Scc0349 [Finished]
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07-22-2008, 10:39 AM,
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Yay, another modder! Welcome to ST, GoatsOnABoat (love the nick, btw) :bananarock:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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07-23-2008, 05:29 AM,
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Quote:Originally posted by Ibsen's Ghost thanks first version-- tell me what you think? |
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07-23-2008, 03:03 PM,
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Hi again GoatsOnABoat. Since you are new to the forums I thought I would post to make you aware of the next steps. I will be reviewing your mod for common errors like floating and bleeding, AI and Dialogue, etc.. Their are other reviewers I just had the luck of the draw. I will get back to you asap.
It is apprant that you have done some modding. The interior looks good. But here like anywhere else we do things in a certain way for uniformity and that is mostly what I found. Good job GoatsOnABoat. I will look at it again when you have corrected the issues. TIA. File name: add a version number start with 1.0 then 1.1 etc. Sandor has explained the esp naming here http://www.silgrad.com/wbb2/thread.php?threadid=6323. So this file name should look something like this StSCC0349v1.0. When creating new items, factions, clutter, keys, NPCs, Quests and scripts etc. give it a proper ID so others will know it is yours and where it belongs. Below I printed a list of how I go about naming items. That is not to say this is the only way but it gives a great description and others can follow it easily.(I changed the MOD ID to yours). If you find another arrangement that works then great. #### being the interior cell. StGBSCC####Faction StGBSCC####HouseKey StGBSCC####ChestKey StGBSCC####NPC StGBSCC####Quest StGBSCC####Script StGBSCC####Dialogue StGBSCC####Container Cell Data: Music Type should be public --- Do not use "Default" music, it produces unexpected results with the StreamMusic script function. Change the ambient lighting from interior to interior a bit. Assigning a faction to a house with two NPC's is always a good idea because the NPC's both own the content of the house. If you don't assign ownership of the house through a faction, you have to assign ownership to the furniture that's used by the NPC not owning the house. Technical Info concerning Interiors Interior: Add a x marker to the interior(when not linked to the exterior). If Havok is used it has to be mentioned. LowerShirt07 --- Is floating. You are allowed to bleed clothing a bit if it looks more natural. StRwMiscDunFlowerpot03Ambience --- Do not place flowers into a pot that can be taken. As all that will be left are the floating flowers. You can resize Static/ST/Furniture/StFurnDunPlanter02. Are the StFloraBiCoDraggleTail01 Luminescent? If so nice touch with the lighting. StFurnDunPoorBed01R --- on the first level has no ownership. StLightDunPaperLantern05r300Id --- I try and give some leeway in a modders interpretation in their claim as we all like to get creative. But I can't buy this, please find a way to hang it. see pic: SCC0349Paplan. StLightDunRedwareCandle128 --- the surface it is sitting on is uneven. Try and move it to a flatter plain. see pic: SCC0349RedWCan Set the ownership of the doors to the NPC. Lock it with needs a key. If you lock a door with a key, choose for the level "needs a key" and uncheck leveled (SC only). If there are more than one NPC give the non owner of the door a key so they may come and go if the door is locked. Pathgrid --- There is a [th] bleeding into a floor cussion on first level. Do not reach with [th]. Meaning do not pass through one [th] to get to another. Connect one to another and the npc will follow it. See pic: th.jpg. Containers --- It's a good idea to make a special key for containers, e.g. StRwContDunmerChestSmall02, and add the key to the NPC. It's more fun for thieves. Make sure you lock the containers with valuable stuff inside. When creating non-merchant locked chests check the leveled box. StIdContDunmerChestSmall02Misc --- see above. StZKSCC0355Chest --- see above. Windows --- Add some windows to the exterior and match them up on the interior. as many as you like but I would say at least 2. Static/ST/Hlaalu/other/StExHlaBuiHouseWindow. Lighting --- Try to use fakes and use a light bulb (e.g. ARCreepyOrange600) types(please do not use SI lighting). Use activator flame nodes (most of the fires) because it gives a nice sound of a burning fire and its' more realistic (fire damage). Always use candle puddles with candles with no base on burnable surfaces. StLightDunCandle02fire --- Static/ST/Lights/StLightDunCandle02fake StLightDunLamp01fire --- StLightDunLamp01fake StLightDunPaperLantern01r400 --- StSeLightDunPaperLantern01Fake Factions --- Specific faction for mod NPC and StSrGenericDialsforST(Create a faction if there is more than one PC. Otherwise just use innocent Faction. It's now possible to create evil NPC's as well. ST NPC's have to be a member of the StSrGenDialsForSTInnocent faction or another non-evil faction(e.g. your interior faction). If not, the NPC will be considered as evil. If you add your own faction you will not need to use StSrGenDialsForSTInnocent faction. All of the ST NPC's have to be a member of the "StSrGenericDialsforST" faction, if not the NPC will use the Oblivion random