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zone22

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Everything posted by zone22

  1. Keep up the great work. I can't wait to try this when it matures a little more! I imagine if it's loaded last in the load order and bashed patch it should be compatible with most creature overhauls.
  2. -Dynamic Testing Cells:Test Spawns & Items- This request comes from the fact that testing a modded game can be extremely difficult. This difficulty extends from the fact that Skyrim is a complex dynamic environment and that complexity is compounded by added or interacting mods. When it comes to testing mods traditionally and arguably the best method besides reading the readme and comment section, then checking with TES5Edit for altered records. Last but not least testing for problems in-game. This process takes a long time in the significant amount of knowledge and especially with TES5Edit. With in-game testing certain items and spawns are only available to the player at any given level of their character-Leveled lists. Hopefully this process can be somewhat simplified. The proposal is to create testing cells where the player will be able to visually verify level lists and loot by character level through individual testing cells based off any load order. This is not an original idea and it was done on a static of group of mods with FCOM: Convergence from Elder scrolls:Oblivion using 300_Test.esp For those who might not be familiar 300_Test.esp how functioned: When loading the game the player would be automatically teleported to the first testing room. There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns were behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely. The console command ("coc 300TestCell00" through 29) was used to cycle through the cells. Each cell also had a sigil stone that respawn each cell except the one the player was in. This allowed to re-test a certain spawns. - Source I'm posting here because I think this might be a beneficial idea for the community and I don't have the talent to make it myself. It comes down to a few things. Do you think it would be useful and is it technically possible to create it dynamically based off the users load order? May be using a TES5Edit script or SkyProc? Edit: I'm going to attempt to make it myself but some encouraging posts and sage advice is definitely welcome. DTC:Prep-phase In progress-Suspended-Done- 1. Analyze the structure of 300_Test.esp -Examine the scripts --How the NPC/loot are assigned to various cells. --Determine why 31 cells were appropriate and what would be the Skyrim equivalent. Off the top of my head I'm thinking it's the maximum level lists 31 for 31 character levels for Oblivion.. Examine NPCFormationScript -The script moves the player to an empty cell upon loading game. Original script scn NPCFormationScript float fQuestDelayTime Begin GameMode if fQuestDelayTime != .2 set fQuestDelayTime to .2 player.moveto Xmarker3 endif End 300TestOrbScript- It resets the cells scn 300TestOrbScript Begin OnActivate Player ResetInterior 300TestCell00 ResetInterior 300TestCell01 ResetInterior 300TestCell02 ResetInterior 300TestCell03 ResetInterior 300TestCell04 ResetInterior 300TestCell05 ResetInterior 300TestCell06 ResetInterior 300TestCell07 ResetInterior 300TestCell08 ResetInterior 300TestCell10 ResetInterior 300TestCell11 ResetInterior 300TestCell12 ResetInterior 300TestCell13 ResetInterior 300TestCell14 ResetInterior 300TestCell15 ResetInterior 300TestCell16 ResetInterior 300TestCell17 ResetInterior 300TestCell18 ResetInterior 300TestCell19 ResetInterior 300TestCell20 ResetInterior 300TestCell21 ResetInterior 300TestCell22 ResetInterior 300TestCell23 ResetInterior 300TestCell24 ResetInterior 300TestCell25 ResetInterior 300TestCell26 ResetInterior 300TestCell27 ResetInterior 300TestCell28 ResetInterior 300TestCell29 ResetInterior 300TestCell30 End Examine Testing Cells - The 01-31 cells spawns are manually with corresponding loot containers. --Determining how many cells are appropriate for Skyrim 2. DTC:Replication Phase In progress-Suspended-Done- Rewriting scripts Create cell template-spawn/loot placement Automation per load order- The question is can I dynamically create/destroy Cells through scripts based on the number of entities in level lists? Lastly how would I handle unleveled in NPCs and items?
  3. I'm starting to teach myself 3d modeling using 3d Max 2012. I been learning a lot from written and video tutorials. For the most part they don't troubleshoot problems. The problems I'm having could be answered within a few minutes of talking to somebody who's experienced with 3-D Max. Would anyone mind hopping on Skype and taking me under their wing for a few minutes when I have questions? -Zone22 edit- I posted this also in the Bethesda forums.
  4. I'm hoping to mess with the AI. In particular the dragons ai package. I'm hoping it's not all hard coded. Its all kind of riding what I find in the creation kit.
  5. I'm really thinking/hoping that the CK will have a well-documented wiki page. Mostly because I want to start making my own creations If all hell breaks loose and they don't someone in the community will make tutorials.
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