The Best player residence I ever tested in Skyrim. Love the triangle shape, love the way interior space is organised, love the windows and the entrance door, love the terrace and the panorama. I want no more room inside, no more rooms or chambers. So modern and still lore-friendly. So modest and still luxurious!
Gonna add hammak inhere from Phitt's Sheogorad Resource if it's possible.
Just one little glitch - I call it glitch - I am haunted by:
Spoiler:
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The bear pelt on the floor - it's pretty weird. I wish the character's position were much higher, so that the half body and half cheek was not sunk below the floor. How can I edit, please.
P.S. The pelt itself looks a bit shabby. It will be incredibly immersive to have a pelt look like this (with a head part on):
This is first of all a modder's resource, the demo has only the purpose to show the objects in game. And I did not make the objects, they are made by Stroti for Oblivion and only ported over by me. Replace the shabby fur by something else if you wish. You can open the fur bedroll in Nifskope and change the height of the fur Nitrishape from 10 to 5 and then in the CK move it upwards until it fits on the floor. The NPC should now not sink too much into the floor.
And I cannot help you with the raining - just send you over to SSE where it no longer rains inside open buildings. Real Shelter uses scripts and I am not a scripter, sorry.
Btw: Thanks for the screenshots, you have uploaded them twice, I'll remove the doubles, o. k.?
Please, remove them. I couldn't find an option to do it miself.
The house's location is too felicitous for just a demo. I don't want to move it anywhere else. Though some changes and tweaks I still need to do.
Btw the pan with fried eggs is gorgeous. Brittney Spears - I haven't tested it yet, it may occur that I will just through it away from the hight of my terrace And the wine in the bottle has to be transparent - I couldn't achieve it by adding alpha channel in Ps... - no matter.
Raining. It's winter so far. So, let those snowflakes keep falling down, I'm no cold.
Thanks for the instructions about bedroll position editing.
Hi, I have a odd problem. I've added one of the bed doors as container into my mod, renaming and so forth. The problem is it does not show up at all in game. Now it is there in the CK and I've even added items to it. I've made a lot of containers, and have never run across this before.
Any ideas?
This resource, BTW is going to be a very nice feature addition to my mod. Thanks!
Now, this is the weirdest thing ... I tested it myself and really: containers (and doors) using BedContainerRight and BedContainerLeft did not appear in the spot where I placed them but I found the references with TCL deep underground and far away ... Well, it worked in my own Treehouse demo esp so I looked it up there and found that the references were scaled up a little bit. Usually this does not matter but I tried - and really, the upscaled references appear at the spots were I placed them. A small scaling of the reference - 1,01 or 0,99 - and it works.
I am working with Skyrim nifs for more than four years now but something similar weird did not yet occur to me. I found no errors in both nifs, not in the original Oblivion and not in the converted Skyrim nif. This makes absolutely no sense to me ... I think I'm going to see a doctor.
Actually, I know nothing about nifskope or making tex. but I did think of the scaling and even the position. I'll try the references you suggest. I did find an odd solution which was to make two doors (both left). The first drawer magically appeared after creating the 2nd left drawer so well enough I guess. I just buried the 2nd door. Hopefully, this will hold permanently for my mod. Thanks!
As usual excellent resources - I don't suppose you are thinking of making the oil lamps in off mode are you? Its just at the moment when I take the lights away I have to take away the lamps as well.
You are right. There is a bug in the collision of the static coffeepot. I uploaded a new separate file for it with a fixed collision.
I am sorry for the issue. I tested the static stuff but obviously did not face the coffeepot directly, which is when the CTD occurs. When you look at it from farther away and from the side, there is no crash.
I knew you would know what to do with it and do it fast <3 Sorry to be a bother, but I take coffee seriously and I need this lovely lovely pot in my mod
As I mentioned in the description: This house is "open", so you can look outside through the windows, but unfortunately it will rain inside when it rains outside.
I like this a lot, just wanted to know a few things...
1: do the oblivion scripts come with this for someone to try to convert? 2: so as a resource, there are a lot of separate objects?, like tables, chairs, even those table cloths and animal furs that are on the floor(i would like to remove those). 3: what working objects are there??(stove, bed, chairs, other)
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Gonna add hammak inhere from Phitt's Sheogorad Resource if it's possible.
Just one little glitch - I call it glitch - I am haunted by:
The bear pelt on the floor - it's pretty weird. I wish the character's position were much higher, so that the half body and half cheek was not sunk below the floor. How can I edit, please.
P.S. The pelt itself looks a bit shabby. It will be incredibly immersive to have a pelt look like this (with a head part on):
You can open the fur bedroll in Nifskope and change the height of the fur Nitrishape from 10 to 5 and then in the CK move it upwards until it fits on the floor. The NPC should now not sink too much into the floor.
And I cannot help you with the raining - just send you over to SSE where it no longer rains inside open buildings. Real Shelter uses scripts and I am not a scripter, sorry.
Btw: Thanks for the screenshots, you have uploaded them twice, I'll remove the doubles, o. k.?
The house's location is too felicitous for just a demo. I don't want to move it anywhere else. Though some changes and tweaks I still need to do.
Btw the pan with fried eggs is gorgeous. Brittney Spears - I haven't tested it yet, it may occur that I will just through it away from the hight of my terrace
Raining. It's winter so far. So, let those snowflakes keep falling down, I'm no cold.
Thanks for the instructions about bedroll position editing.
Any ideas?
This resource, BTW is going to be a very nice feature addition to my mod. Thanks!
I tested it myself and really: containers (and doors) using BedContainerRight and BedContainerLeft did not appear in the spot where I placed them but I found the references with TCL deep underground and far away ... Well, it worked in my own Treehouse demo esp so I looked it up there and found that the references were scaled up a little bit. Usually this does not matter but I tried - and really, the upscaled references appear at the spots were I placed them. A small scaling of the reference - 1,01 or 0,99 - and it works.
I am working with Skyrim nifs for more than four years now but something similar weird did not yet occur to me. I found no errors in both nifs, not in the original Oblivion and not in the converted Skyrim nif. This makes absolutely no sense to me ... I think I'm going to see a doctor.
Update: I found it. Is an ext. cell location Wilderness -9,-20.
Is it just me or does it do that to anyone else?
I am sorry for the issue. I tested the static stuff but obviously did not face the coffeepot directly, which is when the CTD occurs. When you look at it from farther away and from the side, there is no crash.
Sorry to be a bother, but I take coffee seriously and I need this lovely lovely pot in my mod
THANK YOU <3
This house is "open", so you can look outside through the windows, but unfortunately it will rain inside when it rains outside.
Love this resource btw!
1: do the oblivion scripts come with this for someone to try to convert?
2: so as a resource, there are a lot of separate objects?, like tables, chairs, even those table cloths and animal furs that are on the floor(i would like to remove those).
3: what working objects are there??(stove, bed, chairs, other)
Exterior cell? It has no name. But there is a map marker where you can travel to, see screenshot.
Exterior meshes? The tree house itself is a combination of treeHouse.nif and treeHouseRoof.nif