dialogue/rumors.We have our own STGeneric dialogue (WIP).XXXXXX see here http://i167.photobucket.com/albums/u123/...iew/Fa.jpg NPCs: You can either leave the NPCs in this interior or delete them and create them within the Inn that you have claimed. If you choose to leave them here then you will have to wait until this has been merged to the esm before you can place them in the Inn. I have listed certain things that I observed that should be fixed or for future reference if the NPCs are not left in this interior. STGBTadaveBerend --- -add the factions as previously stated. -add food item -1. -* Please add weapons to the NPC's, it's easier to delete items than to add them to the inventory when rebalancing the district ( for loot, locking doors, NPC strength etc.) -if there is a read package make sure NPC has a book in iventory. I always add one by default. -STGBTadaveBerendEat, you dont need to check 'once per day' as the time has been set and there is no need to lock doors. -STGBTadaveBerendSleep, you dont need to check 'once per day' as the time is set. Lock the doors at beginning and unlock at end, uncheck 'when at location'. -mix up the IA attributes give the NPC their own personality. -add a wander package. I find selecting 'near current location', 2000, easiest for this type of interior. -You should have 1 or 2 eat or read packages to keep it from being too static. STGBNelvanSarayn --- -add the factions as previously stated. -add food item -1. -* Please add weapons to the NPC's, it's easier to delete items than to add them to the inventory when rebalancing the district ( for loot, locking doors, NPC strength etc.) -if there is a read package make sure NPC has a book in iventory. I always add one by default. -STGBNelvanSaraynEat, you dont need to check 'once per day' as the time has been set. No need for 'continue if pc near'. -mix up the IA attributes give the NPC their own personality. -STGBNelvanSaraynRead, uncheck 'once per day' and set a time. No need for 'continue if pc near'. Select object type 'books'. -STGBnelvanSaraynsleep1, you dont need to check 'once per day' as the time is set. Lock the doors at beginning and unlock at end, uncheck 'when at location'. -add a wander package. I find selecting 'near current location', 2000, easiest for this type of interior. -You should have 1 or 2 eat or read packages to keep it from being too static. Dialogue --- I really don't know what to make of your dialogue. I can tell you that the way we usually go about it is as follows: Create a new quest and use the naming system mentioned above or something similar. - Add a GetPlayableRace function (= =1) to the the quest data tab. Set the priority to 6. - Add dialogue to NPC. - Add the topics to the GREETING through the result script. When modding in Silgrad City you should create a topic for silgrad city among other topics that the NPC might talk about. Remember it is so much easier to trace topics when you name them as mentioned. For instance 'StGBSCC0349Silgradcity' or something similar. |
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07-24-2008, 07:53 PM,
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Quote:Originally posted by Zurke thank you (checklist was mostly for me >>) I'm not sure what to do about the dialogue. one of the NPC's is the owner of a nearby tavern, so I guess I'm supposed to make him walk over there every day and offer tavern/inn services? |
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07-24-2008, 08:10 PM,
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Hi GoatsOnABoat. My suggestion would be if the NPCs stay in the house is to create the quest as stated in the review. Create the greeting, silgradcity dialogue and whatever else you choose at this point. You can add to that quest/dialogue for the Inn after the file has been reviewed and merged. After you have corrected the quest issues post the file for another review. Remember to update the file name to acknowledge that it has been revised e.g. v1.1. Thanks.
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08-04-2008, 02:14 PM,
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Hello GoatsOnABoat, are you in here?.......... Zurke walks around the lobby to look for coffee drinkers.
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08-04-2008, 10:29 PM,
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Quote:Originally posted by Zurke workin' on it. >< this is a pain in the butt in oblivion. I miss morrowind worse now. edit: wrong button ?( |
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08-04-2008, 10:40 PM,
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Quote:Originally posted by GoatsOnABoat Take your time bro. I just wanted to make sure you were still here. Sometimes we get folks who can't handle the pressure . Or maybe they just decided it was not what they wanted to do. Anway as I said I was just checking and please take your time. |
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08-04-2008, 10:56 PM,
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okay, I don't think I get it at all. >>
go ahead and tell me what I'm doing wrong? |
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08-04-2008, 11:19 PM,
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Quote:Originally posted by GoatsOnABoat Is this to do with the dialogue? I really is not that hard. I can take you through step by step if it will make it easier to understand. |
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