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ghastley
So I'm currently playing a couple of Bosmer archers from the Gweden mod, who've made it to Skyrim. Darwen, who is very slender, with a dancer/gymnast's body, and Enilwen, who's a bit larger, rivalling Nords. Although they're taking different approaches, hunting bears and dragons respectively, they're both doing the usual sneak/archery/smithing thing for max damage, with little or no defence except RUN!!!

They'd each like somewhere to live, but haven't found anything they like. Darwen has taken over the Alchemist's shack, because it's in bear country, but she's not happy, because it's made of wood. Enilwen is sleeping in taverns, and has no fixed abode.

Dead wooden construction offends their Bosmer heritage, and neither has been to Solstheim to see Telvanni mushrooms. The options are pure stone, which isn't the best choice in cold climates, and living wood, which just doesn't seem to exist here. So I'm considering whether the latter can be fixed.

The CK has vines for wall and floor use, and I'd expect to use a lot of ivy for fill. There are bone and hide pieces that might be adapted as furniture, and mammoths have larger bones than most creatures, so their bones can be used for large items. Pelts everywhere, of course. Iron items from draugr ruins would be hauled in where they'd be useful. Even though they're not Bosmer-traditional, this is Skyrim, and they're available.

Can anyone think of any other stuff a Bosmer would use?
Grits
Hmm, perhaps a permanent camp with a hollow log and a half-buried chest for storage? I’m thinking of the big tent that’s made of furs. Maybe a couple of them with a crafting table in one of them, like the Forsworn have outdoor facilities.

Or a cave fixed up with vines the way you describe sounds very Bosmer. I used Tiny Tree Home (the bare bones version) for Bannor my Hulkable Bosmer. It’s a nice little cave under a tree stump.
ghastley
Since posting I found a mod that's a Bosmer Camp using bone and hide tents, but then uses wood logs for seats! It still might give me ideas to use, if there are bone/hide furnishings included.

I don't want a temporary structure, and I already did the underground/water one for Argonians, but part-cave would allow a larger interior than any Skyrim tree permits, so I may have to do something like that.

Parts of the Bosmer City resource might be usable. It would need the ivy/moss treatment for walls/floors.

This is what they'd really like. Real-life tree in Hyde Park, London.
ghastley
There's an overhanging rock mesh that's used in several places to form a semi-cave, usually occupied by wild beasts, but outside Whiterun, there are bandits in there. Since it's usually associated with spawning creatures, I probably won't take an existing one over, but I should be able to find a site for a new one. It looks possible to wall off the opening with vines, and cover that with ivy (possibly with different leaves via texture swap). It's the one you're looking out of in this screenshot of Grits' Jensa.

That should result in a one-room space roughly the size of an Orc stronghold. The hard part will be creating furniture that uses no wood. Bone and hide, plus a few horns and antlers, are all a true Bosmer would use.

I need to site it where a Wood Elf would feel at home, so Falkreath or Rift? I.e Pine or Aspen?
Grits
That cave overhang sounds great! I have not played Skyrim for a while due to my laptop acting up, so I don’t have any ideas off the top of my head. Except there’s a spot near Falkreath where the road loops around with some cliffs on the right that might be nice. Helgen Reborn puts a cave with a door entrance in that area. Also near Half-Moon Mill there is a nice stream but possibly not a high enough hill for the cave. It’s a pleasant and still fairly convenient area.

I will be away for a few days, so I’m sure I will think of something while I can’t get back to post! laugh.gif

Oh! And there are some nice rocks across the river from Riverwood, but that might be too close to town.
ghastley
I'm starting to lean against Falkreath hold for a couple of reasons.

First is that there's already Lakeview and Ilinalta Den in that area, so it's getting crowded.

Second is that Darwen just reminded me that she's hunting the bears in the Rift, and doesn't want a long commute. Honeyside is an in-town home, and the hold needs one out in the country.

On the other hand, the Rift farmhouse(s) hasn't been used as the basis of a home yet, so I could leave that for the next one, and still go with Falkreath. It's a pity there are snowy mountains in between the two.

