Skyrim

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Goldfiction

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goldfiction

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  1. FateSeries
    FateSeries
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    so...are you dead? sorry... I mean is this project dead.
  2. anthonyjohnadlington
    anthonyjohnadlington
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    Hi Goldfiction

    Love this idea i just can not get it to work i buy the token and give to the other npc and nothing happens???
    1. a91
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      I have this problem too. Aela is casting "the green spell", but tokens in her inventory are not being converted in any way.
  3. goldfiction
    goldfiction
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    Hi, everyone:
    I'm sure some of you guys are still confused by what this mod does and why does it matter to you whether you can create a bunch of tokens or not and that whopping amount of gold.
    My 2nd expansion will bring in more ideas mentioned in the description area. This expansion is aimed at creating more fun elements. This includes miracle system, attacker and solder and wall defense system. And a genie system.
    But my goal is kind of moving. I want to create a small world where on a small map of tamerial. The map is the same size as the ones you see in dragon's reach. But I will put up miniature trading caravans that goes between these cities. These caravans will need to be scripted to follow your customized trading routes. They then travel between cities and bring goods to different towns and bring you more profit. I'm even thinking about just use the map in dragon's reach. But I'm wondering how can I script a bunch of mini caravans to walk around on top of that map in dragon's reach. Can anyone show me some material that can help with this work? I'm also thinking of allowing you to create a small army, they will be 3 soldiers grouped together and march around the map like civilizations. The # of soldiers will display the health of the army. They can then conquer cities and bring in a lot of loot. I'm also thinking about miniature the resource manager and factory vendor to whiterun on that map. This will make whiterun your initial base. The previous mechanism will work out for the base operation.
    I'm thinking that each town on the minimap will have only 1 type of factory as main factory. This type of factory will yield 5x goods in that town. They will also be needing 5x resources. This will allow you to have factories scattered in different cities and need to build a trading network to support the configuration. I also think manybe allow up to 20 trading caravans at first. Their carrying capacities can be expanded by dropping van token to trading caravan representative.
    Still more ideas to come...
  4. ultimaxum
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    I'm confused about your mod. First, you should create a video on it or have someone make you a video. Second, to get more attention to your mod, you may want to include a small description which is shown in the search results on nexus. People do not know what you mean by Sky Factory alone. Maybe add something to teh title too Like "Sky Factory - A factory building mechanism for Skyrim".
    1. goldfiction
      goldfiction
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      Thanks for your suggestion. I'm going to do them.
      Right now I'm kind of busy with some other projects. My plan is to do a major release within this month and add in the ideas mentioned in the description section. I will then also update the descriptions. I am going to put up an ingame book to show you how to get started. I also need to clean up all the dev version of how things work and bring more user friendly version description into the main page.
  5. Unit076
    Unit076
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    Looks promising. Do we actually get to build a farm or something?
    1. Countryninja
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      a whole living town more likely (judging from vague and confusing description)
    2. goldfiction
      goldfiction
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      There are indeed a simple mechanism to build a town. The township measures the population that are willing to buy goods from your shop and inns. They are also going to be the basis for future ideas. I'm sure there are many events that a populated town can hold.
    3. goldfiction
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      There are several type of tokens.
      Man token, woman token, boy token, girl token, baby token and family token.
      As for how they relate to each other, you can take a look at the mindmap.
  6. Rudi91
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    Looks interesting, I will be tracking this.

    Maybe you can put better screenshots? Those in the description actually don't tell much about the mod imo.

    edit: looking at the esp with T5Edit and I think you forgot to upload to script files?
    1. Calzien
      Calzien
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      You'd be right here, the scripting files are indeed missing. Trying in-game nothing actually happens after you buy them from the vendor. Dropping them does nothing, the vendor named "Aela the Resource Manager" won't talk to you, instead she continues to cast a spell over and over which does nothing as well. Honestly I don't get the point of this mod since the mod author failed to appropriately explain exactly what happens or how it works.

      EDIT: Looking through the Creation Kit the mod appears to be missing two scripts for the magic effects:

      "SFScriptAelaManufacturingManager.pex"
      "SFScriptAelaResourceManager.pex"

      My thoughts is generally this is just an attempt at creating a mod that generates items for gold. Pay the vendor a certain amount of gold, take the "gem fragment" to Aela, she transforms it into a spell that when cast creates the specified item. In short it's just like using a console command to spawn an object, but requires money to function.

      EDIT 2: There is a few small dirty edits in the mod.

      > Breezehome - Moves the "FXfireWithEmbersLight". This will likely cause some incompatibilities with mods that change/alter Breezehome's fire pit. Worse case is lighting issues since this won't move the light source generated by the fire properly if it has been moved like some Breezehome overhauls do. ("Fully Upgradable Breezehome" for example, or the "Breezehome - TNF" mod.)

