• Skyrim: New city project
    3,270 replies, posted
[QUOTE=G-Strogg;34924643]Made a dark elf. Gonna test him out now, then i'll make him more unique. [editline]29th February 2012[/editline] I noticed some other people used the same npc tutorial I used, here's a protip. You can safely move the merchant container out of sight for the player, as long as it is in the merchant radius. This way you dont have to worry about players breaking into the merchant's stash.[/QUOTE] Waitwaitwait, the merchant container has to be within the merchant radius? Well, that explains why Aengoth's shit has never worked properly.
[QUOTE=PredatorKing;34924993]Waitwaitwait, the merchant container has to be within the merchant radius? Well, that explains why Aengoth's shit has never worked properly.[/QUOTE] You can change the radius of the merchant container in your faction base. [editline]29th February 2012[/editline] default is 256 units.
[QUOTE=G-Strogg;34925013]You can change the radius of the merchant container in your faction base. [editline]29th February 2012[/editline] default is 256 units.[/QUOTE] No shit man. Although since you're currently editing, could you boost the merchant radius for LuftahraanAengothFaction for me?
Sure. [editline]29th February 2012[/editline] Also I noticed an error when opening the door to the pub; the door clips through the rock behind it. I made a temporary solution, anyone who edits after me are free to alter this however they wish. [editline]29th February 2012[/editline] And predatorKing, the reason why aengoth won't work as a merchant is not because of container radius, I just tested. It's something else, probably has to do with faction or packages. Anyhow I'm finished, uploading now.
Then i edit.
[url]http://filesmelt.com/dl/uusimaa13.esp[/url] -added innkeeper NPC, he's sort of powerful. -did some various static fixing in the pub and exterior.
[B]Editing[/B]
[B]Done![/B] +made interior for Clan Kekkonen (Needs 3 NPC's, feel free to do) [url]http://www.1337upload.net/files/Luftahraan.zip[/url]
someone should make an argonian masseuse. his house would have all the calming shit that those places have now-a-days
Oicani Gonzales is editing.
[QUOTE=Oicani Gonzales;34928684]My turn: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=14356[/url] Looks like custom content works![/QUOTE] Who's the next?
So did we ever decide what the lore-fitting story of the city is?
hopefully you guys don't get asked this all the time but: How do you all work on a single esp ? Do you simply take turns ? Seems like that but I'd like to know if there is a more practical way.
[QUOTE=Wheeze201;34930056]hopefully you guys don't get asked this all the time but: How do you all work on a single esp ? Do you simply take turns ? Seems like that but I'd like to know if there is a more practical way.[/QUOTE] We do, and it actually works really well. There are no "lines" so to speak. As soon as someone finishes someone else gets an idea and continues.
Anyone know of any good NPC dialogue tutorials out there? I can't find anything on it.
[QUOTE=G-Strogg;34930444]We do, and it actually works really well. There are no "lines" so to speak. As soon as someone finishes someone else gets an idea and continues.[/QUOTE] Oh wow, I wish I could join in. I am just so busy streaming creation kit and working on my own project. Hopefully this will still be active when I'm done with my dungeon pack. [editline]29th February 2012[/editline] [QUOTE=Birdman101;34930640]Anyone know of any good NPC dialogue tutorials out there? I can't find anything on it.[/QUOTE] There is always the wiki pages: [url]http://www.creationkit.com/Bethesda_Tutorial_Dialogue[/url] [url]http://www.creationkit.com/Bethesda_Tutorial_Advanced_Dialogue[/url] But I'm guessing you already knew that and that you are looking for something different.
Seeing as how much we're doing, I doubt it will be fully finished anytime soon. i've only been able to work so much as i've had because of a spring break. Been giving like 30 hours to this. I fixed exteriors, also navmeshed them and i probably have to navmesh interiors as well. But i'm enjoying myself.
I find navmeshing very relaxing. I do it all manually too.
Yeah, they all talk about how tedious it is but doing it manual is just so sooooothing. [editline]29th February 2012[/editline] I wanna work at BGS :(
[QUOTE=Oicani Gonzales;34928684]My turn: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=14356[/url] Looks like custom content works![/QUOTE] Who's next? And that description is just a decoy.
Ho ho oicani you liar.
We should now come together with the mainguest.
I think we should finish all areas before making the main quest, imo.
I mean, the idea. [editline]1st March 2012[/editline] Plan. [editline]1st March 2012[/editline] Lore.
God this seems so amazing. When I finish my dungeon pack I will definitely work on this if you guys will let me. And I stream at least 5 hours of creation kit every day. So maybe that can be used to share ideas whilst I make things.
[QUOTE=oskutin;34932598]I mean, the idea. [editline]1st March 2012[/editline] Plan. [editline]1st March 2012[/editline] Lore.[/QUOTE] dunno, maybe the head honcho (wealthy influential merchant? manipulative vampire?) and the pirate captain are vying for control of the town? I'd be willing to write dialog for some of them. I've never been a huge fan of 'main' quests. They always seem kind of contrived. Downloading the mod from steamworks now, and then I will be [b]editing[/b] probably gonna see about adding some dialog to my cooper and some poorfolk who live in the sewers [QUOTE=Wheeze201;34932852]God this seems so amazing. When I finish my dungeon pack I will definitely work on this if you guys will let me. And I stream at least 5 hours of creation kit every day. So maybe that can be used to share ideas whilst I make things.[/QUOTE] Feel free, it's an open project as far as I know. Anyone with experience is welcome, just try not to heavily upset other people's content. oh jesus, this dialog system, how did they make a game with this thing
Some tension between the pirates and the city could fit. Even pirates are using the city as safe haven.
[QUOTE=Oicani Gonzales;34928684]My turn: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=14356[/url] Looks like custom content works![/QUOTE] It does - or, at least, the sign does. How do you want me to upload it now? It'll all stay packed as a single ESP, right?
[QUOTE=Oicani Gonzales;34934966]Nope. If you add custom content, you'll have to pack the files and upload to the workshop. If you don't, people that already got my version will have it. When you get it from workshop it downloads a BSA on the side.[/QUOTE] Oh, okay. In that case, you'll keep the Steamworks file updated with the content, and everyone can still pass the ESP around as normal? Done for now. Most of the time involved was spent figuring out the dialog system. [url]http://dl.dropbox.com/u/64119221/luftahraan.esp[/url] -Added a section for Luftahraan dialog quests! -Added some preliminary dialog to Ardus Makraty, the cooper. Doesn't work properly atm due to lack of voice acting. -Fixed some issues with the sewer architecture.
I don't know the first thing about making quests
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