Hey man, do you still follow comments here? I see that its been some time since your last comments, but just in case you are still maintaining this, I wanted to take the opportunity to provide a little feedback. Hope it helps.
firstly, there are a few minor bugs. followers wont follow me inside. I can, however summon them using one of the follower mods, so they can be inside, but they wont follow you to get there.
Also, from a distance, you can't see Tel Dithryn. Something to do with LOD? Or something? (no idea). Not a huge deal, but mentioned in case you are still maintaining the mod.
The rest is just my thoughts and impressions, obviously, take it or ignore it as stupidity As you've mentioned, the spider machine is useless, so it's really just sitting there, taking up space. Also, maybe there's just a few too many freebies, eg. the piles of gold in the treasury. It seems like many of the house mods do the same thing, so maybe this is just my opinion; but it's sometimes a bit over-the-top. Its a dirty feeling getting stuff for free from mods... The garden, however, is awesome. It looks like part of the structure, and is not out of whack with the vanilla game, so it fits in more. There's also the books; I don't like them as portals, because they take away from the fact that they are a cool and unique device for entrance into Apocrypha. If the workshop existed there, instead, well that could work better.
Oh, one other thing. I just need to: Tel Dithryn? Seriously?
Anyway, considering this is critique and suggestions for change, I want to again say that its a great little mod; you've managed to pick up the ball that Bethesda totally dropped on this one by leaving something so obviously cool out, and you've done it reasonably well. Projects like this can take a good amount of time. It's filled a void in my game, so thanks heaps! Endorsed with much appreciation!
More rooms, say at least 3 (One close to the "Master's" (for Maid : Clean/Cook), another need the entry (caremaster, trade/repair). At last one automaton as to defend the access if needed (let us not forget they are plenty of danger in that worlds ) and at last one with 3 beds for followers. Then, it seem you could add an upper part. So if summed up : 1x close main room, 1x close entry, at last 1 into the main room (as to access and use of the idlemarkers) for follower(s).
As to the NPC(s), as said, Guard (who would need to be taken by at last 2 (Day/Night Shift, then, only one person ? This being relativ as they are others armed peoples around (settlement) so, Dwemer construct, may be still (locked in one spot + one going on patrol around the tower ?). As to the static, an heavy, as to the patrol, something light & quicker ). Then, as to the others NPC, Maid first, no real need to add, since they are some mods allowing one to meet / "have" (" Maids of Skyrim" from Enter_77 being the "best" as far I know yet (with a developed relationship setup). It seem he is ok as to contact in case you would be interested to use that (even if it would require quite some setup (script(s), dialogues to be personalized as they are the key point as to "character"). The caremaster, think to him as the HF Steward, only Telvanni consideration, he would have to see over quite things (immersion side), both in and out of the Tower, he is second and support of the Master (as long there is no Mouth selected of course).
If interested as to Morrowind / Telvanni situation by the time of Skyrim, I can send you some data (which you can otherwise find yourselves, it is included into Giskard's mod " TEG House Redoran" avalaible from his website, theengineerguild.co.uk.
We are not done with right now, if you played Morrowind (then, add Tamriel Rebuild Masters :x), most of them where either Vampire or Lich, in some cases, both. So, imagine what would be needed as to dispose of one, even the Blackguard could not to it as to a "surprise" invasion (and, then again, seem the Redoran did protect most of the people, even with Ald'Ruhn destroyed (again) that is not like they would be gone what soon either..
May be that we will have quite some Telvanni presence into Skyrim in the coming months, they are by now three house mod who could be used as base for the appearance of new Masters (ah, fleshing out the faction, quite some content available over that).
Have a good time, as said, tracking as I am not (Linux for now) able to check directly the mod (). (A shame, even TES5Edit do not function, I cannot even merge/tweak mods in the meantime !, but, the latest update from OpenMW has an installer for Linux ! Things does go on the probable track over that project.. (When a tool is made by people who's motivation is the result / future use, if you go with an uptodate and quite opens tools, there is nearly no block and dead ends (that last update also added jumps to the game ).
