Guest Posted August 15, 2018 Posted August 15, 2018 This is a ESP only file for Skyrim, I need people to just try it in Oldrim and SE (should work in both, It works in my game, but just need to make sure it does in others, there are no scripts. There is a new npc at Battleborn farm (dark Elf), and a Orc at Pelagia Farm, both places are right outside whiterun. All I need to know it that they new npcs DO NOT have the Black Face bug, I am trying to create a new mod using new Npcs, without using face gen data so the file can be a simple install of a ESP file. It should have worked I just need confirmation and Thank you in advance The plan is to fill a lot of empty areas in Skyrim, with random things/npcs/homes, ect, to get a glimpse if you do try it, Head North east from BattleBorn farm towards Shearpoint, you will see a large fire, with a few Necros burning a cart StrayNPCs(TEST).7z
onesumgame Posted August 15, 2018 Posted August 15, 2018 12 minutes ago, -Caden- said: All I need to know it that they new npcs DO NOT have the Black Face bug, I am trying to create a new mod using new Npcs, without using face gen data so the file can be a simple install of a ESP file. No dark faces in LE
Guest Posted August 15, 2018 Posted August 15, 2018 28 minutes ago, onesumgame said: No dark faces in LE Hide contents Your awesome! Thank you so much for taking the time to test this for me, now I can move forward working on what I want to do and have a release soon
onesumgame Posted August 15, 2018 Posted August 15, 2018 6 minutes ago, -Caden- said: Your awesome! Thank you so much for taking the time to test this for me, now I can move forward working on what I want to do and have a release soon You're welcome.
GenioMaestro Posted August 15, 2018 Posted August 15, 2018 15 minutes ago, -Caden- said: Your awesome! Thank you so much for taking the time to test this for me, now I can move forward working on what I want to do and have a release soon wait... im making test.. I NOT SEE YOURS NPC'S
GenioMaestro Posted August 15, 2018 Posted August 15, 2018 From the screenshots from onesumgame, appear that must be... BUT I NOT SEE IT.... Spoiler Im inside the windmill and have each farm in left in each screenshot. Note that i have 219 plugins now. That say my tes5edit:
Guest Posted August 15, 2018 Posted August 15, 2018 12 minutes ago, GenioMaestro said: From the screenshots from onesumgame, appear that must be... BUT I NOT SEE IT.... Hide contents Im inside the windmill and have each farm in left in each screenshot. Note that i have 219 plugins now. That say my tes5edit: I am reading this from my phone, but it looks like no npc?! That's because it is night, both npcs sleep in the houses at night, they only come out during the day, or go into the house, thank you for testing this as well ?
onesumgame Posted August 16, 2018 Posted August 16, 2018 31 minutes ago, -Caden- said: I am reading this from my phone, but it looks like no npc?! That's because it is night, both npcs sleep in the houses at night, they only come out during the day, or go into the house, thank you for testing this as well ? They sleep in the house? That's cool. How about making them meet up at the Meadery for a couple of drinks after work?
Andy14 Posted August 16, 2018 Posted August 16, 2018 Only a few thoughts about it. This idea was already there before - so no bad idea. Did you do a stress test - somehow? There are reasons why Bethesda chose this "hard coded" way with the Creation Kit Engine. What about 50 of these NPCs? Up to 300 are possible (of course without mods) with CK Engine. Do not get me wrong - I just do not want you to spend your time with an idea that ultimately does not work.
Guest Posted August 16, 2018 Posted August 16, 2018 31 minutes ago, onesumgame said: They sleep in the house? That's cool. How about making them meet up at the Meadery for a couple of drinks after work? Yes, I can do that, that's a good Idea. They have the faction for each farm right now and so packages, but I will add thst So package, each one is potential marriage/follower as well if learn to like you
Guest Posted August 16, 2018 Posted August 16, 2018 27 minutes ago, Andy14 said: Only a few thoughts about it. This idea was already there before - so no bad idea. Did you do a stress test - somehow? There are reasons why Bethesda chose this "hard coded" way with the Creation Kit Engine. What about 50 of these NPCs? Up to 300 are possible (of course without mods) with CK Engine. Do not get me wrong - I just do not want you to spend your time with an idea that ultimately does not work. I am not going to overload the game with npcs like populated npcs did, right now I use immersive patrols, travelers of skyrim and inconsequential npcs, so I will not go to areas that these mods use, most of this will be in dead areas, like the tundra and things like that, but no overloading. A lot of the npcs I will use with be already existing ones, bandits , warlocks, ect, but with my own twist ?
