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[WIPz] Dynamic Testing Cells- Test modded Spawns & Items


zone22
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-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?
Edited by zone22
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