Hello !
As i was telling in the BUGS & ISSUES section there's a major problem related to Morroblivion chairs and benches in the way they are placed by the converter. Some of them are simply placed too close to the tables (i think that's beacause originally in Morrowind no one could sit on chairs so they were only an aesthetic element and not a role-playing one) and when you (or the NPCs) sit on them you find yourself INSIDE a portion of the table. But this is easily fixed, as i only had to move (ALL!) chairs far enough from tables. But another problem raises: you can sit on every chair from three ways: from the left, right or from ahead and it makes sometimes the player or the NPCs act funny: for example if you jump on a table and then click the chair, the player will seat from the front of the chair transfixing the table and making every plate, glass, everything on that portion of table spattering around; if the chair is close to a wall on the right side you can sit from the right, but when you stand up you'll find your character stuck in the wall or falling for the eternity in the informatic nothingness.
So i created variations for every chair, stool and bench, like it is in vanilla Oblivion (one you can sit on only from the left called L, one you can sit only from the right called R and one you can sit only from ahead called F; for stools and benches you can sit from behind B and many variations for benches, that have got three seats, like FFR, FFF, LFR etc. ), replaced the original references for EVERY cell and placed EVERY single chair (or bench or stool) so that you can sit without glitches, and retouched the environment (tables, mics objects etc.) to fit with the new furniture placement: i'm trying to work on this fix keeping it as close as possible to the game designer's will; i mean that sometimes i had to move drastically a chair a few feet aside because there was phisically no space to sit on it and, consequently, move the table a little and all the things on it; then adjust the patch grids not to make the NPCs jam between chairs while walking through the room. So, sometimes i had to touch many references aside from chairs and benches to make the "environment" to work well. A very few times (three or four in a thousand) i deleted a reference of a chair or stool because there was no space at all to place it adequately.
Here is examples on how i "oblivionized some of the chairs (okay, they could look quite stretched but i respected the same proportions of Oblivion's furnitures):
FurnUComUChairU01 Morrowind version, "oblivionized", and "oblivionized" without arms to sit from sides.



FurnUDeUChairU03 original Morrowind version, "oblivionized", and "oblivionized without arms and with flattened seat.



I actually modified FurnUDeUTableU07.nif too, moving inward the four legs not to cause glitcheswith NPCs' and player's feet while seated.
Bye!
PROGRESS:
0furnUcomUrmUbarstool 100% (with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. FurnUComUBarstool.nif edited)
0furnUcomUpUbenchU01 100% (with reworked meshes' furniture markers to make it possible to sit at the tables in the right way. The model have been lowered to match the sitting height. FurnUComUBenchU01.nif edited)
0furnUcomUrmUbenchU02 100% (with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. FurnUComUBenchU02.nif edited)
0furnUcomUrUchairU01 100% (The model have been lowered to match the sitting height. Another version of this armchair without arms has been created, now it's possible to sit from the sides! FurnUComUChairU01.nif and FurnUComUChairU01B.nif edited)
0furnUcomUpmUchairU02 100% (with reworked meshes' furniture markers: now's possible to sit from other directions and on both sides at the same time (i'm actually testing this)! The model have been lowered to match the sitting height. FurnUComUChairU02.nif edited)
0furnUcomUrmUchairU03 100% (The model have been lowered to match the sitting height. FurnUComUChairU03.nif edited)
0furnUcomUrmUstoolU01 100% (The model have been lowered to match the sitting height. FurnUComUStoolU01.nif edited)
0furnUcomUpmUstoolU02 100% (with reworked meshes' furniture markers: now's possible to sit from behind too! The model have been lowered to match the sitting height. FurnUComUStoolU02.nif edited)
0furnUdeUrUbenchU01 100% (with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. FurnUDeUBenchU01.nif edited)
0furnUdeUrUbenchU02 100% (The model have been lowered to match the sitting height. FurnUDeUBenchU02.nif edited)
0furnUdeUpUbenchU03 100% (with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. FurnUDeUBenchU03.nif edited)
