Your first Creation

Post » Mon Jun 18, 2012 12:10 am

Nice work there man!

Thank you.
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Latisha Fry
 
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Post » Sun Jun 17, 2012 10:55 pm

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


The only video I watched was the one for adding NPCs.
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Christie Mitchell
 
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Post » Mon Jun 18, 2012 1:40 am

Thank you.

I agree with him/her, except for the man part :P Ps Fort a new home?
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Destinyscharm
 
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Post » Sun Jun 17, 2012 11:45 pm

I agree with him/her, except for the man part :tongue: Ps Fort a new home?

If I ever finish it, yes. My ADHD often gets the better of me and I end up never finishing a lot of my mods.

The little cottages people make are nice, but they're just not big enough for me. I collect too many things. :biggrin:
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john palmer
 
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Post » Mon Jun 18, 2012 12:44 am

My first creation was making a new cookable recipe for Clam Chowder. For the record though, I haven't posted mine to Steam; someone else made a similar Clam Chowder recipe mod as well and posted theirs. (Mine seems to call for more ingredients though: Clams/Potatoes/Salt/Garlic/Leeks)

Lately I've been learning to make some new potential-follower NPCs. As I haven't quite got the hang of making a locale for them to dwell in, I've just plopped them in on the balconies of Dragonsreach for the time being...

Tim (aka the Slipperman)
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Carlos Vazquez
 
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Post » Sun Jun 17, 2012 3:28 pm

My fist project segwayed into writing a tutorial on puzzles today. The preliminary unstyled result can be found here: http://skyrim.offbeatgeek.com/puzzle1.html I am sure there are things that need work. Feel free to PM me with any issues.

More to come :)
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Gracie Dugdale
 
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Post » Sun Jun 17, 2012 11:42 pm

My fist project segwayed into writing a tutorial on puzzles today. The preliminary unstyled result can be found here: http://skyrim.offbeatgeek.com/puzzle1.html I am sure there are things that need work. Feel free to PM me with any issues.

More to come :smile:

That looks like a good tutorial. I'll have to go through it when I have more time.
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Shannon Marie Jones
 
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Post » Mon Jun 18, 2012 12:59 am

Toned down the repetition of Heimskr's constant preaching. Now he does it every hour or so.


Now make him pass a plate around when he's done...
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sas
 
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Post » Mon Jun 18, 2012 2:25 am

Mine was very simple. Just added an enchanting table to the alchemist's shack garden for my crazy witch character to use!

I like Alchemist's Shack also...I added a forge in the front yard, tanning rack, workbench, grinding wheel, a few more storage barrels, a smelter behind the garden up against the mountain rocks...
...and a cooking spit on the other side of the garden fence to the north...with some sacks for food....and a couple of strong boxes on the shelves inside.
I DID NOT put an enchanting table anywhere, because I typically don't use it. LOL!

What I like about that site, is that there is no extra loading door...
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Peter lopez
 
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Post » Mon Jun 18, 2012 2:52 am

I made a little nord house in the hills near twilight sepulchre

http://i1150.photobucket.com/albums/o611/decoy027/NordHouse1.jpg
http://i1150.photobucket.com/albums/o611/decoy027/NordHouse2.jpg
http://i1150.photobucket.com/albums/o611/decoy027/NordHouse3.jpg
http://i1150.photobucket.com/albums/o611/decoy027/NordHouse4.jpg
http://i1150.photobucket.com/albums/o611/decoy027/NordHouse5.jpg
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Chris Duncan
 
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Post » Mon Jun 18, 2012 3:59 am

First creation: Cave with no entrance or exit.
http://i.imgur.com/zOiM1.jpg
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GPMG
 
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Post » Sun Jun 17, 2012 5:31 pm

Well, for me, first thing was to understand how CK works, so I started real basic thingy, as I am still 'modding new player'; So, I've always wondered how bad shape Brezehome was.
So as some kind test, I started to replace those common beds and end tables with noble versions and added better carpets (Jovaskkr red rugs). Maybe I do same "renovations"
to Proudspire Manor and Honeyside too, now when I got much more time to play (thank god, finally it's friday!). But I have to say that pretty pleased to results, so far. :brokencomputer:

Cannot show pics yet, since I'm not writing from home comp.
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Dorian Cozens
 
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Post » Sun Jun 17, 2012 7:51 pm

The first thing I did were some much needed renovations in my Breezehome. I added enchnating top to the table in the crafting room as well as a new chest to keep all the enchanting supplies in. I switched the ugly common bed in the upstairs bedroom for a nice noble one (come to think of it I should probably do the same for Lydia) and I added additional bookcase in the living room area. Oh yeah.. I also streightened out that chest that was sitting crooked on the top of the bookcase in the crafting room.

Come to think of it,I will probably switch all that ugly furniture in the home to the nice noble one.
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Dj Matty P
 
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Post » Sun Jun 17, 2012 2:53 pm

Khajiit stuff:
More female hair: http://skyrim.nexusmods.com/downloads/file.php?id=8313
Earrings as jewelry: http://skyrim.nexusmods.com/downloads/file.php?id=8624
They use the ear body slot and can be used with circlets and most helmets.

Evil thought about adding an script to the earrings later. Transform the character to Khajiit if they equip them, is not autoupdate nice :)
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DAVId MArtInez
 
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Post » Mon Jun 18, 2012 4:26 am

I am building an armory, lots of mannequins, weapon racks, plaques and display cases.
A bit of taxidermy and a few statues happening too using the LoadScreen statics.

