Mariulin Posted September 18, 2017 Posted September 18, 2017 (automatically translated) The alignment seems correct to me. I would say it's a matter of size. There are keywords that you can add to the furniture (it seems to me that it's a "scaletorace" but I'm not sure) that should fix the problem. Alternatively, you can resize (0.9-0.95) the furniture when you have them with CK or MOD to manipulate objects in play. Mod not working properly for me, my character's body doesn't get correctly aligned with most of the devices and I get clipping problems. Whats wrong :/ ? Some examples:
Guest Posted September 18, 2017 Posted September 18, 2017 (automatically translated) The alignment seems correct to me. I would say it's a matter of size. There are keywords that you can add to the furniture (it seems to me that it's a "scaletorace" but I'm not sure) that should fix the problem. Alternatively, you can resize (0.9-0.95) the furniture when you have them with CK or MOD to manipulate objects in play. Mod not working properly for me, my character's body doesn't get correctly aligned with most of the devices and I get clipping problems. Whats wrong :/ ? Some examples: Ok well, that's a bit too complicated for me, I don't even know what MOD is and it's awfully hard to google without getting taken to all sorts of skyrim mods sites. Anyway since size is the issue, I just temporarily changed my player's size with console commands instead, this sort of works.
Mariulin Posted September 18, 2017 Posted September 18, 2017 (Translated automatically) It's visible. A cute idea, that of the Dwemer automa with embedded donzella. If you also wash the dishes, I would like one at my home... Did that work? 20170915092016_1.jpg
Mariulin Posted September 18, 2017 Posted September 18, 2017 (automatically translated) This containment armor is great for the transfer of prisoners of war. Thank you for the suggestion. Did that work? 20170915092016_1.jpg
t.ara Posted September 18, 2017 Author Posted September 18, 2017 for such a procedure i do not have a sync for now...a gamebryo animation has to be synced with the player´s spin...i think this is not working, as long I have no idea to find something written down about such a stuff... (Translated automatically) Probably the cages give the carousel feel if they rotate in the same direction. They should do it a bit in one sense, somewhat in the other, as in this classic ZAZ animation. Immagini796.jpg Immagini797.jpg Immagini804.jpg I´ll later experiment with it´s (gibbet´s) collision, maybe I can get npc´s into the gibbet while swinging...(like I could work-around on the gibbet lifts...) but that is hard to do so... -a steady turning gibbet could be also a furniture, but it´s not looking good - looks like to be inside a "toy"... I´m awaiting that the stuff is stopping to move-but it is working great...I think this is absolutly new inside of the game...I could not find any sort of stuff like that...
t.ara Posted September 18, 2017 Author Posted September 18, 2017 yes that is okay now...but that pose is somehow strange looking to me. I´ll think about that.... Did that work? 20170915092016_1.jpg
Mariulin Posted September 18, 2017 Posted September 18, 2017 (Translated automatically) It is neither a pose nor an animation. It's just the shape of the armor. yes that is okay now...but that pose is somehow strange looking to me. I´ll think about that.... Did that work? 20170915092016_1.jpg
t.ara Posted September 18, 2017 Author Posted September 18, 2017 the new swinging clutter seems to work fine...this is a really good news, thank you mariulin:-))
Mariulin Posted September 18, 2017 Posted September 18, 2017 You welcome. the new swinging clutter seems to work fine...this is a really good news, thank you mariulin:-))
Sardaukar Posted September 19, 2017 Posted September 19, 2017 Yeah I know its not a pose, I was just using it as an example for a suggested animation. Its a really nice position though. (Translated automatically) It is neither a pose nor an animation. It's just the shape of the armor. Immagini817.jpg Immagini818.jpg yes that is okay now...but that pose is somehow strange looking to me. I´ll think about that.... Did that work? 20170915092016_1.jpg
whraven Posted September 21, 2017 Posted September 21, 2017 I must be missing something and could use some help. I installed TUFP 1.2 and upgraded with the 1.3.7 patch. I'm not using Devious Framework, but am using Devious Devices (assets, expansion, integration, etc.). I can find the secret castle, but cannot get to it without fast travel as I can't seem to cross the bridge. Also, I can't find the activators for the water wheels on the bridge. I have seen pictures of the water wheels being used, I just can't seem to use them myself. I can use the devices in and around the castle just fine. Just not the outside water wheels. What am I missing?
