tattooedillusions Posted January 30, 2013 Posted January 30, 2013 It seemed a perfect fit so I went with it LOL I used this resource because the textures from other mods didn't look quite fitting to Skyrim's landscape. These things have been hanging around for over 2 centuries. So I used Skyrim's rock texture reassigned to the meshes. I plan to make use of the other meshes as well' date=' at various points in the quest to locate the valley.[/quote'] Indeed a perfect fit. I've stumbled past that mod a few times but never ended up looking at it. Looks pretty sweet. Great find. Just a reminder: this mod WILL NOT release until sometime AFTER the Dragonborn DLC. If the DLC is going to break anything, I'd rather it be during the construction of the mod, rather than after it's released. Aw come on you know you want the new DLC to screw up an already made mod and have to re-do the whole thing over again lol. Speaking of, I might just have to do the unthinkable and pre-order it. Never pre-ordered anything before but riding on dragons and ripping the heart out kill move might just drive me to that insanity. It's UNPB with BBP. However, I'll be adding a readme to this one, which will detail the mesh and texture paths for those who want to use other replacers. I'll also list the path for the draugr rags mesh for CBBE users. Trykz Ah sweet. I just switched from UNPB BBP/TBBP over to CBBE BBP/TBBP just for something different and for learning more about bodyslide and for testing out a couple things that I'm going to be working on soon. Re: your first quest. Awesome job! It's definitely a good start. At least you know now that the trigger works and now to just tweak it so the Nord doesn't get it. Wish I knew how to do that stuff so I could help out a bit when needed.
Trykz Posted January 30, 2013 Author Posted January 30, 2013 Re: your first quest. Awesome job! It's definitely a good start. At least you know now that the trigger works and now to just tweak it so the Nord doesn't get it. Wish I knew how to do that stuff so I could help out a bit when needed. I wasn't entirely sure I could pull it off, having never worked with that part of the CK before. But some of the tutorials I found are pretty descriptive and made it much easier than I expected. The quest actually runs alongside the main quest after starting a new character if you start in Helgen, or choose the LAL camping start. If you choose any other method to start, the courier will approach you at or near the next town you visit. So it should be pretty isolated from any alternate start mod, but also integrate nicely into whatever one is used (I've always used LAL myself). Now I have to figure out how to lead into the next quest in the line Trykz
tattooedillusions Posted January 30, 2013 Posted January 30, 2013 In depth tutorials are always good. I'm constantly going through Nightasy's tutorials because he's so descriptive for 3d modelling illiterate people like myself lol. But it sounds like you're making some pretty good progress and I also use LAL. I hate having to replay the entire opening sequence without being able to skip so LAL is a definite must for me. Were you able to get the scripting sorted out so the Nord didn't receive the message or are you waiting until you get a little further into making more quests?
Trykz Posted January 30, 2013 Author Posted January 30, 2013 Were you able to get the scripting sorted out so the Nord didn't receive the message or are you waiting until you get a little further into making more quests? Not yet. I'm stuck at a snag that no tutorial I've seen yet can resolve. So I'm still watching and reading tutorials for the moment. I presume the race check issue will be pretty easy to resolve, since it's usually a condition that can be set somewhere. I may have to play around with the courier a bit more to see if I can find a place to add the condition. In any event, I'm still further along than I expected to be when I started making the quest LOL Trykz
tattooedillusions Posted January 31, 2013 Posted January 31, 2013 What kind of snag are you in or did you figure it out already? If it's scripting I definitely wouldn't be able to help but someone might. One other side note about the outfits. I'm almost ready to upload CBBE TBBP versions with my new bodyslide preset just in case you're interested. Both the multitextured main mod and the prison replacers. Just have to get a couple more screenshots and they'll be up. I'm thinking in the next couple hours. They'll only be here at the lab though since the main TBBP isn't uploaded at the N yet. Not sure if you use TBBP or not but thought I'd pass it along to ya.
