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Grits
Oh wow, that work table looks awesome with the wheels on it. Woo! Got 0.3 and will start Mojo fresh as soon as I figure out where I put Shuvesse. embarrased.gif

I think the harness trees going on last would be a good cue that the wagon is finished. Otherwise if I’m reading correctly a player could hitch up and ride off without building the canopy, only to find upon return to the restored house that the option is gone? As excited as I was to drive the wagon, I can see that mistake happening.

I think a tapering thug schedule would be good. That would keep them unpredictable and prevent them from becoming a nuisance. I can see some non-combatant merchant/crafter types having a struggle with them, which is good as long as it’s not too often. I’m thinking of the times I level up in bursts while using up a big ingredient stash.

I’m glad you mentioned the general goods idea. I was saving that for after you got the canopy working. biggrin.gif Yes, I think it’s an excellent idea to have some crates or things in the wagon bed so that it looks like you’re unloading for the bedroll and then packing up again to resume the journey. I love being able to store things in the wagon with the Cargo menu option, and the visual would bring that to life.

I really enjoy finding a spot to camp near the road. I kept using the two step get down and then unhitch rather than Panic! just to give ceremony to parking for the night. I’m already curious where those Cyrodiil people have hidden Wilf’s tools this time. smile.gif
ghastley
The changed build order is done. It will be in the 0.4, which at present, won't need a restart. All that changed are: the recipes, the last three of which now have different conditions to determine which requires which other piece first; and the part-built statics, (which just needed parts deleted from the full mesh).

The thug quest change is just the Story Manager conditions, which aren't in the save. That's just a question of getting the math right for a suitable decline in the chance of sending them. I don't want it to go away completely, so something level-inverse should work. Zero chance at infinite level, but not before.

The goods in the back will depend on my finding an existing behavior graph for four "plays" - the Vaermina statue gave me the two, as well as the secret name of the transparency parameter ("12"). But that only had two settings to switch between. If there are going to be two parts of the wagon to turn on and off, I need two pairs of animations in one mesh to clone from. This could remain on the wish list after release.
ghastley
It's possible that the Behavior Graph named GenericBehavors\IdleStartIdleBack.hkx already does what I need, and the Vaermina statue door I stole it from just doesn't use two of the animations available. If that's really true, than I have the other two I need.

I can't provide goods that represent the content, it will just have to be a fixed quantity of clutter, (barrels, crates, sacks, maybe a chest - all containers that hide their content) that implies "stuff". I won't use anything that could be an inventory item, so folks won't try to "take" it. Players are used to empty containers, so a logically empty wagon full of empty containers should make sense.

So I just need a bit of feedback on when the goods in the wagon should show and hide. The "Sleep" option should hide them, so "Hitch" would re-show, but I'm thinking that it should also depend on the contents/empty state of the container. That way the wagon starts without any, and gets it as soon as you deposit something, (assuming I can catch that event).
Grits
Whoa, that sounds promising! smile.gif

A fixed quantity of containers that look the same empty or full was exactly what I was hoping for. Sort of the stuff that holds your stuff.

I’d be perfectly happy with an empty Cargo still showing the containers, since I would need them to be there before I started loading them up with loose items. If the containers don’t show up until the first thing is added to Cargo that would be great, too. Either way works equally for me. I can’t think of a reason to want a permanently empty wagon bed, but I’m sure someone will.

This is exciting!
ghastley
There are two reasons I was thinking about empty cargo = empty wagon. One is that it's the initial state when you build it, and I don't want an extra build item of "containers" (and that would mean property changes and a full restart for you as well).

The other is that it provides a simple indication of empty. Regular containers have an "empty" label, so you don't bother opening them, and this would do the same for the wagon. Nothing in the back = nothing in the cargo. Swapping goods for bedroll doesn't hurt that, I think.
Grits
Aha. Yep, those are two very good reasons. biggrin.gif

Mojo is about to release the dragons and then start his wagon. He's getting the groundwork done before activating KH. In case of re-start he'll be completely wagon-ready this time.

ghastley
Progress screenshot

This is what the cargo will look like, if I can get the show/hide to work.

Edit: Well the bad news is that I can't, at least not the way I wanted. I'm limited to the one pair of visibility settings, although I can switch any number of pieces at the same time.

What I'll have to do is make the goods and canopy alternates, so showing one hides the other. That in turn means that the canopy needs to be up when the bedroll is in place, to get the goods out of the way. That's the sensible configuration anyway, so no big deal.

Also, since the canopy is installed during the build sequence, the wagon starts empty because it has the canopy showing, and you can't use the menu until it's complete.

So the "Sleep" option will be made conditional on the canopy showing. The emptiness of the cargo container will have no effect, but that just implies you're carrying an empty barrel, crate, sack and pouch.

Making all the edits in NifSkope is a laborious grind, but I should have a new release at the weekend. One other thing I want to fix is making sure the horse remains hitched if you reload from a save. I need to add a script to the player alias in a quest to do that, and I don't want that to mean restarting the character to test it.

Second Edit:Combining the opposite-direction fades has worked, and after a small change to get the on/off settings of the canopy the right way round, the bedroll can now only be deployed when the canopy is up.

Cat Man Dhou will be giving it all a test, including the new build order, as soon as he's rounded up the tools, then I'll post a new beta.
Grits
Cargo looks great! Having the canopy plus bedroll swap with it makes sense. Very exciting to see this come together.

