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glenchild

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Posts posted by glenchild

  1.  

    Introduction:

     

     

     

    When I began contemplating an Orc playthrough - something I had never done before - I started searching for orc appropriate player homes and mods. My orc would want to live in a stronghold, I thought, surely someone has created an awesome orc stronghold home?

     

    I was however, disappointed. A search of the Nexus yielded a small handful of orc themed homes, but none tickled my fancy. For the first time, the urge to make  a mod hit me. I knew what I wanted! I should make it!

     

    So, here we are. The idea of doing a stronghold has grown and become progressively more ambitious -  I want it to be elaborate and immersive and really involve the player. The dragonborn just doesn't walk into a complete, fortified stronghold with a lavish player home; oh no, the dragonborn must work for it. Orcs don't let just anyone become a Chieftain - you have to prove yourself, first!

     

    Imagine, the dragonborn stumbling upon another ruined fort infested with bandits, only, upon clearing them out, to discover an elderly orc gentleman that was their captive. And, while he may now be feeble, this orc has a dream - to develop the languishing mine across the river, and to build a thriving stronghold to replace the one he lost long ago. All he needs is young, strong, powerful leader to make it happen.

     

    In its final iteration, I want Tharash Dol to be a Build-Your-Own settlement, complete with a crafting/purchasing system, customization options, quests to gain supplies and recruit NPCs, and custom voice acting. For now, I work to create the stronghold has it will be when completed: I will work backwards from there.

     

    List of Features and Current Progress:
     
    Exteriors:

    • Tharash Dol Stronghold layout (95% done)
    • The Garrison playerhome exterior (75% done)
    • The Guardhouse exterior (99% done)
    • The Mine exterior (90% done)
    • Walls and fortifications: (95% done)
    • The Farm/Huts exterior (99% done)
    • The Longhouse exterior (99% done)
    • The Fishery exterior (80% done)
    • Landscaping (99% done)
    • The Marketplace exterior (80% done)
    • LOD (0% done)
    • NavMeshes (99% done)

    Interiors:

    • The Guardhouse interior (99% done)
    • The Mine interior (90% done)
    • The Longhouse interior (99% done)
    • The Farm/Huts interiors (50% done)
    • The Subterrane interior (0% done)  Currently On Hold
    • The Garrison playerhome interior (99% done)
    • NavMeshes (99% done)

    NPCs:

    • Steward (0% done)
    • Follower (0% done)  Currently On Hold
    • Miner/Mine Expert (0% done)
    • Guards (6) (99% done)
    • Blacksmith (99% done)
    • Mystic Merchant (99% done)
    • General Merchant (99% done)
    • Food Merchant (99% done)
    • Tavern Staff (2 or 3) (25% done)
    • Bard (0% done) Currently On Hold
    • Farmer  (99% done)

    Build-Your-Own Features: In Development, more to come!

    • Ruined Stronghold initial state (10% done)
    • Ruined Garrison initial state (0% done)
    • Craft/Purchase System (0% done)
    • Restore the Mine scripting (0% done)
    • Restore the Stronghold scripting (0% done)
    • Hire NPCs scripting (0% done)
    • Garrison Options (0% done)
    • Merchant Options (0% done)
    • Farm Options (0% done)
    • The Commons Options (0% done)

    NPC additional features: In Development, more to come!

    • Vendors as Trainers (with quests to activate, maybe!) (0% done)
    • Voice Acting (0% done)
    • Follower as marriageable (0% done)
    • Immersive scenes, chatter, and dialogue for NPCs (0% done)

    Quests: In Development, more to come!

    • Defeat the Bandits (0% done)
    • Rescue the Mining Expert (0% done)
    • Recruit the Blacksmith (0% done)
    • Retrieve the Quality Tools (0% done)
    
    
     

     

    Used Resources/Contents so far:


    People, tutorials, and other help:
    • The lovely people on the forums here at TESA for offering advice and answering questions. :)
    • The Creation Kit Wiki
    • The skyrim mods subreddit and the awesome/terrible people there.

    Game Resources: (textures, models, etc)

    Tools:

    • Creation Kit
    • NifSkope
    • BSAdopt
    • TES5Edit
    • Mod Organizer

    Project ENB Fantasy (http://www.nexusmods.com/skyrim/mods/20781/?) and Climates of Tamriel (http://www.nexusmods.com/skyrim/mods/17802/?) used in screenshots.

