slicksly Posted May 2, 2016 Posted May 2, 2016 One year anniversary since last version~That's okay though, take your time. A good thing's well worth waiting for!
Veladarius Posted May 2, 2016 Author Posted May 2, 2016 I'm having a bit of a problem where the bandits will not attack even if my character refuse to hand over the goods. The convo goes something like this: "Hand over the goods from that store!" My character: "No, you'll have to take it from me!", Bandit: "Fine, my pleasure" and then he walks off. No attacks or anything, just walks off and sits down somewhere taking a drink. My character can just go and deliver the goods, no problems. I assume it might have to do with me using both Inconsequential NPCs and ETaC, but I have set the capture dreams.esp below the main files from those two mods, so it shouldn't be a problem, right? Any idea what I can do to fix it, since I assume the bandit should be attacking Sometimes the command to set them to hostile does not get set off, I believe it is dropping from the dialogue before the script is set off. I have changed the way it works in v4 to ensure that it is. This is sort of mumbling, but a person cannot mumble a post, it's engraved for all time. uhhmm, a biggie part of one of my mods is that the Player is friends with everyone, including Bandits. When she shows up they sing. The forsworn are intractable assholes who always attack no matter what. OK I'm hoping your fix does not involve making Player enemies with bandits, or if you have to, at least make them forsworn bandits. My bandits are custom and share no factions or anything else with Skyrim's bandits and such, I use a script to set them as enemies to the player and start attacking you. What I did was set up the dialogue with a better trigger for the script to make it more reliable. Everything I use for my quests (bandits and Thalmor) are all custom and share no factions with the normal Skyrim ones.
gaunty14 Posted May 3, 2016 Posted May 3, 2016 Hello Awesome mod, I've run into a problem though. I wasn't paying attention when Master was giving me a delivery location, and there doesn't appear to be a quest marker either so I have no idea who I'm supposed to be delivering this package to. Is there a way to find out, short of reverting to an older save and loosing around three hours of gameplay?
gaunty14 Posted May 3, 2016 Posted May 3, 2016 I tried but she just said "don't you already have a job", guessing I haven't run out of time yet?
Veladarius Posted May 3, 2016 Author Posted May 3, 2016 I think the line you want is "about that job" or something like that. If nothing else works you can reset the quest and start it again.
Veladarius Posted May 3, 2016 Author Posted May 3, 2016 What is the quest id and stage No.s? Or is it reset by MCM menu? Ta for the help by the way. It can be reset in the MCM menu.
darkfender666 Posted May 3, 2016 Posted May 3, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot.
El_Duderino Posted May 3, 2016 Posted May 3, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.)
Veladarius Posted May 3, 2016 Author Posted May 3, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.) Yes, both the North Keep and the CD shop sit in the same location and the only solution we came to was for one of us to move (which neither of us wants to do). It will remain incompatible.
DonQuiWho Posted May 3, 2016 Posted May 3, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.) Yes, both the North Keep and the CD shop sit in the same location and the only solution we came to was for one of us to move (which neither of us wants to do). It will remain incompatible. If I might add my tuppenceworth, you can fix the TES Arena part of this - which is a great mod - by installing the modular version, without Northkeep, and then using --- as I did, a long time ago , the ''Merge Plugins xEdit Script' ----- http://www.nexusmods.com/skyrim/mods/37981/? --- or the current version, 'Merge Plugins' (Standalone) which I have found worked well on a load of other things ----- http://www.nexusmods.com/skyrim/mods/69905/? to merge the rest of the individual TES Arena locations' esps into one, merged, esp file So you can then run the rest of TES Arena, ie excl North Keep, and the CD Shop, in harmony, while still minimising your load order mod numbers FWIW, other good local mods in the CD shop vicinity are: Mammoth Manor: http://www.nexusmods.com/skyrim/mods/52460/? and Stynja Watch: http://www.loverslab.com/topic/38447-stynja-watch/?hl=stynja You should be able to run the current CD Shop + both those with no problem. Hopefully, from what we know so far of the plans for the forthcoming version, that should continue. I'm sure I will be corrected if I have got that wrong TPOS: http://www.nexusmods.com/skyrim/mods/72449/? will NOT run alongside either the current CD shop or, as Veladarius already responded to my query up thread, the new version to come Anyway, hope some of that helps
Guest Posted May 4, 2016 Posted May 4, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.) Yes, both the North Keep and the CD shop sit in the same location and the only solution we came to was for one of us to move (which neither of us wants to do). It will remain incompatible. If a person wanted to modify a property using "creation kit", is it difficult? A mod I am sure you are all familiar with crashes on my PC very easily once Player enters, so the answer must be "very hard". But say a person built the equivalent of a Tardis (bigger on the inside) with very little furniture, just some breathing room and maybe an exit. Like inside Ysolda's house, which is an oversized closet. CAN a building be bigger on the inside or must it be underground to be expanded upon? I ask here because of all the building this mod does above-ground.