Quick check on what should have happened in 0.3. Mojo has built his wagon but didn’t get the canopy option. I can’t remember if that’s new for 0.4, sorry. He went to Broken Oar Grotto and Orotheim for the last two tools. Broken Oar would have been nasty, but Khajiit just sneaked in and got what he wanted.

I have a gazillion saves of the process including before I installed KH 0.3 in case I need to check anything.


EDIT: I am an idiot. Did not actually install 0.3. Be back soon. panic.gif


Cat Man Dhou, nice! biggrin.gif
ghastley
Cat Man Dhou remarked that there were none of the "things only a wainwright would find useful" in the chest. Just the journal. Any idea what to add? Apart from the spokeshave, only the springs are new. The canopy takes Linen Wraps, but other mods have used those (including my Alik'r Heavy).
Grits
Hmm, chassis lube, axle grease, cotter pins? Could that stuff look like troll fat and lockpicks? The grease could be in a bucket. I’d definitely add the first leather strip to make the tanning rack, and putting one spring in the chest would be neat without providing too much stuff. Also a corundum ore or two would help the budding wainwright who forgot to bring enough corundum and steel ingots. hehe.gif

Here’s a last minute idea for the wainwright’s bench. How about adding a wood chopping block with the tanning rack? You don’t specifically need it to build the wagon, but once the shop becomes a crafting base it would be great to be able to chop wood for arrows right on the site. Having it appear early sort of says “Here’s where I split some wood to make stuff.” Utility and atmosphere! laugh.gif
ghastley
Hold that axle grease idea. Perhaps a recipe for it, and you can make it at the alchemy lab once the house is made?

Spring, linen wrap and leather strip added so far. Recipe when I figure out the ingredients.

I agree about the chopping block, and linking it to the tanning rack works for me. You'd have used it to make the rack, perhaps.

Edit: My latest test character found the tongs at Valtheim on the way to get the saw from Treva's Watch and I found that the out-of-sequence logic is broken. I also forgot to disable the wagon with canopy but no harness trees at the end of the build sequence. More work to do.
mALX
QUOTE(ghastley @ Oct 17 2015, 09:00 PM) *

Major breakthroughs today!

I'd been having a problem with starting the quest that rebuilds the wainwright's house. The Story Manager log said that it passed on the event, but the kicker quest that checks all the conditions wasn't running. It had a debug.trace statement at the start, so I could confirm it got there.

Today I discovered that was the cause of the problem. Removing the trace attempt lets it work as intended!

So now Jo'Bashi has a workshop to go back to.

Exterior
Interior
Looking left
and right

The other big one was placing the bedroll in the back of the wagon. A bedroll can't be moved, so I ended up moving an X-Marker to the right place and creating a bedroll at the same location each time. The marker gets recycled in and out of a holding cell, but the bedroll is deleted when you hitch the horse.

Bedroll in place at last (and usable)!

I still have to add the canopy option, and create the hired thugs quest, but what's there is testable if anyone wants to try it.

One known gotcha: If you read the letter that rebuilds the house before you made all the crafting stations, you can't reach the workbench to do so. Make the smelter, grindstone and tanning rack before you read it!



Oh, I love the littlle farmhouse cottage! The interior is just perfect! The bedroll looks great in the back of the wagon!




QUOTE(ghastley @ Oct 20 2015, 06:32 AM) *

The chimney turned out to be trivial to fix, because the third variant of the mesh (another destroyed one with a bit of roof) had an almost intact chimney that I could copy across in NifSkope. So now the rebuild one is complete.

The crafting stations inside are looking good too. The table fits that space well,



It is really getting exciting now! Is this finishing touches?



ghastley
QUOTE(mALX @ Nov 7 2015, 10:53 PM) *

It is really getting exciting now! Is this finishing touches?

Almost. I have a couple of problems still to fix.

I think I just got all the stages re-organized for the tool-finding quest. Previously it would break if you found something out of sequence. I have to test it before I trust it.

The other quirk is that the chopping block I just added is unusable, and I can't see why. The animation ends prematurely after placing the log on the block. I deleted it again, and will revisit that addition after testing the tool sequence.

The other "finishing touch" will be a re-texture of the canopy. It looks sub-standard right now.
mALX
QUOTE(ghastley @ Nov 1 2015, 02:36 PM) *

I believe I have a functionally complete version now.

Download here Version 0.3

The texture for the canopy is in need of replacement, but that can be done without restarting a game, so this one should be the last that needs that. Unless it's broken somewhere I haven't noticed. You should be able to make a canopy, and it should toggle on and off via the menu. You can do that at any time, even when you're driving, as you may need the extra visibility.

There's a spider in the house, too!


The wagon is always empty, to make room for the bedroll when needed. It might be possible to have "general goods" in there when the bedroll isn't. Not having seats avoids any scripting for the follower to ride, so that stays the way it is. Do you prefer the wagon empty, or does it need something in it?



I didn't see the spider, lol.

Oh - on the wagon = I think I'd prefer to see some goods in the wagon if given a choice; maybe they could appear beside the wagon when the bedroll is enabled; kind of like the character pulled them out to sleep/set the bedroll in the wagon? Or if nothing else, some straw = and that could remain under the bedroll when it is enabled without being moved (like the goods would need done).