    • Upvote 2
    1. Think of the NevMeshes! Don't save them for the end or you will have a bad time "fixing" them.

    Oh, I thought of a question for you - can NavMeshes be changed/enabled/disabled like objects? I can probably work around it if I have to use the same navmesh for my before/unbuilt state and for my finished/built state, but it would be simpler if I could have separate navmeshes.

  2. Well, I think I'm about done tweaking the exterior layout of my build-your-own orc stronghold. It's built around a small imperial fort with courtyard, has a mine, three huts, a meal hall/dormitory long house, a smith, space for gardening/farming, space along the river for a hatchery, and a small marketplace with three orc pavilions/stalls.

     

    Now I have to work backwards, to it's unbuilt/ruin state. I should also sit down and plan out in detail the different build-your-own options. And then the multitude of little decorative details. And scripting.

     

    I might steal a page out of your book, iWilliBlecha, and make a topic with itemized list to track my progress (mostly for my benefit, but, hey, why not share?).

     

    Currently, an elk runs through the stronghold every time I start the game. I need to find where that little pest is spawning and redirect him.

  3. Okay, I can't focus on work, because I'm obsessing so much. :ermm:

     

    I'm looking for opinions or suggestions for my orc stronghold.

     

    Given the lack of orc-themed resources, I was thinking of combining the orc kit with another kit - perhaps the in-game imperial set. The idea would be that the stronghold builds up around an abandoned fort/ruin, which would function as the player/chieftain home. Would that be too weird/lore-unfriendly?

  4. Alright, I'm unsure where to post this, so we will start here.

     

    The short version:

     

    I've just undertaken a large project: I want to create a build-your-own, somewhat customizable, orc stronghold mod. I'm getting a handle on the Creation Kit aspects - the world building, the npc creation, the scripting - but I'm getting frustrated with how little there is in the way of orc architecture.

     

    So.

     

    I would like to create new orc architectural resources. Or, preferably, collaborate with someone who already knows how to edit meshes and textures for Skyrim. Right now, I think it might be possible to simply edit/recombine existing game elements to create new pieces.

     

    Some ideas:

    Log building shells and interiors, created from the stockade assets already in-game. Perhaps Insanity would allow tweaking/retexturing of their existing log building resource? Possibly combining the Hearthfires house towers with the orc longhouse. Tweaking existing ship/shack/stockade assets to make shells and interiors. Editing (with permission, of course), this lovely modders resource to better suite my needs. I've considered this building kit, as well, but it doesn't feel particularly orcish (especially the thatch roofs).

     

    Any takers?

  5. @iWilliBlecha

     

    Thanks for the pointers. I have about 200 hours in CK, just messing around and doing tutorials (200 hours in 3ish weeks ... man, when I obsess, I obsess), so I'm  really starting to get a feel for the tools.

     

    Naming things to keep them organized is an excellent idea. Last night, I decided to relocate the exterior of my stronghold, so I'm still constructing the "finished" state. I figure I'll work backwards from there. Scripting will be the most frustrating part, I'm sure.

  6. I found it, it is a rough draft.

    ...

    It also does not have highlights or other easy means to make it

    friendly to the eyes.  So you can wait or I can give you the

    rough draft and hope that I finish the final copy in a timely

    fashion. :pc:

     

     

    Ooh! Really? I don't need anything pretty, if you're willing to share a rough draft, that would be great. The most frustrating thing about learning this is knowing something is theoretically possible but not quite knowing the mechanics of making it work. Advice/examples/tutorials/walk-throughs/what-have-you from other scripters are super useful!

     

    Also, you are awesome for being helpful. Just thought I'd tell you.

  7. Heyya!

     

    I've been obsessing over Skyrim on-and-off since my bf introduced me to rpgs a year ago. I have been heavily modding my game since November, and, a couple of weeks ago, I decided to dive into mod-making.

     

    I've been hanging out on the Papyrus forum because programming is hard to wrap my brain around. Hello to Ashenfire, who has been nice enough to dispense advice to a newbie scripter.

     

    So. Question. I'm trying to decide whether to transform my 60% completed orc-stronghold mod (a small handfull exist, but I wanted to make my own) into a (re)build-your-own-stronghold mod. Which would be awesome, but a ton of work  (which would make that 60% more like only 10%). Has anyone seen anything like that out there? Any interest?

