Your first Creation

Post » Sun Jun 17, 2012 11:32 pm

I split the Lockpicking perk into two paths. Fixed the stupid glitches in Proudspire Manor. Changed how training works, and the costs.

All minor stuff so far. Eventually I'll design some vampire clans and politics. That will be time-consuming.
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Lori Joe
 
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Post » Sun Jun 17, 2012 9:19 pm

hehe well its inside a work in progress dungeon so no upload :biggrin: You can take a look at the existing dungeons though, that's how I figured it out. basically you need a portcullis, a puzzle lever, and three puzzle pillars. edit each pillar's script properties to choose your starting positions and your solution. then go to the link reference tab of each pillar and link all three of them up to the lever. Now edit the lever and go to its script properties. you'll have to fill in reference for the portcullis for the activate on solve, the three pillars, and any traps you may want for the activate on fail. Sorry if that's hard to understand, I'm about 5 minutes from bed and don't currently have the CK open. I'll try to help out more tomorrow. ps: I LOVE script properties. makes crap like this so much easier when you don't have to edit the script itself.

ok I see where I was going wrong. The pillars are now turning for me. and the script values are there. but my level is not activating the portcullis. I initially had it linked to a door.

What I have is:
  • 2x NorDefaultPuzzlePillar01
  • defaultPuzzlePullChain01NoFun (which I am guessing might be the problem)
  • and NorPortcullis
The Pillars have initial and solved states set in the defaultPuzzlePillarScript. They both link to the PuzzlePullChain via "Linked Ref" tab.

PullChain script properties:
  • pillarCount = 2.
  • refActorOnSuccess01 = NorPortcullis
  • all others = Default
Thoughts?
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Hayley O'Gara
 
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Post » Sun Jun 17, 2012 7:36 pm

Currently just going through the tutorials (never done anything like this before :D)

But I have a really ambitious idea for a new quest, weapons, dungeons etc. But I need more experience with the Creation Kit, and find other people to help me.
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sharon
 
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Post » Mon Jun 18, 2012 4:00 am

Lokir's Tomb, from the Creationkit.com wiki tutorial.

Yep I'm a TES modding noob.

This is what i am doing, hoping they release the next parts to youtube soon.

I thought modding in this would be much harder than it is. It is surprisingly easy.

Currently watching other modding tutorial videos on youtube to learn about the other things in the ck.
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Kathryn Medows
 
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Post » Sun Jun 17, 2012 2:05 pm

I've now built a house on the shores of Lake Illinalta, but it's not quite finished. The model is, as I planned, the two story farmhouse type as used by Riverwood Traders. I also pinched the interior, stripped out what I didn't want, and then added some odds of my own, like enchanting and alchemy tables. Next up, a dwemer style house by Markath.
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Amy Masters
 
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Post » Sun Jun 17, 2012 4:53 pm

My first Creation was to import a trapdoor, lol:

http://i42.tinypic.com/j7tfdl.jpg
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Sheila Reyes
 
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Post » Sun Jun 17, 2012 8:13 pm

ok I see where I was going wrong. The pillars are now turning for me. and the script values are there. but my level is not activating the portcullis. I initially had it linked to a door.

What I have is:
  • 2x NorDefaultPuzzlePillar01
  • defaultPuzzlePullChain01NoFun (which I am guessing might be the problem)
  • and NorPortcullis
The Pillars have initial and solved states set in the defaultPuzzlePillarScript. They both link to the PuzzlePullChain via "Linked Ref" tab.

PullChain script properties:
  • pillarCount = 2.
  • refActorOnSuccess01 = NorPortcullis
  • all others = Default
Thoughts?
I'll take a look in a few minutes. are you sure you have the puzzle solved when you pull it?
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Chelsea Head
 
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Post » Mon Jun 18, 2012 1:41 am

I'll take a look in a few minutes. are you sure you have the puzzle solved when you pull it?
Yes :)

I am now also working on an blank slate with the three pillars and a portcullis with lever.

hoping that it was just a glitch or something I over looked
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Josh Dagreat
 
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Post » Sun Jun 17, 2012 9:37 pm

Added a third project to the two I was already working on- a mod that removes/alters almost all of the 'essential' tags. Completed it last night, and now the only remaining essentials are a handful of people related to the main and Civil War quest lines and a couple of 'ghosts', and those were left alone solely to avoid breaking scripts that require their presence to fire properly.

