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Orc Hearthfire, Help me with the story part |
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ghastley |
Jun 15 2015, 05:31 PM
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Councilor

Joined: 13-December 10

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I may have to put out an update to this, as it might conflict with the Argonian one. It appears that both mods can't make the same change to the story manager node for the Making Friends event, and I need to do it a different way. I'm not sure if I can do that only in one of the two, or if they'll both have to do it the same way.
Orc Hearthfires updates the number of quests to start on a ChangeRelationshipRank event to two, so that the quest that counts Hold favours can update, as well as the one for my Orc favours. When I did the same for the Argonian mod, I discovered that both mods set the value to two, but I'd need three! So I may have to set the Shared Event flag instead, as that doesn't imply a specific number of quests. The game will just keep going down the list until it find a non-shared one. My concern is that someone else's mod could add a non-shared node in between, and break the chain.
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mALX |
Jul 8 2015, 05:42 PM
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Ancient

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

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QUOTE(ghastley @ Jul 6 2015, 10:41 PM)  The conflict between Orc and Argonian Hearthfires may be a false one that shows in TesVEdit, but isn't a real one, but I still have a potential problem with duplicate dialog at the Lumber Mills if both are installed.
However, on the positive side, I've almost cured Uzi of taking her clothes off if you give her a dress she can't wear. All that's left to clear up is an unused pair of human shoes in her inventory, which might just get ignored.
I'd have ignored the stripping issue too, how funny! (and fun!) 
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mALX |
Jul 11 2015, 01:18 AM
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Ancient

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

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QUOTE(ghastley @ Jul 10 2015, 08:04 PM)  The released version of Uzi is now an optional file for Orc Hearthfires on the NexusThere's code in the script that reverts her outfit that should ensure the regular child shoes don't build up in her inventory, so I won't worry about catching each pair. Oh, she is a child! No wonder you wanted her to keep her clothes on! But that really is just like a child, if you give them some thing they don't want to wear they will refuse to wear anything, 
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ghastley |
Apr 5 2016, 03:02 PM
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Councilor

Joined: 13-December 10

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Coming back to this one to resume work on the Wise Woman.
The original location for the cave entrance to her temple ruin was not a good one, as the rocks weren't really tall enough to cover the back of the entrance mesh. I found a better one on an obscure pass NE of High Hrothgar, on the Throat of the World mountain. You can get there on a trail past the Stormcloak camp, and the other end of the trail joins the one that zig-zags up past Lost Knife Hideout towards Iverstead. There's nothing along that trail at all in the un-modded game. It's a bit hard to follow in the usual blizzard, unless you're going NE.
I'm currently expanding the interior cells to provide a bit of opposition on the way to find her. Lots of cluttering still to do, and minor loot to place. She'll still need voice acting, but I think I can keep it down to one unique voice, which may make it viable. If I add a smith later, I believe he can use existing dialog only.
This post has been edited by ghastley: Apr 6 2016, 07:48 PM
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ghastley |
Jun 8 2016, 03:19 PM
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Councilor

Joined: 13-December 10

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I've added some more clutter to the Nordic ruin, called Hervik's Lair, where you'll find the Wise Woman. I still need a lot more. After that, I have to wire up the traps to their triggers, add all the draugr spawns, put in the room bounds, nav-mesh the entire dungeon,and create the scene where she destroys the mask. Not much, really. 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.
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ghastley |
Jun 20 2016, 02:53 PM
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Councilor

Joined: 13-December 10

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Work has started on the quests for the mod add-on.
The kicker quest will be triggered by the player levelling up after building the complete WW hut, including bed, and both crafting stations, AND the double bed in the long-house. That should ensure the player doesn't need to use the bed in the hut as their own. A courier will deliver a letter from Atub at Largashbur, who will ask the player character to search for her niece Yarob, who went looking for Hervik's tomb.
Reading the letter will start the main quest to find her. The two-cell lair is just about built and cluttered, and just needs spider webs, mist effects etc. added. It has various traps, and functions as a regular dungeon before the quest is started. There's a locked door to the room containing Yarob, whose key will only exist (held by the dungeon boss) when it's running. Encounter zone, boss marker and all the required keywords are in place to make this radiant-friendly. The location will reset if you cleared it before the quest was started.
I still need to script the fight with Yarob, which is mainly just faction-switching and enable/disable player controls when needed, and the destruction of the mask. I'm looking for a good existing effect for that. She'll use flames and sparks together (one in each hand) to do so.
I'm debating whether to make her a follower who offers to become WW when taken to the Stronghold (as in the steward dialogue in Hearthfires, or to have her become WW right away. The hut gets extra clutter (statuettes, ingredients, personal items) when she moves in. Malacath statuette doubles as cure shrine. Dibella is just ornamental. Still trying to decide on an appropriate "blessing" from Malacath.
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ghastley |
Aug 5 2016, 06:23 PM
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Councilor

Joined: 13-December 10

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SubRosa, I like that idea, but I don't think it's possible to grant a single-use ability. That's what scrolls are for. All the other blessings increase something, typically a skill, from the moment you get it, for an extended period (mostly 8 hours, but a couple of them last for 12), so I'm really looking for an appropriate skill. Boethia's gives one-handed, so maybe Malacath's should be two-handed. That would mesh nicely with Hulking out, so I think I may go with that, and using both mods together would be enhanced. 
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