Edit: When I opened up the CK to look for the mesh, it turns out to be called RockAnimalDen (with a few variations for snow etc.), so it's clear what the developers had in mind. However, it makes a good Bosmer Den, too, and that's what I've named the location. I found a place in the Rift to put it, not far from Autumnshade Clearing, Boulderfall Cave, and Redwater Den and Darwen has moved in. There are only a couple of bedrolls and floor pelts inside at present, with a few Dwemer chests for storage (the only ones that aren't wooden), until I make some bone/hide meshes for other furniture. The crafting stations may need wood->bone conversions, too, but they're all placed to reserve space. The smithing stuff needs quite a bit of level ground.

Pictures real soon at last.

Inside with just a bedroll and chest (evening)
Inside with another bedroll, pelts, and a cooking fire.
Outside
Location on map
ghastley
I've starting making Bosmer-specific furniture without using wood.

Beds using part of a mammoth ribcage.

Weapon Rack as seen at Largashbur. biggrin.gif

The weapon rack needs a lot of minor tweaks to get the weapon positions right, and it currently has issues with the Unofficial patch (works without, but fails to activate with) which may be a bug in the version I'm using. I may have to upgrade to USLEEP. I'm still confused as to whether that requires all the DLC's be active, as I often run test characters with some of them turned off, just to minimize the number of active mods that might interact with mine.

Edit: Since the original scripts work, but I wanted to exclude daggers as potentially too short for the rack, I cloned those for mod-specific ones. Avoids the USKP/USLEEP issue altogether.

My next problem is making the skulls and mammoth ribcages collectables. The bones can be in the den when the player arrives, along with the bag of vine seeds.
Grits
Wow, this is really taking shape! The vine-covered cave looks even better than I imagined. Yay!

The weapon rack is genius. I could have stood right at Largashbur pondering what to use and never thought of that!
ghastley
I still have a number of gaps in the furniture line. There are no tables and chairs in the home yet.

Sitting cross-legged on a pelt is possible. There's an animation set (enter, sit, exit) for that in the game already. There's also a generic seat furniture, which is essentially the chair furniture marker for placing on a rock, or whatever.

Tables may be easier, as there are stone altars and similar in the Nord ruins. Stone for the flat part can already be quarried, and the rest of the mesh looks like iron to me. However, the workbench mesh is very wooden, and I'll need an alternative.

Darwen is living in the place as I make it, and it's not in Enilwen's game yet, as she'll be the build tester. Since Darwen is collecting bear pelts, she needs more storage. Can't have bookshelves, so where do her books go? The issue of dead tree books should not be one, as there are alternative papers based on other plant material that can be harvested without harming the plants. Hers could even be printed on vellum, and they're bound in leather, so that's fine. Her RP has her taking everything from dead animals, and eating the meat, but her supply of teeth, claws and antlers is growing, and she can only use so many pelts and hides.

Darwen believes that eating fruits is OK, as that's what the plants made them for. Vegetable soup is her guilty secret.

Edit: Some further details - the only bones you can collect in the vanilla game are dragon bones and a few skulls. Dawnguard adds bone hawk parts for jewellery, and also allows making arrows, but requires firewood for that. I'll be needing more bones, and have the forge be a unique one that can make bone-shafted arrows. Those arrows will not be unique, however. There's no benefit from doing that.

It should be possible to add bones to animal death items without too much work. I think they're already "leveled' lists, so that antlers or goat horns, for example, aren't included every time. So I just need to edit or dynamically add to those. Animal bones would use dragon bones mesh scaled down a bit, and lighter weight, too! I don't want to require dragon bones directly, as some don't do MQ.
ghastley
Some other random thoughts as I grind on the construction:

The "Kyne's Sacred Trials" quest would be a good pre-requisite for building the den. I can use my existing method of triggering from leaving Froki's Shack with the quest completed. Starting the quest enables the bag of seeds at the site, and adds its map marker.

Urns as in Nordic ruins would make reasonable storage containers, and could be made with clay. I may replace the Dwemer chests with those, although bringing dwarven metal in as a building material is hard to pass up.