If you stop to sleep along the road, can the player be attacked by beasts or bandits while sleeping in the back of the wagon? (like find out the hard way you stopped near a spawn point, laugh.gif )







QUOTE(Grits @ Oct 23 2015, 04:39 PM) *

Funny thing. He parked rather carelessly in the middle of the road to sleep for the night, and when he woke up he was surrounded by a Khajiit caravan! biggrin.gif So he travelled with them briefly but passed as soon as he found a wide spot in the road. The horse walks faster than the cats.




This is Awesome !!!!




QUOTE(ghastley @ Oct 24 2015, 11:00 AM) *

Just a quick teaser image in case things start going backwards. The model was the hard part, so it should get done soon.



OMG, I LOVE it !!!!!!!


mALX
QUOTE(ghastley @ Oct 31 2015, 08:50 PM) *


I took a break in the middle of it all to make this. It was a bit tedious adding the wood back where I ripped the iron tire off, but at least I knew it would work. Next time I get stuck, I'll make a spider - i.e. just the hub and spokes.

Edit: Found it!! I had a bad NiBlendFloatInterpolater with everything zeroed out. That's not to say it's working exactly the way I wanted yet, but it's a lot closer. I still have to adjust the fade timings, but the canopy does now appear and disappear on demand. The texture needs work, and the mesh needs a few vertices moved, and seams creased, and a few strings added, and ...


I saw that wheel halfway done on the workbench earlier, didn't I? It looks very cool!

WOO HOO, I knew you'd figure it out! That is Awesome!




QUOTE(ghastley @ Nov 3 2015, 09:37 AM) *



So I just need a bit of feedback on when the goods in the wagon should show and hide. The "Sleep" option should hide them, so "Hitch" would re-show, but I'm thinking that it should also depend on the contents/empty state of the container. That way the wagon starts without any, and gets it as soon as you deposit something, (assuming I can catch that event).



That sounds exciting! Are these items "activate-able?" If so, maybe the player could place in them junk/zero value items as if taking them to sell; so when the crates (etc) reset to empty state it would be like they sod them along the way?

I'm so excited how far you've come with this mod!



QUOTE(ghastley @ Nov 3 2015, 10:35 PM) *

Progress screenshot

This is what the cargo will look like, if I can get the show/hide to work.

Cat Man Dhou will be giving it all a test, including the new build order, as soon as he's rounded up the tools, then I'll post a new beta.



That looks great!

Cat Man Dhou = Bwaahaa!



mALX
QUOTE(ghastley @ Nov 7 2015, 11:12 PM) *

QUOTE(mALX @ Nov 7 2015, 10:53 PM) *

It is really getting exciting now! Is this finishing touches?

Almost. I have a couple of problems still to fix.

I think I just got all the stages re-organized for the tool-finding quest. Previously it would break if you found something out of sequence. I have to test it before I trust it.

The other quirk is that the chopping block I just added is unusable, and I can't see why. The animation ends prematurely after placing the log on the block. I deleted it again, and will revisit that addition after testing the tool sequence.

The other "finishing touch" will be a re-texture of the canopy. It looks sub-standard right now.



Stroti has a canvas texture that is closer to beige than white; but it might work well for the canopy. It is either in his Oblivion mill or market stands - can't remember which. Mr_Siika might have a good canvas in his Oblivion market stands as well. I've used both of their Oblivion canvas textures in Skyrim with no issues (and both are more than happy to share their textures for other's mods).

(If you were searching for existing textures)


ghastley
I just took a re-rolled Cat Man Dhou through a deliberately out-of-order collection of the tools, and it worked as intended. I placed another wood-chopping block and it worked as expected. I have no idea what borked the first one.

I'm going to package up 0.4 without an enhanced canopy texture, as it will probably take less time if it's not rushed.

The main thing I need to do for the canopy is the creases and folds where it ties down, and a seamed edge. That takes another layer over the base canvas, and also goes into the normal map. Neither are something I can get from the 'net. I just have to paint it all in.

Edit: Here it is Version 0.4. This will need a restart if the wagon wasn't completed under 0.3, as the property array for the build did need changing. I'll be sending a few more characters through deliberate out-of-order tool gathering to make sure all the stages are set up correctly. I have most of the location codes mapped to names now, so I can use SQV to see where the unprompted tools are hidden.

I'll be adding to the notes in the doc to explain how the search works and why you may not get all the objectives shown. I opted not to add, and complete immediately, if you found one prematurely. The doc will updated on my web site before it's copied into the download.
Grits
Awesome, got it. Thank you! Mojo 0.4 is about to find out where the first tool is hiding.

I love the idea of a wainwright’s recipe in the chest. It gives meaning to the alchemy bench that will appear in the finished shop without requiring that the prospective wainwright actually take up alchemy. cool.gif


edit: Winter War --> Stoney Creek Cave
ghastley
Two unrelated things:

It can't be a recipe for Alchemy, as the built-in mechanisms allow any such ingredient to be eaten, and it has to have an effect on the player. Lubricating the player may be beneficial in some instances, but that's not what this mod is about. However, the generic crafting mechanism could be applied to a wainwright-specific device, much like the Dragonborn DLC added the imbuing chamber to make spider scrolls. All components and result can be misc items.