Oh, by the way, did you know that they are by now two "levitation" mod and one flying available (as access as to be somewhat controlled (then, come the "Telvanni slippers" ).
Pas de hasard, as long we (Telvanni) have something to say on the matters.
(Three Mushrooms + at last two Dunmer village who could be added a tower (suggesting that right, we are and will be there).
As to "Spieder Scroll Maker" you should post over the official forum and ask I guess.
+ Get your spouse to move to your new house + Get your spouse's AI to do things around the new house + If your spouse has a trade, will let the find a job (I think - this is the part I didn't thoroughly test).
PART I: SET UP THE DIALOGUE
1) Find the Quest/Relationship quest "RelationshipMarriageFIN." Go to Dialogue Views: you need to adds dialogue nodes to RelationshipMarriageFINMovingView and RelationshipMarriagePostWeddingView. You'll be doing the same thing in both places, so just repeat the following for each of them:
2) Copy the topic node for one of the other houses and paste them in the same topic area, Be sure to copy all seven response-infos for the seven voice types. Then link them to the original node. You'll need to link each of the seven responses to the "I want to move" node to your new node (see wiki for how to do this).
3) In your new node, change the topic (which is the player's line) to refer to your custom house ("I want us to move to YourHouse"): You don't need a voice for that, so no need to record new voice files.
PART II: THE QUEST SCRIPTS
4) Still in the Quest Editor, go to Quest Aliases. You'll be setting up a new alias for your house. Copy and paste works just fine here, just change the name of the Alias to refer to your house.
5) Double click on your new Alias to set up some functions. In the Factions area, choose factions that begin with ServiceSpouse followed by the closest city and their profession. Since my house was outside Whiterun, I just copied the factions from Breezehome. What I *think* this does, though I haven't tested it for all spouses, is that if they have a trade, like smithing, they'll commute to the smithy in that town. So if you're in the middle of the country, you might not want any factions (or to define your own.)
6) More importantly, on the right bottom of the Alias window is an area for Alias Package Data, which defines what the spouse ai is allowed to do in the house. Double click that to open up a package page. I essentially used one of the existing packages as a template to allow all the basic activities, gave it a new name, and let the CK save it as a new Editor ID. It's important to give it a new name, because you WILL be changing one important thing, and you don't want to accidentally overwrite the ai for a vanilla house. In the first line, the package defines the cell where these things will be allowed to happen. Make sure to have your house's indoor cell selected. Hit OK to save the package, make sure the new package is what shows up on the alias page, and then hit OK on the Alias page to save it.
PART III: BACK TO THE DIALOGUE
7) Almost done! For each of the seven responses (and remember you need to do it for 2 dialogue views), you'll need to add a papyrus fragment. You can essentially begin with what you already copied. But what you will need to do it add a new property for the script fragment, so click on the Script name, then hit properties. You'll be adding a property called ReferenceAlias which you will then define as the alias you created in step 4 (example YourHouse). You can also name the property the same thing. Hit return to go back to the topic info window.
You will want to change the script fragment to be: (GetOwningQuest() as RelationshipMarriageSpouseHouseScript).MoveSpouse(akspeaker, YourHouse)
9) Now, while you can copy and paste that fragment for all seven (14) of the responses, you will also need to manually set the ReferenceAlias property (step 7) manually for each them. A little tedious, but it doesn't take too long.
10) Remember to do this for both dialogue views. One is for immediately after the wedding, the other is for any time during your long, happy marriage. Make sure you've compiled all your scripts and that they don't have any errors. Hit OK on the Quest Editor.
That's it!
Now this will only work for vanilla spouses or custom spouses that use vanilla spouse voices. If you have a custom spouse with new voicing, you'd add an "info" response to the moving topic for both the post-wedding and moving views (which is how you'd get them to move to the vanilla houses, too).
