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General Mod Discussion - Chilly Snow Edition

Posted: Wed Jun 05, 2013 10:21 pm
by VirtualWeasel
Here, ladies and gents, you can discuss mod/modding stuff, such as (but not limited to) small questions about the Creation Kit, any little comments and minor questions about mods you've installed, and maybe even recommendations for mods or to find mods that others have enjoyed.

I'll start off by asking:
Does anyone know of any good, empty locations for a house outside of the Whiterun tundras? I can't seem to find any dead space where I can place a house.


Some links:

Re: General Mod Discussion - Chilly Snow Edition

Posted: Fri Jun 07, 2013 12:58 am
by I_am_one
I have a question. I'm trying to make the Eye of Magnus Dias (EyeOfMagnusDias01) into a teleporter, to teleport from Tamriel to a cell that I made and back. Is this even possible, and if so, how?

Also, Weasel, can't you just delete some trees and flatten some land to make room for a house? Make your own dead space?

Re: General Mod Discussion - Chilly Snow Edition

Posted: Fri Jun 07, 2013 3:12 am
by VirtualWeasel
Well, you'd want to make that mesh a door, so you could go into the Doors section, pick any door, rename it (ID wise and in-game name), and then set the path to the mesh as the same one as the Dias, which would be "Clutter\EyeOfMagnus\EyeOfMagnusDias01.nif" without quotes. Then, use it as you'd usually use a door.

And no, what I mean by dead space is an area that isn't near a dungeon.
They're everywhere....

Re: General Mod Discussion - Chilly Snow Edition

Posted: Sat Jun 08, 2013 1:12 pm
by Yaije
The frozen reaches north of winterhold came to mind as well as that area east of windhelm. Though both places are really mostly ice on water.

Re: General Mod Discussion - Chilly Snow Edition

Posted: Thu Jun 20, 2013 10:27 pm
by dozer1771
I have often thought about modding one on top one of the iceburgs in the Sea of Ghosts. An exterior tower set like the one outside Bloodskaal Barrow, with some cozy ice caverns below.

The one, which when viewed to the west-northwest from Septimus' Outpost, looks like a Jawa Crawler's silhouette. I think it would be a great place for a solitary Icemage or Necromancer.

Or . . . put it all underground, and use the tilesets from Azura's Star interior, ala The Fortress of Solitude. (Superman's not Elisif's!) :D

Re: General Mod Discussion - Chilly Snow Edition

Posted: Sun Jun 23, 2013 12:18 am
by wyldefx
I placed one building on an island on the Sea of Ghosts. One house I suspended between two bridges over the river east of Markarth. I found room to build a fairly sizable castle southwest of Riften. There is building space in the land around Eldergleam Sanctuary, although the terrain is a little harsh, what with the sulphurous hot springs and what not. You can also build in the mountains, although that requires you to make a way to get up there. It really depends on what your preferences are.

Re: General Mod Discussion - Chilly Snow Edition

Posted: Sun Jun 23, 2013 2:31 am
by VirtualWeasel
The mountains are hard to build in because they're so... upright. Maybe I'm just too reluctant to flatten the landscape.

Re: General Mod Discussion - Chilly Snow Edition

Posted: Sun Jun 23, 2013 2:43 am
by wyldefx
This is true. They are upright. It is only one suggestion, of course. You could also find yourself one of those nice lakes and build out onto the water. As I said, it all depends on what you want. I don't know your vision, but I do know that whatever you build it has to meet some inner vision of what you want. Otherwise, it just becomes a house.

Re: General Mod Discussion - Chilly Snow Edition

Posted: Mon Jun 24, 2013 6:56 am
by VirtualWeasel
I have a question... If I were to, say, build an entire city in the Tamriel worldspace, with AI, clutter objects, NPCs and all, how do you think that would effect performance?

Re: General Mod Discussion - Chilly Snow Edition

Posted: Wed Jul 17, 2013 3:56 pm
by Linkuya
You guys seen Falskaar?

Re: General Mod Discussion - Chilly Snow Edition

Posted: Wed Jul 17, 2013 6:57 pm
by Marelo
Yeah, looks really cool. I probably won't play it myself because I'm a stickler for content sources; I only really like content from Bethesda, with mods for gameplay and mechanics. But I'd be intensely interested in a Let's Play that included it (which Gopher might be doing with his current character).

Re: General Mod Discussion - Chilly Snow Edition

Posted: Wed Jul 17, 2013 9:47 pm
by Linkuya
Gopher?
The mod is the finest looking unofficial expansion I've ever seen for Skyrim.

Re: General Mod Discussion - Chilly Snow Edition

Posted: Thu Jul 18, 2013 5:31 am
by Marelo
Gopher

Edit: Speaking of which, he just announced on his channel that he will be doing a mini-series of Richard in Falskaar.

Re: General Mod Discussion - Chilly Snow Edition

Posted: Fri Jul 19, 2013 11:15 pm
by dzio
@Linkuya - I checked out Falskaar and it looks damn impressive! Especially when you consider the author is 19. :shock: I'm listening to the soundtrack on YT right now and it's absolutely awesome too. If Beth doesn't hire that guy, someone else certainly will. :)

Re: General Mod Discussion - Chilly Snow Edition

Posted: Tue Jul 30, 2013 3:27 pm
by VirtualWeasel
I'm not a fan of big mods like that, because they more often than not add these new locations and make their own new lore... Which I'm fine with, but in these cases, they make up pretty huge-ass, gamebreaking lore that is often badly made.
And if there's anything that [&@%!] me off more than anything else, it's bad worldbuilding >_<

Re: General Mod Discussion - Chilly Snow Edition

Posted: Sun Aug 04, 2013 6:28 am
by Dohva.
Has anyone used Climates of Tamriel Winter edition? I don't want it to be winter year round in my game and I couldn't find more information on it, even on Nexus.

Re: General Mod Discussion - Chilly Snow Edition

Posted: Sat Nov 09, 2013 4:50 am
by Zephyr
Edit: Looking at some mods as normal, I come up with part of the answer. :mrgreen: Disabling an ESP in the load order would only be viable for mods that have no additional files (textures, scripts, etc.).

I've been wondering (for a while) about multiple characters in regard to mods. I like to use different mods for different characters, so switching between concurrent characters feels a little strange. For example, say Save 100 has references to a set of mods. Can those be uninstalled, then put back in the next time Save 100 is loaded? I'm thinking especially of mods with a lot of resource files. Better Vampires, for example, has a particular set of steps for uninstalling or even general troubleshooting.

Hopefully that's clear. I might be am probably making it more complicated than it is.