Laura Posted May 4, 2016 Posted May 4, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.) Yes, both the North Keep and the CD shop sit in the same location and the only solution we came to was for one of us to move (which neither of us wants to do). It will remain incompatible. If a person wanted to modify a property using "creation kit", is it difficult? A mod I am sure you are all familiar with crashes on my PC very easily once Player enters, so the answer must be "very hard". But say a person built the equivalent of a Tardis (bigger on the inside) with very little furniture, just some breathing room and maybe an exit. Like inside Ysolda's house, which is an oversized closet. CAN a building be bigger on the inside or must it be underground to be expanded upon? I ask here because of all the building this mod does above-ground. A building and its interior are seperated. I heard that some modders are finding it difficult to make the interior the same size as the exterior. EDIT: i found a tardis mod. http://www.nexusmods.com/skyrim/mods/36012/?
Veladarius Posted May 4, 2016 Author Posted May 4, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.) Yes, both the North Keep and the CD shop sit in the same location and the only solution we came to was for one of us to move (which neither of us wants to do). It will remain incompatible. If a person wanted to modify a property using "creation kit", is it difficult? A mod I am sure you are all familiar with crashes on my PC very easily once Player enters, so the answer must be "very hard". But say a person built the equivalent of a Tardis (bigger on the inside) with very little furniture, just some breathing room and maybe an exit. Like inside Ysolda's house, which is an oversized closet. CAN a building be bigger on the inside or must it be underground to be expanded upon? I ask here because of all the building this mod does above-ground. A building and its interior are seperated. I heard that some modders are finding it difficult to make the interior the same size as the exterior. EDIT: i found a tardis mod. http://www.nexusmods.com/skyrim/mods/36012/? Building interiors come in 2 types: 1 - Building is made up of 'slices' such as an end, middle, door and corner (for l shapes). Most of the farmhouse based structures are like this (CD shop, smithy and barracks). 2 - Building is made up of individual blocks where you have 1,2 or 3 walls and maybe a floor and/or ceiling in place. These are more versatile but harder to make as you have to get everything lined up right. Carlotta's house is like this as is the CD Manor and VIP house though those have multi piece walls. There are a lot of buildings in Skyrim that the interior does not match the exterior at all.
Farmthat Posted May 4, 2016 Posted May 4, 2016 Technically, interiors are 100% stand-alone. Whenever you pass through a portal/door into a new area with a loading screen, Skyrim just unloads all the data of where you were, loads up a new cell, and pops you into it. You're not in skyrim anymore--you're in, for example, "RandomTestCell37" and nothing more--there's nothing outside of that cell. What Veladarius is saying is that the Nord buildings are modular. So, yes, it's not that hard to make the interior and exterior proportions match, It could be "6 wall segments long by 3 wide." Check. There are interior walls, and corresponding exterior walls. But to make them match it requires building two accurate buildings instead of one, with attention to detail both inside and out. You could just plop down a generic shack that opens up into an elaborate mansion, but it's going to upset some people. To make it larger on the inside is trivial.
Veladarius Posted May 4, 2016 Author Posted May 4, 2016 Measuring by the standard squares that make up the floors and such the CD manor outside is 3 x 4 which includes the platform where the pillory is. The second floor is 3 x 2 and the third is 2 x 2. Interior wise the Manor first floor is 8 x 8, second floor is 8 x 4 and third floor is 4 x 4.
Verstort Posted May 5, 2016 Posted May 5, 2016 Those slavery entrances, where other mods can send the player to start slavery in CD4; are they overwriting the old modevent with a parameter to set to select which version we get (like currently) or are they using new mod event names? Edit: I'm sure 4.0 is feature frozen, I'm just curious and theory testing... Never written a scene, can you make a scene with an actor reference from another mod that isn't a dependency? Specifically, if I sent your mod an actor tied to the mod event, could you use them in your scene (through alias forcing for instance) or is that outside of the ability of skyrim's scene capability?
Guest Posted May 5, 2016 Posted May 5, 2016 I looked at creation-kit editing, I'm just afraid to apply it. Say I copied Proudspire's interior and pasted it into ysolda's house. It seems easy except then Ysolda would never appear in the house, I'd think. Better still to copy the VIP manor but then servants and who-knows-who might magically appear. There seems to be such a high learning curve, I can see why some modders, proud of their knowledge, take building way (way) too far!! I'm all like "maybe add a nursery" but it requires a floor, walls, a roof, and sealing gaps (I don't understand about the gaps at all) and then hypothetically figure out why the game would keep crashing whenever I entered. I like my idea of entering an existing house and being transported to Bluepalace-the-clone, and I'm mentioning it publicly for all to see (o the shame) in case anyone else has tried doing this. The modded house would need blue-things for the owner/NPC to use. a chair needs to be sat upon, a bed slept in, a pot stirred You guys deserve a lot of praise, that's for sure. I'll hire a contractor when I'm not as poor as I am now.
