Enter Skyrim

Enter Skyrim
Skyrim Mages College

Saturday, November 30, 2013

Underville mod by M7

http://steamcommunity.com/sharedfiles/filedetails/?id=199718133

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Underville:

A new town in Solstheim (Dragonborn DLC).

Version 1.0 - Work in Progress.


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Overview:
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Near the Ice Castle ruins in Northern Solstheim is the location of an ice-walled enclosure known as Underville. This town is completely enclosed in ICE, allowing the citizens perfect security (guards included). Originally I wanted to create a worldspace for this project, then I realized I could build an interior landscape for Navmeshing purposes.  This Mod uses Dragonborn DLC & Skyrim updates. 

Features:
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1.  General Goods Merchant/Inn.
2.  Metalsmith.
3.  Farmer House.
4.  Guard House.
5.  Chapel of Mara.
6.  Town Hall.
7.  Food & Clothing store.
8.  Working Grain Mill.
9.  2 small lakes or ponds.
10. Guards & other NPC people.

Under Development or Future projects:
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1.  The Palace (Player home).
2.  More people. 

Developer's Notes:
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The Navmeshing of the first main area took 2 hours to compute correctly due to the size of the town.  Then I finalized doors, etc.  NPCs can walk in specified areas.  This project is ongoing since this weekend (11-29-2013+).  Suggestions for improvement are welcome. Please report any bugs or issues in the commentary section below. Please rate & Thank you for playing / testing this project. 

M7.
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Saturday, November 9, 2013

DB video

DragonBorn Mods 01

http://steamcommunity.com/sharedfiles/filedetails/?id=193374986&searchtext=

http://www.youtube.com/watch?v=2gtRqWiL4-M&feature=youtu.be

M7 Starter Home for DragonBorn:

Located within walking distance from Raven Rock on the coastline, This starter home is equipped with:

Respawning Containers: 6 (supplies)
Safe Containers (storage): 19
Bedrolls: 4, Beds: 1
Display Cases: 2
Utilities: Cooking fire, Staff work bench, Smithing Anvil/workbench/grindstone, chopping block, Arcane Enchanter, Alchemy lab, Tanning Rack, Shrines.

Comes with Bathroom & shower, bedroom, Dining room, entry.
Redoran Style home, and complete with General Goods Vendor/Fence.

M7: November 9, 2013.

Version 1.0
Requires: DragonBorn, Updates, and Skyrim.

Updated: 11-9-2013: 11am:

- Added Guar Soap and Dunmer Body Wash to Wash Basin
- Fixed NPC to respawn

M7

https://www.youtube.com/watch?v=HW7Rw3vcOq0

The Emerald Palace (video by a reviewer)...

The Emerald Palace ~ A New Player Home in Solstheim

by: Iapana7-M7.

REQUIRES: DRAGONBORN DLC, UPDATES, SKYRIM Games.
version 1.0, 1.2
M7-11.15.2013

Story: Your distant relative, a Prince of Emerald Isle, was recently killed by a malevolent Dragon. He mentioned You in his Last Will as his heir. You can fast-travel to the Emerald Isle as it is on the coast near Raven Rock, Solstheim. Look for a Mysterious Chest near the entrance.


Features:

Level 1:

Emerald Isle has 3 levels.  The first level [after entrance with the fake Dragon waterfall] begins in the well-guarded Main Hall. There is a Library (with Fence Vendor), Royal Forge (with Blacksmith vendor, forge, grinding stone, workbench, chopping block, staff maker), Ammunition Storage Room/Archery Range, Hidden Rooms, Barracks with Guards & beds/forge, Great Hall (Pantry, Kitchen, Dining, Throne; alchemy, cooking,) Petting Zoo (please do not feed the animals), Hidden Wine cellar, Printer & Tailor shop (Vendor), Chapel with Priest (vendor).

Level 2:

The second level features: 2nd Floor Main Hall, A Living room with Enchant Station, Boiler Engine room, Green House with plants and Grain Mill, Bakery, Museum of Fine Art, Storage Room, 3 Guest Rooms, Royal Mausoleum (with hidden vault), Teleport Stations to Emerald Palace. Master Suite with private Bathroom with Shower/toilet. 

Level 0: (Subterranean) Includes a hot tub, cold swimming pool, (Steam room) Sauna, tower, waterfall, crystals, tents with bedrolls, statuary, cave. 

The Emerald Palace is accessible by Teleport Stations.  It is for the most part a Night Club.  NPCs included.  Plus it has beverages for sale and a vendor.

This Mod took 1.3 weeks to complete; please Rate.