The hard part is finding a substitute for the workbench. Ceramics at a potter's wheel maybe?
Arcry
I can't wait to add this to my mod list~! Still need to get my Orc into his little Stronghold.. And my Argonian Warm-Waters could really use a break from the cold of the College, the poor dear. Ah, I cannot wait until my laptop is all nice and fixed up.
ghastley
I've been doing a bit more fiddling with this one. I have a hollow tree stump added outside that contains a shrine to Kynareth, and also acts as the "workbench" for the construction. Kneeling at the shrine will make things appear, if you have the materials. The stump and shrine will always be there, but the construction part will be enabled by the quest.

I've added a chance of animal bones to the larger creatures that would have them (larger than wolf, and not spiders or chaurus) and I'm replacing logs with bones in some recipes. The main storage containers are now urns, that need clay to make them. The smithing items are still the original meshes that have obviously wooden parts, but I'm working on creating alternatives that use bone or iron in place of the wood. I still don't have decent shelves or chairs.

Edit: Sunday was the day to let Enilwen try out the building process. The smelter was the only piece that failed, and I've fixed that. Since I added the mod to her existing game, I gave her most of the materials via console, as the bones would take a long time to collect. In a regular game, you get a slow supply from normal play. The "pray to construct" crafting station works well, too.

However, she got attacked by a Blood Dragon when she got there, and it all took longer than I intended! And then by two Frostbite Spiders, who don't have bones.

She's now hunting, just to gauge the rate of bone collection, as I may adjust the recipes to use more or less of them. There's also a "bootstrap" issue to address, as you don't get an anvil on-site to make building material from iron. Shor's Stone isn't far, so she made her starter stuff there on the way, and I may want to prompt that in the quest (but without any dialog). You need to take enough iron fittings to make the forge, and enough ingots to make the smelter (and a leather strip for the tanning rack). Then the site can make all it needs, except for the usual "buy-only" items of straw and glass.

I need to add the Story Manager kick-off for the quest, and then I want to do it all with a freshly-rolled character. After that, maybe I'll release an 0.1 beta, even with a lack of furniture and "shelving".

Yet more edit: The wiki marks the Kyne's Sacred Trials quest at a recommended level of 20, but I suspect that is primarily because the guardians are hard for any character other than a sneaky archer. Enilwen had problems with the bear running away and hiding from her, but in all cases, she was able to find high ground where she couldn't be reached and rain arrows down on her target. The final troll was made easier by her clearing the location before going to Froki - the other trolls didn't respawn, so she only had the boss troll to take down.

Still, it looks like this will be a job for a mid-level character, and hard to use as a starter home. That is reinforced by the difficulty of gathering animal bones at low level. Most of the creature enemies don't drop them, and the deer survive the first shot and run away. It takes an improved hunting bow, steel arrows, and a couple of archery perks before you can successfully hunt the deer. Once the Sabre cats come in, it will get easier. They have bones themselves, and leave dead deer lying around.

I have a save of Enilwen before adding the mod that will probably become my start point for testing. Adding new furniture, or similar changes to the building quest, requires a fresh start, and I can't roll a new character for this one. This will become a consideration for beta-testers, too.
ghastley
I'm attempting to find the real minimum level for this quest. Funwen is only level 6 and she's started on the second round of guardians for the Kyne's Sacred Trials. She had to deal with a Sabre cat (her first) not far from Froki's hut. At least it had a bone for her. The round one guardians (wolf, mudcrab, skeever) don't.

She went for the Mammoth first. It's easy to get up above it, out of reach, and shoot down until dead. However, at her low level, it took about thirty-plus arrows, and the mammoth retreated all the way to Halted Stream, where it may have fallen down the pit. She did get the stage completion.

The bear was next, again because it's possible to get above it and snipe from safety. The bear runs off out of range, and she has to chase along the cliff to keep it in sight. It ends up hiding from her behind the burning wagon nearby, and taking damage from the flames.

She now has to travel to Winterhold and go hunt the Sabre-cat. When Enilwen did that, she ran into a wispmother on the way, so route planning is essential. We might go and clear the Troll den at Greywinter first, so there's only the one enemy at the end. May enchant her bow with fire damage to help that too. The Sabre cat is level 12, and the troll is level 14, so they're not as far above her level as the other two (38 and 32) but she won't have the high ground advantage.