Under Miscellaneous/Idle Markers, you'll find those neat little blue ai squares, that you can put all over your house (appropriate ones, please, unless you like your spouse grazing on the floor). Because of the navmesh bug, your spouse won't always go to them, but once Beth fixes that (I hope), your spouse's package will let them pick animations and activities to do. They'll also use activators like alchemy tables, etc. In my test, I had Argis the Bulwark sweeping the floors in full Ebony Mail. "Yes, dear."
By the way, I'm pretty sure this can work for multiple houses. The only thing I'm nervous about is that linking my new dialogue node to the "I want to move" topic, technically counted as a change to the "I want to move" topic itself. I'm hoping that you can add more than one link through an esp."
From " http://tesalliance.org/forums/index.php?/topic/4792-skyrim-ck-getting-wife-to-live-in-created-house/ ", result found in one minute ( google keyword : "skyrim house mod wife".
(In case, the navmesh bug is not an issue anymore, and, they are tutorial for almost any modding aspect + places where it is possible to ask for help/support (specific scripts/meshs/dialogues etc).
No mystery, only time and will
Thanks Mrkoeki, I will be tracking this mod, hope you will bring him some more features.. (we, Telvanni cannot abide to sub standard quality house, you know, they have some base you need to consider ..) (These being at last than part of the access is only possible trough levitation, then that we have some underling (cook/clean, guards, a mouth !!).
And yes, if a empty tower is available, a story (background) is needed (How it was created as an experiment but not used as it was not stable enough, then, the player would need to invest money as to make the correction before being able to use the tower for example. Would require to add some rubles on one side (linked to a script so they disappear after a setting is available (the money given + x time).
Nothing that cannot be achieved if there is time + will
Thanks MrKoekie, with hope you will be able to make this a real Telvanni Tower, who should ultimately be a jewel without possible comparing..
Sure, if there is another block, send me a pm, they are quite a lot of tutorial over the net as to TESC, in fact, it seem the "official" one is pretty tied up (correct, covering a large part of contents, updated) which is made it a precious tool.
Then, the official forum can be of help to, if you need advice as to scripts or others technical parts.
It is navmeshed yes, So your companions should be able to walk arround inside. I myself -never- use companions as the game is easy on master already ;P Though let me know if it shows error.
11 comments
firstly, there are a few minor bugs. followers wont follow me inside. I can, however summon them using one of the follower mods, so they can be inside, but they wont follow you to get there.
Also, from a distance, you can't see Tel Dithryn. Something to do with LOD? Or something? (no idea). Not a huge deal, but mentioned in case you are still maintaining the mod.
The rest is just my thoughts and impressions, obviously, take it or ignore it as stupidity
Oh, one other thing. I just need to: Tel Dithryn? Seriously?
Anyway, considering this is critique and suggestions for change, I want to again say that its a great little mod; you've managed to pick up the ball that Bethesda totally dropped on this one by leaving something so obviously cool out, and you've done it reasonably well. Projects like this can take a good amount of time. It's filled a void in my game, so thanks heaps! Endorsed with much appreciation!
More rooms, say at least 3 (One close to the "Master's" (for Maid : Clean/Cook), another need the entry (caremaster, trade/repair).
At last one automaton as to defend the access if needed (let us not forget they are plenty of danger in that worlds
Then, it seem you could add an upper part.
So if summed up : 1x close main room, 1x close entry, at last 1 into the main room (as to access and use of the idlemarkers) for follower(s).