There may be a problem with the thugs. My dark elf's third wave were non-hostile, and just followed her like sheep. Two of them were killed by bears and bandits along the road, and the third finally attacked her, although I didn't determine what woke her up. Their packages are Bethesda-supplied ones, and the only change my clones of the quests make are the references to each other, the contract, and the starting conditions. Since they got enabled, they should have been made aggressive at the same time.
mALX
QUOTE(ghastley @ Nov 11 2015, 04:55 PM) *

Two unrelated things:

It can't be a recipe for Alchemy, as the built-in mechanisms allow any such ingredient to be eaten, and it has to have an effect on the player. Lubricating the player may be beneficial in some instances, but that's not what this mod is about. However, the generic crafting mechanism could be applied to a wainwright-specific device, much like the Dragonborn DLC added the imbuing chamber to make spider scrolls. All components and result can be misc items.

There may be a problem with the thugs. My dark elf's third wave were non-hostile, and just followed her like sheep. Two of them were killed by bears and bandits along the road, and the third finally attacked her, although I didn't determine what woke her up. Their packages are Bethesda-supplied ones, and the only change my clones of the quests make are the references to each other, the contract, and the starting conditions. Since they got enabled, they should have been made aggressive at the same time.



laugh.gif I wonder if your character has a high personality or charisma? Whenever Maxical (or Misa) has had a high personality; bandits and assassins would show up but not attack, just hang around her. It has happened in Oblivion; Skyrim; and Fallout 3 when Lug Nut is supposed to attack you for the Naughty Nightie. In Oblivion Maxical couldn't get the Mythic Dawn Sleepers to attack her, and was able to hang out in Rock Milk Cave with the bandits and be treated friendly by them all. They were "honored she chose to spend her time with them!" rollinglaugh.gif




SubRosa
I have had many occasions where bandits, necromancers, and the like have just stood by and done nothing even though my character was just a few feet away. But clicking on them to initiate dialogue would snap them out of it, and turn them hostile.
ghastley
Another touch. I'm turning the top shelf of the cupboard in the house into a bookshelf, as there isn't one there yet.

However, I'm getting the activate prompt, but the container's not opening. This isn't the click trigger facing the wrong way, as that suppresses the prompt. Checked all the links, and they look good. I'd have expected that I'm activating the click trigger, but it's not passing it on to the container. Anyone had this, and remember the cure?
Grits
For me it was that my test save loaded in the same cell as the new bookshelf. Going outside and coming back in cured it. I tore my shelf apart several times before I realized what was happening. Sorry I don’t have any better ideas.

I’ve had a non-hostile Hired Thug from the vanilla game follow my character around until she was led to her death by a group of spiders. Talking to her didn’t turn her hostile. She was the last of the three to show up and missed the fight. Maybe your dark elf’s third thug wave was just one of the many weird occurrences brought on by the vanilla game?

Mojo needs a fresh start in the cart to Helgen. I think I have been screwed by Wrye Bash. It’s been adding and removing the newest mod installed to the first profile that’s loaded afterward all by itself. I suspect that Mojo’s clean game was nuked from the beginning without me noticing.

Good luck with your uncooperative shelf. I’ve had dreams about making collision boxes. *shiver*

ghastley
OK bookshelf had its clickTrigger deleted and re-added and now it works.

Version 0.5 also has its esp and scripts in sync in the bsa, unlike 0.4 where the scripts were a month older!

The cupboard also got replaced by plain shelves, as the collision for the cupboard was getting in the way of the activation of the shelf. You had to be at exactly the right distance to operate the shelf before, now it's a lot easier. There are enough containers without the drawers at the bottom.

Cat Man Dhou got a wave of thugs who might have been non-hostile, but they turned up in Fort Greymoor while he was fighting identically-clad bandits, and got mixed in to that battle. Later on, he found a group of Imperial soldiers (with prisoner) fighting a frostbite spider, and as he went to join in, a pair of wolves and a conjurer also turned up. He ended up with a bounty after hitting one of the soldiers, and now he's paranoid about who'll come to his next battle.

However, in the process of clearing the bounty, he's discovered that although a Khajiit isn't welcome in a city, a criminal is, and he was released inside the walls! laugh.gif
Grits
Mojo loves his new house. It’s exciting to have a spawn point right across the road. M’aiq hangs out there because Mojo never talked to him, plus he’s had a Nord charge over and attack him out of the blue. Pre-owned armor delivery! biggrin.gif Tiny nit: the interior is called Wainwright’s shop with a lower case ‘S.’

I love the interior. It looks cozy and not overdone with room for the player to decorate. The wainwright clutter on the table looks great, and merchant clothes on the shelf are an excellent touch! I have not checked the bookshelf yet because Mojo sold all of his books.

Mojo tested his storage this morning while I wrote some checks. He was inside the Drunken Huntsman. At about day 24 I heard Elrindir say in that slightly exasperated tone, “If you’d like to purchase something, I’d be happy to assist.” laugh.gif I noticed that the interior barrel respawns, which if that’s intended might be good to mention in the ReadMe so that people don’t store their food supply in there. I was about to ask for a chest outside near the smithing area, and then I looked over and saw the wagon. Portable storage!