t.ara Posted September 21, 2017 Author Posted September 21, 2017 Hi, the update to 1.3 is a patch are you sure that that patch has REPLACED all data of the 1.2 version? The fast travel is in any case possible, if not, you should have a problem with other stuff. If you see the bridge with the moving wheels, you should be able to walk over the bridge to that house-the entrance of the castle. If the wheels don´t work for you, then you may not have let run FNIS for users again after the update. Last but not least could cause another mod a massive error on your installation. Normally if most animations are working, the water-wheels should also work...it´s simply inside the same pack and it should work. Loadorder can´t be resulting in such a problem.. If the download is maybe damaged and that two animations are suddenly damaged-but I think it´s also not the problem... I would del install the stuff and then do the installation again...run FNIS in between to generate the behavior-file for the mod. This info should help you out. I must be missing something and could use some help. I installed TUFP 1.2 and upgraded with the 1.3.7 patch. I'm not using Devious Framework, but am using Devious Devices (assets, expansion, integration, etc.). I can find the secret castle, but cannot get to it without fast travel as I can't seem to cross the bridge. Also, I can't find the activators for the water wheels on the bridge. I have seen pictures of the water wheels being used, I just can't seem to use them myself. I can use the devices in and around the castle just fine. Just not the outside water wheels. What am I missing?
whraven Posted September 21, 2017 Posted September 21, 2017 Pretty much what I did. Installed TFP 1.2. Ran FNIS. Installed TFP 1.3.7 patch over 1.2 so the files in the patch replaced those in 1.2. Re-ran FNIS. Everything else seems to work fine, including the furniture in and around the castle. I can't "walk across the bridge" -- I have to run and jump through the water wheels; otherwise I end up blocked or in the river. I can use the activators on the rugs on the bridge between the water wheels, no problem. I just can't seem to find the activators for the water wheels themselves. No matter where I stand or look, I don't get an activator for either water wheel. I've tried standing on the shore side of either wheel, and on the middle bridge segment side of both. I can find no mod conflicts, nothing is over-written by other mods (I've checked several times). Load order appears good and is confirmed by both LOOT and Wrye Bash. Can someone tell me where the activator is supposed to be? Maybe I'm in the wrong place for it to work? Hi, the update to 1.3 is a patch are you sure that that patch has REPLACED all data of the 1.2 version? The fast travel is in any case possible, if not, you should have a problem with other stuff. If you see the bridge with the moving wheels, you should be able to walk over the bridge to that house-the entrance of the castle. If the wheels don´t work for you, then you may not have let run FNIS for users again after the update. Last but not least could cause another mod a massive error on your installation. Normally if most animations are working, the water-wheels should also work...it´s simply inside the same pack and it should work. Loadorder can´t be resulting in such a problem.. If the download is maybe damaged and that two animations are suddenly damaged-but I think it´s also not the problem... I would del install the stuff and then do the installation again...run FNIS in between to generate the behavior-file for the mod. This info should help you out. I must be missing something and could use some help. I installed TUFP 1.2 and upgraded with the 1.3.7 patch. I'm not using Devious Framework, but am using Devious Devices (assets, expansion, integration, etc.). I can find the secret castle, but cannot get to it without fast travel as I can't seem to cross the bridge. Also, I can't find the activators for the water wheels on the bridge. I have seen pictures of the water wheels being used, I just can't seem to use them myself. I can use the devices in and around the castle just fine. Just not the outside water wheels. What am I missing?
t.ara Posted September 21, 2017 Author Posted September 21, 2017 that´s no activator, it´s a furniture with enter-animation-if it doesn´t work, the mod is not fully installed or somehow defect..but I think you have different stuff that does a conflict-cause. The update is 1.3 (the patch...you read ...7z as (7) !!!...this version 1.3 is the last one)-and it´s (nearly) fully working. The huge water-wheels never caused problems. As soon you get in their near, you can see the task fleshing, to enter the "water-bondage-wheel"...because it´s collision is on of the biggest furniture ever made.
whraven Posted September 21, 2017 Posted September 21, 2017 Thank you for the explanation. I can't imagine what would conflict, as I've checked what I could. I've gotten inside the water wheels, but I usually just end up standing there or eventually getting dumped in the river again. Oh, well. Since everything else works so well, I guess I'll just be happy with what does work. Thanks for a very interesting mod. that´s no activator, it´s a furniture with enter-animation-if it doesn´t work, the mod is not fully installed or somehow defect..but I think you have different stuff that does a conflict-cause. The update is 1.3 (the patch...you read ...7z as (7) !!!...this version 1.3 is the last one)-and it´s (nearly) fully working. The huge water-wheels never caused problems. As soon you get in their near, you can see the task fleshing, to enter the "water-bondage-wheel"...because it´s collision is on of the biggest furniture ever made.
