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Khajiit Hearthfire, Possible mod |
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ghastley |
Aug 31 2015, 07:08 PM
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Councilor
Joined: 13-December 10
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I'm intending a covered-wagon style cloth top with support bows, rather than a wooden box. It's more flexible in providing options for the player. (Think convertible versus sedan). These are the sites I'm finding useful, http://www.hansenwheel.com/http://www.oxbowwagonsandcoaches.com/index.htmlfor the pictures of naked chassis, especially.
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Aug 31 2015, 07:32 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(ghastley @ Aug 31 2015, 02:08 PM) I'm intending a covered-wagon style cloth top with support bows, rather than a wooden box. It's more flexible in providing options for the player. (Think convertible versus sedan). These are the sites I'm finding useful, http://www.hansenwheel.com/http://www.oxbowwagonsandcoaches.com/index.htmlfor the pictures of naked chassis, especially. Oooh, naked chassis, huh? Just kidding. Oh, okay! I had Carah's Caravan Redux in Oblivion, I guess that is what made me think of the gypsy caravan style player home on wheels; thought that is what you were planning on.
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ghastley |
Sep 3 2015, 12:57 AM
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Councilor
Joined: 13-December 10
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More naked pictures! This time in-game. Here's the site when you start building the wagon. Just a pair of trestles to put it all on. First you have to build the chassis. Note the springs the original didn't have. Now you can add a wheel.And another - as you complete a pair, the trestle is removed. Third wheel and fourth. Now the wagon needs no support. Spine and cross-piece to start the superstructure. Then you can add the driver's seatAnd then the bedAt this point it can be loaded and driven, so add the treesAnd finally some sides.This is the basic configuration for the merchant wagon. I'll make the canopy part of the final wagon that you can put up or take down in use. Without seats, there's room for a bedroll in the back, though using it there may mean unloading the wagon. This post has been edited by ghastley: Sep 3 2015, 01:09 AM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Sep 3 2015, 03:46 AM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(ghastley @ Sep 2 2015, 07:57 PM) More naked pictures! This time in-game. Here's the site when you start building the wagon. Just a pair of trestles to put it all on. First you have to build the chassis. Note the springs the original didn't have. Now you can add a wheel.And another - as you complete a pair, the trestle is removed. Third wheel and fourth. Now the wagon needs no support. Spine and cross-piece to start the superstructure. Then you can add the driver's seatAnd then the bedAt this point it can be loaded and driven, so add the treesAnd finally some sides.This is the basic configuration for the merchant wagon. I'll make the canopy part of the final wagon that you can put up or take down in use. Without seats, there's room for a bedroll in the back, though using it there may mean unloading the wagon. Holy Cow, this is Awesome!!! And exciting how far you've gotten on it in such a short time! (of course, naked chassis is always exciting! )
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ghastley |
Sep 6 2015, 01:29 AM
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Councilor
Joined: 13-December 10
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A little more progress. I spent nearly a whole day trying to make the collision mesh for the cart spring. It has to have one, as it's a "material" like the iron fittings and hinges, so you can drop it from your inventory or store it in a chest. I ended up pasting the mesh into a helmet's nif. But there's other stuff going on, too. I have a book for the player to find. And read, for more background. And then the quest starts - as groan-worthy a title as anything of Bethesda's! This post has been edited by ghastley: Sep 6 2015, 01:29 AM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Sep 6 2015, 06:47 AM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(ghastley @ Sep 5 2015, 08:29 PM) A little more progress. I spent nearly a whole day trying to make the collision mesh for the cart spring. It has to have one, as it's a "material" like the iron fittings and hinges, so you can drop it from your inventory or store it in a chest. I ended up pasting the mesh into a helmet's nif. But there's other stuff going on, too. I have a book for the player to find. And read, for more background. And then the quest starts - as groan-worthy a title as anything of Bethesda's! OH! I LOVE this little background story revealed in the journal, and the quest (and the quest name too, lol!) This is Awesome Ghastley !!!
