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Argonian Hearthfires, because I might do it again. |
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ghastley |
May 30 2015, 10:32 PM
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Councilor

Joined: 13-December 10

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Darkwater Den is a great home, but it's too complete. My character Hot-Lips doesn't want to be reminded that she hasn't collected any of the Dragon masks, or claws, or paragons, or... So she found the ruin at the bottom of the Eastern end of Lake Ilinata, and after clearing a bit of rubble, opened the door beneath it. There was a small ruin that just needed a bit more rubble moved out, and would be quite inhabitable. I'll be stealing ideas from Arthmoor's Volkihar Castle cleanup, and using rubble piles as activators to clear rooms, except that I'll take it a bit further with the way they block the room, and there will be Hearthfire workbenches in the resulting empty rooms. You'll make the furniture in the same way, but you won't build the house, you'll just dig it out. So far I have: Underwater entrance to suit an Argonian. Nice damp ambience, with roots and moss in the main living areas - greenish lighting. Kitchen and Armory/Forge are clear of roots and moss and have regular yellow candlelight / orange forge glow. Rooms are: - Partially flooded passage with stairs up to entrance hall
- Entrance hall/dining room which connects to
- Armory/forge
- Kitchen
- Bedroom (large enough for parents and kids)
- Bedroom connects to
- Enchanting lab
- Alchemy lab (with secret door to shore exit)
- Secret passage to shore exit.
The exit on shore is undecided - I'd like to use a large hollow tree to hide it. I've connected to rubble and clutter in front of the underwater door to a parent marker which will all be disabled by the quest that gets you the ownership. I want to do something similar to the Orc one, where you do a number of "favor" quests for Argonians to deserve the home, as well as doing all the building, but I'm not sure there are enough of those. Rescuing Derkeethus, of course, but what else? I haven't yet Nav-meshed the interior, or placed the log for the shore entrance. I still need to add a lot more clutter, including the bookshelves, weapon racks etc. that take so long to connect up. And I can't show you any screenshots until I get the new server built. It turns out that there are only six available quests that will count. Three in Riften (not including From-Deepest-Fathoms!) and three in Windhelm docks. They include some theft, but no murders. I'm thinking only two needed this time, instead of the five for the Orc Stronghold, where a lot more were available, especially mining. This post has been edited by ghastley: May 31 2015, 02:03 AM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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Replies
ghastley |
Jul 27 2015, 03:12 AM
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Councilor

Joined: 13-December 10

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I have a number of bugs still to work out, but the recipes, Misc Item tokens, and the scripts and linkages are all in place. My test characters have cleared the rubble, and built all the furnishings. The bookshelves and mannequins work, but the weapon racks don't.  And I have a few lights that flick on and off depending on which way you're facing. I haven't put in room-bounds and portals yet, which may fix that issue. I still need to build the quest that puts it all in sequence, and enables the site and its map marker, but that's all stuff I know how to do. I can start the quest from a kicker that triggers off the player leaving either of the two dungeons for the rescue and lexicon quests, and if the quests are both completed, send the courier. One little thing I need to fiddle with is the rubble clearing. You find some useful materials in the rubble (taken from a leveled list) such as iron ore, empty bottles you can smelt into glass, and quarried stone. I just have a simple list that makes each item equally likely at present, but I should probably bias it to getting reusable stone more than anything else. Any ideas what to add as rare finds? The script, which is a simplified version of the mining one, has parameters for how many hits it takes to get something out, and how many times to cycle before the rubble is cleared. I'll fiddle with those settings a bit, when I adjust the list for the found items. Also, there's the usual starter chest with some materials in it, but since you're not building a "small house" at the beginning, I need to decide on what's helpful, bearing in mind the loot from the rubble. This post has been edited by ghastley: Jul 27 2015, 01:48 PM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Jul 29 2015, 09:15 PM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(ghastley @ Jul 26 2015, 10:12 PM)  I have a number of bugs still to work out, but the recipes, Misc Item tokens, and the scripts and linkages are all in place. My test characters have cleared the rubble, and built all the furnishings. The bookshelves and mannequins work, but the weapon racks don't.  