Andy14 Posted August 16, 2018 Posted August 16, 2018 11 minutes ago, -Caden- said: I am not going to overload the game with npcs like populated npcs did, right now I use immersive patrols, travelers of skyrim and inconsequential npcs, so I will not go to areas that these mods use, most of this will be in dead areas, like the tundra and things like that, but no overloading. A lot of the npcs I will use with be already existing ones, bandits , warlocks, ect, but with my own twist ? Now I have learned much more than I actually wanted to know. (I will be silent) I wish you much success with your mod.
GenioMaestro Posted August 16, 2018 Posted August 16, 2018 My game must make some bad things... or is too late and i need sleep... Yours npc's are here.. and look good with 219 plugins... Spoiler EDIT: Have you seen the big differences in the screenshots? I always think that orcs look like mine. Why is the Ytvera from onesumgame so different? Maybe that's what FaceGen is for? To make the npc look the same regardless of what mod's are installed? I only have cbbe and prety face. Maybe onesumgame has a mod that changes the appearance of the orcs. Aditionally, the hair's are diferent, and can be for a mod that change the hair.
GenioMaestro Posted August 16, 2018 Posted August 16, 2018 12 minutes ago, Andy14 said: Now I have learned much more than I actually wanted to know. (I will be silent) I wish you much success with your mod. You can write it. Never is late for learn and is good share knowledge. Sure -Caden- not want spent months making a mod that not work.
Guest Posted August 16, 2018 Posted August 16, 2018 11 hours ago, GenioMaestro said: My game must make some bad things... or is too late and i need sleep... Yours npc's are here.. and look good with 219 plugins... Reveal hidden contents EDIT: Have you seen the big differences in the screenshots? I always think that orcs look like mine. Why is the Ytvera from onesumgame so different? Maybe that's what FaceGen is for? To make the npc look the same regardless of what mod's are installed? I only have cbbe and prety face. Maybe onesumgame has a mod that changes the appearance of the orcs. Aditionally, the hair's are diferent, and can be for a mod that change the hair. The NPCs I add will look different in each persons game. the reason being is I am using existing FaceGen data already in the base game of Skyrim. When making the npc I use the traits from bandits/warlocks, mages. onesumgame much have a bandit overhaul for looks on the npcs, so if you have a bandit overhaul the npcs I add will look different depending on your game.
Guest Posted August 16, 2018 Posted August 16, 2018 11 hours ago, GenioMaestro said: You can write it. Never is late for learn and is good share knowledge. Sure -Caden- not want spent months making a mod that not work. Exactly , Andy14 is just giving some friendly advice which is appreciated and is something to think about, but this is not my first rodeo with modding
Guest Posted August 16, 2018 Posted August 16, 2018 14 hours ago, onesumgame said: ... Reveal hidden contents 11 hours ago, GenioMaestro said: ... Here is a updated TEST file, I added the package for the 2 NPCs to go to the honeybrew meadery at 4 pm along with few other npcs out in the wilderness cells of whiterun hold No need for a clean save or anything like that, this file can just overwrite the existing one if you still have it in you game Will have a full release this weekend StrayNPCs(Test).7z
onesumgame Posted August 16, 2018 Posted August 16, 2018 19 minutes ago, -Caden- said: Here is a updated TEST file, I added the package for the 2 NPCs to go to the honeybrew meadery at 4 pm along with few other npcs out in the wilderness cells of whiterun hold No need for a clean save or anything like that, this file can just overwrite the existing one if you still have it in you game Will have a full release this weekend StrayNPCs(Test).7z Nicely done! Perhaps they should be given a regular sandbox package to go to the meadery before the UseIdleMarker package kicks in because it has a tendency to make npcs get stuck on obstacles in their path. The orc arrived correctly but the elf got stuck on her way to the meadery.
