Looking for a good treehouse mod.

Post » Wed Mar 09, 2011 8:57 am

For my Bosmer Mystic Archer I am looking for a good tree house mod. I would like some of the standard mod house amenities such as Labeled storage (An equipment sorter would be a plus) one of those things that takes all your ingredients and puts them into a single jar (I hate having separate containers for each ingredient fyi) a bed, a garden or pots, and a fast travel marker on the map. If there are any that are made in an exterior cell yet safe from enemies that would be preferable.

I had been using the "druid's Home" mod, but found it not quite a good fit for my bosmer archer. It was too magical, and I would rather live in a house in a tree rather than inside a tree itself (Unless my elf plans to save the world by baking cookies lol)

I have been doing some digging myself without much luck. All I ask is that if anyone knows of a good tree house mod that they would recommend it, or better yet link to it.

I am not asking anyone to search for me, just hoping someone knows of something already.
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Christine
 
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Post » Wed Mar 09, 2011 2:26 am

how about http://www.tesnexus.com/downloads/file.php?id=31486 probably not exactly what you had in mind though
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Brian LeHury
 
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Post » Wed Mar 09, 2011 8:54 am

Like these?
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3719
http://oblivionsrealestate.com/Find_A_Home/Tree_Homes/tree_homes.html
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luis dejesus
 
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Post » Wed Mar 09, 2011 11:11 am

Check out the http://www.tesnexus.com/downloads/file.php?id=13237 [adtreehome]. Great mod! There's a Cobl version too. Search Nexus for "Druid".
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Adrian Morales
 
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Post » Wed Mar 09, 2011 12:24 am

Check out the http://www.tesnexus.com/downloads/file.php?id=13237 [adtreehome]. Great mod! There's a Cobl version too. Search Nexus for "Druid".


That is the druid's home I mentioned in my first post. I tried it and found it too magical lol. Plus being a little elf inside a tree I feel the need to bake some cookies lol.


On another note I have decided to forgo looking for a house that is in an exterior cell. I forgot that the rain goes through everything in this game including a roof.

I liked the tree house by Rabina that was linked to 2 posts above. It is a little sparse though so I would also like to find a way to put in a container that takes all your ingredients from you with an activator, and it would be nice to have an enchantment and spell making altar. I also will try to find a way to get a certain door out from under the house and back on a wall. The modder made a goof up and left it.

So if anyone knows how I can get a spell and enchantment making altar and an ingredient taker into this house I would like to hear about it.



Update: I found a way to get a ingredient shelf and the 2 Altars into the house. They look great. Now this place has all the stuff I need. The door that is under the house is actually used in a way that the very top of it shows on the wall to kind of hide it. The Modder stated that they are not very good at lining up doors logically lol. It all still works though, and I don't feel like trying to fix it.


If anyone else knows of any other good tree house mods feel free to post them up. If it doesn't help me it may help someone else later on.
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Samantha Pattison
 
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Post » Wed Mar 09, 2011 9:23 am

Okay, now I am confused! I made a addon using the tree house esp, portable altars esp, and ingredient shelves esp since I have no idea how to take objects from other mods and put them in another without making the mod dependent on the other.

I put the items I wanted into the tree house cell and had the addon I made load after the original treehouse and the other 2 mods and the stuff I put in the house is not there. I am guessing that I did something stupidly wrong and all the veteran modders will probably be laughing at this.

Can anyone tell me how to fix this and make it work?
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Daniel Brown
 
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Post » Wed Mar 09, 2011 12:37 pm

I am guessing that I did something stupidly wrong and all the veteran modders will probably be laughing at this.


A lot of veteran modders learned this the hard way - we're laughing with you. :D

http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial is the Wiki article that will be the most helpful to you, I think. If you need more help, start a thread in the CS forums, and I'll lend you a hand.
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tannis
 
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Post » Wed Mar 09, 2011 9:33 am

I'm going to give up on trying to modify the previously mentioned mod. The hassle just isn't worth what I would get out of it.

I am now expanding my search to involve any home that would be a good fit for a wood elf ranger. Maybe a cabin, portable tent, or something else.

I have the portable altars mod now so I can put the necessary altars into any house I choose, so now I just need the house to have all the regular necessities (Labeled storage is a plus), and an alchemical ingredient container that removes all ingredients from you for you and puts them in a single container. I hate all the clicking needed to empty my collected ingredients into a container.

I appreciate all the help I have gotten so far.
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Jonathan Windmon
 
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Post » Wed Mar 09, 2011 8:01 am

You might actually look at downloading Cobl. It has automatic ingredient sorters, altars, tons of neat stuff you can put in house mods. And because the objects are contained in an .esm, you can load up the mod with Cobl Main.esm and add objects to the mod directly from it (just like you did before), rather than going through the de-isolation process.