As to the NPC(s), as said, Guard (who would need to be taken by at last 2 (Day/Night Shift, then, only one person ? This being relativ as they are others armed peoples around (settlement) so, Dwemer construct, may be still (locked in one spot + one going on patrol around the tower ?). As to the static, an heavy, as to the patrol, something light & quicker
Then, as to the others NPC,
Maid first, no real need to add, since they are some mods allowing one to meet / "have" (" Maids of Skyrim" from Enter_77 being the "best" as far I know yet (with a developed relationship setup). It seem he is ok as to contact in case you would be interested to use that (even if it would require quite some setup (script(s), dialogues to be personalized as they are the key point as to "character").
The caremaster, think to him as the HF Steward, only Telvanni consideration, he would have to see over quite things (immersion side), both in and out of the Tower, he is second and support of the Master (as long there is no Mouth selected of course).
If interested as to Morrowind / Telvanni situation by the time of Skyrim, I can send you some data (which you can otherwise find yourselves, it is included into Giskard's mod " TEG House Redoran" avalaible from his website, theengineerguild.co.uk.
We are not done with right now, if you played Morrowind (then, add Tamriel Rebuild Masters :x), most of them where either Vampire or Lich, in some cases, both.
So, imagine what would be needed as to dispose of one, even the Blackguard could not to it as to a "surprise" invasion (and, then again, seem the Redoran did protect most of the people, even with Ald'Ruhn destroyed (again) that is not like they would be gone what soon either..
May be that we will have quite some Telvanni presence into Skyrim in the coming months, they are by now three house mod who could be used as base for the appearance of new Masters (ah, fleshing out the faction, quite some content available over that).
Have a good time, as said, tracking as I am not (Linux for now) able to check directly the mod (
(A shame, even TES5Edit do not function, I cannot even merge/tweak mods in the meantime !, but, the latest update from OpenMW has an installer for Linux ! Things does go on the probable track over that project.. (When a tool is made by people who's motivation is the result / future use, if you go with an uptodate and quite opens tools, there is nearly no block and dead ends (that last update also added jumps to the game
Oh, by the way, did you know that they are by now two "levitation" mod and one flying available (as access as to be somewhat controlled (then, come the "Telvanni slippers"
Pas de hasard, as long we (Telvanni) have something to say on the matters.
(Three Mushrooms + at last two Dunmer village who could be added a tower (suggesting that right, we are and will be there).
As to "Spieder Scroll Maker" you should post over the official forum and ask I guess.
im tired living in skyrim i mean i have all the house in skyrim and skyrim kinda become boring so i wish to live in morrowind with my family
can you make that happen??
get a mod that allows to do that, like spouses can live everywhere
+ Get your spouse to move to your new house
+ Get your spouse's AI to do things around the new house
+ If your spouse has a trade, will let the find a job (I think - this is the part I didn't thoroughly test).
PART I: SET UP THE DIALOGUE
1) Find the Quest/Relationship quest "RelationshipMarriageFIN." Go to Dialogue Views: you need to adds dialogue nodes to RelationshipMarriageFINMovingView and RelationshipMarriagePostWeddingView. You'll be doing the same thing in both places, so just repeat the following for each of them:
2) Copy the topic node for one of the other houses and paste them in the same topic area, Be sure to copy all seven response-infos for the seven voice types. Then link them to the original node. You'll need to link each of the seven responses to the "I want to move" node to your new node (see wiki for how to do this).
3) In your new node, change the topic (which is the player's line) to refer to your custom house ("I want us to move to YourHouse"): You don't need a voice for that, so no need to record new voice files.
PART II: THE QUEST SCRIPTS
4) Still in the Quest Editor, go to Quest Aliases. You'll be setting up a new alias for your house. Copy and paste works just fine here, just change the name of the Alias to refer to your house.
5) Double click on your new Alias to set up some functions. In the Factions area, choose factions that begin with ServiceSpouse followed by the closest city and their profession. Since my house was outside Whiterun, I just copied the factions from Breezehome. What I *think* this does, though I haven't tested it for all spouses, is that if they have a trade, like smithing, they'll commute to the smithy in that town. So if you're in the middle of the country, you might not want any factions (or to define your own.)
