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skyrim

skyrim

adding dawnguard and hearthfires to the creation kit

with release of the ‘dragonborn’ expansion coming soon, i decided to get back into the creation kit and wanted to add dawnguard and hearthfire. so in order to do this i had to edit the C:\Program Files (x86)\Steam\SteamApps\common\skyrim\SkyrimEditor.ini and add change the section under [Archive]. now it looks like this -


[Archive]
bInvalidateOlderFiles=1
SArchiveList=Skyrim - Textures.bsa,Skyrim - Meshes.bsa,Skyrim - Animations.bsa,Skyrim - Voices.bsa,Skyrim - Interface.bsa,Skyrim - Misc.bsa,Skyrim - Sounds.bsa,Skyrim - VoicesExtra.bsa,Skyrim - Shaders.bsa,Update.bsa,Dawnguard.bsa,HearthFire.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bUseArchives=1
SResourceArchiveList=Skyrim - Textures.bsa,Skyrim - Meshes.bsa,Skyrim - Animations.bsa,Skyrim - Voices.bsa,Skyrim - Interface.bsa,Skyrim - Misc.bsa,Skyrim - Sounds.bsa,Skyrim - VoicesExtra.bsa,Dawnguard.bsa,HearthFire.bsa
SResourceArchiveList2=Skyrim - Shaders.bsa,Update.bsa,Dawnguard.bsa,HearthFire.bsa

and i can load all the form id’s from both expansions into the creation kit.

quum manor v2

i did a full remodel on quum manor. i had initially started with the design leaning heavily towards the whiterun style of buildings. i ended up deleting all of that and going with something i liked. it is still currently a work in progress, however, i will have it in the steam workshop soon. below is a list of the current features.

  • 36 weapon plaques
  • 12 vertical weapon plaques
  • 32 angled display cases
  • 1408 book slots actual bookcases
  • 3 weapon and shield plaques
  • 14 mannequins
  • 11 chests

interior crafting

  • cooking pot
  • anvil
  • tanning rack
  • workbech
  • grinding wheel
  • alchemy table
  • enchanting table

exterior crafting

  • smelter
  • forge
  • cooking pot

i will be adding a smelter outside of the house as well as a decent sized garden in the near future.

quum manor

here are some screenshots of the house mod i am working on. here is whats in the house so far:

  • 10x vertical weapon plaque
  • 24x horizontal weapon plaque
  • 36x weapon rack slots
  • 17x mannequins
  • 10x large chests
  • 1x alchemy table
  • 1x enchanting station
  • 1x smelter
  • 1x forge
  • 1x tanning rack
  • 1x sharpening wheel
  • 1x workbench
  • 2x beds
  • 1x cooking pot
  • 1584x bookshelf slots
quummanor1 quummanor2
quummanor3 quummanor4

 

hearthfire dlc for skyrim

wow….this is going to be amazing….

 

creation kit: create a mannequin

  1. open the cell you want to work with
  2. find XMarkerHeading in the object window
  3. drag the XMarkerHeading to the cell and place it (the arrow is the front of the mannequin) xMarkerHeading
  4. next, do a search for PlayerHouseMannequin in the object window
  5. drag the PlayerHouseMannequin to the cell and place it. mannequin
  6. with the mannequin selected, go to the toolbar in the creation kit, and click the ‘T’ inside of a cube. this is to create a trigger – once the create trigger window opens, do a search for mannequin and then double click on MannequinActivateTrig – this will create a box around the mannequin. this will be our player trigger. trigger
  7. now double click on the mannequin and open the reference window and go to the Linked Ref tab. below keyword, double click on the white space, which will open the Choose Reference window. click on Select Reference in Render Window, the mouse cursor now looks kind of like a bulls-eye – now you want to double click on the XMarkerHeading. click ok.
  8. now, still in the reference window for the mannequin, go over to the Active Parents tab and put a check in the box for Parent Activate Only. now, double click in the white space below Active Parent Ref and click on Select Reference in Render Window, then double click on the red box surrounding the mannequin.
  9. now double click on the trigger box opening the reference window and got to the Primitive tab and put a check in the box for Player Activation.
  10. now double click on the XMarkerHeading opening the reference window and go to the Linked Ref tab. below keyword, double click on the white space, which will open the Choose Reference window. click on Select Reference in Render Window, the mouse cursor now looks kind of like a bulls-eye – now you want to double click on the mannequin.
  11. now move your XMarkerHeading over the mannequin and your done. finished

next is to go in game and test out the mannequin.