Guest Posted August 16, 2018 Posted August 16, 2018 57 minutes ago, onesumgame said: Nicely done! Perhaps they should be given a regular sandbox package to go to the meadery before the UseIdleMarker package kicks in because it has a tendency to make npcs get stuck on obstacles in their path. The orc arrived correctly but the elf got stuck on her way to the meadery. Hide contents I will do that when I get back into it, thanks for the feedback ?
EinarrTheRed Posted August 16, 2018 Posted August 16, 2018 @-Caden- Took a peek at what you did in CK. I can pass along some lessons learned. First, what you are doing will work and will work for any number of NPCs. If you want to know how this holds up to a stress test of having a couple hundred such NPCs in a game using Apachii and KS hairs, ask anybody using my Prettier Bandits mod. ? There are some rules you have to follow about it or you'll get some interesting new bugs. One rule is, never try to inherit the Traits of an NPC set to 'Is CharGen Face Preset'. If you do, you'll get an interesting new bug I call "The Grey Body Bug". The face will look right but your NPC will have a grey body (that one was about two days of frustration until I figured out what was causing it). If you change anything about the face settings, you have to generated new face data. I think I once got away with changing eye color, but any of the morphs, and especially the tint mask or hair model means you absolutely must have a new face data set. Body mesh doesn't matter, your NPC will adapt to whatever body mesh the base NPC had, so if you say inherited the traits of Yurriana from Buxom Wenches, you'd get a clone with her CBBE body even if everything else in your game uses a UUNP body. The body mesh, including custom body meshes will be inherited too. You cannot change voice type so make sure if your NPC has dialog, it and the base NPC have matching voice types or you won't get sound. Voice type is unfortunately one of the inherited traits and its all or nothing. You cannot change body weight, if something does, you get open neck and wrist seams. Changing the breast or belly nodes is fine. It doesn't matter how many leveled lists the base NPC are buried in, so you can have a bandit base actor that gets pushed through 4 templates and 3 nested lists (for example) and plug that last list into your NPC and it'll still work fine, just be mindful of the voice types if you are using dialog. Good luck with your project. EDIT: It will conflict slightly with my Whiterun Revisited mod cause I swapped the locations of the Battleborn and Pelagio farms (also Severio no longer dies during the Battle for Whiterun in my mod) but they'll still sleep in the farm houses (used the same interior cells just swapped the door links) they'll just be working at the wrong farms. On the upside, my new Battleborn farm house has a larger interior and a spare bed! ? But there's three other gals on the farm for your girl to hang with (and they also go into town weekend and end up drunk in the town square... but that's another story).
Guest Posted August 16, 2018 Posted August 16, 2018 2 hours ago, EinarrTheRed said: @-Caden- Took a peek at what you did in CK. I can pass along some lessons learned. First, what you are doing will work and will work for any number of NPCs. If you want to know how this holds up to a stress test of having a couple hundred such NPCs in a game using Apachii and KS hairs, ask anybody using my Prettier Bandits mod. ? There are some rules you have to follow about it or you'll get some interesting new bugs. One rule is, never try to inherit the Traits of an NPC set to 'Is CharGen Face Preset'. If you do, you'll get an interesting new bug I call "The Grey Body Bug". The face will look right but your NPC will have a grey body (that one was about two days of frustration until I figured out what was causing it). If you change anything about the face settings, you have to generated new face data. I think I once got away with changing eye color, but any of the morphs, and especially the tint mask or hair model means you absolutely must have a new face data set. Body mesh doesn't matter, your NPC will adapt to whatever body mesh the base NPC had, so if you say inherited the traits of Yurriana from Buxom Wenches, you'd get a clone with her CBBE body even if everything else in your game uses a UUNP body. The body mesh, including custom body meshes will be inherited too. You cannot change voice type so make sure if your NPC has dialog, it and the base NPC have matching voice types or you won't get sound. Voice type is unfortunately one of the inherited traits and its all or nothing. You cannot change body weight, if something does, you get open neck and wrist seams. Changing the breast or belly nodes is fine. It doesn't matter how many leveled lists the base NPC are buried in, so you can have a bandit base actor that gets pushed through 4 templates and 3 nested lists (for example) and plug that last list into your