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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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Replies(20 - 39)
| ghastley |
Jul 29 2015, 10:08 PM
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Councilor

Joined: 13-December 10

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QUOTE(mALX @ Jul 29 2015, 04:15 PM) 
I love the idea that the rubble produces usable productive materials! Wonder what is causing the issue with the weapon racks?
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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.
Freshly made weapon racks in vanilla Hearthfires don't work until you leave the cell and re-enter. I suspect there's an aspect of the buggy OnCellLoad code that doesn't work here. Pickaxe will be supplied. I can put it under the pile of rubble that normally hides the outside door, and is disabled when you get the letter. That way it won't get picked up too early. I don't mean the secret door recipe, I mean the pre-requisites. The secret door only appears in the list of things to build after you made the beds, but I'm wondering if anything else should be built first. I've actually tried to make the found items insufficient, so that you do need to gather things elsewhere. You'll need to mine ores, and buy straw. Empty wine bottles are a common clutter item in many dungeons, so they're easy to find. The potential issue is the weight of empties required, and that's not too bad at 18. However, you need a matching set of six to make glass, and there are three or four varieties of empty wine bottles. All types can be used, but if you have five of each, you can't do anything! I'll be supplying a leather strip in the starter chest, so you can bootstrap the tanning rack to make more. Similarly, there will be enough iron ingots to make a smelter, so you only need iron ore once you make that. I'll take out the rest of the clay, as you can mine that close by, and you don't need much (just the oven and planters use it, I think) as there are no walls to make here.
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| mALX |
Jul 29 2015, 10:28 PM
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Ancient

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

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QUOTE(ghastley @ Jul 29 2015, 05:08 PM)  QUOTE(mALX @ Jul 29 2015, 04:15 PM) 
I love the idea that the rubble produces usable productive materials! Wonder what is causing the issue with the weapon racks?
...
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.
Freshly made weapon racks in vanilla Hearthfires don't work until you leave the cell and re-enter. I suspect there's an aspect of the buggy OnCellLoad code that doesn't work here. Pickaxe will be supplied. I can put it under the pile of rubble that normally hides the outside door, and is disabled when you get the letter. That way it won't get picked up too early. I don't mean the secret door recipe, I mean the pre-requisites. The secret door only appears in the list of things to build after you made the beds, but I'm wondering if anything else should be built first. I've actually tried to make the found items insufficient, so that you do need to gather things elsewhere. You'll need to mine ores, and buy straw. Empty wine bottles are a common clutter item in many dungeons, so they're easy to find. The potential issue is the weight of empties required, and that's not too bad at 18. However, you need a matching set of six to make glass, and there are three or four varieties of empty wine bottles. All types can be used, but if you have five of each, you can't do anything! I'll be supplying a leather strip in the starter chest, so you can bootstrap the tanning rack to make more. Similarly, there will be enough iron ingots to make a smelter, so you only need iron ore once you make that. I'll take out the rest of the clay, as you can mine that close by, and you don't need much (just the oven and planters use it, I think) as there are no walls to make here. Is that "On cell load" error why people were doing double load areas between the main door of the house and the house interior? I heard about people doing that so the game would load the interior without errors (or some reason like that - can't remember exactly why). They were making an interior room that was totally empty except marker headings and the player would load into one side of the room and land at that marker heading; then be automatically moved to the next door directly across from the one they just entered into; and then automatically loaded into the real interior of the house - I've got the whole thing laid out somewhere in my notes, but never used it because I didn't know enough about how it worked or why.
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| ghastley |
Aug 2 2015, 01:50 AM
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Councilor