Only half a dozen bones collected so far. The whole den will take around 30. Neither of the second-round guardians provided a bone. The mammoth fell somewhere she couldn't reach it, so no way to tell if she missed one. sad.gif

Edit: She finished Kyne's Sacred Trials at Level 8. That makes this a bit easier than the Orc one, where you don't even get a chance to attempt it until level 9, when the giant spawns outside Largahsbur. The hardest part was the Ursine Guardian running away and hiding. That's smarter than the average bear!

However, since 30 bones means ~100 kills at present, I'm thinking of making it a 100% drop instead of only 30% and leaving the recpes alone.

Son of the return of Edit: Some of my problems with Funwen turn out to arise because the quest was marked to start enabled, so aliases I added weren't filled. I'll have to start a new test character to find out.
ghastley
Thinwen - the slender Bosmer - just followed through the same set of quests as her cousin. It took about five hours to get from Helgen exit to gaining Kyne's Token. She's still a few Animal Bones short of "completing" her home, even with 100% drop from large animals, which included the guardian bear, sabre-cat and mammoth. If she doesn't kill a deer with the first shot, it gets away. (Tried using fury, but she's not as accurate with that.)

And of course, it's not actually complete after that, as it still needs a few more items of furniture for seating and storage, when I come up with them.

The quest marker appeared at the appropriate time to let her know where to find the den. It didn't disappear when she went there, as I forgot to set the next stage when she first used the "workbench".

Thinwen will soon be feeling a bit "Groundhog Day-ed" as I reload her from before the Den quest starts a few times, so I can update it. Fortunately, she won't have to re-fight the guardians. That will be needed when I add more constructable items, as the building quest has to start game enabled, and the list of build items is a property. So she'll just get them manually enabled to make sure they work, and I'll run a completely new character through when it's all there.

In the DLC, the player can buy all the materials needed. In this mod, there's no way to get Animal Bones except by hunting (or defending yourself against large predators). I suspect that will be the first complaint when it finally gets published.
Acadian
Funwen and Thinwen! I think you've hit on a theme there. tongue.gif

How about a mage? You know, Wizwen?
ghastley
When I get off the sneaky archer train, I'll want to try a mage. I can't see anyone chasing deer across the landscape with a two-handed sword, but ranged spells work at Apprentice level.

In the longer term, a bound bow character may rise from the archives, and go build the place, too.
mALX


Will it be kind of a tree house? Like the living quarters up in a tree kind of? For Buffy, she would want her stable up there too, so Superian would be right on hand for her to brush!

Ithlia made one that appears to be inside a living tree; Limbwood Manor. The way it was made, it really feels like you are actually inside the tree; though with quite a Tardis effect.

Example: It has a skylight type ceiling that looks up into the upper branches of the tree; and the windows throughout show the outdoors; so very Bosmer-ish and really gives the feeling of being inside a living tree.

Here is a vid of it, if in your planning it can help in any way.


https://www.youtube.com/watch?v=p7M6ZLgFXXM








ghastley
mALX: The pictures in post #6 above are close to how it is now, with the vine wall to the "cave" part. The bedrolls are gone, and the bone beds took their place.

I found quite a few tree houses, but they all had wooden furniture, and/or cut wood walls. My self-imposed restriction was not to cut any wood. So everything must be made of bone, hide, iron, ceramic etc. The smithing equipment doesn't use any logs, and I'll be fiddling with the meshes to eliminate the wooden parts when I can, generally replacing wooden parts with bone ones via texture.

Here's a new screenshot of the outside before construction starts. You can just see the shrine to Kynareth inside the stump.
mALX
QUOTE(ghastley @ Apr 14 2016, 11:28 AM) *


Pictures real soon at last.

Inside with just a bedroll and chest (evening)
Inside with another bedroll, pelts, and a cooking fire.
Outside
Location on map



OMG, this is Awesome! I didn't see the screenshot links; so missed these till you mentioned them! It is amazing how you made that whole wall - and Superian could probably fit into that doorway, too! Awesome!


ghastley
I loaded up Enilwen's game, as she has the smithing skill to make just about any kind of arrow, and she posed for the banner image.

Bosmer Hearthfires

Of course, Stray Dog wanted to get into it, too. I haven't taken pictures of the interior yet, as I still have more stuff to make, when I decide what it is. The two pots you can see through the doorway are re-textured urns from the nord ruins. I just used the texture from a regular pot, and they look great.