remois Posted January 31, 2013 Posted January 31, 2013 I'm not sure the courrier was made for those kind of restrictions... Maybe you could look into the vanillia letter that commes when you use a shout the first time how the condition are handled. You see which one I mean? (You cause quite a stir in ...) It gives away the location of a "word" Or you could use a custom npc that has nothing much to say (a beggar for example) but you add a dialogue that shows for your race
Trykz Posted January 31, 2013 Author Posted January 31, 2013 I'm not sure the courrier was made for those kind of restrictions... Maybe you could look into the vanillia letter that commes when you use a shout the first time how the condition are handled. You see which one I mean? (You cause quite a stir in ...) It gives away the location of a "word" Or you could use a custom npc that has nothing much to say (a beggar for example) but you add a dialogue that shows for your race The courier is just like any other actor. What makes him function differently from other actors is his AI and quest packages. Just like the cook Gianna during the DB quest. She usually gives custom races problems because of the race check in her AI. She runs a race check to select the proper line of dialogue for the player. Kind of like: if player is (raceA)=1.00' date=' then pass (X) dialogue if player is (raceB)=1.00, then pass (Y) dialogue What I want the courier to do is much simpler: if player is (insertrace)=1.00, then start ValleyQuest01 if player is (insertrace)=0.00, then stop I don't want to alter the WICourier quest. I want to alter the AI the courier runs on, which should be far less problematic, yet still achieve the same result. Essentially, he will still deliver notes about word wall locations normally, but a special condition in his AI would keep him from delivering the note that starts the valley quest for any race but Broken. Ideally, I'd want to place a condition on the overall quest. But it figures that the function for it doesn't work. Nice big conditions box on the main page of the quest form, which is utterly useless. Not sure if you use TBBP or not but thought I'd pass it along to ya. I was using it, but there are still too many issues with it to use it in my races. I wanted to repack all my mods with that body, but it still needs too much work. The crushed breast issue with corpses, and the "which skeleton should I use?" confusion is simply not something I want the user to have to deal with. Using something universal is the better option at the moment, because the user can opt for their preferred body style with replacer folders in the proper directory paths. When the TBBP body and physics are as stable as Cherry's, I'll be more than happy to revisit it Trykz
tattooedillusions Posted January 31, 2013 Posted January 31, 2013 I was using it' date=' but there are still too many issues with it to use it in my races. I wanted to repack all my mods with that body, but it still needs too much work. The crushed breast issue with corpses, and the "which skeleton should I use?" confusion is simply not something I want the user to have to deal with. Using something universal is the better option at the moment, because the user can opt for their preferred body style with replacer folders in the proper directory paths. When the TBBP body and physics are as stable as Cherry's, I'll be more than happy to revisit it Trykz [/quote'] Oh I didn't necessarily mean in your races I just meant in general for your own playing I wasn't sure if you used it or not. Lol I know what you mean about what skeleton to use. Pulling my hair out to figure that one out. I went with one of skull's 15,000 skeletons and it seems to help in the crushed breast/butt thing. Hopefully someone will find a cure for it instead of a band-aid but for now I'm good with ban-aids lol. I agree about the user being able to replace the body given with a standalone race. I do it all the time. Adds a little variety that way too.
Trykz Posted January 31, 2013 Author Posted January 31, 2013 Oh I didn't necessarily mean in your races I just meant in general for your own playing I wasn't sure if you used it or not. Lol I know what you mean about what skeleton to use. Pulling my hair out to figure that one out. I went with one of skull's 15' date='000 skeletons and it seems to help in the crushed breast/butt thing. Hopefully someone will find a cure for it instead of a band-aid but for now I'm good with ban-aids lol. I agree about the user being able to replace the body given with a standalone race. I do it all the time. Adds a little variety that way too.[/quote'] Eventually, all of my mods (current and new) will all use the same directory structure. Once it's universal to all of my race mods, then replacing a body in any one of them will be as simple as replacing the vanilla body. The skeleton issue with TBBP is exactly what turned me away from it. I like to use skeletons that place daggers on the pelvis, and swords on the back (which XP32 made some really cool animations for). But every one I tried either brought back the old torch problem Cherry's body needed a fix for (which the FNIS fix wouldn't resolve), or caused the crushed breast issue, and only when used with TBBP body meshes. There was no happy medium with it. So I scrapped the idea of using it in my mods universally. There's simply too many variables that far too many modders are trying to alter (skeletons, behaviors, body meshes, animations, etc...). It's just too problematic to hash out all the right parts to use it universally, since if the user decides they want a different body type, it may not work properly with the other parts. CBBE and UNPB are both universally stable with Cherry's physics, with literally thousands of armor/clothing pieces made for them. So for now, the choice was pretty clear. Trykz
WaxenFigure Posted January 31, 2013 Posted January 31, 2013 target = akTarget targetBase = target.getLeveledActorBase() ; Always use getLeveledActorBase, it will contain the current values including names when ActorBase may not targetRace = targetBase.getRace() ; Will return "Fox" race if you use getActorBase on a leveled list character, must use getLeveledActorBase targetName = targetBase.getName() if (!targetBase.isUnique()) targetName += " " + target.getFormID() endIf Does that help with the race testing problem? (Race is from GetLeveledActorBase).