0furnUdeUpUbenchU04 100% (The model have been lowered to match the sitting height. FurnUDeUBenchU04.nif edited)
0furnUdeUpUchairU01 100% (The model have been lowered to match the sitting height and somehow slightly modified. FurnUDeUChairU01.nif edited)
0furnUdeUpUchairU02 100% (with reworked meshes' furniture markers and a brand new modified mesh model to eliminate glitches during sitting animation. FurnUDeUChairU02.nif edited)
0furnUdeUrUchairU03 100% (The model have been lowered to match the sitting height. Another version of this armchair without arms has been created, now it's possible to sit from the sides! FurnUDeUChairU03.nif and FurnUDeUChairU03B.nif edited)
0furnUdeUpUstoolU01 100% (with reworked meshes' furniture markers: now's possible to sit from behind too! The model have been lowered to match the sitting height and the seat has been reduced to ensure less glitches. FurnUDeUStoolU01.nif edited)
0furnUdeUpUstoolU02 100% (with reworked meshes' furniture markers: now's possible to sit from behind too! The model have ben lowered to match the sitting height. FurnUDeUStoolU02.nif inside the 7z archive)
FurnUDeUTableU07 FurnUDeUTableU07.nif edited
FurnUdeUexUbenchU01 100% (Now it's no longer a static furniture but a proper working one with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. FurnUDeUExUBenchU01.nif edited)
FurnUdeUexUstoolU01 100% (Using FurnUDeUStoolU01.nif because altough it has his own mesh (FurnUstoolU01.nif) they are almost identical.
FurnUdeUexUstoolU02 100% (Now it's no longer a static furniture but a proper working one with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. FurnUDeUExUStoolU02.nif edited)
furnUdwrvUstool00 100% (Now it's no longer a static furniture but a proper working one with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. furnUdwrvUstool00.nif edited )
furnUdwrvUstool10 100% (Now
it's no longer a static furniture but a proper working one with reworked
meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. furnUdwrvUstool10.nif edited )
furnUdwrvUbench00 100% (Now it's no longer a static furniture but a proper working one with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. furnUdwrvUbench00.nif edited )
furnUdwrvUbench10 100% (Now it's no longer a static furniture but a proper working one with reworked meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. furnUdwrvUbench10.nif edited )
furnUdwrvUchair00 100% (Now
it's no longer a static furniture but a proper working one with reworked
meshes' furniture markers: now's possible to sit from other directions! The model have been lowered to match the sitting height. furnUdwrvUchair00.nif edited )
Tweaking all of the above 99 %
Tweaking path grids 99 %
Download has been removed since this mod has been incorporated into the main ESM. Any eventual fix will be merged there.
Bye!

I can't stress enough, this is a REALLY big deal to get this fixed, and you are a hero for doing it - please don't give up!
The problem with chairs, benches and stools trickles down into a TON of other problems - NPCs AI not working, your charachter or NPC's disappearing and/or falling through the floor, floating/misplaced objects, etc. etc.
In addition to previous chairs i have now fixed all references for "0furnUdeUpUstoolU01".
New ESP to try out !
Hello everyone !
The work on chairs, stools and benches is progressing well; i'm now fixing more references and trying to work on the stools' meshes markers with NifSkope to add the chance to sit on the stools from behind.
I would need some help in fixing one particular issue relating to Furn_De_Chair_02. In fact these chairs have got two short arms that clash with the sitting animation from the left and from the right; i tried to trim these two arms even shorter with Blender, but when you import the NIF mesh file (Furn_De_Chair_02.nif) to Blender and then export it back, it loses all his properties (like for example the informations about interactions, sitting on the chair in this case); i tried to put them back through NifSkope, comparing it with the properties of the original Furn_De_Chair_02.nif file but i'm not very good in doing such things and it would cost me much time in learning how it works.
So if someone is able to do it and has some time to spend it would be good.
And also, do you think is it good to reshuffle an original mesh a bit ?
I'm attaching two images that show how much the two arms should be shortened.
Bye!
UPDATE!
Now it's possible to sit on "0furnUcomUpmUchairU02" too and without any glitch (i hope)!
