should have a collision and work correctly.
Inside the sample cells you can see how the kits are used. Have fun making new farms. The Whiterun parts do not stack correctly at the 64 unit snap so for multiple floors you will need to adjust for each floor with 8 or 16 unit snap. The farm kits do stack correctly.
The pine furniture is not meant for a farmhouse as far as the texture is concerned, but pine is a cheap wood found everywhere in Skyrim so I guess it works, they were mainly designed for Riften or Whiterun interiors as far as texture goes.
I am not a texture artist so NO I will not grunge up any of the textures because they look too new. Find a texture artist and have them do it or do it yourself. If I did it, they would look horrid. Seriously you don't want me doing that lol.
There are multiple versions of the same textured walls such as FarmExtWallWD08A, FarmExtWallWD08B, FarmExtWallWD08C, and FarmExtWallWD08D. These are meant to be used together to prevent texture tiling so they all look similar but not the exact same. Just looks better that way.
I believe Painting resource for mods Will make a nice addition to this building kit, though it requires a little more work with textures and Nifskope.
***********************************************
For anyone that is thinking of creating building kits...
The dimensions for a square floor piece is 256 units using the default "Generic Units" setup that comes with 3DS Max. A wall that allows snap to grid at 64 units in the CK on the X,Y, and Z axis is 256 units wide and high centered on the origin point. Depth is whatever you want, 20-30 units for example. If you have a wall depth of 20 units 10 units center at origin then the other 10 units so the center of the wall is the edge of a floor piece. That keeps things uniform all around the perimeter and ofcourse with room divider walls.
If you make the walls less than 256 units tall make sure it is dividable by 8. 8, 16, 32, 64, 128, 256. Or 128+64=192 or 192+32=224. Those all will snap to grid at 8 units and allow for stacking multiple floors. I don't suggest making the ceiling height lower than 256 though otherwise jumping will cause brain injuries. Anyway those dimensions go for all 3 axis of anything if you want them to snap to grid together but most important for ceiling height.
Click the Edit button in 3DS Max and select Transform Toolbox. drag that little window off to the side and don't close it. Align Pivot is highly useful for putting the objects center as origin before exporting and Center sets it to the center of the object if you clone that object and want to make it easier to manipulate. Object Center will put the item where it's pivot is at the origin point. So if you make a new cylinder that's 256 units tall click the center button to align it perfectly at least on one axis unless it is a center post for something. You also have rotate, self explanatory that rotates from the view that's selected to be worked on. And size that also does accurate scaling.
Want collisions? Chunkmerge! I kept one of my first collisions for Skyrim using a tutorial on manually making them... That's a wine bottle that floats a bit off whatever it is sitting on and has a fubar glow map. You cannot knock it over. It will stand back up every time. Took me 4x the time to make and get that fubar collision than it did to get a perfect working one with Chunkmerge. Link is in the credits on the description.
http://www.nexusmods.com/skyrim/mods/28515/
Thank you and have a nice summer out there.
If the bed nif has separate sections like blanket, pillow and wood the NPS does not recognize it as a bed. I could not get followers to use the bed. If I told them to sleep they would sleep on the floor. Even when the bed was assigned to player faction.
If I told them to sleep on an unmodded they did.
I check the bed and it was marked correctly a sleep adult with all the correct markers. The only difference is the generic bed is one piece, one texture and the Jets4571 bed has muliple pieces multiple textures.
Can someone advise? I want to use these beds in my mod. They are really nice. Much nicer than even the 2k version generic.
im going to land up doing a building kit but nobody i have found does a decent set of assets that are textured on BOTH sides (so a given part can be used for both interior and exterior)
im almost there with nifutils but setting things correctly seems a bit Voodoo to me
Dragonia