Trykz Posted February 1, 2013 Author Posted February 1, 2013 target = akTarget targetBase = target.getLeveledActorBase() ; Always use getLeveledActorBase, it will contain the current values including names when ActorBase may not targetRace = targetBase.getRace() ; Will return "Fox" race if you use getActorBase on a leveled list character, must use getLeveledActorBase targetName = targetBase.getName() if (!targetBase.isUnique()) targetName += " " + target.getFormID() endIf Does that help with the race testing problem? (Race is from GetLeveledActorBase). All I can do is try it I managed to get the quest working as I want (except for the race check). But figuring out how to get the end to trigger the next quest is proving very annoying. Basically, I want to daisy-chain the quests together, with each one being started at the completion of the previous. There's a box to select the next quest, but adding anything to it does nothing. I think it may be because all of the quests in a chain need to me managed by the story manager. It's sort of confusing, but I'm figuring things out bit by bit LOL Trykz
Trykz Posted February 1, 2013 Author Posted February 1, 2013 So I managed to get the first quest working normally under the story manager. However, upon completion of the first quest, the second quest still doesn't fire by simply ticking the checkbox in the final stage of quest one. I assume there needs to be a script entry in the last stage of quest 1 that triggers stage 0 of quest 2. In other news, I have another business trip to New York next week. I'll be gone for about 4 days, but hope to be well into the final steps of this before I leave. Trykz
tkdb17 Posted February 1, 2013 Posted February 1, 2013 Now i'd come to start downloading your custom races but figured i'd wait for Dragonborn and then i spot this!! Yet another mod i have to can't wait for! lol note: what bodies can work with what races is why I've not bothered trying to implement any race/body mods yet. Trying to find a race/body that has easily find-able clothes i like is a nightmare. (i'll stop rambling now) tk
Trykz Posted February 1, 2013 Author Posted February 1, 2013 Now i'd come to start downloading your custom races but figured i'd wait for Dragonborn and then i spot this!! Yet another mod i have to can't wait for! lol note: what bodies can work with what races is why I've not bothered trying to implement any race/body mods yet. Trying to find a race/body that has easily find-able clothes i like is a nightmare. (i'll stop rambling now) tk I know the feeling. But if you BodySlide the body you want to use (and provide the BodySlide settings for it), the user can make their own vanilla armor set to fit it, along with a few BodySlide compatible custom armors. Trykz
Trykz Posted February 17, 2013 Author Posted February 17, 2013 So..... I finally have all my gear back together in one location, so things should start moving along a bit quicker now I added shots of the female presets to post #2, and I'll be adding the male presets sometime tomorrow after I get the rest of the male hairs added to the mod. The hairs in the female shots are already in, as well as about 15 or so additional hairstyles. I still have a lot of quest work to do, but updates on my progress should be a bit more frequent now Trykz
« Broken ‡ Mirror » Posted February 17, 2013 Posted February 17, 2013 Some of the presets contain a bit of a too wide jawline for my taste, but to each his own. Looking very good already! Some of the presets are amazing! A few tweaks to preset two, seven, or ten, and I think I have a new character!