Attached new ESP! (in the first post)
really great work your doing! keep it up :)
This is awesome stuff.
Hello!
As you can see from the progress summary in the first post, things are going on quite quickly, despite the high number of references and meshes i have to fix.
I'm encountering some problems fixing two types of armchair (0furnUdeUrUchairU03 and 0furnUcomUrUchairU01) because they have got arms on the two sides and they are used in some ways (like at tables and desks) where is needed that the player and the NPCs sit from the sides (as the chair has got obstacles ahead), inevitably trespassing the two arms of the chair during the animation.
I'm thinking about it but at the same time i'm working to finish the rest of the furnitures.
There are some problems I am currently taking care of.
I need to review some of the meshes' properties because it's actually possible to sit "through" an NPC if you sit on a occupied chair (only from some directions);
EDIT
Solved this one: being the first time working with Oblivion furnitures i overestimated the way they are managed. I thought it could be possible to sit on one chair from different directions, according to the way you approach them. Instead you MUST choose for every chair one and only one direction you can sit, beacause, for example if an NPC sat on a chair from the left you can't do the same but you actually can sit from the right side compenetrating the previous occupier. I was doing a more complex work but after this discovery i'm reverting to a more simple (but as much effective) one. (unless i work out a script to attach to furnitures; but let's first finish what i'm doing and let Morroblivion characters sit down !) I'm changing the references i've already done, it will take a couple of days (i'm working at this one or two hours in a day)
I also need to review the references for the 0furnUdeUpUstoolU01 according to the new meshes' furniture markers i made.
EDIT
Done!
Then i need to tweak positioning of some reference, because i noticed (too late) that i put them too far away from tables.
Last but not least, i have to verify some path grids where i moved furnitures without looking at them.
Finally a (two) question: is anyone testing that ESP i'm posting; did you find any other issue relating to chairs or stools or benches ?
UPDATE!!!
I'm almost done with these furnitures (look at the progresses in the firt post); it's actually possible to sit without glitches all over Vvardenfell (except for those chairs left out...). Now i'm tweaking a go go some references and path grids (i think the ESP should need to be cleaned a little too, i'll verify with TES4EDIT) and then i'll make some experiments myself trying to fix the chairs i left out. (but it should be discussed, because it's a general design matter, on HOW to deal with them)
The BETA status of the mod is approaching,,,
Bye !!
PS Below are attached the three meshes that need to be arranged.
This is amazing work. I wish I knew how to help with the meshes. Maybe Hashmi1 can help?
http://morroblivion.com/forums/morroblivion/mods/763?page=5#...
Here are the chairs with the sidearms sawed off.
http://www.mediafire.com/?8qtgekkhjafpw2c
I am unable to test these ingame like I told you ... so there might be some issues ...
You made a wonderful job !
Just what i needed to advance the work on furnitures. I'm testing those new meshes tomorrow and, if everything goes well, i think that morroblivion players can sit anywhere by the end of the next week!
These are some pictures of the issues related to FurnUDeUChairU02.nif
The first two images show the polygon compenetration during the sitting animation and while the player is sitting.
The third image shows the issue with a sitting NPC.
The fourth is FurnUDeUChairU02.nif seen from above in Blender. I think the problem should be the legs protruding from the seat. Is there a way to modify this chair keeping the legs inside the seat perimeter without distorting or unbalancing it ? The problem can partially be solved moving forward the sitting position ( or slightly rotating it) in the furniture markers but it results in the player or the NPCs sitting too much on the edge.
EDIT
I added an image of the FurnUDeUChairU02.nif mesh modified to (possibly) working better with the sitting animation; i moved the front legs a bit backwards without upsetting the appearance of the chair. The only problem is that i cannot convert it back to nif file, i tried everything but the process always ends with errors, so if someone could be so gentle to modify the mesh for me it would be fantastic !
Bye!
Send me your modified .blend file and I'll convert it.
Send me your modified .blend file and I'll convert it.