And I have a few lights that flick on and off depending on which way you're facing. I haven't put in room-bounds and portals yet, which may fix that issue. I still need to build the quest that puts it all in sequence, and enables the site and its map marker, but that's all stuff I know how to do. I can start the quest from a kicker that triggers off the player leaving either of the two dungeons for the rescue and lexicon quests, and if the quests are both completed, send the courier. One little thing I need to fiddle with is the rubble clearing. You find some useful materials in the rubble (taken from a leveled list) such as iron ore, empty bottles you can smelt into glass, and quarried stone. I just have a simple list that makes each item equally likely at present, but I should probably bias it to getting reusable stone more than anything else. Any ideas what to add as rare finds? The script, which is a simplified version of the mining one, has parameters for how many hits it takes to get something out, and how many times to cycle before the rubble is cleared. I'll fiddle with those settings a bit, when I adjust the list for the found items. Also, there's the usual starter chest with some materials in it, but since you're not building a "small house" at the beginning, I need to decide on what's helpful, bearing in mind the loot from the rubble. I love the idea that the rubble produces usable productive materials! Wonder what is causing the issue with the weapon racks? QUOTE(ghastley @ Jul 29 2015, 09:09 AM)  We've now reached the "but how can something so simple not work?" stage.
I still have the problem of the two sets of weapon racks not working. They're identical to the ones that work in the Orc version, as far as I can tell.
There's a simple trigger zone at the entrance to advance the quest, so you complete the "find the place" stage and move on to the "clear the rubble" stage. It doesn't do anything.
And just about every detail is baked into the save, so I have to start a new test character each time I try to fix anything. This is getting tedious.
On the positive side, the courier works, and delivers the right letter to tell the player about the ruin. I discovered that the courier depends on the player changing location to get its starting event, so standing in one place and waiting will make him take forever!
Some thoughts: The player needs a pickaxe to clear the rubble. Should I leave one in the rubble near the entrance, in case the player doesn't bother carrying one? The secret door is currently made constructable when you've made the beds, on the grounds that you need an escape route once you made provision for a family. Should anything else be required? My current smelter recipe for glass requires 6 empty bottles for one unit. Should that be less? There are only three items that need glass - Alchemy Lab, Enchanter, and a single display case.
I vote to place a pickaxe in the area, just for convenience sake. Maybe make a key from the iron for the secret door? As long as you have placed enough supplies to actually complete the project, I don't think the number required should be lessened. That's just my 2 cents, lol. This post has been edited by mALX: Jul 29 2015, 09:08 PM
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Posts in this topic
ghastley Argonian Hearthfires May 30 2015, 10:32 PM Grits This sounds great, ghastley! I’m glad you’ve r... May 31 2015, 03:55 PM mALX I love the idea of the hollow tree exit a lot... May 31 2015, 11:50 PM ghastley
For some reason it was very buggy in his mod, I ... Jun 1 2015, 02:28 PM  mALX
[quote name='mALX' post='239970' date='May 31 201... Jun 1 2015, 04:48 PM ghastley Back to my own mod: I nav-meshed the area yesterda... Jun 1 2015, 02:45 PM ghastley I made a few screenshots this weekend, then decide... Jun 22 2015, 08:15 PM mALX
I made a few screenshots this weekend, then decid... Jun 25 2015, 07:21 PM Grits Oops. I’m happy to hear the progress! I hope t... Jun 23 2015, 04:07 AM ghastley Did some reshooting after adding some of the clutt... Jun 27 2015, 02:13 PM mALX
Did some reshooting after adding some of the clut... Jun 27 2015, 05:21 PM Grits It looks great, ghastley! I love how the green... Jul 1 2015, 12:29 AM ghastley Making some progress. I now have the rubble cleari... Jul 25 2015, 09:39 PM mALX
Making some progress. I now have the rubble clear... Jul 26 2015, 05:14 AM  ghastley
Yeah, it is working! Er... I changed around... Jul 26 2015, 04:20 PM   mALX
Yeah, it is working! Er... I changed aroun... Jul 26 2015, 11:39 PM Grits Yay for your progress!