At higher levels Dragon attacks will actually leave a mark on the various settlements, and I may even fail quests as a result. As a side benefit, I'll finally be able to rid myself of certain incredibly annoying NPCs. :celebration:
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Shelby McDonald
 
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Post » Sun Jun 17, 2012 1:58 pm

Yes :smile:

I am now also working on an blank slate with the three pillars and a portcullis with lever.

hoping that it was just a glitch or something I over looked

yeah the lever I used was LeverPushAnimatingPillarPuzzle
do you have your pillars on bases? those make it easier to make sure you're working with the right side.

only other thing I can think of is the lever script does have a space for door activator. the puzzle i was working off of just set that to a blank xmarker with no links or scripts or anything. I did the same. Not sure how it would affect anything like that, but its possible i guess.
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Esther Fernandez
 
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Post » Sun Jun 17, 2012 2:38 pm

yeah the lever I used was LeverPushAnimatingPillarPuzzle
do you have your pillars on bases? those make it easier to make sure you're working with the right side.

only other thing I can think of is the lever script does have a space for door activator. the puzzle i was working off of just set that to a blank xmarker with no links or scripts or anything. I did the same. Not sure how it would affect anything like that, but its possible i guess.
I knew it had to be something stupidly simple. That lever was the problem.

The reason for the xmarker is that you have an invisble trigger for the portcullis which you set as it's active parent. If you were to make the level the active parent the portcullis opens whether you solve the problem or not. :)

Thank you for taking the time to help me figure this one out. I have a demo esp file ready for a tutorial so that other like me won't run into the same difficulty. Do you have any objections to being credited for helping me getting this working?
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Brandi Norton
 
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Post » Sun Jun 17, 2012 8:37 pm

My first creation was bringing the Alpha wolves we saw in E3 into the game. Have a lot of ideas that I have to put on hold until Easter, sadly.
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Monika Fiolek
 
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Post » Mon Jun 18, 2012 2:36 am

I knew it had to be something stupidly simple. That lever was the problem.

The reason for the xmarker is that you have an invisble trigger for the portcullis which you set as it's active parent. If you were to make the level the active parent the portcullis opens whether you solve the problem or not. :smile:

Thank you for taking the time to help me figure this one out. I have a demo esp file ready for a tutorial so that other like me won't run into the same difficulty. Do you have any objections to being credited for helping me getting this working?
That's just it though, its not set as an active parent. the lever script has the door activate the xmarker, but the xmarker shouldn't, as far as i can tell, do anything from there.

anyway no, no objections.
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Captian Caveman
 
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Post » Sun Jun 17, 2012 3:52 pm

So the tomb has been made, in addition I have placed the Eye of Magnus in there, and added a Wisp Mother(I like Wisp mothers for some reason) as a guardian. Tommorow, I'm going to add some small clutter(it's a small room).

I don't get it lol. I had so much trouble making a layout in Oblivion that I gave up. Yet I easily did it in the CK.
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Lyndsey Bird
 
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Post » Sun Jun 17, 2012 4:49 pm

So the tomb has been made, in addition I have placed the Eye of Magnus in there, and added a Wisp Mother(I like Wisp mothers for some reason) as a guardian. Tommorow, I'm going to add some small clutter(it's a small room).

I don't get it lol. I had so much trouble making a layout in Oblivion that I gave up. Yet I easily did it in the CK.

yeah same here. Maybe it was those video tuts from beth which made it easier to grasp?

That's just it though, its not set as an active parent. the lever script has the door activate the xmarker, but the xmarker shouldn't, as far as i can tell, do anything from there.

anyway no, no objections.