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ghastley |
Sep 6 2015, 11:13 PM
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Councilor
Joined: 13-December 10
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More little steps forward. The game doesn't have one of these - So I had to make one.
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Sep 7 2015, 12:19 AM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(ghastley @ Sep 6 2015, 06:13 PM) More little steps forward. The game doesn't have one of these - So I had to make one.You are amazing! How do you make something that doesn't exist in the game, and make it look just like the real life item? I am in awe of how you do that!
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Grits |
Sep 8 2015, 01:47 AM
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Councilor
Joined: 6-November 10
From: The Gold Coast
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Wow, that spokeshave looks beautiful! You made a tool that will look good in a display!! Love the journal, and The Wronged Wright is a title that won’t be forgotten. Yay!
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ghastley |
Sep 8 2015, 02:57 PM
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Councilor
Joined: 13-December 10
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I spent most of yesterday on the tedious parts. Filling in lists of references in the quest properties, setting aliases, objectives. The worst part was the endless conditions to make sure the four tools can be found in any order, and don't get assigned to the same dungeon. I expect that I'll find that quest can't be started because all those conditions can't be met. Reading the book starts the quest, which makes the game select four bandit hideouts with boss chests to put the tools in. They have to be selected all at one time to avoid using the same location twice. The player is initially given the objective to find the saw, but could visit one of the other dungeons and find the hammer, tongs or spokeshave first. So when he finds the saw, the next objective has to be for a tool he hasn't found yet. Getting that logic straight is twisting my brain. Fortunately, the game already provides a way to use a regular item and label it as "Wilf's item" when it's used as an alias, so I don't have to duplicate all the pieces just to make quest items. I haven't started on the process of driving the wagon, but there are enough other mods that do it, so I can look at those and pick the best method. I'm also looking at re-building the house as an add-on quest, and making it a wainwright's workshop. There's a corresponding complete house for each of the destroyed ones in the game, so replacing the structure is easy. Furniture is a known process too. The only question is when would be an appropriate point to do that? When player has a spouse to stay there and be shop-keeper? Since the whole idea is that the Khajiit is nomadic, does he want a static home?
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Mods for The Elder Scrolls single-player games, and I play ESO.
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ghastley |
Sep 8 2015, 04:33 PM
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Councilor
Joined: 13-December 10
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One idea I'd had was that the quest to restore the house would start after the player visits each of the walled cities and talks to the carriage drivers. They'd convince him of the need for a repair shop, and central is good. However, I can't think of a way to do so without dialogue, which needs voice acting, unless it's a lot of couriers with letters! One of the motives was to provide a need for the partial wagons after the build part is done. A workshop might have several part-built wagons in progress of "repair". There's a fair amount of open space at the site for that. But it won't happen unless I get the first part finished. There's still a few bits to link up before Jo'bashi goes testing.
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Sep 8 2015, 04:41 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(ghastley @ Sep 8 2015, 09:57 AM) I spent most of yesterday on the tedious parts. Filling in lists of references in the quest properties, setting aliases, objectives. The worst part was the endless conditions to make sure the four tools can be found in any order, and don't get assigned to the same dungeon. I expect that I'll find that quest can't be started because all those conditions can't be met. Reading the book starts the quest, which makes the game select four bandit hideouts with boss chests to put the tools in. They have to be selected all at one time to avoid using the same location twice. The player is initially given the objective to find the saw, but could visit one of the other dungeons and find the hammer, tongs or spokeshave first. So when he finds the saw, the next objective has to be for a tool he hasn't found yet. Getting that logic straight is twisting my brain. Gaaah, that must be why quests didn't work if you found the item before getting the quest when Skyrim first came out; is that still an issue? QUOTE(ghastley @ Sep 8 2015, 09:57 AM) Fortunately, the game already provides a way to use a regular item and label it as "Wilf's item" when it's used as an alias, so I don't have to duplicate all the pieces just to make quest items.