Making the arrows has meant that this mod will be dependent on Dawnguard, as well as Hearthfires. That DLC introduces the constructible arrows, and I didn't want to duplicate that definition. The recipe using bone is new, and you'll get two ways to make arrows now, with wooden or bone shafts. A Bosmer will naturally only use bone.
Acadian
Looks great, ghastley! goodjob.gif

I quite like the network of vines and leaves that close off the front of the cave.
ghastley
So Wizwen has done it all with magic. Hunting deer with firebolts is easier than with a bow.

Actually she hasn't done it all, because she doesn't need the blacksmith equipment, so she didn't make any of that. She did all her smelting, material-making etc. at Shor's Stone before going to the site.

Wizwen in her new home - you can tell she's a mage by her satchel. tongue.gif

Wizwen outside her home.

And if anyone wants to try it so far - BosmerHF 0.1. The build quest does not end, so it will sit in your Miscellaneous list incomplete. You can build everything that exists so far, but if I add any new stuff, it will mean a restart. So don't use anything but a disposable character.
Acadian
Oh, I hope to see more of Wizwen. . . whistling.gif

And I love her little mage satchel. Buffy's got one of those too!
mALX
QUOTE(ghastley @ Jul 23 2016, 09:49 PM) *

I loaded up Enilwen's game, as she has the smithing skill to make just about any kind of arrow, and she posed for the banner image.

Bosmer Hearthfires

Of course, Stray Dog wanted to get into it, too. I haven't taken pictures of the interior yet, as I still have more stuff to make, when I decide what it is. The two pots you can see through the doorway are re-textured urns from the nord ruins. I just used the texture from a regular pot, and they look great.

Making the arrows has meant that this mod will be dependent on Dawnguard, as well as Hearthfires. That DLC introduces the constructible arrows, and I didn't want to duplicate that definition. The recipe using bone is new, and you'll get two ways to make arrows now, with wooden or bone shafts. A Bosmer will naturally only use bone.



Those pots look gorgeous!




QUOTE(ghastley @ Jul 24 2016, 08:26 PM) *

So Wizwen has done it all with magic. Hunting deer with firebolts is easier than with a bow.

Actually she hasn't done it all, because she doesn't need the blacksmith equipment, so she didn't make any of that. She did all her smelting, material-making etc. at Shor's Stone before going to the site.

Wizwen in her new home - you can tell she's a mage by her satchel. tongue.gif

Wizwen outside her home.

And if anyone wants to try it so far - BosmerHF 0.1. The build quest does not end, so it will sit in your Miscellaneous list incomplete. You can build everything that exists so far, but if I add any new stuff, it will mean a restart. So don't use anything but a disposable character.



I'll bet Shor's Stone was happy to see her there smelting! I'm having trouble downloading to my laptop right now, so will def be waiting till it is finished and hope I can get the laptop fixed by then.


ghastley
Had an idea for furniture - take a pair of Mammoth tusks, stick them in the ground, and sling a hide between for a seat.

Like this - (the strips are currently photoshopped in, will be modeled soon.)
Acadian
Oh, that is a great idea! Would the same concept help in making a tanning rack?
mALX
QUOTE(ghastley @ Jul 25 2016, 09:52 PM) *

Had an idea for furniture - take a pair of Mammoth tusks, stick them in the ground, and sling a hide between for a seat.

Like this - (the strips are currently photoshopped in, will be modeled soon.)



That looks Awesome!!!




ghastley
QUOTE(Acadian @ Jul 25 2016, 10:08 PM) *

Oh, that is a great idea! Would the same concept help in making a tanning rack?

For the smithing equipment I'm planning to just replace logs/sticks with bones. I.e. lumpy ends, and a texture change. The recipes just specify "bone" so you don't need to kill a mammoth to make a forge, even though only theirs would be big enough. Tusks can be mined at Halted Stream.

The main reason for the chair is to introduce the requirement for mammoth tusks and unprocessed hide as additional materials. Since I'm not using hinges and locks, it needs something in their place. I'd considered using Dwarven Metal, but didn't want to create Dwemer Hearthfires (yet?)