In Bleak Falls Barrow the xmarker is set as an active parent of the portcullis. Same in mine. I'm pretty sure that if you remove the xmarker it would not work. Reasoning: in a normal situation you need to set a bar/chain/lever as the active parent of a protcullis in order to make it open. So what I believe happens is that you have two exposed variables in the code. One for the controller of the door (our xmarkers) and another for the Door that you want to open. When the puzzle is complete the door is triggered by the lever. but the code behind essentially "pulls" the imaginary lever (xmarker) which tricks us into thinking we just activated the door directly. (bit of a mind bender there)

awesome.
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Kelly John
 
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Post » Sun Jun 17, 2012 11:50 pm

yeah same here. Maybe it was those video tuts from beth which made it easier to grasp?



In Bleak Falls Barrow the xmarker is set as an active parent of the portcullis. Same in mine. I'm pretty sure that if you remove the xmarker it would not work. Reasoning: in a normal situation you need to set a bar/chain/lever as the active parent of a protcullis in order to make it open. So what I believe happens is that you have two exposed variables in the code. One for the controller of the door (our xmarkers) and another for the Door that you want to open. When the puzzle is complete the door is triggered by the lever. but the code behind essentially "pulls" the imaginary lever (xmarker) which tricks us into thinking we just activated the door directly. (bit of a mind bender there)

awesome.
I don't have it set as an active parent though, and my puzzle works just fine. That's what makes the xmarker confusing.
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Jessica Lloyd
 
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Post » Sun Jun 17, 2012 3:58 pm

This is my first project. It's a fort at the northern end of the Reach/southern end of Haafingar. I don't know if it will ever be finished, though, Let alone see the light of day. I'm not real thrilled about it's location, but it's hard finding a good location in the Reach for something this big. Most good spots already have something occupying them or are too close to something else. Anyways, here's some images.

http://img718.imageshack.us/img718/6027/fort1o.jpg
http://img403.imageshack.us/img403/1926/fort2u.jpg
http://img72.imageshack.us/img72/1679/fort3nt.jpg
http://img860.imageshack.us/img860/8449/fort4.jpg
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Isaiah Burdeau
 
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Post » Sun Jun 17, 2012 1:57 pm

Mine was very simple. Just added an enchanting table to the alchemist's shack garden for my crazy witch character to use!
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GLOW...
 
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Post » Sun Jun 17, 2012 9:18 pm

I just created an enchantment that resurrects who it kills.

http://steamcommunity.com/sharedfiles/filedetails/?id=8341

One thing I dislike about modding for skyrim is that it takes a while to start skyrim up to test, every time.
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Angel Torres
 
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Post » Mon Jun 18, 2012 1:46 am

i made an enchanting table for the home in breezehome in whiterun.
http://steamcommunity.com/sharedfiles/filedetails/?id=8848
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xemmybx
 
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Post » Sun Jun 17, 2012 5:16 pm

http://steamcommunity.com/sharedfiles/filedetails/?id=8481

Coombat overall to make things much much more dangerous for both the players and the npcs.

Pretty simple change. Still gotta work on some tweaks though.
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Alisha Clarke
 
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Post » Sun Jun 17, 2012 5:59 pm

A few fixes to the Orcs (like making Garakh a proper blacksmith vendor) and some dialogue fixes.
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Taylah Haines
 
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Post » Sun Jun 17, 2012 3:22 pm

A spell that cremates bodies and reduces them to ash. (Simple adjustment by making a super-brief raise dead spell and adding fire effects)

http://skyrim.nexusmods.com/downloads/file.php?id=8543 Cremate Dead
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Your Mum
 
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Post » Sun Jun 17, 2012 8:31 pm

Toned down the repetition of Heimskr's constant preaching. Now he does it every hour or so.
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Kayleigh Mcneil
 
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Post » Sun Jun 17, 2012 8:37 pm

This is my first project. It's a fort at the northern end of the Reach/southern end of Haafingar. I don't know if it will ever be finished, though, Let alone see the light of day. I'm not real thrilled about it's location, but it's hard finding a good location in the Reach for something this big. Most good spots already have something occupying them or are too close to something else. Anyways, here's some images.

http://img718.imageshack.us/img718/6027/fort1o.jpg
http://img403.imageshack.us/img403/1926/fort2u.jpg
http://img72.imageshack.us/img72/1679/fort3nt.jpg
http://img860.imageshack.us/img860/8449/fort4.jpg

Nice work there man!
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Melis Hristina
 
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