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About this blog

I think the title describes it fairly well. Though I am not a total stranger to applying mods in TES games, back in Oblivion, I did manually applied a few and even created some themed locations without NPC interaction in the TES Construction Kit, what I have learned then, is mostly useless for what I am trying to do now.
A week or so into this effort, I can now see some things that would have made my life much easier, had I known them from the start, so my hope is that what I write here, will help someone in the same situation to resolve these issuers quicker.
I must add, that probably 99% of the fixes and solutions here are from someone else's head, I'm just bringing it together and maybe emphasizing a few things that might otherwise be easy to overlook.

(edit) For some reason, I can't seem to be able to create another blog, separate from this one, so I'll be posting everything here. Thus I have changed the blog name to better reflect its contents.

Entries in this blog

The Trouble With Water (obejcts become invisible, when submerged)

Although it might seem I hadn't been working much on the Maze, lately, I have actually been doing little else, this week. And I'll be finally able to post another update tonight, featuring the first quest-giver, whom, quite likely you will miss entirely, so there will be little different, at first glance, from the previous version.   The most apparent change will be the spiders. Instead of the albino ones from the DLC, there will be modified white Frostbite Spiders, the reason being th

gargamel9

gargamel9 in My First Mod

A Door with a Mind of Its Own

As work progresses on the maze, I have encountered a curious problem. At the fort on top of the exit from the labyrinth, I have placed three doors on the two highest floors of the tower, which will eventually all lead into the same interior cell, but for now, I wanted them (two of them, the other one being blank) to connect to one another, so as to make the roof space of the tower accessible. I have connected quite a few doors by now and I thought I have it down. But nothing seems to work

gargamel9

gargamel9 in My First Mod

The Labyrinth is coming along nicely

Day four of developing the labyrinth, and I have most of the main structures in place. Still working in Creation Kit, I've started adding NPCs, and encountered an unexpected problem. I can't make the NPCs attack me. I've included all of them in the bandit faction and set them to very aggressive, included the master general AI package, tried a bunch of other settings, but nothing seems to work. They follow their idle markers as defined, but when I encounter them, they'll just politely say: "good

gargamel9

gargamel9 in My First Mod

First Half of the First Level Done

Well, I intended this to be a separate blog, from the one about getting the mods running in VR, but even though I was under the impression I was creating a new blog, the post ended up in the old blog. I guess the topic isn't that far off, so I'll continue my modding efforts posts here. If anyone can tell me, how to start a separate blog, I'd be happy. The tab says "Blogs", in plural, after all. But there's no button for a new Blog. I tried to start one using the black button that leads to ever

gargamel9

gargamel9 in My First Mod

A Perilous Maze – a First Attempt at a Mod

Having managed to get most of my favorite mods working, more less, in VR, now I'm ready to start making my own mods, to create the perfect fantasy world for my fantasies. I have a little experience back from the days of Morrowind and Oblivion, in sculpting architecture and dungeons, but I was never able to get scripts working, as the Construction Kit would always crash on me, when I tried. Now, with TESedit, this might no longer be an issue, and with an audience, there may be some additional mot

gargamel9

gargamel9 in My First Mod

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