Holy Cow, I didn't know it could do that! I made duplicates of a bunch of stuff, thought we had to like in Oblivion! That is Awesome, I wonder how it works? I haven't started on the process of driving the wagon, but there are enough other mods that do it, so I can look at those and pick the best method. QUOTE(ghastley @ Sep 8 2015, 09:57 AM) I'm also looking at re-building the house as an add-on quest, and making it a wainwright's workshop. There's a corresponding complete house for each of the destroyed ones in the game, so replacing the structure is easy. Furniture is a known process too. The only question is when would be an appropriate point to do that? When player has a spouse to stay there and be shop-keeper? Since the whole idea is that the Khajiit is nomadic, does he want a static home?
I wondered if that house next to the cart in the beginning could be fixed into a cozy little shack! Yeah, spouses and children couldn't all squeeze onto the back of that wagon, there would be cats hanging off the springs!
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ghastley |
Sep 9 2015, 06:01 PM
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Councilor
Joined: 13-December 10
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QUOTE(ghastley @ Sep 8 2015, 11:33 AM) One idea I'd had was that the quest to restore the house would start after the player visits each of the walled cities and talks to the carriage drivers. They'd convince him of the need for a repair shop, and central is good. However, I can't think of a way to do so without dialogue, which needs voice acting, unless it's a lot of couriers with letters! I can test if the player has found all the stables where the carriage drivers hang out by testing the visibility state of the map markers. So I don't need dialogue with the drivers to build the list. Any appropriate event such as ChangeLocation can trigger a test on the complete set, and send a single courier. The drivers have all seen the non-uniform wagon, and wonder where it was made. If there's another workshop somewhere, especially if it sells spares, and does repairs, they'd all like to know. The inflated prices for the Cyrodiil monopoly are severely cutting into their profits from the carriage trade. Once shop is open, I suspect I can use the "hired thugs" quest in the same way that thefts trigger it, with a custom contract in place of the regular one. The Cyrodiil Wainwrights' Guild has sent them, so I may even clone it to use Imperials as hirelings. The player already gets DB assassins, or I'd be using those, too. There is a nice generic "We're here to teach you a lesson" topic that suits any hireling situation, so I don't even need voice acting for them. This post has been edited by ghastley: Sep 9 2015, 06:09 PM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Sep 11 2015, 08:12 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(ghastley @ Sep 9 2015, 01:01 PM) QUOTE(ghastley @ Sep 8 2015, 11:33 AM) One idea I'd had was that the quest to restore the house would start after the player visits each of the walled cities and talks to the carriage drivers. They'd convince him of the need for a repair shop, and central is good. However, I can't think of a way to do so without dialogue, which needs voice acting, unless it's a lot of couriers with letters! I can test if the player has found all the stables where the carriage drivers hang out by testing the visibility state of the map markers. So I don't need dialogue with the drivers to build the list. Any appropriate event such as ChangeLocation can trigger a test on the complete set, and send a single courier. The drivers have all seen the non-uniform wagon, and wonder where it was made. If there's another workshop somewhere, especially if it sells spares, and does repairs, they'd all like to know. The inflated prices for the Cyrodiil monopoly are severely cutting into their profits from the carriage trade. Once shop is open, I suspect I can use the "hired thugs" quest in the same way that thefts trigger it, with a custom contract in place of the regular one. The Cyrodiil Wainwrights' Guild has sent them, so I may even clone it to use Imperials as hirelings. The player already gets DB assassins, or I'd be using those, too. There is a nice generic "We're here to teach you a lesson" topic that suits any hireling situation, so I don't even need voice acting for them. This is some very interesting info on how these things can be worked out, I really appreciate you sharing this, it may help me one day in my own mod-making (if I ever get back to it, lol).
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