Hello Eek. This is a fantastic package I have to say. I can go one complimenting it in tons of ways but one of the reasons I am posing this is: textures\cubemaps\soulgems_e.dds This is not a vanilla texture and The staff Enchanter station's staffs soulgems are tied to it for the Enviro map. Only mod I am aware of that possesses this is RUSTIC SOULGEMS although their are probably others out their too. Can you provide the proper soulgems_e.dds with your package. Your staff enchanter is great and requires it to get the full effect.. I think their is a few pathing typos in it too regarding the gems for example: textures\clutter\soulgem\SoulGemGreater.dds SoulGemGreater.dds is none existent also so its a bit of guesswork getting it to fully work and looking around for a soulgems_e.dds and even if one is found, it may be mapped custom and wouldn't suit the gems in your package> Not sure Working on it now to get it fully working in its glory but perhaps by the time you have red this; I will have figured it out for myself but if you could fix up the DLC2 working stations; that would be terrific. I haven't checked out everything yet but I noticed those pretty quick
You wouldn't happen to have a folder compiled of all the BCS textures used for the book sets, would you? I absolutely love them, but I'd either need to make BCS a requirement of any mod that I featured them in or would have to find the texture for every book used and include that in the .bsa.
If you don't, I'll go ahead and compile the textures and you can add them to the repository, if you'd like. It's quite a laborious process and I'd like to save other modders the time!
This may sound like a dumb question, but do I just drop the folders into the mesh folder? I literally started learning how to mod a couple of days ago, so am still pretty clueless. Also, are the animations already included in things like cupboards etc? Thank you so much for this! :D
Sorry for the late reply. Yes to placing the meshes in your meshes folder, I recommed Data\meshes\Your mod folder\EEK.
Then if it's a static just drag and drop them from there into statics in the CK and rename what you want. I always put EEK_ at the start of everything so it's easier to find in the CK and instantly recognisable as something I've added and not a vanilla item.
For the animated furniture you'll need to create/edit a container in the CK. This way they open and close on menu entry and exit as vanilla, only fully. Animations included.
If you want them to open and then close on player command add them to the CK as an activator. This way you can add individual loot inside that the player picks up indiviually for example. Remember to tick do not havoc settle and add/set up the no havoc script as things like to fly everywhere when opening!
The Ivy would need to be added as a plant in order for the animations to work. I just used the dragonstongue entry renamed it and pointed it to the new Ivy mesh, this way it's timed with the other flora so to speak and you don't need to worry about the settings.
Thanks, I love new meshes! A couple points, if I may: What exactly is animated in the "animated ivy" meshes? I looked at them in nifskope and can find no animations. When I play the open/close animations of the spider imbuing station in nifskope, the door does not open/close like it does for the vanilla mesh. The mesh looks good, but I believe you've broken the animations.
Sorry, rather the texture is animated. As jdsmith says about the ivy and with the imbuing station the bottles and pipes have moving liquid in them that changes colour and glows . Then I have rotated the uv maps of the liquid to circulate properly. Also on the side panels/tubes something similar. But I believe you right I have broken the animation, that's annoying how did i miss that, I will fix it soon.
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textures\cubemaps\soulgems_e.dds
This is not a vanilla texture and The staff Enchanter station's staffs soulgems are tied to it for the Enviro map. Only mod I am aware of that possesses this is RUSTIC SOULGEMS although their are probably others out their too. Can you provide the proper soulgems_e.dds with your package. Your staff enchanter is great and requires it to get the full effect..
I think their is a few pathing typos in it too regarding the gems for example:
textures\clutter\soulgem\SoulGemGreater.dds
SoulGemGreater.dds is none existent also so its a bit of guesswork getting it to fully work and looking around for a soulgems_e.dds and even if one is found, it may be mapped custom and wouldn't suit the gems in your package> Not sure
Working on it now to get it fully working in its glory but perhaps by the time you have red this; I will have figured it out for myself but if you could fix up the DLC2 working stations; that would be terrific. I haven't checked out everything yet but I noticed those pretty quick
Then if it's a static just drag and drop them from there into statics in the CK and rename what you want. I always put EEK_ at the start of everything so it's easier to find in the CK and instantly recognisable as something I've added and not a vanilla item.
For the animated furniture you'll need to create/edit a container in the CK. This way they open and close on menu entry and exit as vanilla, only fully. Animations included.
If you want them to open and then close on player command add them to the CK as an activator. This way you can add individual loot inside that the player picks up indiviually for example. Remember to tick do not havoc settle and add/set up the no havoc script as things like to fly everywhere when opening!
The Ivy would need to be added as a plant in order for the animations to work. I just used the dragonstongue entry renamed it and pointed it to the new Ivy mesh, this way it's timed with the other flora so to speak and you don't need to worry about the settings.
What exactly is animated in the "animated ivy" meshes? I looked at them in nifskope and can find no animations.
When I play the open/close animations of the spider imbuing station in nifskope, the door does not open/close like it does for the vanilla mesh. The mesh looks good, but I believe you've broken the animations.
I'm unsure about the imbuing station.