Here it is my modification of the FurnUDeUChairU02.nif; i modified it with 3dsMax9 not with Blender, i hope it is not a problem ! I had to rename it adding .txt extension to attach it (it does not accept .max files). Remove the .txt and rename it back to .max
Bye!
Ummm ... actually it is a problem ... I can't open it in my version of max (no surprise really I use 3dsmax 8 which is rather old)
I'll try to change the original as soon as I find time.
Hello!
Here is the modified mesh, this time compatible with 3dsmax8, in max format, because i cannot convert it back to nif; the program keeps crashing when i try to do this operation! I'd really like not to bother Hashmi1 anymore because i think he's busy working on re-mesh morrowind clothing (very impressive work!). Could there be something i do wrong selecting the import or export options, any suggestions ? I'm acquiring a relative familiarity with modelling software, so if anyone could help me solve this problem i could actually finish this Morroblivion sitting affaire by myself !
Thank you!
Bye!
http://www.mediafire.com/?ogpv5bgy7zn1gaq
Thanks to Hashmi1 invaluable help i'm finally posting an update of this work !
FurnUDeUChairU02.nif has been modified to be "compatible" to the Oblivion sitting feature without causing macroscopic glitches. Added to downloads.
Bye!
UPDATE AGAIN!
Okay, i added nothing to the ESP file still, but these two days i worked on the meshes, i just "OBLIVIONIZED" more than half of the benches chairs and stools, stretching and positioning seats, legs, arms, trying to change those Morrowind chairs-ornaments into proper Oblivion (or Morroblivion) furnitures.
I started thinking it would have been only a serial work, re-positioning (thousand) references through the cells, but it couldn't had been done properly, without getting the hands on the meshes too.
So it became a little longer than i thought (and my free time is actually very little) but step by step something is coming...
Bye!
UPDATE THREE ON A ROW!
I've uploaded the modified meshes, though i'm actually tweaking them as i'm reviewing all the references and some of them are not used by the ESP yet !
Another problem i ran into, is that i had to raise some of the furnitures that are placed on carpets, if not, during sitting animation and while sitting player's feet are half hidden in the carpet.
ALL of the furnitures were taller than player or NPC sitting position so i had to lower them all; otherwise the player would "fly" during sitting animation. It is not a problem, only with "bar stools" it causes a somehow weird effect, because they look very small compared to the bar but, on the other hand, it was the same in Oblivion.
I have "oblivionized" all the furnitures stretching, lowering, raising them, trying to make them compatible with sitting feature as much as possible.
Se you soon (with other updates and with a BETA mod)
Bye!
Cool
UPDATE: Very cool
UPDATE: YES!
UDATE: You Rock!
lol :D
I was in South Wall Corner Club the other day. A chick was standing on a barstool, and argoinian and maybe a nord were sharing a bench, both staring at a wall, inside of each other. We need good seating! The work being done here is really necessary for suspension of disbelief, keep up the good work and I really look forward to seeing it in-game. Thanks Popo and Hashmi!
Agreed, very cool and thank you for your hard work... looking forward to trying out the beta ;)
are these going to be combined into a patch when it's done?
Hello !
I think that when the work reaches the BETA status, i will include all the files into a single ZIP, with the proper destination directories already prepared, but for now, since i'm actually still modifying some of the meshes and the ESP file during the references placement tests, i'm leaving all the files listed this way. However when this patch will be properly tested and ready to apply without issues, i'm going to send it to David to incorporate it into the main ESM file.
Bye!
Sweet! I'm looking forward to it. :D
Thank you Popo!!!
I rearranged some more references for 0furnUdeUrUchairU03 (there are really MANY of them!) and, most of all, i added a modified version of FurnUDeUTableU07.nif because with its open legs was causing too much problems in sitting at it; i moved the four legs a bit inward, only that much is needed to workaround.
Bye!
EDIT
Hello everyone !
