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Skyrim Modding Diary - 10 March 2022, Part 2


gregaaz

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OK, folks, now that my little break is over, let's wrap up with today's Hydragorgon time.

 

First things first, we're going to transfer the Dragon Bridge records over to our patch file so we have a clean palette to work with for our next batch. With that done, we'll grab our next set of packages - this time for Rorikstead. One of the packages isn't actually used, so we'll skip that one, Package 2 uses a pole, Package 3 uses a cage, and Package 4 also uses a cage. We'll put them in similar furniture, using the same procedure we used last time.

 

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All looking good on the first try! One thing that strikes me is that an alternative to what I'm doing would be to just remove the packages and then link them to furniture from Bondage Furniture World, which puts a copious amount of ZAZ stuff in the world. However, I'm pretty happy with the results I'm getting here, so no need to change strategy. One thing I'm also seeing is that my patch is drawing in dependencies on my personal conflict resolution patches, so at the end of this project I'll need to go back and create a clean version for redistribution. That shouldn't be a big problem to accomplish, just a little extra time.

 

Next up, we've got a few smaller settlements:

 

  • Ivarstead #1 - Horse Poles
  • Ivarstead #2 - Poles
  • Shor's Stone - Cage
  • Old Hroldan #1 - Pole Chain
  • Old Hroldan #2 - Pole Chain

 

While I can visualize which ZAZ items the pole chain animations are referring to I don't know their editor ID off the top of my head, but a quick application of the "preview" function in the CK will solve that. Took a little digging, but I believe what we are looking for is "restraint pole shackles" - though "chained under gallows" is good too and will be a viable alternative if this one is sized wrong or something.

 

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Let's see how these guys look. Shor's Stone and Old Hroldan generally look good, but the type 3 standing pole doesn't line up right, so we'll change that to a class 2. 

 

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I initially had some trouble finding the Ivarstead vignettes, but using player.moveto on their object references revealed them. Ivarstead is already a little bit of a mess because of some existing conflicts that are on the back burner right now. It looks like soon I'll need to invest some time in finally fixing that area so everything plays nice - but that's almost a 'case study' level of effort, so we'll accept the flawed positions here for now (in fact, the northwest part of the Rift, including Ivarstead and Cocksmen Village are generally a mess right now, so this won't make anything worse!)

 

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As you can see we also need to either rotate the pole 180 degrees so the Bandit isn't clipping into the tree or move it forward towards the retaining wall. Either approach would work, but we'll hold off until I tidy up Ivarstead more. 

 

We're making good progress through the Vignettes so far, though just based on what I'm seeing here I don't think I've actually found all of the furniture packages - I believe there are some interior ones that may have a different naming convention which I may have missed... so we'll be back for more before we can call it complete.

 

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Tomorrow, depending on how my mood takes me, I'll either finish up the rest of the small settlements or I'll tackle one or two of the large settlements. See you then!

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