There's a full walk-through for how to do it http://tesalliance.org/forums/index.php?/tutorials/article/39-how-to-cobl-your-mod/. If you enjoy these features in houses, you might want to get Cobl anyways, even if you decide not to edit this mod. A lot of house modders use the Cobl sorters and altars and what not, because they are so well-done, and you'll need to have Cobl yourself to enjoy them.
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Gavin boyce
 
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Post » Wed Mar 09, 2011 7:30 am

You might actually look at downloading Cobl. It has automatic ingredient sorters, altars, tons of neat stuff you can put in house mods. And because the objects are contained in an .esm, you can load up the mod with Cobl Main.esm and add objects to the mod directly from it (just like you did before), rather than going through the de-isolation process.

There's a full walk-through for how to do it http://tesalliance.org/forums/index.php?/tutorials/article/39-how-to-cobl-your-mod/. If you enjoy these features in houses, you might want to get Cobl anyways, even if you decide not to edit this mod. A lot of house modders use the Cobl sorters and altars and what not, because they are so well-done, and you'll need to have Cobl yourself to enjoy them.


That looks like just what I need. I will download Cobl tomorrow as I have to go to the local coffee shop to do so because I have Dialup internet :eek:

As far as using Cobl that seems simple, and After reading the other article you posted I understand why what I did didn't work, and why doing it with Cobl will.

Maybe I'll try to figure out how to reposition 2 of the doors in this mod to make them in more appropriate places. (one door is below the floor with the top showing on the bottom edge of the wall because the modder couldn't think of how to situate it as it takes you up to the crows nest. (Maybe a ladder going up there for looks with a hatch on the roof? Also the door to the ground is kind of weird as on the outside of the wall there is no door, they just put a door there inside because once again they couldn't think of how to place it so the ladder from the ground goes to it. While I'm at it I think the leveled creature spawn next to the stable needs to go. Can't have a wolf attacking my horse all the time.
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Chantelle Walker
 
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Post » Tue Mar 08, 2011 11:08 pm

I redid some of the doors so they now are more logically arranged. I made sure to reference them to each other and set up the marker thingy for where you appear after you go through the door.

The issue is now when I go to the place in game none of the doors work. I don't get an open option when looking at them. and not just the doors I added, but all of them including ones I did not touch. Anyone know how to fix that?
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Spencey!
 
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Post » Tue Mar 08, 2011 11:04 pm

I redid some of the doors so they now are more logically arranged. I made sure to reference them to each other and set up the marker thingy for where you appear after you go through the door.

The issue is now when I go to the place in game none of the doors work. I don't get an open option when looking at them. and not just the doors I added, but all of them including ones I did not touch. Anyone know how to fix that?


Make a new save without the mod active, and test with that save.

Doors are persistent references, so their position and state get saved in your saved game. When you moved them, the art might update but the collision (necessary for the player to interact with an object) might not. There are ways to fix this, but your best bet for now is just to make a clean save and test again. :)
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Theodore Walling
 
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Post » Tue Mar 08, 2011 10:26 pm

Make a new save without the mod active, and test with that save.

Doors are persistent references, so their position and state get saved in your saved game. When you moved them, the art might update but the collision (necessary for the player to interact with an object) might not. There are ways to fix this, but your best bet for now is just to make a clean save and test again. :)


It all works now except for one door. Well the door works, but I have to use TCL to access it opposite the side it should be. I wonder if somehow the activation part stayed upright when I turned the door upside down to put it on the ceiling. I will find a door that is already a ceiling hatch and use that. Otherwise all is well and I will add some goodies from COBL to it.
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Shiarra Curtis
 
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Post » Tue Mar 08, 2011 8:45 pm

Update: I swapped out the previous roof hatch with one that was designed for being on the ceiling and it works now. I put one of those metal fire dish thingies on the deck in the area that has an invisible wall in the way so you couldn't pass through there even if the invisible wall didn't exist, and it fits in very nicely. I made the whole thing safer by replacing some rope strands that had no collision with some fence panels so you don't fall off the edge. The crows nest is fully walled off, and has a nice open deck on one side perfect for landing your dragon with the akatosh mount mod. I also lit up the crows nest too. I redid the basemant lights with less bright and less harsh lights so you don't get blinded when you go down there (previous modder must have had his brightness too low or something). I put an ingredient shelf and a 2 in 1 spellcrafting/enchanting altar that only appears once you have access to them in the mages guild. I also tipped the flame in the fire place to be right side up instead of on its side (That just was weird). I removed all leveled creature spawns in the house cell, and in the 8 cells around it and put some deer in their places.

I think I am finished now after working on it for 2 days :celebration:
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Isaac Saetern
 
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Post » Wed Mar 09, 2011 1:47 am

Congratulations! :celebration:

Enjoy the fruits of your labor. :happy:
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Chica Cheve
 
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Post » Tue Mar 08, 2011 8:23 pm

Congratulations! :celebration:

Enjoy the fruits of your labor. :happy:


Thank you for the help. It turned out so good I think I might try contacting the original modder and release this mod as a renovation of the mod it was based off of.

The only problem I could not fix was the collision issue around the tree. I found out that it is the tree itself causing the invisible wall so I just worked around it so it is almost unnoticeable.
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Spooky Angel
 
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