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> Orc Hearthfire, Help me with the story part
ghastley
post Sep 6 2016, 07:02 PM
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Well, before Yarob can start putting statues in her hut, we have to get her out of Hervik's Lair. So I went back into the CK over the long weekend and worked on the mask destruction scene. Each piece is working, but without a voice for the dialogue, it seems that I have to activate her at each step, or the scene won't progress. I'll probably have to record some place-holder dialogue files, so the voice actor can replace them later.

I've figured out how to provide a custom colour for her hair, but it's a tedious process, as I have to fire up the game to review the shade on the hair. The render window doesn't look the same as the in-game version.

TJ, the test character who's rescuing her, is already 50 hours into the game, and has completed Dawnguard and Dragonborn and half the MQ. She's never been to Winterhold in all that time. She has dual Dragonbone Maces, and light armor (she needs a little so she can enchant something biggrin.gif ) She was a test-builder of the Stronghold, and I re-opened her game to continue with Yarob.

Hervik's Lair needs a manual re-build of its nav-mesh. Yarob gets stuck too easily on the generated one. I tweaked a small area to get through the scene development, but it all needs work. That will get tedious, too.

This post has been edited by ghastley: Sep 6 2016, 07:03 PM


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Grits
post Sep 6 2016, 10:16 PM
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I wondered what you were working on this weekend! biggrin.gif Sounds great, but not fun for you. Just reading “nav-mesh” puts me in a sweat.


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ghastley
post Oct 31 2016, 04:12 PM
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Already had a PM at the Nexus asking when the SSE version will be available!

Edit: CK was released late Oct 31st, so I'll download tonight and get to work. Expect it on Nexus for PC, and Bethesda.net (for XB1 only). Does anyone her have an XB1?

Downloaded, and the SE version is currently being tested in my game. I'm still reading up on how to build the bsa files, as apparently there are multiple methods, and most don't work. Plus the XBox ones are different from the PC ones.

I thought I'd taken some screen-shots, but I didn't have Fraps running, and nothing happened. sad.gif

This post has been edited by ghastley: Nov 2 2016, 01:34 PM


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ghastley
post Nov 4 2016, 02:18 PM
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I've put out the base Orc Hearthfires for the Special Edition, and started on the add-on for the adoptable Orc Child. I've run into a problem with that, because they've changed the .nif format, and her modified head isn't working any more. I thought I had it, but when she started talking, her mouth exploded out of her head, because there were conflicts between the mesh and the speech morphs. I have a buncch of work to do, and I'm not sure the tools have caught up yet.

So I'll probably move to the other Hearthfires mods first.

Edit: Uzi's head has stopped exploding! However, you can't move her into the stronghold, until the Hearthfires Multiple Adoptions mod gets ported over, and I suspect that may require SKSE64. I know my Hulk Out! mod needs it to do the colour changes, so I can't touch that one for a while, either.



This post has been edited by ghastley: Nov 5 2016, 01:56 AM


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mALX
post Nov 6 2016, 02:18 PM
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QUOTE(ghastley @ Nov 4 2016, 09:18 AM) *

I've put out the base Orc Hearthfires for the Special Edition, and started on the add-on for the adoptable Orc Child. I've run into a problem with that, because they've changed the .nif format, and her modified head isn't working any more. I thought I had it, but when she started talking, her mouth exploded out of her head, because there were conflicts between the mesh and the speech morphs. I have a buncch of work to do, and I'm not sure the tools have caught up yet.

So I'll probably move to the other Hearthfires mods first.

Edit: Uzi's head has stopped exploding! However, you can't move her into the stronghold, until the Hearthfires Multiple Adoptions mod gets ported over, and I suspect that may require SKSE64. I know my Hulk Out! mod needs it to do the colour changes, so I can't touch that one for a while, either.



Can you make the changes needed for your own mod and make it standalone and not dependent on the SKSE or that other mod? Or have you talked to the author of the Multiple Adoptions to see if they are even working on porting their mod over? (because I'm sure there will be a ton of demand for it).




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ghastley
post Nov 12 2016, 08:55 PM
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Hearthfire Multiple Adoptions has an SSE beta, and I've checked it out with the Stronghold and Uzi.

It works!

That's also Lucie over on the right, I wanted two kids to check out the name-calling scene, for which I have the markers.


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ghastley
post Nov 14 2017, 07:45 PM
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I'm fairly amazed how much this one still gets downloaded. Most mods taper off, but this seems to be steadily getting more downloads over time as more folk find it. Now over 30,000 across all the platforms.


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Acadian
post Nov 14 2017, 08:51 PM
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Wow, that's impressive, ghastley! Testimony to your skill and reputation as a modder. smile.gif


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ghastley
post Sep 15 2019, 01:40 AM
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I started to do some more cluttering in the Diablo mod, so I'm not sure what made me open this one up in the CK. I was probably going to copy something I'd done before.