NPC and it'll still work fine, just be mindful of the voice types if you are using dialog. Good luck with your project. EDIT: It will conflict slightly with my Whiterun Revisited mod cause I swapped the locations of the Battleborn and Pelagio farms (also Severio no longer dies during the Battle for Whiterun in my mod) but they'll still sleep in the farm houses (used the same interior cells just swapped the door links) they'll just be working at the wrong farms. On the upside, my new Battleborn farm house has a larger interior and a spare bed! ? But there's three other gals on the farm for your girl to hang with (and they also go into town weekend and end up drunk in the town square... but that's another story). Thank you very much for all the info, I am sure you have just saved me hours of frustration Would it be ok if I link your Prettier Bandits mod on the page of this mod as a recommendation once I release it? Nice@ @ the three other girls drunk in the town square, once you release that mod, I will have the girls on the farms here go to that area and default sandbox as well
EinarrTheRed Posted August 17, 2018 Posted August 17, 2018 At least hours, I kept running into little issues and those just things I discovered through trial an error over time, figured I'd save you the headaches. Feel free to link to Prettier Bandits, one of these days I need to get back to that. My revised Battle-born farm is now the big one in front of Whiterun, with a new larger farm house (exterior) and an rebuilt interior (same cell, but new interior). The revised farmhouse has four beds in it, only three of which are used by the three gals who work on the farm, Gwendolyn (original to the farm), Julienne (a cute Breton) and Helgi (a tall, pretty nord). They work outside during the day, unless its raining, and go in for lunch; on the weekends they go into town to carouse at the Bannered Mare but then later end up out by the well drunk before walking home early in the morning. My reason for swapping the farms was listening to the Battleborn and Greymanes, where we learn the Battleborns made their wealth from farming... yet originally owned the smallest farm which didn't make sense. Meanwhile Severio Pelagio owns the largest as well as a private home in Whiterun and yet is hardly mentioned and dies ignobly in the Battle for Whiterun, kind of a waste of both a NPC and a farm. So I swapped them, now Severio lives on the smaller farm (I redid that farm house as well) and doesn't die in the battle. What used to be his house in Whiterun is now a new merchant shop. So now, to me at least, the farms and their owners makes sense lore wise. Don't know when I'll get the mod released, its a large mod and still very much a work in progress (I'm adding a lot).
Guest Posted August 19, 2018 Posted August 19, 2018 On 8/16/2018 at 8:51 PM, EinarrTheRed said: At least hours, I kept running into little issues and those just things I discovered through trial an error over time, figured I'd save you the headaches. Feel free to link to Prettier Bandits, one of these days I need to get back to that. My revised Battle-born farm is now the big one in front of Whiterun, with a new larger farm house (exterior) and an rebuilt interior (same cell, but new interior). The revised farmhouse has four beds in it, only three of which are used by the three gals who work on the farm, Gwendolyn (original to the farm), Julienne (a cute Breton) and Helgi (a tall, pretty nord). They work outside during the day, unless its raining, and go in for lunch; on the weekends they go into town to carouse at the Bannered Mare but then later end up out by the well drunk before walking home early in the morning. My reason for swapping the farms was listening to the Battleborn and Greymanes, where we learn the Battleborns made their wealth from farming... yet originally owned the smallest farm which didn't make sense. Meanwhile Severio Pelagio owns the largest as well as a private home in Whiterun and yet is hardly mentioned and dies ignobly in the Battle for Whiterun, kind of a waste of both a NPC and a farm. So I swapped them, now Severio lives on the smaller farm (I redid that farm house as well) and doesn't die in the battle. What used to be his house in Whiterun is now a new merchant shop. So now, to me at least, the farms and their owners makes sense lore wise. Don't know when I'll get the mod released, its a large mod and still very much a work in progress (I'm adding a lot). I look forward to the release
EinarrTheRed Posted August 19, 2018 Posted August 19, 2018 So do I ? Just don't hold your breath, gonna be awhile (its the biggest project I've ever tackled). The IsRaining condition is handy on behavior packages so if it starts to rain your NPCs will go indoors; I use that one a lot. You can also set up a "lunchtime" package triggered on the time of day. Helps add some variety to NPC behavior, give them a little more personality.
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