This would be killer! Wish I had the skill.
https://www.artstati...m/artwork/0nVq4
Take away the bumpmaps, customize the lighting, add a smidge more geometry and Zwerkules' Medieval City tileset is pretty close to that, IMO.
Edit: LOL! (knucklebumps 3RavensMore)
Downloaded.
Now is there a tutorial on merging hak packs around here?
why merge hak packs? Just make two and include them both in the module list
I've had problems in the past with paks conflicting and causing issues with placeables etc. Don't really have to merge them, but I do need to check for conflicts. Of course this may be due to my ineptitude. I can script without trouble, but this side of things has always been Greek to me.
Was looking to add the CEP and no matter where I put them in the order, what were once rocks became trees, etc.
BTW MerricksDad, Beautiful work on your stuff. It is also in my list to add.
Using CEP with other haks does require merging. It's not just a matter of correct ordering. One exception to this is standalone tilesets such as this (and the minor exception to that exception is the genericdoors.2da file). But I think you can add medieval below your cep haks and it will work pretty well. You may want to make a top hak (if you don't already have one) and pull the genericdoors entries from medieval into the cep version.
Edit: Right... sorry, in this case it's doortypes.2da. Thanks for the reminder TheOneBlackRider
Faulty notes ...
I merged that set - the doortypes.2da to be more specific, so it works with the DLCR-project. These were the lines for the Medieval City (I hope, I caught them all):
TNO-door:
188 Stream_Sewerentry tn_sdoor_08 TNO01 nw_door_ttr_13 5349 0 0 ****
xxx
1403 TMS01_Wall_Gate_outer tnox_udoor_60 TMS02 tn_drawbridge 813 1 1 2
xxx
---
1404 TCM01_SmallDoor2 tcm_udoor_10 TCM01 nw_door_ttr_07 5349 1 1 0
1405 TCM01_Wall_Gate_inner2 tcm_udoor_02 TCM01 nw_door_ttr_01 813 1 1 2
1406 TCM01_Wall_Gate_outer tcm_udoor_03 TCM01 tn_drawbridge 813 1 1 2
1407 TCM01_Wall_Gate_inner tcm_udoor_01 TCM01 nw_door_ttr_01 5349 1 1 2
1408 TCM01_WarehouseDoor tcm_udoor_04 TCM01 nw_door_ttr_15 5350 1 1 0
1409 TCM01_Portcullis tcm_udoor_05 TCM01 nw_door_ttr_07 41562 0 1 11
1410 TCM01_SmallDoor tcm_udoor_06 TCM01 nw_door_ttr_07 5349 1 1 0
1411 TCM01_RoundTopDoor tcm_udoor_07 TCM01 nw_door_ttr_19 5349 1 1 0
1412 TCM01_HouseDoor2 tcm_udoor_08 TCM01 nw_door_ttr_19 5349 1 1 0
1413 TCM01_JailDoor tcm_udoor_09 TCM01 nw_door_ttr_19 5349 1 1 0
1414 TCM01_RuralTranPly ttr_udoor_07 TCM01 nw_door_ttr_29 63542 0 0 ****
1415 TCM01_RuralCave ttr_udoor_06 TCM01 nw_door_ttr_12 63533 0 0 ****
1416 TCM01_Cliff_Cave_2 tcm_udoor_11 TCM01 nw_door_ttr_13 5349 0 0 ****
1417 TCM01_Drawbridge tcm_udoor_12 TCM01 tn_drawbridge 5349 1 1 49
---
xxx
1418 RESERVED_ZWERKULES **** **** **** **** **** **** ****
1419 RESERVED_ZWERKULES **** **** **** **** **** **** ****
EDIT: 1418+1419 are in use since the April 2015 update!
So, you can pick the CEP one, add these (see, that the numbering is continously), add the merged doortypes.2da on top of all your HAKs and the city set should work together with CEP, even if you use the original city HAK.
Remarks:
- This is the part for the tiles, which get a door added when painted. If you also use the "extras"-HAK, you also need to merge the genericdoors.2da, as meaglyn wrote.
- Those entries above are for the version up to April 2015. Zwerkules may have added new ones with his later releases, so you better double check.
- If you also use the placeables, you would need to merge the placeable.2da, too. Otherwise you get this "rocks become trees" thing. ![]()