"Sitting in Morroblivion" finally reached an "alpha" status; it means that i finished to adjust references, modify meshes (thanks to Hashmi1 !), and to do everything was needed to fix interaction with stools, benches and chairs. So i could say that the mod is quite playable without major glitches. From now on i'm correcting some more minor things i left out because i was not aware of them when i started the mod and, of course, if someone plays Morroblivion with this mod activated, please tell me through this thread if you find any weird occurrence regarding furnitures, and, if possible, tell me which chair or bench or stool in which cell isn't working so that i can fix it.
I'll rearrange all the files in a single ZIP soon.
Bye!
This is 10 kinds of awesome, godspeed to ye
Now that's almost finished I began to tweak this mod and, most impostant fact, i summarized al those 20 files attached into one simpler 7z archive. Read first post for instructions and news !
Bye!
Haha. Definatly 10 kinds of awsome. :D
Downloading now....
Hello,
sorry, but during a night of debauchery at The End of the World in Dagon Fel it looks like i made some mess with the bar stools all over Vvardenfell...
but after drinking a Quality Fortify Fatigue potion i rolled up my sleeves and fixed everything.
The file in the first post has been updated !
Bye !
Haha, I dig the roll playing.
Re-downloading now...
;)
Hello,
today i had to correct FurnUComUBenchU02.nif mesh because there were two floating furniture markers and did some more tweaking to references' placement. Download updated in the first post !
( for those who are already using older versions, just overwrite the new files on the older, updating should be harmless)
Bye!
Hey Popo, this is off topic but what is your avatar? It looks retro and maybe like a house, but I can't quite figure it out.
:)
@popo: Thanks for creating this mod.
FYI: While I know this is alpha, I just checked this in TES4EDit, and it needs cleaning.
ITM: 93
UDR: 26
to anithinks:
Yes indeed it needs cleaning ! I'm doing it sooner as possible but, due to the large amount of references i moved, and still moving (not only furnitures, but also rugs tables food plates sacks candles path grids, raised or lowered terrain, obviously all functional to fix sitting feature) it is something i have to do very carefully...
to iceburg333:
It is the depiction of the inns in the Commodore 64 version of Telengard! (not exactly as detailed as The Rat in the Pot or the Lucky Lockup...)
EDIT
Cleaned the mod (I still have some few remaining references to check) Thanks to anithinks for pointing at it ! Download updated !
Bye!
:D
Man, I've never even seen a Commodore 64. That's some cool retro! (haha, ya, its not quite the same level of detail, lol).
Re-downloading then!
@popo: Thanks for taking the time to clean it. I just used TES4Edit's automated cleaning to take care of it on my end here.
Here's a guide if someone doesn't know how to: Guide to Cleaning
Hello I've updated the file in the first post (some more needed tweaking, modified FurnUComUChairU03.nif mesh and cleaned a little more). Need to test issues with sitting while wearing robes (waiting for the upcoming robe replacer) since even vanilla oblivion had small visual issues with robes and chairs.
From this very moment i'm on vacation for almost fifteen days in a place very far from PCs, so no updates for some time.
Bye!
Enjoy your (well-deserved) vacation!
Hello everyone !
Did some more tweaking and cleaning. First post for further informations.
Bye!
EDIT
Another UPDATE !
Adjusted some more references and modified furniture markers for FurnUDeUBenchU03.nif.
I just realized that almost three more furnitures exist: 0furnUdeUexUbenchU01, 0furnUdeUexUstoolU01, 0furnUdeUexUstoolU02; they aren't actually interactive furnitures but static furnitures so i'll need to use the meshes (oblivionize them with 3dsmax, add furniture markers with NIFSkope and re-do collision with Blender...) to make them proper seats from scratch and then adjust their references (95 benches and 464 (AAAARGH!) stools).
At this point i should revert back the mod to WIP status but as long as those furnitures are only static elements they are harmless and i'll only insert them in the mod when they will be completed.
First post updated.
Bye!
Hello!
Worked on some more references and began to modify the meshes for the three new furnitures.
First post and mod updated ! Bye!
EDIT
Another small update, some more tweaking.
Bye!
EDIT
Small Update again !
Check first post !
Bye!
EDIT
Updated again! The next update will (hopefully) include FurnUdeUexUbenchU01 too !
Bye!