Issues:

The Mannequins (being listed as living actors in the CK) will occasionally move off platforms, but will stay put with clothing on them, click the base of the mannequin to activate. On loading the CK the usual error warnings occur, mostly to do with Navmeshing or Quest information missing. So do all quests before playing this Mod for safety.  Back up your saves when updating.  The Weapons racks, player book cases, Mannequins, etc. are copied from Solitude's Proudspire Manor. When I added an auto-load door to the teleport stations I had this caption follow me around after exiting; so to cure this I deleted the auto-load door and substituted a Lift door; that's the rooms with the blue column of light. All chests or cupboards that are Marked "Safe player Chest" are non-respawn, meaning, things will not disappear when placed there.  I took off the aggro distance, behavior and walking distance from the animals in the Petting Zoo to make them docile and not violent. Scripts are added for playability and for information purposes. Constructible items are in Cooking, Vending machines (Wine Cask, Coffee Maker; Drinks, Etc.), and Tailoring/Book Publishing. Other containers respawn (supplies, treasure, Museum salary, etc.).

M7.

http://www.youtube.com/watch?v=fcx4eN01VUs&feature=youtu.be

;;

DLC CK Errors Fix 001

For using the Creation Kit with Dragonborn or other DLC from Skyrim game, there is an error that occurs on loading the CK.  This is how to fix it:


You need to make the following changes to the SkyrimEditor.ini file, located in C:\...\Steam\SteamApps\common\skyrim as follows:

Add these to the end of the following section:
[General]
bAllowMultipleMasterFiles=1
bAllowMultipleMasterLoads=1

Copy and Paste the following into the [Archive] section:
SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa

After the following changes have been made, and you save the file, you will be able to edit the masterfiles and any mod that uses any of the DLC.


M7 2013.


Thursday, July 18, 2013

The Portal

http://steamcommunity.com/sharedfiles/filedetails/?id=161246558&searchtext=

The Portal ==  Skyrim Mod by M7


M7 2013.

The Portal

by Iapana7


This Mod adds a Portal room to Skyrim where the Player can enter from one of 9 locations.
The Portal room can also serve as a base.

Features:

- Whiterun Portal (near signpost and Stables)
- Riften (near City)
- Windhelm (near bridge)
- Winterhold (near College)
- Solitude (near Blue Palace)
- Dawnstar (near houses)
- Markarth (on walkway)
- Falkreath (near town entry)
- Morthal (near houses)

Interior:

- 2 Beds
- Dresser / cupboard
- some chests (safe, no respawn)
- Display cases
- Utilities (Forge, Workbench, Sharpening wheel, Cooking fire, Alchemy, Enchanting, Smelter, Woodchopping block)
- Chairs, benches
- Navmeshed interior
- Dwarven button (portals)

M7, version 1.0
July 17, 2013.


Monday, July 8, 2013

Player Home Ideas for Mods on Skyrim


Some ideas for Custom Player Homes in Skyrim Game:
  1.  Non-respawning chests (uncheck respawn box on custom named chests). Then add weight to .99999
  2.  Vendor/Fence (Khajiit), at least one in home, with general store (items.misc) effect, with chest.
  3.  Limited loading-doors (people don't like waiting in between rooms; use one cell for mod).
  4.  Companions/followers accessibility (via Navmeshing interior/exterior).
  5.  Bedroom with optional bathroom.
  6.  Secret passages or doors/rooms.  Ideal for added storage.
  7.  Weapon racks/shields, Player Mannequins, player bookshelves, etc. (duplicate Proudspire Manor and extract or copy these.
  8.  Good Lighting.  Though darkness and special lighting is good, most players complain about "too dark."
  9.  Utilities.  Forge, Enchanter, Alchemy, Cooking, Tanning rack, etc.
 10.  Special Effects (FX): waterfall fountains, music, sounds, activators, etc.
 11.  Constructable items.  Recipes for making things.
 12.  New Magic spells, weapons, armor, items, etc.
 13.  Leveled items.
 14.  Water-breathing devices if near watery areas like swimming pools.


  M7 2013.




Saturday, April 27, 2013

hearthfire

http://www.uesp.net/wiki/Skyrim:Hearthfire

M7 2013.

I don't know --- is it worth buying the DLC despite the bugs in the mod?

M7


Monday, April 22, 2013

How to Create a Fence Merchant in Skyrim...



How to Create a Fence Merchant in Skyrim...

1.  Create or Rename a NPC (non-player character) Actor.
2.  Create a Faction under "Factions", for YourFactionIDJobFenceFaction.
3.  In your new custom Faction, select hours of merchant, the cell for the chest to be used (ref. ID), crime (if any), and select (x) "Not buy/sell" AND (x) "Only buys stolen items."  (Misc. items checked or other items on list). 
4.  Add this custom Faction along with JobMerchantFaction and JobFenceFaction (Fence) to the Actor NPC Faction list.
5.  Add a Custom Chest (renamed Merchant Chest with some gold [45k] and leveled items from LeveledItems List, and ChestIDRef on top) to cell with Actor or outside of cell and nearby.
6.  NPC should say when clicked on in-game "How much will you give me for these?" when clicking on NPC for buy/sell items.
7.  Set Actor to respawn or unique if desired.  Add an outfit if necessary, and make Disposition 80 under Stats (Unaggressive, Mood :), no crime, with character voice (for character; ex. Sultry for female, even toned for male) and under Class: VendorPawnBroker). Place NPC on a cell or in game near chest.  Save Game Data.  Then load up game to test this.

M7 2013.