      > Belethor's General Goods - Rotates "WRIntLoftMid01". I haven't looked at this change in-game but I can presume it likely causes a graphical error in Belethor's shop. Mods that alter Belethor's General Goods will likely be affected by this. ("Belethor's Overrated Goods" shop overhaul mod for example.)

      > Belethor's General Goods - Moves "TGRFOValueItem". This is Belethor's Merchant Chest. Unlikely to cause any issues but a dirty edit that shouldn't really exist.

      > Packages - Modifies " DefaultHoldPositionCurrentLoc128" and " DefaultHoldPositionCurrentLoc64". Looking at TES5Edit appears to remove the "Weapon Drawn" Pack Data from the packages. Cannot be certain what effect this may have but if mods such as "Unofficial Skyrim Patch" modify these packages for whatever reason this mod will revert them to vanilla and cause possible issues with NPCs who use this package data.
    2. goldfiction
      goldfiction
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      Thanks for helping me. This is my first mod. Didn't know about all these mistakes.
    3. goldfiction
      goldfiction
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      I have fixed most of the bugs mentioned.
      Also attached the script files as .bsa file. That was a big mistake.
      I have also updated the descriptions.

      I believe I use a mod called UFO follower mod. It allows me to check anyone's inventory. It's kind a of cheat, but would be a usable workaround for now.
    4. goldfiction
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      I don't know what screenshots to add.
      There are 2 NPCs in total.
      They have inventory. All things happens inside inventory.
      Resource Manager casts a spell.

      I will put up the screenshots for summoned npc in future.
    5. Calzien
      Calzien
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      What you could do is convert the spell as something the player can use. This would negate the need to transfer the items to another actor's inventory. From what I understand, the script reads the inventory of the actor who casts it. If the necessary items are available it uses the token and the items to add the specified objects to the actor's inventory, right? Create a spell book, attach the spell to it. Drop the book in the token vendor's merchant chest and it removes the need for Aela that way.

      If you want to get creative, you can create a chest the player drops the required items and tokens into. Link the script references to target the chest so it checks if the required token or items are inside the chest. When the player casts the spell it takes the items from the chest and adds the finished product to the player's inventory.

      Following your example, let's say the player purchases the blacksmith token. They drop this and five iron ingots (I'm assuming by bars you mean ingots, right?) into the chest and casts the spell. The script checks the contents of the chest and finds the five iron ingots and the blacksmith token. It removes the iron bars and adds twenty tools to the player's inventory. The player can repeat this process again by adding five more iron ingots and casting the spell. I'd also suggest placing the chest somewhere outside Breezehome so the player doesn't have to buy the house just to take advantage of the mod.
    6. goldfiction
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      Hi, Samus:
      Thanks for helping me with so many good suggestions.
      I agree that Aela the Resource Manager is a little too ugly.
      But the reason I want to make her auto cast spell instead of a scripted chest with manual cast is because I want the resource production to be automatic. If you have to cast a spell over and over for hours, you will understand why I started like this.
      Another issue with Skyrim is that if you leave the area where resource manager is in, the auto cast will stop and Aela will become frozen in time. I had to put Aela somewhere you can stand around for a little while. I know the breeze home is a little busy, but the game experience is you go to breeze home, managing your inventory, at the same time, wait for the resource manager to progress in terms of the village growth and factory production. This way, you can have progression happening without having to dedicate a lot of standing around. If I put manager in dragon's reach, you can wait there, but you can't do anything else. I simply chose this area because I thought it is normal for player to hang out around there more frequently.
      If you take a read of the new description, I indeed plan to give resource manager ability to follow you so you can move her somewhere else. And I want to put vendor in the dragon's reach. This way, I make the breeze home clean. But the reason I put vendor near resource manager is for obvious reasons that they should be close together so you can drop the bought tokens easily.
      I like your suggestion that I should have a manual spell. I think I might want to make such a spell that costs a bit mana and takes 10 seconds to cast, but will let resource manager to progress for, say, 20 time iterations. So you can speed up this progress.
      If you are reading the description for new ideas section, I would totally welcome any good ideas. But I'm known to tweak your ideas and use it as something entirely different from what you suggested. I believe that magnitization comes from alignment of all the ideas being same direction, a good production comes from synergistic idea bundles.
  7. goldfiction
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    Hi, everyone:
    Thanks for all the attention. I haven't finished this mod yet. It's only half working at most. I just want to put it up so you can try it out.
    My English is not very good. I'm not good at explaining all the details as there are too many.
    So I will put up more details in description as the one I wrote was in a hurry. There are a lot of points missing.
    To make you comfortable, this mod is a very light mod.
    I know breeze home is a heavily moded area, but this mod essentially creates 2 new npc in this location that should not conflict with any other mod. I will add a follower script to allow these 2 npc to move to another location at your will. But I haven't got that far.
    There are 2 npcs. 1 npc is a vendor that sells everything. He is just like any other shop vendor. He sells stuff such as farm token, mine token and so on. Each token is just a misc item that does not do anything at all by themselves.
    2nd npc is actually a cleaned copy of Aela the Huntress. But she is no longer having any faction linked to game plot and will not break your quests with the real aela. She is also not a follower atm. She casts a spell that runs a script. This script check each type of token, how many token you have and how much resource you can offer along with the token. This then deletes the resource and add the resulting product. (All of this happens in the inventory of Aela the resource manager.)
    There are 3 types of buildings.
    1. resource building: like mines, farm. They need tools (token) to make resources.
    2. factory: like ore refinery, alchemist. This type of building converts resources to usable stuff. An alchemist can convert herbs produced by herbalist into usable health potions.
    3. shop: mostly inns and shops. They sell these usable products to earn gold.