I daren't let Mzthlft know I'm even thinking about that. I left her happily "living" at Vlindrel Hall. laugh.gif

Edit: More thoughts - can't build an Apiary without wood, but a Bosmer would happily use honey from a beehive. Recipe for attracting wild bees to make their nest?

A knapsack could be made from leather, so could multiple knapsacks make a storage unit? Bookshelf replacement? Activate whole assembly to add/remove books, rather than individual knapsacks.
ghastley
I have a choice to make:

Chairs with a leather seat demonstrated by the lovely Wizwen, but don't let her influence your selection

or

Chairs with a hide seat

Preferences? The recipe would have leather or pelt as ingredient, accordingly.
Acadian
Gosh they both look great and I still love the idea of the mammoth tusk frames. My preference would be for the leather. The brown seems more foresty and provides a bit more contrast to the ivory tusks.
Grits
You captured a lot in your banner image! Looks great. Loved to see Enilwen’s dog looking so happy. happy.gif

Bone arrows are a great idea, and they give purpose to the bones you will continue to harvest from animals.

I think as long as you can build a bed and one storage container fairly early in the process, it will be feasible to live there while taking the time to gather materials and slowly finish it. Of course as you said, that won’t stop people from complaining.

I absolutely love the look of the green wall from the inside. This is really neat, ghastley!



Edit: I like both of the chairs, but like Acadian I prefer the brown seat for contrast and variety. Those chairs look awesome!

The best way I know to attract bees is to plant flowers. Can living plants be a constructable item? Harvesting plants goes against the idea of this whole Bosmer dwelling, but I suppose the resident elf would have to resist the temptation to pluck her bees' flowers!
ghastley
QUOTE(Grits @ Jul 28 2016, 10:16 AM) *

The best way I know to attract bees is to plant flowers. Can living plants be a constructable item? Harvesting plants goes against the idea of this whole Bosmer dwelling, but I suppose the resident elf would have to resist the temptation to pluck her bees' flowers!

You've summed up the dilemma perfectly. I considered putting planters outside, but the HF mechanism for planting requires you to have a sample of the plant, which a Bosmer wouldn't gather directly. However, pre-harvested samples exist, so she could reasonably "rescue" those by planting them. Planters just use clay, so they're no problem in themselves.

And there's always the argument that planting seeds is doing the plant's work for them. Eating fruit can be seen the same way, and a Bosmer may only avoid eating leaves and roots. Is pruning beneficial? It all gets complicated.

I may remove straw as a bed material, and just go with more pelts. There's no stuffing material other than straw.

Changing recipes doesn't need a game restart / new character, but adding the chairs will, as that adds properties to the building quest that starts with the game (or at least as soon as the mod is added).

The new download will be there as soon as I have the interface models of the chairs (without the furniture markers etc.) created and defined. I won't wait for the bees/planters idea to settle, but be aware that will cause another property change and require a new character again.

----

More possible futures: Butter churn, cheese-making (smaller version of giants' mammoth equipment). These require a source of milk, which may not have to be your own cow, if you can buy from farms that have one, or from general stores.

I'd also like to restrict the cookpot to Bosmer-approved foods - not including root veggies, leeks, garlic but all cooked meats and fruits (including tomato, gourd, berries). Flour may be OK, too, so baking could be added, or soups thickened without potato.
mALX
QUOTE(ghastley @ Jul 27 2016, 10:09 PM) *

I have a choice to make:

Chairs with a leather seat demonstrated by the lovely Wizwen, but don't let her influence your selection

or

Chairs with a hide seat

Preferences? The recipe would have leather or pelt as ingredient, accordingly.



The leather in the first screen is a bit pink on my browser, is that just my view of it? If it is pink, can it be more brown - and like a bit darker brown color? I like the fur too; but agree with Acadian that the contrast of brown against the ivory of the tusks does add some appeal.





ghastley
QUOTE(mALX @ Jul 28 2016, 02:10 PM) *

The leather in the first screen is a bit pink on my browser, is that just my view of it? If it is pink, can it be more brown - and like a bit darker brown color? I like the fur too; but agree with Acadian that the contrast of brown against the ivory of the tusks does add some appeal.

Those used the existing leather (material created at tanning rack) texture, and the first of the floor pelts' texture. There are two other pelt textures that are more brown, and I can adjust the leather one to less pink, so anything is possible.

