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ghastley
I may have to revisit this one once I release the Dremora Hearthfires mod. Mignonette, who's running with all of my Hearthfires mods active, just got a group of non-aggressive thugs. That's happening too often, and I need to track down why they don't switch.

I copied the setup from the base game's two kinds of revenge thugs, the theft and killing varieties, and both spawn them from the causal event in one quest as non-aggressive, and then switch them in another, when the player enters an encounter zone. I think that was done to keep the thug incidents separate from regular quests. What I don't yet understand is that why show up at the right place, but don't attack. Those two things should be connected.
ghastley
This may get revisited for a couple of things:

1) Re-use of the partially built statics. It's a pity they may not even get seen, if the player just builds in a single session.

2) Npc's driving wagons. It would be nice to be able to sell wagons to the caravans.
mALX
QUOTE(ghastley @ Aug 18 2016, 12:58 PM) *

This may get revisited for a couple of things:

1) Re-use of the partially built statics. It's a pity they may not even get seen, if the player just builds in a single session.

2) Npc's driving wagons. It would be nice to be able to sell wagons to the caravans.



Oh cool !!!


ghastley
This could work.

At some appropriate time (maybe after first set of hired thugs) enable second workbench outside house (left side of door on porch). This is a new workbench/trigger setup with its own holding chest, so more stuff can be made. Same recipes enable same partial wagons as before, but not complete one. You'll only get an X-marker.

Final wagon is created by a PlaceAtMe, so it's separate from the player-owned one. It will not be the same form, so it can't be player-activated, You can't sleep in it, hitch a horse to it, or anything.

It can only be sold via title, a playable note added to player's inventory on completion. Sell to any general store, or direct to Khajiit. Once sold, Ri'saad, (and then the other two when you make more), will get a wagon. The idea is that if you sold the title to Belethor, for example, he'd sell it on to Ri'saad, as the latter needs one. Since the two other caravans are subsidiaries of Ri'saad, he gets the first, even if you sell to another.

The sale will empty the holding chest for the outside workbench, making it possible to build another. Repeat up to twice more, and all caravans have a wagon. Allow a fourth wagon to be built, but market is now saturated, and price drops.

Wagon is "collected" by Khajiit owner when player is absent (no like-of-sight to wagon) which includes inside house.

I need to be able to assign driver duty to the caravan head, which means adding AI package(s). Plus check that they don't take short-cuts on their routes that would not allow the wagon to pass. These two are the current unknowns, so I need to test those before doing too much.
ghastley
Have a screen-shot. Cat Man Dhou has started making a second wagon using the workbench outside.

I'm in progress on constructing a pure-goods wagon with more cargo for the Khajiit caravans to use. That's just a matter of adding some copies of chest, barrel, rug and similar meshes to the basic complete wagon, so it shouldn't take long. That one doesn't need the canopy and script work, as they'll camp as usual. Cargo can stay in place all the time.

The build process only needs a couple of adjustments. The instance has a different list of items to enable, most of which are the same part-built wagon as before, but the final result is an empty wagon, with no canopy. That gets disabled when the caravan buys it, and they get a filled one.

Haven't tested letting Ri'saad drive yet. Stay off the roads when he does!
ghastley
This might be trickier than I thought.

In the opening scene, the horses have the AI package that takes them into Helgen, and the driver is just along for the ride. So that means it won't be as simple as giving Ri'saad a new package. I have to put the horse on patrol, and Ri'saad gets sat on the driving seat. Whether that allows the others to "follow" him isn't clear. The rest of the caravan may now have to follow the horse, which means changing their AI packages, too.

Throw in the fact that the Khajiit aren't essential, so if one dies, another has to be promoted into the line of succession, meaning a new driver, and it gets complex.

To further confuse things, instead of a caravan quest that runs one caravan, and three instances of it, it's a single quest running all three. So there's lots of if's to determine which is which in the scripts.
Grits
I love the idea of having in-progress wagons at the workshop to use those awesome wagon statics you made.

I wonder about adding a new Khajiiti caravan to use a wagon rather than altering the existing ones? Then you could control their route. I’ve seen them take some dubious shortcuts, particularly near Dawnstar.
ghastley
That was one reason for wanting to try with Ri'saad. The Whiterun/Markarth route doesn't need dubious shortcuts. I may scrap the idea of the others having one, and just add a few farmers using them for short-haul.

The other thing that needs some work is the divergence of the construction process. Once you get to the stage of a wagon with sides, but no harness trees, the player wagon progresses to the canopy, but the "for sale" one will add the trees and no canopy. I already have that model, (and I've created one with a fuller load, too) but need to figure out how to adjust the building script.

I'll probably need a separate quest for the extra wagon(s) that uses the existing script, but has a different property array for the other models, and a corresponding master list of tokens, which is another property. That quest can then be run multiple times for multiple wagons.

And I'm toying with being able to stop without sides, and selling flat-bed wagons for hauling hay/straw between farms and stables. Those would be short paths and so easier to add, plus the wagon would spend most of its time parked at the farm. Again, I have the unloaded model, and a loaded one is easy to make.
ghastley
I've ported this over to Special Edition, (without any extensions) for PC and Xbox1

I did fix one small issue with the rumble, that's not worth republishing the original for.

And I just had a report on Xbox1, that my mod sent the player to a bandit lair added by someone else's mod. Radiant rules!
BrettWogy
Ive played some months with Hearthfire installed, and like the houses in other respects, but theres one thing which bugs me. Namely, both the interior and the exterior are too light a colour. It makes the house look a bit sterile, and thats not how I want my characters homes be.

So my question is: Does anyone know of a mod preferably not higher res than vanilla that changes the colour scheme to something a bit darker? Im not after making the house look like the Batcave, but something like chestnut or oak would be perfect.
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