    When you talk to Aela the resource manager, you can open up her inventory.
    Drop the resources, tokens and anything else into her inventory. Then you need to make sure it is during day time. She should start to cast a green spell. This spell will run that script. All the magic should happen properly.

    The tokens that are human were intended to be able to summon actual follower of that type and should use up the token. This way soldier tokens can be used to create a small army. I have not hooked up summoning spell. This spell if I use placeatme command, it will generate a lot of references and bloat your save game. I want to make it limit to 5 followers and resurrect them instead of spawning new ones. I have yet to figure out how to do this.

    The spell Aela casts is very fast, she casts once every 15 seconds. If you only have 1 mine, this might be quite slow, but if you buy 100 mines, you can have a lot of left overs very quickly. The vendor's inventory should replenish every 3 days. There is no limit on how many tokens you can have. What will happen is that you need to be in the same area as Aela and make sure she casts the spell. You should get a lot of gold very quickly if you set it up right. With the gold, you can then expand your assets. If that is not enough, you can also open up Aela's inventory and take usable products such as thousands of healing potions, hundreds of steel swords. There is no easy way to get so much raw material and usable item in other parts of the game. And also, in the future, you should be able to create followers of different types using human tokens. A boy token for example should create a boy.

    The current version does not have any custom model or building an actual farm. Everything happen on token level. I am definitely interested in placing token in some wilderness and build an entire custom town of your own. That is currently a long term goal. The structure yields a lot of gold and a lot of left overs of different types of useful items.

    You should also reference to the mindmap to decide how to setup a production loop. That is part of the fun for this mod.

    I will keep on updating this description.
    1. Calzien
      Calzien
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      Sound concept but your upload is missing the scripts. Therefore, your mod does nothing. You need to upload the missing scripts with the esp or nobody can test out your mod. See my post below this one for the missing scripts. I'd also suggest cleaning the mod because you have dirty edits. Again, check my post down below for what needs cleaning.
  8. RadoGamer
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    Got my attention I'll be tracking as well, keep up the good work. Would like to use it, in the middle of some mods but will download it soon.
  9. indycurt
    indycurt
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    This really sounds very interesting, but I'm not sure I understand what it is. The description is a little confusing. Also, there are a lot of us out here that have mods that have severely altered Breezehome. Will these changes in Breezehome cause conflicts with your mod? Can you explain what the "resource manager" is and how this all works a little better? I'm really confused. . .sorry.
    1. DragonStar99
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      This does look very interesting and I was wondering the same thing too, about mods which change Breezehome. Will be tracking this. :-)
    2. Countryninja
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      if he specifies name of crucial npcs you could resolve any incompatibilities by using placeatme command in console and teleporting them to wherever you are.
    3. Countryninja
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      Also if you are bugged with all 'need to own breezehome first' you probably could just walk into whiterun, pop up the console, click the door and type unlock. Not much to worry about.
    4. DragonStar99
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      I used the Alternate Start mod to start the game off as the owner of Breezehome. Found the 2 npcs in the living room of Breezehome, the mage was firing of a spell over and over. She wouldnt respond. The imperial officer showed me his inventory which was basically what on the description page here. I couldnt make much sense of it though. I'm also using Elianora's Breezehome mod, and there were a lot of conflicts, items not where they should have been. I think the npcs should be located in a different spot, such as an inn or even Dragonreach, and not in my living room. Seems like an interesting concept though, will keep tracking to see if the author post any more specific details on how its supposed to work, and maybe moving the npcs somewhere else would be nice too.
  10. mattwoodmansee
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    Wow.