The first question is pilose or glabrous? (Hair or not?) That determines if the recipe specifies a pelt or tanned leather. I'm leaning to tanned, as that requires an extra step, and involves the player more in making it.

The model image I posted first used the Sabre-cat pelt texture, which is browner than the Sabre-cat itself.
mALX
QUOTE(ghastley @ Jul 28 2016, 02:22 PM) *

QUOTE(mALX @ Jul 28 2016, 02:10 PM) *

The leather in the first screen is a bit pink on my browser, is that just my view of it? If it is pink, can it be more brown - and like a bit darker brown color? I like the fur too; but agree with Acadian that the contrast of brown against the ivory of the tusks does add some appeal.

Those used the existing leather (material created at tanning rack) texture, and the first of the floor pelts' texture. There are two other pelt textures that are more brown, and I can adjust the leather one to less pink, so anything is possible.

The first question is pilose or glabrous? (Hair or not?) That determines if the recipe specifies a pelt or tanned leather. I'm leaning to tanned, as that requires an extra step, and involves the player more in making it.

The model image I posted first used the Sabre-cat pelt texture, which is browner than the Sabre-cat itself.


Well, if it was a leathery brown, I'd like that better due to the contrast with the ivory tusks and fur rug. I'm not big on the pink, that is all. But I also like very much the look of the fur seats; they just don't provide contrast in that screen; and contrast is appealing.

But say if you set two chairs outside the cave and had no white rug near them; they would look awesome contrasting the green and browns outside.


ghastley
Chairs now have brown leather seats, and I fixed the texture on the strips, too (no vertex colours) so they match the seats.

I was looking at adding a cheese-making station using a scaled-down version of the one giants use for mammoth cheese. But it might get a bit weird. The game has Eidar and Goat cheeses (i.e. 'blue' and yellow) so I'd need to add goat's milk distinct from cow's to support that. Without an additional mod, the game doesn't have milking, so jugs of milk need to be bought (from innkeepers!) This may not happen.

I may just add a beehive close to the den, and not have the player do anything to create it.
mALX
QUOTE(ghastley @ Jul 29 2016, 11:26 AM) *

Chairs now have brown leather seats, and I fixed the texture on the strips, too (no vertex colours) so they match the seats.

I was looking at adding a cheese-making station using a scaled-down version of the one giants use for mammoth cheese. But it might get a bit weird. The game has Eidar and Goat cheeses (i.e. 'blue' and yellow) so I'd need to add goat's milk distinct from cow's to support that. Without an additional mod, the game doesn't have milking, so jugs of milk need to be bought (from innkeepers!) This may not happen.

I may just add a beehive close to the den, and not have the player do anything to create it.


I really wanted to include cow milking to that mod I never finished too, are there idles in mods for it? What I ended up doing was just making bottles of milk out of wine bottles; just changing the textures. Very unsatisfactory to me, wished I'd been able to do a better job on it. When I stopped working on the mod I had been trying to bring a Fallout 3 milkjug over to Skyrim, rollinglaugh.gif

You have the most awesome ideas to make your mods fun; it always makes me dying to know what ideas you never bring to the mods that you post; but that you put in your own personal game !!! laugh.gif






ghastley
Bosmer Hearthfires version 0.2

This looks reasonably stable. I'm not sure what, if anything, will be added, but unless it's new constructible items, lit won't need a new game. Right now, the only thing I 'd expect is a wild beehive.

Doc is here
mALX
QUOTE(ghastley @ Jul 29 2016, 07:00 PM) *

Bosmer Hearthfires version 0.2

This looks reasonably stable. I'm not sure what, if anything, will be added, but unless it's new constructible items, lit won't need a new game. Right now, the only thing I 'd expect is a wild beehive.

Doc is here



Did you make both chairs for it? I noticed two chairs. I love that screen on the Doc page !!!! Awesome !!! I can't play it till I get my laptop fixed; but by then you will have probably stopped updating it as you think of things to add laugh.gif

Awesome, and Thank You !!!!


Grits
Another thought about planting food for the bees since the dirt planting spots look cultivated and farm-y, maybe some wild plants growing among the grass that are enabled through the bench instead? Sort of the way a chair appears, only with wildflowers. It could be a pollinator garden with a butterfly spawn thingy too, perhaps.