After all this time, I just noticed what was causing the scene to break when you defeat Yarob. It was just a bad nav-mesh preventing her from reaching all the locations. So now it's fixed, and I have another project back in progress.

Assuming I can remember what I was going to do next! laugh.gif

This post has been edited by ghastley: Sep 15 2019, 01:41 AM


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ghastley
post Sep 16 2019, 02:41 PM
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QUOTE(ghastley @ Jun 8 2016, 10:19 AM) *

I'm having problems, too, making this esp dependent on the main one. Esmifying doesn't seem to do all I expected in the CK, and I want to determine why before I waste time building something broken. So I'm concentrating on the stand-alone stuff, and leaving the connections to last. Those include things like providing AI packages for sleeping in the hut, enabling statues of Malacath and Dibella in there, and making the quest to find her depend on the stronghold build.

It may be possible to gather all the references I need using SKSE functions GetModByName, and GetFormFromFile. The first to check if the base Orc Hearthfires mod is present, and then multiple calls to the other can get the quest stages, disabled objects, marker id's, AI packages, etc. that Yarob will use. That avoids making it depend on the other one as a master, and gives me a few options as a stand-alone mod.

I find that I stopped development just before writing the conversation that recruits her, after she's destroyed the mask. That needs alternative dialog depending on whether the player is male or female, an Orc or not, and maybe also on the construction of the Stronghold. Which would explain why I haven't done it already. The last one needs the same linkage to the original mod that I'd be putting off.

This post has been edited by ghastley: Sep 16 2019, 02:45 PM


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ghastley
post Sep 20 2019, 02:34 PM
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I found I needed to make changes to the original mod, whatever I did with the Wise Woman supplement, so I spent the evening merging it into the base, which is a tedious process of changing all the form id's, and resolving any conflicts. But now I can load it all up in the CK at once, and that makes everything a lot simpler.

I'll be attempting to allow for several requirements at once: The players that want a conventional Orc Stronghold, where their male Orc player is the chief. The opposite extreme, where the player character is a female non-Orc. Several intermediates, that will share aspects of the end-cases.

That will probably require alternate NPCs for Smith, hunters, etc. The only constant is Yarob, and she may need to be conventional or not to match the overall vibe. Since she has her own hut, I'm not making her marriageable, but with Orc polygamy, that's not a big deal. It just leaves the primary bed for the "conventional spouse" role, and "lover's comfort". I have dialog code for outfit choice, that I used in Conina's case, that can be re-used for Yarob.

There are beds for four "staff", plus the double and two child beds for the player spouse and adopted kids. So I'll limit the staff to four, one of which is Yarob, of course. Smith can be Yarob's squeeze, or player's forge-wife. Hunters could be a couple, or two females, hunts-wife and other.

Since it's easiest to steal from the steward set-up in Heartfire, I'll do the hiring through the Wise Woman, even if it's "wives".


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ghastley
post Sep 23 2019, 03:07 PM
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I ran a fresh character through the existing stuff this weekend, and found a problem very quickly. It was probably a result of the merge process, but the quest for the Wise Woman rescue was triggered by the kicker on the first level-up, without any of the pre-requisites met. You're only supposed to get the quest once the main bed, the bed in the hut, and the Alchemy and Enchanting stations are in place.

I had to re-force all the Aliases to fix that, but the quest is already in the journal, so I can't re-test without another new character. I was using the current one to check out face-gen and equipment for the staff characters, (including a sex-change), and I could use another for the gender-specific dialog anyway.

Current plan is to enable recruitment one role at a time, maybe on subsequent level-ups, for Smith/Forge-wife, Hunter/Hunts-wife and Guard. Player will get gender choice each time. All by dialog with Yarob, who should be the only one needing custom Voice Acting. She's already marked as having a unique voice.

I tried to do the rescue, but the masked Yarob is effectively a Dragon Priest, and not fodder for low-level characters. I need a way to scale her damage. However, since the one at the Stronghold is a separate formid, who gets enabled after the rescue, I could just do that via console for now.

Yarob now has at least six costumes. The rescue has three - masked, hood without mask, no hood. The one at the Stronghold has variants of robe, and a forsworn-like Wild Woman option. The staff may also get outfit choices.

The female recruits are likely to get outfit options. I have not decided if that will be via dialog with each, as I did with Conina, (except that there may be more than two choices), or making the choice when negotiating with Yarob. Much may depend on what existing dialog can be re-used.

Now my memory is returning, it was going to be the Dibella statue that controlled the outfits. The Malacath shrine is a regular blessing/cure one, but Dibella's would prompt for outfit styles.

This post has been edited by ghastley: Oct 7 2019, 04:22 PM


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