6) More importantly, on the right bottom of the Alias window is an area for Alias Package Data, which defines what the spouse ai is allowed to do in the house. Double click that to open up a package page. I essentially used one of the existing packages as a template to allow all the basic activities, gave it a new name, and let the CK save it as a new Editor ID. It's important to give it a new name, because you WILL be changing one important thing, and you don't want to accidentally overwrite the ai for a vanilla house. In the first line, the package defines the cell where these things will be allowed to happen. Make sure to have your house's indoor cell selected. Hit OK to save the package, make sure the new package is what shows up on the alias page, and then hit OK on the Alias page to save it.
PART III: BACK TO THE DIALOGUE
7) Almost done! For each of the seven responses (and remember you need to do it for 2 dialogue views), you'll need to add a papyrus fragment. You can essentially begin with what you already copied. But what you will need to do it add a new property for the script fragment, so click on the Script name, then hit properties. You'll be adding a property called ReferenceAlias which you will then define as the alias you created in step 4 (example YourHouse). You can also name the property the same thing. Hit return to go back to the topic info window.
(GetOwningQuest() as RelationshipMarriageSpouseHouseScript).MoveSpouse(akspeaker, YourHouse)
9) Now, while you can copy and paste that fragment for all seven (14) of the responses, you will also need to manually set the ReferenceAlias property (step 7) manually for each them. A little tedious, but it doesn't take too long.
10) Remember to do this for both dialogue views. One is for immediately after the wedding, the other is for any time during your long, happy marriage. Make sure you've compiled all your scripts and that they don't have any errors. Hit OK on the Quest Editor.
That's it!
Now this will only work for vanilla spouses or custom spouses that use vanilla spouse voices. If you have a custom spouse with new voicing, you'd add an "info" response to the moving topic for both the post-wedding and moving views (which is how you'd get them to move to the vanilla houses, too).
Under Miscellaneous/Idle Markers, you'll find those neat little blue ai squares, that you can put all over your house (appropriate ones, please, unless you like your spouse grazing on the floor). Because of the navmesh bug, your spouse won't always go to them, but once Beth fixes that (I hope), your spouse's package will let them pick animations and activities to do. They'll also use activators like alchemy tables, etc. In my test, I had Argis the Bulwark sweeping the floors in full Ebony Mail. "Yes, dear."
By the way, I'm pretty sure this can work for multiple houses. The only thing I'm nervous about is that linking my new dialogue node to the "I want to move" topic, technically counted as a change to the "I want to move" topic itself. I'm hoping that you can add more than one link through an esp."
From " http://tesalliance.org/forums/index.php?/topic/4792-skyrim-ck-getting-wife-to-live-in-created-house/ ", result found in one minute ( google keyword : "skyrim house mod wife".
(In case, the navmesh bug is not an issue anymore, and, they are tutorial for almost any modding aspect + places where it is possible to ask for help/support (specific scripts/meshs/dialogues etc).
No mystery, only time and will
Thanks Mrkoeki, I will be tracking this mod, hope you will bring him some more features..
(we, Telvanni cannot abide to sub standard quality house, you know, they have some base you need to consider ..)
(These being at last than part of the access is only possible trough levitation, then that we have some underling (cook/clean, guards, a mouth !!).
And yes, if a empty tower is available, a story (background) is needed
(How it was created as an experiment but not used as it was not stable enough, then, the player would need to invest money as to make the correction before being able to use the tower for example. Would require to add some rubles on one side (linked to a script so they disappear after a setting is available (the money given + x time).
Nothing that cannot be achieved if there is time + will
Thanks MrKoekie, with hope you will be able to make this a real Telvanni Tower, who should ultimately be a jewel without possible comparing..
However much thanks for giving me the knowledge, as soon I have time I shall attempt to work with it.
Then, the official forum can be of help to, if you need advice as to scripts or others technical parts.
Keep up the good work!