Trykz Posted February 18, 2013 Author Posted February 18, 2013 Some of the presets contain a bit of a too wide jawline for my taste, but to each his own. Looking very good already! Some of the presets are amazing! A few tweaks to preset two, seven, or ten, and I think I have a new character! I try not to spend too much time on them. I usually spend quite literally 90 minutes or more tweaking a character to my liking. Presets I usually just vary a bit here and there to get them finished quick, but highlight a few key points. Such as a broad or narrow jawline, puffy or shallow cheeks, and a few variations of eye shape. If I spent as much time tweaking each preset as I do my personal characters, my mods would take DAYS longer to complete LOL Trykz
« Broken ‡ Mirror » Posted February 18, 2013 Posted February 18, 2013 Some of the presets contain a bit of a too wide jawline for my taste, but to each his own. Looking very good already! Some of the presets are amazing! A few tweaks to preset two, seven, or ten, and I think I have a new character! I try not to spend too much time on them. I usually spend quite literally 90 minutes or more tweaking a character to my liking. Presets I usually just vary a bit here and there to get them finished quick, but highlight a few key points. Such as a broad or narrow jawline, puffy or shallow cheeks, and a few variations of eye shape. If I spent as much time tweaking each preset as I do my personal characters, my mods would take DAYS longer to complete LOL Trykz Same here My first characters took so long to create, both male and female alike. Took me approximately 1-2 hours between each character. I made so many characters that I can barely even keep track of the names anymore. Just recently, I deleted my entire Skyrim folder instead of another folder and now, trying to get most of my stuff back together. But, back on topic. If you want, I could try to create some presets for you. If you could teach me how to send it to you; I think it's just creating it and sending you the save; but not sure. If it involves the CK, well, then I can't because it has crashed so many times, I gave up on it.
Trykz Posted February 24, 2013 Author Posted February 24, 2013 Some of the presets contain a bit of a too wide jawline for my taste, but to each his own. Looking very good already! Some of the presets are amazing! A few tweaks to preset two, seven, or ten, and I think I have a new character! I try not to spend too much time on them. I usually spend quite literally 90 minutes or more tweaking a character to my liking. Presets I usually just vary a bit here and there to get them finished quick, but highlight a few key points. Such as a broad or narrow jawline, puffy or shallow cheeks, and a few variations of eye shape. If I spent as much time tweaking each preset as I do my personal characters, my mods would take DAYS longer to complete LOL Trykz Same here My first characters took so long to create, both male and female alike. Took me approximately 1-2 hours between each character. I made so many characters that I can barely even keep track of the names anymore. Just recently, I deleted my entire Skyrim folder instead of another folder and now, trying to get most of my stuff back together. But, back on topic. If you want, I could try to create some presets for you. If you could teach me how to send it to you; I think it's just creating it and sending you the save; but not sure. If it involves the CK, well, then I can't because it has crashed so many times, I gave up on it. Creating presets is fairly easy. And the file required doesn't require the CK to generate. Simply open the racemenu with any Breton character or at character creation (Breton is the base race for this mod), open the console, and type SPF F001 (replace the F with an M for males). This command will save a file called 001.npc to the Skyrim folder (where the Data folder is). This file can then be used to create an exact copy of the player face you created. I use numbering schemes such as F001-F010 to create the twenty presets I intend to use in the mod. There isn't really a limit on how many you can add to a single mod. You could feasibly create as many .npc files as you want, and ALL of them can be used to create presets (or NPCs) for a single race. Then just pack them up in a folder and attach it here On that note, it's been a bit busy with RL work this past week, so I didn't really accomplish much. But things are slowing a bit now, so I'm back at it. I'm taking a bit of a break from the quest creation for now, as I want to get a lot more NPCs done. I really want the valley to feel like an actual village, instead of just something slapped onto the mod. So I need to do a lot of AI package creation to give each inhabitant the feeling of having more purpose than simply standing around. Merchants, trainers, spouses, children, etc.. I also intend to use some of the Dovahteen assets in this to give it a more realistic feel. I'm undecided if I want to make them playable or not. We'll see Trykz
« Broken ‡ Mirror » Posted February 24, 2013 Posted February 24, 2013 Creating presets is fairly easy. And the file required doesn't require the CK to generate. Simply open the racemenu with any Breton character or at character creation (Breton is the base race for this mod), open the console, and type SPF F001 (replace the F with an M for males). This command will save a file called 001.npc to the Skyrim folder (where the Data folder is). This file can then be used to create an exact copy of the player face you created. I use numbering schemes such as F001-F010 to create the twenty presets I intend to use in the mod. There isn't really a limit on how many you can add to a single mod. You could feasibly create as many .npc files as you want, and ALL of them can be used to create presets (or NPCs) for a single race. Then just pack them up in a folder and attach it here On that note, it's been a bit busy with RL work this past week, so I didn't really accomplish much. But things are slowing a bit now, so I'm back at it. I'm taking a bit of a break from the quest creation for now, as I want to get a lot more NPCs done. I really want the valley to feel like an actual village, instead of just something slapped onto the mod. So I need to do a lot of AI package creation to give each inhabitant the feeling of having more purpose than simply standing around. Merchants, trainers, spouses, children, etc.. I also intend to use some of the Dovahteen assets in this to give it a more realistic feel. I'm undecided if I want to make them playable or not. We'll see Trykz Ah alrights! Glad to see that you're back! Take your time with all of this Trykz!