Joined: 13-December 10

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It's got to the point where it needs other people to tell me what they don't like. Everything seems to work now, but I'm a bit uncertain if the lumber purchase works if you build this before any vanilla homes.
Version 0.1
Some icons are missing from the wiki page, but that doesn't stop you using the mod.
Note that only two rooms have rubble. I may put rubble in the side-rooms later, if I can devise a way to let you start furnishing the rooms you cleared, before doing them all. This uses the simple method of not enabling the workbench until all rubble is gone, and the more complex option may need multiple workbenches.
You won't get materials at a steady rate as you dig. The random item includes a 25% chance of nothing, and equal chances of a bottle, an iron ingot, or one or two pieces of stone. It takes six empty bottles to make one unit of glass, so you may not get enough to make one.
Expect at least one revision, as I learn how to light properly. The bedroom has problems.
There are no meshes or textures, as everything used is vanilla. The bsa contains only scripts.
Also under consideration for later: at least one shrine (Hist?) to allow home cures of disease.
Edit: fixed a bunch of broken stuff that requires a restart, so undid the link. I'll post a new download soon.
This post has been edited by ghastley: Aug 4 2015, 01:59 PM
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| Grits |
Aug 14 2015, 02:37 AM
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Councilor

Joined: 6-November 10
From: The Gold Coast

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Jensa had not done either quest, so I ran her through them both quick. She accidentally found the courier before he found her since I forgot about Arthmoor’s Provincial Courier mod. He gave her the letter and she headed over to excavate the den. It looks awesome so far. I love the entrance and the interior space, and the location is beautiful. Stenvar followed her in and sandboxed including using a rubble pile (to no effect of course), which was funny. It’s neat to find items in the rubble. Outside I found a slightly floating fern, but it may be due to the Helgen Reborn mod which changes the area higher up on the hill. Helgen Reborn looks compatible so far. I have not found the workbench and log pile yet, so I have to go back and check for rubble that I missed. This is really neat, ghastely! Oh, and I think a Hist shrine is a great idea. 
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| Grits |
Aug 14 2015, 04:22 AM
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Councilor

Joined: 6-November 10
From: The Gold Coast

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I went back to re-do the rubble piles without Stenvar in the way, and this time it worked perfectly. Got the notices every time a pile cleared and the quest updated after the last pile. This is a very old and abused save, so I also took it slower this time to give the scripts time to run. Workbench and log pile right where they should be. Trouble was on my end, yay!  Jensa had most of the materials she needed to make the furnishings, but she needs a few items to finish up tomorrow. Then she’ll do some planting, torture test the book shelves, fill the weapon racks, and the like. Of course she tried out the bed already. Lover’s Comfort, woo! I love the layout and the furnishings. It’s dark enough to feel underground and Argonian-damp, but still cozy with fine things around. Awesome job, ghastley!
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| Grits |
Aug 15 2015, 01:27 AM
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Councilor

Joined: 6-November 10
From: The Gold Coast

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Ok, Jensa did some decorating and is ready to report. First, I love the secret door! I love it a lot! As predicted the mannequins like to levitate and the bookshelves don’t like big books. Those dang bookshelves! My planters do not have soil in them. This could be another case of old save file couldn’t keep up with the building, so I’ll try with Jensa again from the rubble clearing before I build the den with another character. I applaud the way you handled the challenges of curved walls with furniture. The only change I would suggest is maybe try round rugs under or bedside the children’s beds. I’d like to see two weapon plaques on that screen that has one plaque on it, one over the other like in Vlindrel Hall. Also I think there are a few empty curved corners that might look nice with a display area there, maybe a screen with a couple of hanging shelves on it. I like the openness, but I would also like a little more furniture storage in the crafting areas. I’m always worried about barrels respawning. Even a pouch on the alchemy bench and a strong box on the enchanting bench would do the trick. Last idea, how about a fish hatchery in the lake?  This underwater den is a real gem! I’m looking forward to building it again!
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| ghastley |
Aug 15 2015, 03:51 PM
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Councilor

Joined: 13-December 10

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Version 0.3I've soiled the planters, so you can plant stuff now. Doubled the plaque, and moved the weapon racks over a bit to the blank area. Added an alchemist's satchel as storage in the lab, which enables with the barrel it's on. The Hist shrine is a simple log that appears at Stage 50 (when you first use the workbench). It gives the same blessing as Nocturnal's - Fortify Sneak. Its RefID is xx01295E if you've already passed the stage where it enables, and want to try it. I moved the collision boxes out a bit from the bookshelves in case they were the cause of the issue. Now I expect books will fall off the shelves down the gap. No change to the rugs yet. I may have to make custom ones. Apart from the Hist log, the other changes should update an existing game. This post has been edited by ghastley: Aug 15 2015, 03:54 PM
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