I’ve had From-Deepest-... Jul 26 2015, 11:28 AM  ghastley
I love the idea that the rubble produces usable ... Jul 29 2015, 10:08 PM   mALX
I love the idea that the rubble produces usable... Jul 29 2015, 10:28 PM ghastley We've now reached the "but how can someth... Jul 29 2015, 02:09 PM ghastley Very possible, but like you, I won't do it unt... Jul 30 2015, 04:04 AM mALX
Very possible, but like you, I won't do it un... Jul 30 2015, 08:33 AM ghastley That looks like something I don't want to need... Jul 30 2015, 01:36 PM mALX
That looks like something I don't want to nee... Jul 30 2015, 08:15 PM ghastley It's got to the point where it needs other peo... Aug 2 2015, 01:50 AM ghastley This one might be worth downloading.
Version 0.2
... Aug 8 2015, 07:54 PM mALX Downloaded! Thank you, Ghastley!!... Aug 8 2015, 07:57 PM Grits Thank you, ghastley! I’ll get a new Argonian g... Aug 13 2015, 12:48 PM ghastley I could waiting a long time if you're starting... Aug 13 2015, 04:00 PM Grits OK, thanks for the tip! I'll refresh my me... Aug 13 2015, 10:11 PM Grits Jensa had not done either quest, so I ran her thro... Aug 14 2015, 02:37 AM ghastley I think the floating fern is in the original game,... Aug 14 2015, 02:49 AM Grits I went back to re-do the rubble piles without Sten... Aug 14 2015, 04:22 AM ghastley You'll probably find that one of the shelves h... Aug 14 2015, 01:58 PM Grits Ok, Jensa did some decorating and is ready to repo... Aug 15 2015, 01:27 AM ghastley Planters have not been set up for planting. I want... Aug 15 2015, 04:06 AM ghastley Version 0.3
I've soiled the planters, so you ... Aug 15 2015, 03:51 PM Grits Awesome, got it. Thank you!
I spit tea at “I... Aug 15 2015, 05:25 PM haute ecole rider
Awesome, got it. Thank you!
I spit tea at “... Aug 16 2015, 07:03 PM Grits Jensa built 0.3 from scratch, and I love the addit... Aug 17 2015, 03:44 AM ghastley Fixed a few things, and it's looking better.
... Aug 21 2015, 01:14 AM Grits Dar-Ma’s 0.4 den came together perfectly. It’s bea... Aug 22 2015, 05:06 PM ghastley The ectoplasm has a habit of falling through the s... Aug 22 2015, 06:22 PM Grits
The ectoplasm has a habit of falling through the ... Aug 22 2015, 06:57 PM ghastley I'm not sure how it happened, but the ectoplas... Aug 22 2015, 07:47 PM mALX
I'll re-roll Spreads-her-Thighs and have her ... Aug 22 2015, 08:20 PM ghastley Turns out I was missing a lot of the required mark... Aug 22 2015, 09:42 PM Grits Dar-Ma’s 0.5 den looks great! Thank you for th... Aug 24 2015, 10:29 PM ghastley I'm in the process of committing a copy to the... Aug 25 2015, 01:20 AM Grits Ooo, a surprise! :D Yay, congrats on the impen... Aug 25 2015, 02:18 AM haute ecole rider Hey ghastley, just popped over here to say I ... Aug 25 2015, 02:20 AM ghastley Since the front door is underwater, the entryway i... Aug 25 2015, 02:34 AM Grits I had Dar-Ma build 1.0 tonight kind of quickly, an... Aug 25 2015, 03:39 AM ghastley I almost didn't put in mannequins because they... Aug 25 2015, 02:05 PM ghastley Now in Special Edition flavor (PC and Xbox). Nov 6 2016, 03:12 AM mALX
Now in Special Edition flavor (PC and Xbox).
I... Nov 6 2016, 07:15 AM ghastley I did a minor re-visit to try out an idea from ano... Oct 2 2017, 04:10 PM
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