Trykz Posted February 25, 2013 Author Posted February 25, 2013 Creating presets is fairly easy. And the file required doesn't require the CK to generate. Simply open the racemenu with any Breton character or at character creation (Breton is the base race for this mod), open the console, and type SPF F001 (replace the F with an M for males). This command will save a file called 001.npc to the Skyrim folder (where the Data folder is). This file can then be used to create an exact copy of the player face you created. I use numbering schemes such as F001-F010 to create the twenty presets I intend to use in the mod. There isn't really a limit on how many you can add to a single mod. You could feasibly create as many .npc files as you want, and ALL of them can be used to create presets (or NPCs) for a single race. Then just pack them up in a folder and attach it here On that note, it's been a bit busy with RL work this past week, so I didn't really accomplish much. But things are slowing a bit now, so I'm back at it. I'm taking a bit of a break from the quest creation for now, as I want to get a lot more NPCs done. I really want the valley to feel like an actual village, instead of just something slapped onto the mod. So I need to do a lot of AI package creation to give each inhabitant the feeling of having more purpose than simply standing around. Merchants, trainers, spouses, children, etc.. I also intend to use some of the Dovahteen assets in this to give it a more realistic feel. I'm undecided if I want to make them playable or not. We'll see Trykz Ah alrights! Glad to see that you're back! Take your time with all of this Trykz! That's the plan This mod is far bigger, and much more intricate than anything I've done to date. So I want to get it as right as I can on the first pass. I'm just hoping Bethesda doesn't break the quest line with some stupid patch later. I'd hate to think I'd have to redo all that. Revamping a race or cell mod is basic stuff.... just a bit time consuming. Revamping a quest line seems like it would be much more...... problematic. I also need to research quest updating at some point, so I can expand on it later if I want. So I'm leaving plenty of room between stages for filler (I may seek out a script writer later after the base quest is released). Other things yet to add/complete: add in Dovahteen assets and create teens/children for added immersion/realism create about 40-50 new NPCs with individual AI packages and relationships add functionality to the Oblivion Gate, with a new combat area reminiscent of Oblivion add racial powers and abilities to PC race and NPCs finish adding valley assets (blacksmith, merchants, market, etc..) finish male presets and customization I'm also still looking into the potential benefits/shortcomings of using the story manager So needless to say, I have a ways to go :/ Trykz
Trykz Posted February 26, 2013 Author Posted February 26, 2013 So I managed to build a couple of new bodies for inclusion in this. See the updated post #2 on the first page..... and YES..... both the pregnant females AND the teens WILL be playable Still soooooooo much to do :/ Trykz
Trykz Posted March 1, 2013 Author Posted March 1, 2013 Updated post 2 with some new progress pics I'll get more up in the coming days. I also managed to sort keeping other races out of the valley (the only exception is for followers). I created a teleport spell that works ONLY for the races added by this mod, and will also be adding a one-way door to leave the valley. With this development, I'm going to rework the quest completely. The adult actor you see in the new shots is actually a follower NPC that will provide you with the teleport spell. Instead, the courier will give you a letter telling you to meet her in Dragonsreach. This will allow me to jump right into the work I need to get done on the Oblivion Plane I have in mind, which is only accessible from within the valley Trykz
« Broken ‡ Mirror » Posted March 1, 2013 Posted March 1, 2013 Nice! Really liking the kids and teens ^I sound so much like a perv -.-
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