One thing I would add is a second chair on the porch, mostly for atmosphere. I like that this is clearly not a family home, but there will be visitors. I love the wagon wheels and spider stacked around. The shop looks just right. I love it!


Funny about the Cat Man's free trip into Whiterun once he was confirmed as a criminal. That's some Nord thinking at work! laugh.gif


ADDED: Oh my gosh, the sign! I love the sign! happy.gif
ghastley
It's amazing what entertainment that spawn point provides. Last night we watched a Frost Dragon fight the guards at the watchtower. It wasn't player-hostile, so it was a case of sitting on the porch until it died, and then meandering over to claim its soul, passing a giant moon-walking because he was stuck behind a rock.

I'll unspawn the barrel. That wasn't intended. And there's room for a second chair on the porch, so why not? I'm not sure if I can move the table and chair to put one the other side of the table, or if you wouldn't have room to pass the table to reach the second chair. If that's the case, another chair can go the other side of the door, near the wheels. There may also be a smaller table I could use.

The logic with the house is that a Khajiit would have built the wagon as home, and its storage is what he'd use. The house was a gift from Nords who don't think like a nomad, but it serves to supply the rest of the crafting stations he won't take with him. That's why I didn't make it family-friendly, like the other homes. I must remember to point that out in the readme, or I'll get a lot of whining. tongue.gif

Some of that carries over to the wagon. It has no seats because it's for freight, not passengers, and a follower should have their own horse to ride.

How are the Wagon menu options working out? I wasn't entirely happy when the canopy and goods had to be alternates, so the wagon is empty when the canopy is up, but that was all the behaviour graph allows.

I've tested with an existing game to which I added KHF long after visiting all the stables. Courier was sent soon after completing the wagon and levelling, as expected.
Grits
Whoops, I completely forgot to play with the canopy. I love how the cargo looks! It’s great to be able to drive with the canopy up or down depending on the weather. The cargo not showing while driving with the canopy up is better than not having it show ever. It’s amazing how much cool that stack of cargo adds.

I tried to goof up and drive away with the bedroll out but your menu is Grits-proof. biggrin.gif I’ve added in all of the town and city mods that I usually use to see how the wagon handles in the tight spots. Those mod authors tend to anticipate the touring carriage mods so I haven’t gotten stuck yet. I admit the fear of starting a war by running over a townie’s chicken.

At the house maybe the second chair could go at an angle since that table is more for viewing than for dining? (And I forgot to mention the grass under the porch. That stuff crops up everywhere.) I am grinning over the image of CMD calmly sitting there waiting for the guards to finish off the frost dragon. laugh.gif Mojo and Shuvesse are headed into BFB next to release the lizards. Maximum roadside mayhem.

The courier found Mojo right away. He is level 9 so he should still level up pretty quickly. I’ll keep an eye out for those thugs.

Here’s a traffic jam (or a Whiterun guard traffic stop?) and Vigilance and Shuvesse eating road dust. I haven’t added AFT or Convenient Horses yet, so she’s still on foot. (The canopy has shadows on it due to my game settings. They clear up when the camera is a little closer.)
ghastley
Thanks for checking out that chair location. It does look appropriate, and avoids moving anything.

The dragon incident wasn't in Cat Man Dhou's game. Fluffie and her sister Fuzz had that one. It's hard to get a screenshot in their game without pervasive boobies, or I would have taken lots. biggrin.gif

---

The only places where the wagon gets hard to drive are up in the north where there are snowdrifts across the road which I keep forgetting are hard as rocks. You can steer around them once you remember that you have to. I've taken it cross-country to get to the Greenspring Stronghold, although that did take a bit of route-planning on foot first. Once there, it got parked for a while, as it's just as hard to drive back out.

I confess to using the Reset power to tidy up my parking in a few locations. I wish you could back the wagon into parking spots, but you can't.
mALX
QUOTE(ghastley @ Nov 16 2015, 11:27 AM) *

Thanks for checking out that chair location. It does look appropriate, and avoids moving anything.

The dragon incident wasn't in Cat Man Dhou's game. Fluffie and her sister Fuzz had that one. It's hard to get a screenshot in their game without pervasive boobies, or I would have taken lots. biggrin.gif

---

The only places where the wagon gets hard to drive are up in the north where there are snowdrifts across the road which I keep forgetting are hard as rocks. You can steer around them once you remember that you have to. I've taken it cross-country to get to the Greenspring Stronghold, although that did take a bit of route-planning on foot first. Once there, it got parked for a while, as it's just as hard to drive back out.

I confess to using the Reset power to tidy up my parking in a few locations. I wish you could back the wagon into parking spots, but you can't.



Pervasive Boobies are my favorite kind, laugh.gif


Grits
Mojo got thugged! It happened as he approached the Western Watchtower on the way to the shop from Whiterun. They didn’t have a chance to confront him. He saw a commotion ahead and arrived to find the Whiterun guards fighting with the three thugs. They all had their contracts and payments of 100 gold in their inventories. Woo!
ghastley
Do I detect non-standard equipment in use? And who's the arrow victim? Perhaps a potential recruit to the guards? biggrin.gif

The Whiterun guards at the watchtower get a lot more work with this mod keeping the player nearby. There's an Encounter Zone there, but nothing happens without the player, and now you have a reason to visit more than the one time for Murmulnir.
Grits
laugh.gif Mojo killed their new recruit! Immersive Armors and Immersive Weapons are both in evidence on the thugs. The red-headed thug in the back gave up a beautiful shield, and Mojo melted down the thug with the arrowed knee’s armor into a stack of steel ingots. That location is a real winner. smile.gif
ghastley
All that reminded me that I didn't adjust the thug percentage yet. It's still at 33% each level-up. What I'm thinking of doing is reducing that value (it's held as a Global) each time you kill off a set. If I multiply the current value by 0.9, it will never hit zero, but keep reducing. If you get unlucky, and get them on each level-up, then the chance reduces more quickly and should stop that effect.