EDIT
I've got only some more references to check, but i left tweaking, for now, to implement the three new furnitures. I actually finished to convert all the FurnUDeUExUBenchU01 references from static furnitures to fully working ones ! Some more checks are needed (expecially i need to verify some minor clipping issues with a pair of meshes) but i think that the mod will reach a BETA status in, more or less, two weeks (yeah...). In the future i'm going to rest (a little bit) and then there's another aspect of the game design that needs to be fixed and which i want to fix... I'm talking about one of the most dangerous menace of Morrowind... i'm talking about ... BEDTIME! What could happen, when, after a day full of adventures, our hero peacefully rests in a comfortable inn's room ?
Dark Brotherhood Assassins attack ..? No.
A night killing disease fever ? Worse...
Were you just about to sleep and suddently realized thet you forgot your brand-new cellular phone on a table in the last room of a loooooooooong and monster infested dungeon ? (and have not even called mum) Nope...
It could happen that our hero wakes up and gets out of bed on the wrong side... falling forever in a neverending digital chasm of despair*
*does not actually happen, but it gives an idea of how urgent is fixing beds, hammocks and bedrolls (isn't there any?), because its possible to finish Morroblivion without ever sitting, but sleep is a more needed role-play necessity.
Soon... "[WIP] Bedtime in Morroblivion"!!!!!!!!!!!!! (I'm about 35% joking, only wanted to small talk a little)
Bye !
Haha Popo! That was some awesome small talk, you should totally do bed stuff. That would be so nice!
Morroblivion is the coolest 'new land' mod. It takes the best of oblivion (Great graphics/ better gameplay) and morrowind (Storyline and world depth). Then we have the direction, given to us by the origional games; I think they act as a sort of standard and goal for us. Then you have the people on this site. So many experts: specialists that creatively solve problems and create 'new' content that just downright feels like it belongs. It feels like Morroblivion is what Morrowind and Oblivion were made for.
Thank you Popo, and once again, thank you people of Morroblivion. :D
Hello,
i began to fix FurnUdeUexUstoolU01 references replacing FurnUstoolU01.nif mesh with FurnUDeUStoolU01.nif mesh, that belongs to 0furnUdeUpUstoolU01 but it's almost identical and i had already reworked it with 3dsmax (i however modified it slightly since then, reducing the seat diameter to ensure less glitches during sitting animation). I'm keeping the old FurnUstoolU01.nif mesh only to use it where the stool is not intended to be interactive (like when it's used as a nightstand with other objects on it, or when it is piled with other stools tables chairs etc.
First post and download updated!
Bye!
As far as the beds go I'd simple replace them with vanilla Oblivion beds where ever possible. Simply set the mesh path for the morroblivion bed to the mesh path for an oblivion bed that looks as close to it as possible. That would NOT solve all the problems but it would sure cut down on the work and for the most part (other than bunk beds and some others) the beds in morrowind are close enough in apperance to the oblivion versions that no one could tell that didn't know you'd changed them. Just my thought.
Side note: If you completely replace them with Oblivion equivalent beds then mods like See you Sleep would work in morroblivion :) Actually my Lighthouse player home uses an oblivion bed and see you sleep works fine when I use that bed :)
Hello,
i'm not actually working on beds (need to finish chairsstoolsbenches first) but i'm already considering which approach to choose with them... I tell you (Oldwolf58, i mean) that i'd prefer a "lore correct" approach, trying to use original beds and modify them where is needed as i did with chairs, but on the other hand i NEED to use "See you Sleep" mod, because gives me the opportunity to test how the beds work with NPCs animations while lying on them. I did not verify how this mod works but looking at some compatibilities patches it shold be simple to create one (like many other were created already) just adding the "see you sleep" script to beds you want to adapt...
Bye!
EDIT
In the meanwhile i finished to fix FurnUdeUexUstoolU01. Now let's go with the last one...
First post and download updated.
Bye!
EDIT
Hello everyone !