Mariulin Posted September 21, 2017 Posted September 21, 2017 (automatically translated) Check if the hydraulic wheels have too many spokes. (I do not know if the translator correctly returns the term; these are the pegs / sticks / bars linking the outer / circular part of the wheel to the hub). In this case, it is possible that the wheels have been recharged during the update but those of version 1.2 have not been deleted; to me it happened. If this is the case, you should simply delete one for each of the two positions on the deck. Thank you for the explanation. I can't imagine what would conflict, as I've checked what I could. I've gotten inside the water wheels, but I usually just end up standing there or eventually getting dumped in the river again. Oh, well. Since everything else works so well, I guess I'll just be happy with what does work. Thanks for a very interesting mod. that´s no activator, it´s a furniture with enter-animation-if it doesn´t work, the mod is not fully installed or somehow defect..but I think you have different stuff that does a conflict-cause. The update is 1.3 (the patch...you read ...7z as (7) !!!...this version 1.3 is the last one)-and it´s (nearly) fully working. The huge water-wheels never caused problems. As soon you get in their near, you can see the task fleshing, to enter the "water-bondage-wheel"...because it´s collision is on of the biggest furniture ever made.
t.ara Posted September 21, 2017 Author Posted September 21, 2017 today I learned how to pick up oblivion achitecture-meshes and to put them into skyrim...their scale is absolutly suiting and works perfectly...it will spread again the achitectural possibilities of the game and I´ll collect the most nice architecture sets and houses to become as a resource-set inside of skyrim....of course is a gotic church not ideal to be placed near whiterun....but maybe, there is something like "new cities" behind some hills in the future, that will keep us reminding of oblivion:-)) ...and with the skyrim interieur clutter that spends far more better atmosphere and with the beautiful skyrim lightning, some of the oblivion buildings may become really interesting. I also found some very nice clutter that I will like to import into skyrim as well: dungeon - and of course the finest castles...and cell architecture-parts p.s. i´d in no way go too far to use the whole content like skyblivion wants to do in future, because a lot of the oblivion game is set in repetition (every city has some of the same stuff, too much repetition) , like churches and also a lot of architectural parts of castles and dungeons...this is a strong disadvantage when I go to play oblivion and it is exactly pointing to be an older game. Instead, I see a big chance in sorting some of the the meshes and over-style the textures from sky rim, I´ll watch out for the finest parts and integrate them as a resource to sky rim. The resource can then be used like for example the whiterun castle exterior and it´s castle interieur-set, in order to create new styled castles and therefore the interior. Oblivion has also free standing and all sides walled-around cities, that could be also interesting in sky rim as a load-free area. I´ll try to isolate the best meshes I can find and the most well done houses, to be able to built up a complete city in the oblivion-style. Chains and dungeon clutter will (again) go into the zap...
Mariulin Posted September 22, 2017 Posted September 22, 2017 (automatically translated) If you believe that this type of architecture is not suitable for Skyrim, you might occupy an area beyond the southern boundary; for example, you could rebuild the city of Bruma. today I learned how to pick up oblivion achitecture-meshes and to put them into skyrim...their scale is absolutly suiting and works perfectly...it will spread again the achitectural possibilities of the game and I´ll collect the most nice architecture sets and houses to become as a resource-set inside of skyrim....of course is a gotic church not ideal to be placed near whiterun....but maybe, there is something like "new cities" behind some hills in the future, that will keep us reminding of oblivion:-)) ...and with the skyrim interieur clutter that spends far more better atmosphere and with the beautiful skyrim lightning, some of the oblivion buildings may become really interesting. I also found some very nice clutter that I will like to import into skyrim as well: dungeon - and of course the finest castles...and cell architecture-parts p.s. i´d in no way go too far to use the whole content like skyblivion wants to do in future, because a lot of the oblivion game is set in repetition (every city has some of the same stuff, too much repetition) , like churches and also a lot of architectural parts of castles and dungeons...this is a strong disadvantage when I go to play oblivion and it is exactly pointing to be an older game. Instead, I see a big chance in sorting some of the the meshes and over-style the textures from sky rim, I´ll watch out for the finest parts and integrate them as a resource to sky rim. The resource can then be used like for example the whiterun castle exterior and it´s castle interieur-set, in order to create new styled castles and therefore the interior. Oblivion has also free standing and all sides walled-around cities, that could be also interesting in sky rim as a load-free area. I´ll try to isolate the best meshes I can find and the most well done houses, to be able to built up a complete city in the oblivion-style. Chains and dungeon clutter will (again) go into the zap...
