Looking for advice on almost complete first mod (house)

Post » Mon Apr 04, 2016 1:22 am

https://www.youtube.com/watch?v=iqh02JThuIc



a quick tour of all it has...its easier to just watch it than to read it...



i forgot to mention that i have plans to add rooms for armor and weapon displays, both vanilla and mod created.



leave comments either here or there,...and small thing, but likes are cool there too. Thanks all.

User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Mon Apr 04, 2016 8:37 am

Needs proper lighting, a ceiling, a lot more clutter and decoration, I strongly advise against using vanilla npcs being used, moved or duplicated, a different door that won't clip on exit, I don't know what that blue light on the entrance is but it looks unintentional and out of place, decoration on the outside, a place for shop keepers to sleep, ctrl +f4 should fix the grey face issue, better organisation, right now it just looks like you shoved everything into the cell and didn't move it around and left it in semi-random places.


I think that covers most of the first things I noticed. Good luck!

User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Sun Apr 03, 2016 11:33 pm


Can you give me an example of proper lighting? Im new to lighting and mods in general...i just want you to be able to see everything nice and bright, im not going for a dark "only light where there is a fire or candle" feel. may i ask what is wrong with using the npcs? I have had no problems with the npcs i am using, i removed all ais and factions (except ysolda) and renamed them and gave them new ids and forms. the blur outside is to hide the fact that the load door doesnt fit into the tower...i would love ideas on how to address that. I have a room full of beds for shop keepers and followers but my npcs are kept in a very tight radius, and the shops are open 24/7 for ease of use, so there is no need. Ive done the ctrl f4 thing several times, guess ill need to do it again. can you give any tips on organization? Im a little confused by the comment "right now it just looks like you shoved everything into the cell and didn't move it around and left it in semi-random places." I guess if you could see the top view the organization may be more apparant. Could you be specific? maybe just me running through there didnt really show the layout that well. i guess if i had top down pics of the place my organization would show better? Again, id love any specific suggestions...and thanks for looking and thanks for the advice!

User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Mon Apr 04, 2016 12:53 pm

Well, as far as npcs go.... personally I don't want them AT ALL. I don't know about vanilla vs created, but don't put them in period as far as I'm concerned. Lighting - I want.... um.... I don't even know how to say it really. I don't want blue dwarf daylight inside a house.... but I don't want cave dark either. I want to be able to see in the corners without having to use a light spell. Here - the house mod I like best of all forever is http://www.nexusmods.com/skyrim/mods/68560/? - THAT'S the light ambiance I like.

User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Mon Apr 04, 2016 1:36 pm

Thanks for the input...Sorry you dont like the npcs ...Aylendell was designed as a self contained "city in a tower", one stop shop and i want to buy and sell while im there. so npcs are gonna be there. the blue lights outside are to hide the fact that the door doesnt fit flush against the tower outside...ill see what i can do about an alternative. Also I love it bright so I can see everything like if we were outside at the whiterun market. I will look at the mod you referenced though and see how that is set up.

User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Mon Apr 04, 2016 6:41 am

Examples would be every interior in vanilla Skyrim. You haven't set lighting in your cell, I'm sure it was covered by the YT tutorials if not, the CK tutorials.


As for the npcs, incompatibilities, immersion breaking, quest breaking and I'm sure some other problems will arise. If the door doesn't fit, make it grow, shrink, or simply use another door. It's disorganised, like having your couch in the middle of the living room, your coffee table behind it, the TV to the side, vase in the doorway. It's more of a design thing. The whole smithing set up was the first thing I noticed and still recall.


I think I know why the grey face bug still exists. Try changing the names of your npcs to something not in the game before you press ctrl+f4.

User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Mon Apr 04, 2016 1:47 pm

Although the mod is immersion-breaking, I still like the idea behind it. Are you making the mod for mainly your own use, or are you trying for something you think other people will enjoy?



We once made a mod that was intentionally immersion-breaking (Alpine Lodge)...It's still on the Nexus site if you are interested. We made it mainly just to play around with the creation kit, 3DS Max, Nifskope, etc. and see what we could do. If you are just trying out the creation kit and such, then your mod is a good start.



If you want to make something that the masses will like, then it needs to be more immersion-friendly of course. And I would imagine that using the NPCs you chose might affect some quests. But I would like to give this a positive plug for a first-time effort.

User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am


Return to V - Skyrim