I've been quite workaholic recently, so no time for even turning on my PC. I've found an unpleasant issue in the work i've already done: in very few cases i had to rotate slightly up or down some chairs, especially some of them put inside caverns or in exteriors, where floor is irregular, to solve some problems sitting on them, but, without worrying to verify the result ingame. In the CS the picture of the furniture marker rotates as you rotate the chair, but ingame the player-npc does not sits diagonally but always straight, causing glitches; i now have to hunt down those ten-twenty chairs-benches i rotated and find another solution, for example flatten the floor instead of incline furnitures...
I've also made some attemps to modify some of the beds' meshes; i think that, compared to chairs, it will be a work more focused on modifying the meshes and furniture markers than moving beds through cells... We'll see...
Bye!
Ahh I tried that with a couple of canopy beds I made for my Oblivion house mods (adding the script to them) and it didn't work. I ended up making the beds statics with NO collision and hid an oblivion double bed under them lol you see the canopy bed and it LOOKS like you're sleeping in the canopy bed but your actually sleeping on a oblivion standard bed beneath it. No matter what I did (even adding my bed to the list of beds in the see you sleep esp) didn't work so that was my solution. Hope you have better luck.
Hello,
i haven't disappeared, only working hard and having very few minutes in a day to touch a keyboard and a mouse...
However, a small update to the last stools (almost 280 left to be done in 440) and corrected problems with "inclined" stools and benches... SURPRISE ! I've found another furniture to fix, kind of dwemer metal benches (few of them luckily).
First post updated !
See you soon!
EDIT
Some more 0furnUdeUexUstoolU02 fixed (98 left) but not started those dwemer benches yet.
Download updated! Bye!
I have a qestion, kinda always wondered. Why doesn't this esp is integrated to the esm? In the end it doesn't change nearly a thing but fixes many. It's not something to be optional, at least I don't think anyone would want to play a game with more bugs when there is a choice it could be less?
Not too long truly...
You're right and my final goal is precisely to incorporate these fixes into the main ESM but, before then, i need to polish and refine this ESP the more i can, because i don't want to send David a MOD about fixes that will need fixes of the fixes of the fixes beacause i rushed it too much; i'm trying to create a decent MOD with less possible flaws since, everytime i do something new, when i test it, i found i made some mistakes, and i need to review all what i've done to fix the fixes...
However....
UPDATE !
Finished what i was doing, i'm now working on dwemer furnitures: there are not many of them (see details in the first post) but it will take some time to modify the meshes (i've just done furnUdwrvUbench00.nif)
And then... i searched everywhere but... NO MORE FURNITURES ! (if i do not count the unique Mournhold throne but i doubt i could make it useable)
Download UPDATED in the first post...
Bye!
EDIT
furnUdwrvUbench00 and furnUdwrvUbench10... DONE!!!
First post and download UPDATED !
Bye!
EDIT
furnUdwrvUstool00... DONE!!!
First post and download UPDATED !
Bye!
(This is becoming quite boring...)
EDIT
furnUdwrvUchair00... DONE!!!
First post and download UPDATED ! This is the last ALPHA version. Yuppieeeee!
Bye!
UPDATE !
BETA finally !!!
Now that all the references and the meshes are fixed (i hope) the BUG HUNT begins...
If any of you that's playing with this mod enabled happens to find any weird occurence ( like plates or cutlery flying miles away when you sit at a certain table, or awful polygons compenetrations) tell me so that i can fix.
I'm testing it by myself here and there but i cannot be sure that everything will be well everywhere in such a large isle with so many cells.
I'm sure i have 2 things to do:
the first is to substitute all the furnitures i did not assigned a furniture marker to sit on them (like those piled furnitures or those stools used like nightstands with candlesticks on them) with static counterparts because everytime the mod is loaded into the CS it moans :"object X hasn't got any furniture marker, is it right ? blah blah";
the second is refining some meshes to give them a more pretty look.
Try it please !
Bye!
PS
Does anyone actually want to sit on the Mournhold throne ?
As Nerevarine, I think it's fair to say that I want to satisfy my needs, such as acting like a king. Being a heretic hero, sometimes can be tiring.
w00t! This is awesome work. BETA status achieved, horray!
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