    • Upvote 2
  8. @Ashenfire

     

    I'll have to look into Story Manager. The Creation Kit tutorials barely touched on its existence, so I'll have to see if someone else explains it more thoroughly.

    I was under the impression Story Manager was for radiant quests, whereas I need a static quest that would be triggered by finding an object or through a piece of dialogue. And I had another idea for a different mod kicking around in my head - and it would definitely need to be enabled as soon as the game started up. Are those possible with Story Manager? i would watch some tutorial videos, but it is a lot harder to hide youtube video-watching at work than it is forum-posting. :sweat:

     

    Thanks for the input!

  9. The second idea would be to create a (initially disabled) replacement door linked to the copied dungeon.

     

    The second idea is much cleaner and much easier to handle.

    Hmmm. New problem. The dungeon I wanted to copy is actually a world space, not an interior space, so I can't simply duplicate it (the internet indicates it might be possible using TES5Edit, but that requires an understanding of FormID and hex I do not have). And my copy-and-paste-into-new-space attempt yesterday was frustrating and not very productive.

     

    So. Theorectically. How would one go about tying a bunch of changes to the completion of a quest? Having things individually disabled/enabled by the quest completion seems like an overly ... complicated/tediouos/inefficient way of doing it. There must be a way to link all those changes to a single property/trigger/something that is in turn linked to the quest completion. I wish I knew how the Hearthfires build-your-own-house set up scripting worked. It might be give me an idea.

     

    Or maybe... if all the enables/disables went into a independent script, and a papyrus fragment attached to the completion stage of the quest activated that independent script. But would each object enabled/disabled need to be defined as property in the independent script? That would be a lot of properties. Oi. Giving myself a headache.

     

    How do you have a fragment start another, idependent script? I tried this tutorial, which included instructions on using a fragment to call a function out of a different script, but I could never get the *@#$ thing to work. So much to learn. And papyrus is so persnickety about little things. Sigh.

     

    If anyone has any more suggestions, they would be greatly appreciated. Thank you all!

     

     

    Edit: Oh! Browsing the forum, I just found out xmarkers are a thing! This seems like a likely answer to my question. Researching now ...

  10. Thanks for the reply, Ashenfire.

     

    After a long, hard day of tutorials and experimenting (this stuff is not easy), I have a simple proof-of-concept test quest running. I can now successfully add an object to a container at a certain stage of a vanilla quest, use that object to trigger a new quest, and make the enable/disable swap out of two nearly identical objects based on the completion of the new quest. I'm really excited.

     

    Now I just have to do it for realsies. :)

  11. Hello! Thank you to everyone who posts on forums like these - they're very helpful to newbie modders like me.

     

    Anyways, I'm having trouble wrapping my head around Papyrus, so I thought might see if more experienced script writers (i.e. every script writer) thought my idea was even possible, or had approaches to suggest. I'm not looking for a complete script, just some input and direction.

     

    The idea is to transform a dungeon into a player home. The dungeon is a safe cell - it doesn't respawn - after the associated quest is completed. The idea would be to add a tiny mini-quest triggered by finding an item after defeating the boss of the original quest. Complete the mini-quest, and the dungeon would be transformed.

     

    I'm not overly worried about the adding an item or the mini-quest (there seem to be lots of tutorials on how do these things), but I am concerned about transforming the dungeon. My guess is that making conditional changes directly to the original dungeon would be labor intensive and messy and full of potential bugs. So, right now, I'm thinking of simply creating a copy of the dungeon. When the player completes the mini-quest, the original dungeon cell is replaced by the copied dungeon cell.

     

    I'm concerned that there might be unforseen problems with this - at the very least, the player risks losing items or followers left behind in the original dungeon.

     

    If the copy-and-replace approach is sound enough, I have two ideas of how to implement it. One would be simply switch the entry door - on completion of the mini-quest, the door would switch its linked reference from the original dungeon to the copied dungeon. It seems simple enough, but preliminary internet searches indicate it may not be possible with Papyrus.

     

    The second idea would be to create a (initially disabled) replacement door linked to the copied dungeon. Upon completion of the mini-quest, the original door (leading to the original dugeon) would be disabled and disappear, and the replacement door would be enabled.

     

    Anyone have any thoughts? Thanks again! :)

    • Upvote 1
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