Lodakai Posted September 22, 2017 Posted September 22, 2017 (automatically translated) If you believe that this type of architecture is not suitable for Skyrim, you might occupy an area beyond the southern boundary; for example, you could rebuild the city of Bruma. Bruma is already rebuilt =p https://www.nexusmods.com/skyrim/mods/84946/? It's quite massive =o
Mariulin Posted September 22, 2017 Posted September 22, 2017 I should have imagined it ... But I suppose Cyrodjjl has left some building lots ... (automatically translated) If you believe that this type of architecture is not suitable for Skyrim, you might occupy an area beyond the southern boundary; for example, you could rebuild the city of Bruma. Bruma is already rebuilt =p https://www.nexusmods.com/skyrim/mods/84946/? It's quite massive =o
t.ara Posted September 22, 2017 Author Posted September 22, 2017 thanks to your responses and of course a whole team can do lot of more things in less time...I will not follow to existing stuff and I promise not to set things again together as they have been (i don´t play bruma btw...). If you have ideas where to build such a city we can all here search for a nice place - I do prefer of course an snow-free region with maybe also some different trees (i could not convert the trees for now, their mechanics do work more primitive, than the trees work inside of sky rim and so I can convert grass and flowers and some different vegetation MAYBE...too. A green region I´d prefer with a city like skin grad. Narrow and filled with the life of sky rim npcs it would be a smash-hit. I think this is a smaller and realist task. And I´ll try to exchange textures or change existing textures of oblivion parts, to get a fully perfect integration. As I told I do not believe in skyblivion and I would not play that mod because it doesn´t make sense to me as I explained before. As yesterday I opened the oblivion editor (CK), I understood at once how much more sky rim is flexible and much more better technically. We´ll lend only some fine ideas of the past... I think that this can be a very fine mod with some fine old and lost stuff inside of sky rim. I´m very jealous about the moving ropes and chains of oblivion, that work so much realistic. Maybe until then I can transfer also stuff like that. Tonight I´ll try to exchange the textures of that churches (there are 3 different models I could recover so far) to known textures of sky rim. I´m very interested on that stuff.
t.ara Posted September 22, 2017 Author Posted September 22, 2017 the problem is not to import the meshes and buildings, the trouble will just begin with optimization: -distance LOD, -the right switching pointing to all sides to make the stuff appear without drops of frameworks...and ugly mesh on-off-flickering and that optimization is not created also in the most mods... i want to try to make it like it´s officially made the LOD -switching is also used in very actual games, it´s a common way to be used inside of open world games, as far I cold see from different other games... if I can´t get it to work, i´ll copy the whole whiterun and use it´s layout for a distance-view new city (dragons reach excluded!!)
WaxenFigure Posted September 22, 2017 Posted September 22, 2017 Do as others have done and create your own worldspace as an island and set up a ferry system to get there and back. Then you can control the weather, the size, the encounters and all of the architecture.
Mariulin Posted September 22, 2017 Posted September 22, 2017 (Automatically translated) The mountain passes leading to the south are two: the one in East of Riften and the one in Southeast of Falkreath. The terrain off the edge of the map is walkable, there are already reliefs and a reduced forest cover. You should try to figure out which of these two passages has been used less by other modders, relying on the number of single downloads detected when its MOD is released. Alternatively, you can create a new dungeon (or edit an old one) with input to Skyrim and exit into a specially created space (presumably a small isolated valley on the mountains separating Skyrim from Cyrodjjl). P.S. As you have already figured out, I do not understand anything about computer science. But if you need help to perform some simple and repetitive task (such as navmeshed), consider me available ... just then you will also need to explain how to export it to send it ... thanks to your responses and of course a whole team can do lot of more things in less time...I will not follow to existing stuff and I promise not to set things again together as they have been (i don´t play bruma btw...). If you have ideas where to build such a city we can all here search for a nice place - I do prefer of course an snow-free region with maybe also some different trees (i could not convert the trees for now, their mechanics do work more primitive, than the trees work inside of sky rim and so I can convert grass and flowers and some different vegetation MAYBE...too. A green region I´d prefer with a city like skin grad. Narrow and filled with the life of sky rim npcs it would be a smash-hit. I think this is a smaller and realist task. And I´ll try to exchange textures or change existing textures of oblivion parts, to get a fully perfect integration. As I told I do not believe in skyblivion and I would not play that mod because it doesn´t make sense to me as I explained before. As yesterday I opened the oblivion editor (CK), I understood at once how much more sky rim is flexible and much more better technically. We´ll lend only some fine ideas of the past... I think that this can be a very fine mod with some fine old and lost stuff inside of sky rim. I´m very jealous about the moving ropes and chains of oblivion, that work so much realistic. Maybe until then I can transfer also stuff like that. Tonight I´ll try to exchange the textures of that churches (there are 3 different models I could recover so far) to known textures of sky rim. I´m very interested on that stuff.
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