In Jerric’s Lakeview Manor mod I added a few flowers around the apiary so that it just looks like a meadow but not a garden, that’s what made me think of it for the Bosmer house.

I’m in for testing! Expect me to be slow, but you know I can’t resist a ghastley Hearthfires creation! biggrin.gif

Should I do Kyne’s Trials first before activating the mod in case of changes, or activate at the beginning of the game? This will be a new Bosmer character who will be a tribute to a barista at my local coffee shop who I swear is secretly a wood elf. They wear hats so I’ve never seen the tips of her ears!

Thank you, ghastley!
ghastley
When you do Kyne's Trials should not matter much, but the main den quest starts when you leave Froki's hut with the token, so you want to add the mod at least by then.

Extra flowers at the base of the vines may well get added.

One more thing that's not in yet is the end of the Den quest. I'm trying to script up the test for "enough to call it a home", which is probably one bed, one chair and a container, plus the cookpot. Since the vines are required first, no need to test for them.
Grits
Thank you, ghastley!

I think in her first build she will collect bones from the beginning (activate after Helgen) to see how that goes. I'm excited to try this!
ghastley
Note that you won't get many bones early on. Wolves and skeevers don't drop them, and deer will survive your first shot and get away most times. Once you get sabre-cats and bears, they'll be coming to you.

OTOH I'm running a two-handed Orc through this, and she's running them down and whacking them fairly well, by chasing them into corners.
mALX
QUOTE(ghastley @ Jul 30 2016, 09:10 AM) *

Note that you won't get many bones early on. Wolves and skeevers don't drop them, and deer will survive your first shot and get away most times. Once you get sabre-cats and bears, they'll be coming to you.

OTOH I'm running a two-handed Orc through this, and she's running them down and whacking them fairly well, by chasing them into corners.



Misa is level 4; do you know what level the sabre-cats and bears start spawning?

Yes, Thank You Ghastley!




ghastley
I think you can find them at any level, but you'd have to go looking for them. There are always ones of each on the way to Froki's hut, and a few caves always have bears. The leveled lists for wilderness creatures bring them at their own levels of 6 for sabre-cat and 12 for bear. The wolves and skeevers don't disappear, as those lists are player level and below.
ghastley
It seems that the chair meshes aren't in the bsa, and one has a bad recipe. New build soon.

Bosmer HF 0.3

Since the building quest isn't changed, you can replace this in an existing game.
mALX
QUOTE(ghastley @ Jul 30 2016, 05:01 PM) *

It seems that the chair meshes aren't in the bsa, and one has a bad recipe. New build soon.

Bosmer HF 0.3

Since the building quest isn't changed, you can replace this in an existing game.



I'm about to have to copy all my laptop files onto a Passport and get it into the shop; will download this once it is back up and running.






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ghastley
Serethil, who is testing this over at Haven, reported that it made her character's pants fall off. Clark is investigating ... biggrin.gif

It turned out to be a conflict between another mod that permits multiple amulets, and the one that provided the armour with the separate pants. Adding the Kyne's Token made it select the pants slot at game startup for the amulet, and that blocked the other use.

However, she also discovered that Hunterborn also changes the death items of large creatures to add its own bones, so we have a conflict I'll need to look into, and try and address. And there may also be a conflict with Nock to Tip on the arrows. Since that removes arrows from forges, it's not a surprise, or necessarily a problem. I just need to mention it in "compatibility issues".

Edit: Nock to Tip may not be an issue. It doesn't know about my recipe. The confusion arose because it has "bone" arrows that have a bone head. Serethil was expecting a "bone" category at the Bosmer forge. (Who'd use bone-headed arrows? D'oh) Instead, you get a second recipe under each category to use a bone shaft instead of a (fire)wood one.
ghastley
I just downloaded Hunterborn for a quick test and discovered that you can enable my bones in its MCM menu by selecting Custom Pelts and optionally Combine with Hunterborn Pelts. That gives you a Manual loot option for the usual death items, which you can choose instead of the Hunterborn process, each time you activate a carcass.

I should note that in the readme.
ghastley
I decided I'd run enough characters through building it, and it's stable enough for the Nexus.

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