I'll do that this weekend, when I work on the canopy texture.

Edit:Version 0.6 has thug chance tapering off, and an improved (slightly) texture for the canopy. I gave up trying to make the texture better. I think I hit my skill limit. I also found an error in the recipe for the forge repair. It's checking stage 50, not 150, of the tools quest, (plus the spokeshave). Those conditions are only met if you find the tools in order, so it didn't show up in most test runs.

Version 0.7 should be better.

I found a couple more (cosmetic) things I want to change, so we're not done yet! The part-built wagon uses an earlier version of the canopy, and the initial state of the canopy-tracking variable doesn't match its (revealed) state, so it takes two attempts to take it down at first.

I'm also running more tests on out-of-sequence tools, so it could break gain.
Grits
0.7 is now properly installed in Mojo’s game and looks great! Thank you, ghastley!
mALX
QUOTE(Grits @ Nov 18 2015, 10:14 AM) *

Mojo got thugged! It happened as he approached the Western Watchtower on the way to the shop from Whiterun. They didn’t have a chance to confront him. He saw a commotion ahead and arrived to find the Whiterun guards fighting with the three thugs. They all had their contracts and payments of 100 gold in their inventories. Woo!



This screen looks like it is Ulfe hollering out, "You'll have to do better than that..." - his mouth is the only one open! rollinglaugh.gif




QUOTE(ghastley @ Nov 19 2015, 11:44 AM) *

All that reminded me that I didn't adjust the thug percentage yet. It's still at 33% each level-up. What I'm thinking of doing is reducing that value (it's held as a Global) each time you kill off a set. If I multiply the current value by 0.9, it will never hit zero, but keep reducing. If you get unlucky, and get them on each level-up, then the chance reduces more quickly and should stop that effect.

I'll do that this weekend, when I work on the canopy texture.

Edit:Version 0.6 has thug chance tapering off, and an improved (slightly) texture for the canopy. I gave up trying to make the texture better. I think I hit my skill limit. I also found an error in the recipe for the forge repair. It's checking stage 50, not 150, of the tools quest, (plus the spokeshave). Those conditions are only met if you find the tools in order, so it didn't show up in most test runs.

Version 0.7 should be better.

I found a couple more (cosmetic) things I want to change, so we're not done yet! The part-built wagon uses an earlier version of the canopy, and the initial state of the canopy-tracking variable doesn't match its (revealed) state, so it takes two attempts to take it down at first.

I'm also running more tests on out-of-sequence tools, so it could break gain.


I'm in a rare extremely busy state this past and next month, so just for now am not going to download the updates - giving it time for you to get some changes built up, lol. I should be able to play and fiddle with the game by late December, or possibly early January.

(plus, I know you haven't reached the "finished" spot yet, lol).






QUOTE(Grits @ Nov 22 2015, 12:54 PM) *

0.7 is now properly installed in Mojo’s game and looks great! Thank you, ghastley!



Now, are these the final textures on the canopy?


Oh, and I missed two shots you took earlier of the canopy and a table and chairs on a porch; I'm sorry! On those, the canopy looked a little different; maybe a bit beige rather than white/but with some pattern in the cloth?

Also, is that table on the porch for the little house you fix up in the mod? That looks great! I like chairs set like that for sitting on porches; I usually put a little respawning plate of snacks and drinks out on it to draw player and NPC's to sit there and use it.

(my porch tables with food in Bravil kept City Swimmer alive, she always had free food that was not owned to eat!).

ghastley
For Phaerwen's run-through, the saw was in Treva's watch, so she (sensibly) left that to last. The spokeshave was in Lost Knife, the tongs in Fort Fellhammer, and the hammer in Knifepoint Ridge, so she picked the last first, and did spokeshave, hammer, tongs, saw. All the right objective messages were displayed, and the forge was repairable at the end. I checked the state of the wagon at each point of the build to make sure that it all looked right, and we're looking good.

Minor tweaks made for this run: interior renamed as House to match everything else. Wagon movement set to keyframed as soon as it's completed, so it can't move until you have a horse hitched.

Unless you find some problem in the next day or so, I'll probably release 1.0 in time for the Thanksgiving weekend.

I considered adding the map marker earlier - e.g. when you find the book, or find the last tool - as it would be useful when returning to the workbench. But I decided it doesn't get its place on the map until the house is rebuilt, so it's staying as it is. I will, however, add a note in the documentation that you'll want to visit Fort Greymoor to have a fast travel point nearby. The watchtower doesn't get one until the dragon finds it.

