Skyrim Modding Diary - 13 March 2022
Welcome back, everyone! Since I never really got back to it yesterday, today I'll mostly be focusing on the Hydragorgon project.
We're starting out with 1,482 mods installed, 1,497 plugins active, and a final load order index of EB. Barring any unexpected surprises I'm expecting it to stay that we throughout this session.
So What's Left?
Not counting a smattering of interior furniture scenes that didn't get caught when I grabbed the AI packages for the vignettes, we have 20 more packages to look through. A small number may not actually require action, but most of the remaining ones should be "real." These break down into the following distribution:
- 3 each for Markarth, Riften, Solitude, and Whiterun (12 total)
- 2 for Karthwasten
- 1 each for Blackbriar Lodge, Loreius Farm, Mixwater Mill, Pinewatch, and Falkreath
The Reach
Let's start with the 3 Markarth vignettes and the two for Karthwasten, as these are culturally related areas. One thing that's interesting about the actors in this region (we saw it with Old Hroldan last time as well) is that instead of being bandits these are Forsworn, and they are somewhat less sophisticated in their programming. After we finish with the furniture part, we are going to want to go back and tweak them a bit to pull their appearance from the Forsworn leveled NPC list rather than just having generic appearances like they do now. This should have the added benefit of giving a chance to have male characters show up in addition to females. Actually, as I think about this, I might want to go back and do a similar thing for the bandit captives - need to think on this more however. I guess these Forsworn NPCs will be kind of a dry run for the rest of the actors.
Here you can see the edit to template the Forsworn captives:
Incidentally, while I initially chose the Forsworn Berzerker list I later changed this to the Forsworn Melee 1H list for more actor variety. As you can see below, this worked in-game (though the case was made kind of extremely as despite the 2:1 split of males to females on that list, all of the captives who came up in this test run were male).
Central Skyrim
Next we'll tackle Whiterun (and Loreius Farm at the same time). One of the Whiterun bandits doesn't have an ACHR or linked reference so we'll ignore that one. The remaining ones are a cage, a crucifix, and a wheel. To give Whiterun a little different flavor from the Imperial-influenced West, we'll use an impaling pole instead for the crucifix.
This'll be the first test of using leveled list templating for the bandits. Hydragorgon has its own leveled list for these actors, but of course those are all-female and don't necessarily line up with the distribution of species and other traits that we see in the game.
Here you can see that the Forsworn actors were just a statistical oddity, and female actors are indeed spawning from the revised templating.
The East - Riften and Eastmarch Settlements
Next up are the three Riften packages as well as Kynesgrove, Mixwater Mill, and Blackbriar Lodge.
Looks good, though on that last one I'm going to want to go in and move or disable some of those plants at some point.
And That Just Leaves...
...Solitude and Falkreath Hold. Nothing too exciting here - at this point I've more or less got the pattern for integrating these down and this one went very quickly.
So What's Next?
After we move these latest items to the patch file, the next thing we need to do is parse through the rest of the packages and see which ones contain furniture animation references. Those are the ones that we need to rope in for the second part of this project.
To do this what we're going to do is filter down to REFR calls and then look through each package. Any that have furniture animations we'll move to our working file.
After filtering through them, here's what we're left with:
Our next order of business is going to be to analyze how these packages work and determine which ones need to be converted to permanent furniture. The procedure may be different from the 'vignette' characters, since at least some of these characters need to be able to get into the furniture and get out at certain times of day.
That's it for this section. I may be back later, but don't count on it as I'm ready for some relaxation after finishing this big deliverable. Tomorrow it'll be back to work on Groot's Solitude, where we'll go in and fix that navmesh once and for all!
Edited by gregaaz
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