Veladarius Posted May 5, 2016 Author Posted May 5, 2016 Those slavery entrances, where other mods can send the player to start slavery in CD4; are they overwriting the old modevent with a parameter to set to select which version we get (like currently) or are they using new mod event names? Edit: I'm sure 4.0 is feature frozen, I'm just curious and theory testing... Never written a scene, can you make a scene with an actor reference from another mod that isn't a dependency? Specifically, if I sent your mod an actor tied to the mod event, could you use them in your scene (through alias forcing for instance) or is that outside of the ability of skyrim's scene capability? The commands to start the Captured Dreams slave start have not changed though all the quest does is hand it off to a new slavery start. In the new slave start you get the chance to choose which slave start you want to use: the debt version or the full property slave version. Yes, you can use actors from other mods in scenes, you just have to identify them first. If I were to write a scene where another mod supplied the npc and triggered it I would set it up like this: -Create the Reference Alias that would be used in the scene, leave it empty and set it as optional and can be disabled -Create an actor property and leave it empty -The other mod would have to create a soft dependency and set their npc as the actor above -Set off a mod event that would be picked up by my mod which would then force the actor into the alias and start the scene If I was wanting to use whatever npc I found within a scene it would be similar to above except I would have to make the method of identifying the actor setting them up for the scene. A lot of the quests I have made the Aliases are left empty and filled as needed such as the delivery quest. There are 9 sets of bandits but only one set of aliases, the set that will be used is the one that is forced into the aliases.
Veladarius Posted May 5, 2016 Author Posted May 5, 2016 I looked at creation-kit editing, I'm just afraid to apply it. Say I copied Proudspire's interior and pasted it into ysolda's house. It seems easy except then Ysolda would never appear in the house, I'd think. Better still to copy the VIP manor but then servants and who-knows-who might magically appear. There seems to be such a high learning curve, I can see why some modders, proud of their knowledge, take building way (way) too far!! I'm all like "maybe add a nursery" but it requires a floor, walls, a roof, and sealing gaps (I don't understand about the gaps at all) and then hypothetically figure out why the game would keep crashing whenever I entered. I like my idea of entering an existing house and being transported to Bluepalace-the-clone, and I'm mentioning it publicly for all to see (o the shame) in case anyone else has tried doing this. The modded house would need blue-things for the owner/NPC to use. a chair needs to be sat upon, a bed slept in, a pot stirred You guys deserve a lot of praise, that's for sure. I'll hire a contractor when I'm not as poor as I am now. If npc's are not entering or leaving a custom house it is because of the door is not set up completely. 1- Make sure that both the interior door and exterior door are linked and have the teleport marker set up (they are usually a transparent yellow marker) 2- The nav mesh inside and outside has to be finalized so the npc knows where the doors are. This links the teleport marker to the nav mesh so the AI pathing can see where the door is so they can use it properly. This is why mods that let you place homes in game don't work with followers as you can't force that link to the nav mesh in game. NPC's will automatically interact with any furniture or any sort of crafting station so long as they are not set so they are not allowed to (by default they are). Idle markers (blue square with an I in them) can be placed in places where you want NPC's to do specific idles such as sweep or other things. Scenes is where things get complex, I use Directional X Markers (Red rectangular box with a point sticking out of it) to designate locations and facing direction for actors. This is the CD shop with all the markers in it:
Veladarius Posted May 6, 2016 Author Posted May 6, 2016 Ok, I am looking to recruit some testers for v4, there is a lot to test and I would like to have several people be able to cover different parts at the same time. I have some requirements though if you want to do this: 1- Be familiar with the current version of CD. Even though things have changed I do want some feedback on the changes made as most everything have changed and it is possible that some may change again. 2- You are familiar with the console and how to use it. If there are issues I will ask for screen shots of specific things from it or have you look things up. 3- You know how to pull a papyrus log and can post it, bonus if you can actually read it. 4- Are not just wanting to get in on this to play with it. There are parts that are unfinished and untested so there may be times that you will have to start a new game. 5- Your game is currently stable and does not crash all the time. If you have issues in testing and send me a log with errors all over the place I will tell you to fix those first. 6- Unless you have not used Captured Dreams with a current character you will have to start a new game. I suggest starting a new game anyways as you may have to restart (last 3 versions required restarts). There have been 8 versions in 2 weeks at this point. 7- Mod building experience is a plus. I will say now some of the testers have been having issues that I can't replicate, adding more will give me an idea if it is a mod issue or something on their end of things. I have several sections that have not had their initial testing done yet so I want to concentrate on testing those and fixing issues. It is pretty much feature locked though a few of those features are in a rather basic state. There are 2 primary play types I want tested - Property Slave and General Play There is still a lot of dialogue that could use improvement so suggestions on that are welcome as well.
zenetx Posted May 7, 2016 Posted May 7, 2016 Ok Vel, I'm nowhere near your level of ck knowledge but I'll glad test it and help you with anything I can.
Guest Posted May 7, 2016 Posted May 7, 2016 I just woke up. Is the line real long, or do I have a chance? I'm familiar with CD I can use the console (I cheat heavily) I know how to go to the logs section to pull a log, stick it in a zip file with other logs. My game just started today, and I'm still setting it up (takes me a couple hours to set up MCM) Playing with it (Bad, bad, ew) No immersiveness, I promise I'm no modder but I actually have a mod on file here (yeah, me, who'da thought)
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