Once I get the main area done I am going to put a crafting area of to the side with ander ground smelter and forge.
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Joey Bel
 
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Post » Mon Jun 18, 2012 4:40 am

Hi

Ive Made an Expansion to riverwood which adds 5 new houses
so far 3 new NPCs
A playable home
Lots of trees
Lanterns on houses
and much much more

Its called "http://skyrim.nexusmods.com/downloads/file.php?id=8200" Its still a WIP but ive had a good respose so far

Check it out there more to come!
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Raymond J. Ramirez
 
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Post » Sun Jun 17, 2012 5:45 pm

Geez, everyone is doing caves and buildings.
I just rewrote the Smithing tree as Armor vs Weapons, to make the cost/benefit tradeoff more even. PCs who choose light armor but use weapons had to either sprint up the heavy armor side to get dragonscale or fill both sides. (Don't get me started about SteelPlate being in the light armor tree.)
Now mages who want only armor, or assassins who eschew armor, can avoid one half of the tree without loss.
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Christine Pane
 
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Post » Sun Jun 17, 2012 8:30 pm

As with most things of this type, I brainstormed big instead of starting small. I'm currently in the planning/rough designing of a very large dungeon and a castle. I also outlined a large series of scripted events that would happen around winterhold. Now I just have to actually figure out how to use the CK and other programs, such as blender, to make what I have on paper into a real mod. Here's hoping I can stick with it and not get frustrated when I can't figure out what I'm doing wrong (or get sidetracked on another project).
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Danny Warner
 
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Post » Sun Jun 17, 2012 5:43 pm

Geez, everyone is doing caves and buildings.
I just rewrote the Smithing tree as Armor vs Weapons, to make the cost/benefit tradeoff more even. PCs who choose light armor but use weapons had to either sprint up the heavy armor side to get dragonscale or fill both sides. (Don't get me started about SteelPlate being in the light armor tree.)
Now mages who want only armor, or assassins who eschew armor, can avoid one half of the tree without loss.

I've thought about the steel plate issue and I think I might have some idea why it's on the light armor side. While it doesn't make sense to be on the light side, it does give me a set of heavy armor I can improve for my companions.

As with most things of this type, I brainstormed big instead of starting small. I'm currently in the planning/rough designing of a very large dungeon and a castle. I also outlined a large series of scripted events that would happen around winterhold. Now I just have to actually figure out how to use the CK and other programs, such as blender, to make what I have on paper into a real mod. Here's hoping I can stick with it and not get frustrated when I can't figure out what I'm doing wrong (or get sidetracked on another project).

I know how that goes. My work on my fort has spurred me into planning a new castle building set. There are some aspects of the Imperial Fort set that I'm not happy with. I have no doubt I can do the modelling for it, but texturing the set is another matter for me.
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Luis Reyma
 
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Post » Sun Jun 17, 2012 12:47 pm

I'm 90% sure I've got an image of an archi viz render of a building exactly like that one. Think I got it from some arch viz forum.

Not entirely sure though, did you make that yourself? (the design I mean, not the model itself)

The original 3ds mesh was obtained from public domain. I grabbed something quick so I could use it as a base while learning the details of getting a model from 3ds into the game. Credits due will go to the original architectural designer when I publish this in the Steam Workshop in a day or so. Now I've worked out the details, I'll be creating additional house designs in the future.

This house will form the bases of my upcoming tutorial on working with 3DS Max and Skyrim.

Here are updated pics and stats: http://www.x3dmod.com/forum/viewtopic.php?f=176&t=807
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Nitol Ahmed
 
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Post » Mon Jun 18, 2012 2:44 am

Massive trade/banking/economy overhaul (addition is probably the right word). http://skyrim.nexusmods.com/downloads/file.php?id=8666

In no finishable state currently.
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Benito Martinez
 
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Post » Sun Jun 17, 2012 8:56 pm

Geez, everyone is doing caves and buildings...

Those are typical first projects, since the default housing tends to be...lacking...and players want something more to their own tastes. I'm considering taking an already existent house, possibly the Alchemist's Shack, and modding it to suit, so that I have a ready-made base of operations that isn't at the mercy of scripts or quests. It will also be ideal for my planned Vampire characters, since them having a house otherwise is...problematical...to say the least.
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Add Me
 
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Post » Sun Jun 17, 2012 3:33 pm

Mine was pretty ambitious . . . I've started a mod called "Dwemer Artificer" that lets players build automatons at the forge and use them as companions. It's a work in progress, but it's available on Skyrimnexus. :D

I'm too new here to post links :(
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emma sweeney
 
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Post » Mon Jun 18, 2012 4:42 am

After I worked out how to solve my issues with the Creation Kit, I finally started to take a deeper look.

I wanted to start with making a few changes to the actual landscape (adding a house or two) but it wasn't that easy, so I thought I just follow the tutorial and learn from it - I have to say the UI is pretty good and it's very easy to make the interior for LokirsTomb. I will finish it tomorrow and then mess around with the rest of the CK. By the way, I was curious: Is there a way to create a new landscape, so I don't have to alter Skyrim? Just thought of maybe adding a script and get to a new island or something like that.
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mimi_lys
 
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Post » Sun Jun 17, 2012 7:16 pm

Well now that I have gotten my hands all dirty with the tutorial I am moving onto my own personal mod now. Although I have yet to do the advanced tutorials, I will get on those after I put to practice what I have learned so far.

Being a fan of dungeon crawling, like in pen and paper D&D in days of old, I am creating a true (hope) dungeon crawl experience.

I just finished building the basic layout of my level one. Here it is in all it's glory.

[img]http://img809.imageshack.us/img809/9933/creationkit201202101619.jpg[/img]

Now I get to clutter this puppy up and flesh it out with lights, sounds and atmosphere. Then it's time to get into the advanced creation techniques
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christelle047
 
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