Edit: The fair Phaerwen just got her first wave of thugs, and dispatched them, only to be killed by a sabre cat who had come up behind her while she was busy. sad.gif
Grits
Yikes, poor Phaerwen! sad.gif

Mojo stopped by the house, love the grass-free porch with two chairs. One thing I keep forgetting to mention, the two hides by the bed overlap slightly which makes the edge flicker. Book shelf looks great. (He finally got some books.) Mojo placed a carriage hinge spring on the work table because it looks cool. He will stack some ingots and some treasures on his empty shelves as soon as he gets some. It’s fun to have just enough space to put a few personal things around that make the house his, but not so much that he would want to move out of his wagon.

Quick question, what happens to the original chest when the house gets rebuilt? I moved everything onto Mojo’s wagon because I knew the rebuild was coming, but other people might leave some smithing things in there and then not be able to get to them since the rebuild happens while the player is away. Sorry if you mentioned this already and I just missed it. wacko.gif

I think you made a good decision about the map marker. Mojo fast traveled to the Whiterun stable during his tests, and it is just a quick dash to the house from there. I like the sense of completion when the marker shows up with the rebuilt house.
ghastley
The chest remains where it was, but since you can't get to it any more, that's no consolation. It may be possible to move all its contents to one inside the house, so you don't lose anything. Maybe the one under the table.

Grits
FWIW I’ve been testing Mojo’s wagon with follower and horse mods. So far Amazing Follower Tweaks and Convenient Horses are cooperating. I have follower horses controlled by Convenient Horses with AFT’s follower horse options turned off. To get followers to ride while Mojo is driving I have them set to Prefer Riding in their CH options. If they are not set to Prefer Riding they will follow the wagon on foot and ride when Mojo is mounted on his horse.

Next is trying out some combat with Mojo on the wagon. I have Mojo’s horse set to Cowardly in CH so that it won’t try to fight. The goal is to keep Mojo in the seat or use Panic, because if he gets off normally the horse tends to run away with the wagon. Sometimes they end up in a tree. Yay for the Reset button! laugh.gif

Mojo is traveling with Vigilance and two followers with their CH mounts. The spacing on the road is working out well this way. It is so neat to have a real Khajiiti caravan!
ghastley
That's good to know! I should try out CH myself. The other mod I know I'll get questions about is Frostfall. The wagon needs to be a tent-equivalent, but it's not clear how that happens.

I've been mulling over the axle grease idea, and while there are problems with alchemy - which always produces results that affect actors, rather than wagons - there could be possibilities for an extra crafting station for it. A Dwemer-styled item with a wheel valve on top could look like an oil press. However, I have no idea how to use the product in-game, so that's on hold until I come up with something. It needs a benefit to the wagon, and a way to apply it, neither of which is obvious.

But a Recipe for a Fortify Smithing potion is a possible addition to the chest at the beginning. Maybe Glowing Mushroom and Spriggan Sap. One easy to get, one less so.

QUOTE
I have Mojo’s horse set to Cowardly


Does this not mean running away? It may be as much of a problem as fighting in harness.
Grits
QUOTE(ghastley @ Nov 23 2015, 10:36 AM) *

QUOTE
I have Mojo’s horse set to Cowardly


Does this not mean running away? It may be as much of a problem as fighting in harness.

Yep, and running away with the wagon is indeed worse than fighting while hitched up. Even when the horse ends up facing back toward the wagon after a fight it’s easy to get it straightened out again, but a runaway horse and wagon up a cliff can be tricky. laugh.gif

I’ve been trying out different horse and follower settings to see which issues can be solved and which settings just aren’t worth the trouble, so screwing up was part of the process. With AFT we kept losing the “extra” horse due to it heading back to its stable as soon as the follower dismounted, and then when Mojo got in the driver’s seat Shuvesse would mount the horse that was pulling the wagon. Nothing broke, but it just wasn’t what I was looking for in follower behavior. I suspect that I’m missing something about the AFT mounted follower setting. Maybe I’m supposed to make the extra horses followers so that they stop walking away. CH provided what I was looking for so I stopped fiddling with AFT.

CH’s Cowardly works well so far with KH’s Panic, since the horse gets unhitched before it runs off and the wagon stays put. Also with CH’s Prefer Riding the followers have been quick enough to dismount to fight wolves that Mojo has been able to stay on the wagon for minor road scuffles. I don’t use CH’s follower mounted combat options because I’m already asking too much of my laptop, but I suspect that mounted followers defending the wagon would be even better. The critters attack Mojo and not the horse, so the followers respond very well. I have yet to come upon a bandit situation, but after they pass through Rorikstead and Robber’s Gorge I expect there will be a tale to tell!

I don’t use the new Frostfall yet, so I don’t have any ideas about that. There’s a dev kit for Campfire that might have useful documentation, since there is probably a demand for Campfire add-ons that are Frostfall compatible.

The only thing I can think of for the axle grease is making the wagon need grease after a certain period to keep going, which could turn out to be more of a pain than a fun feature. The wearable lanterns mod that I used to use had an option to require fuel. I kept that option disabled because it seemed like more trouble than it was worth. Otherwise perhaps axle grease could be an item that the player could sell to vendors with the idea that it would be re-sold to wagon owners? I find that when Mojo approaches a Khajiiti caravan there’s an odd feeling to trading with them since they’re providing the same service as Mojo. Maybe a unique item to sell them (for their invisible wagons) would give purpose to trading with the other caravans.


ADDED: I have gotten one CTD this morning using Panic when a random encounter Breton attacked. I suspect it’s my setup with too much mod stuff kicking off when combat begins. On re-load I got no CTD. For general playing I will probably leave my followers on foot, but I’m going to keep going with them mounted for a while to see what happens.


ADDED part 2: The Rorikstead road ambush and Robber’s Gorge went smooth as silk. Mojo has a load to sell off in Dragonbridge. I’m pretty sure there is a modded shop there in his game. Still staying out of the cities.

He had to turn around twice on the street in Rorikstead, and JK’s Skyrim makes it pretty tight in spots. No problem. Mojo’s wagon handles better than my SUV! I had forgotten that I had Mojo’s horse set to follow in CH. He follows while hitched up as well. Mojo turned around to hike all the way back through town and get the wagon, only to find the horse had brought it right to him. biggrin.gif
ghastley
I'll probably upload a 1.0 to the Nexus tonight.

I adjusted the interior navmesh, which I hadn't changed since putting in the crafting table. It didn't change much, as there was clutter in that location before. The recipe for Fortify Smithing is added to the starter chest, whose contents get moved to the interior chest under the table when the house is built.

I'm still not happy with the texture on the canopy, but I'm sure someone will make a 4k one, just because. biggrin.gif

Also I noticed that there's a Daggerfall section for mods now, so I'll upload the Orc one.
mALX
QUOTE(ghastley @ Nov 24 2015, 02:11 PM) *

I'll probably upload a 1.0 to the Nexus tonight.

I adjusted the interior navmesh, which I hadn't changed since putting in the crafting table. It didn't change much, as there was clutter in that location before. The recipe for Fortify Smithing is added to the starter chest, whose contents get moved to the interior chest under the table when the house is built.

I'm still not happy with the texture on the canopy, but I'm sure someone will make a 4k one, just because. biggrin.gif

Also I noticed that there's a Daggerfall section for mods now, so I'll upload the Orc one.



Oh wow, that usually means you are done updating your mod! Urk, I didn't expect you to be done this fast. On the Navmesh - I think on the heathfire stuff they were using primitive boxes around new furniture instead of changing the navmesh for each item.

On the Canopy - It looks great; I was just unsure if that was the final texture because I remember you mentioning that you were going to be changing it.

Back when you said that, I was looking through my Stroti texture files wondering if any of his canvas normal maps would work with his mill grain sack color (beige-ish); but then everything around here (irl) got so hectic that I didn't have time to check it out in Gimp.

In fact, I haven't opened Gimp since I made that food for Fallout 3; so ... kind of out of practice on it. But whenever my (rl) load settles down, I was wanting to get playing back in Skyrim, and most def will be playing with this mod.




ghastley
QUOTE(mALX @ Nov 24 2015, 02:58 PM) *

On the Navmesh - I think on the hearthfire stuff they were using primitive boxes around new furniture instead of changing the navmesh for each item.

In this mod, the entire interior of the house is created at one time, and it's the wagon that the player builds piece by piece. So the process of adding the L_NAVCUT boxes around new items is confined to the outside - and I did do that for the forge, smelter etc.

QUOTE
On the Canopy - It looks great; I was just unsure if that was the final texture because I remember you mentioning that you were going to be changing it.

The first texture for the canopy was really crude, and shiny. This one is much improved, but I can never stop fiddling with things unless I force myself to do so. In this case I set myself a deadline of releasing before Thanksgiving.
mALX
QUOTE(ghastley @ Nov 24 2015, 03:31 PM) *

QUOTE(mALX @ Nov 24 2015, 02:58 PM) *

On the Navmesh - I think on the hearthfire stuff they were using primitive boxes around new furniture instead of changing the navmesh for each item.

In this mod, the entire interior of the house is created at one time, and it's the wagon that the player builds piece by piece. So the process of adding the L_NAVCUT boxes around new items is confined to the outside - and I did do that for the forge, smelter etc.

QUOTE
On the Canopy - It looks great; I was just unsure if that was the final texture because I remember you mentioning that you were going to be changing it.

The first texture for the canopy was really crude, and shiny. This one is much improved, but I can never stop fiddling with things unless I force myself to do so. In this case I set myself a deadline of releasing before Thanksgiving.



The never-ending fiddling in your mods - I can most def identify with that! That is one of the reasons none of my mods ever ended up being released; laugh.gif



ghastley
You did release the Wobbly Goblet for TES 4, and updated it to Lucky Mudcrab because you had to fiddle with it... biggrin.gif
mALX
QUOTE(ghastley @ Nov 24 2015, 04:07 PM) *

You did release the Wobbly Goblet for TES 4, and updated it to Lucky Mudcrab because you had to fiddle with it... biggrin.gif



Exactly laugh.gif


ghastley
And it's there now

Version 1.0 on the Nexus

I'll probably add to the description, so don't be surprised if it changes each time you look!
Grits
Congratulations! I am having so much fun with this mod.

Dar-Ma is next up for her wagon. She is not buying my “this feast will not cook itself” excuses.

Thank you, ghastley!
mALX
QUOTE(ghastley @ Nov 24 2015, 07:38 PM) *

And it's there now

Version 1.0 on the Nexus

I'll probably add to the description, so don't be surprised if it changes each time you look!



WOO HOO! Downloaded!



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