Skyrim

File information

Last updated

Original upload

Created by

Nicolaspetit27

Uploaded by

nicolaspetit27

Virus scan

Safe to use

34 comments

  1. mattek2003
    mattek2003
    • member
    • 0 kudos
    Can you remove the capital C in Bearclaw. It highly irritates me. I will only then download the mod. It looks good, it feels good, but I really hope a change. For the sake of the mod so it doesn't become a shitty one like all of the others. Falkreath isn't named, FalkReath. Whiterun isn't named, WhiteRun and so on. Just giving some advice, don't take it bad. Just looking out for you!
    Cheers
    - Matt
  2. sLoPpYdOtBiGhOlE
    sLoPpYdOtBiGhOlE
    • supporter
    • 67 kudos
    Do you want me to post your mod to you?
    I've nameshed the heart of town and and the houses and inn.
    (haven't touched the dungeon but the house before entering the dungeon is navmeshed).

    Removed the follower package and scripts for Alisa
    She actually follows when you ask her without all that hoo haa you had on her.
    (mainly becuase she has navmesh to walk on).

    Cleaned the dirty edits from the esp (one was from me putting a condition on Alisa follower package, didn't realize it was a base package when i did it).
    eg: Avunld, Drunken huntsman and some null forms.

    Followers will follow you from Tamriel into bearclaw forest now.
    (Due to there's navmesh for them to stand on).

    Haven't navmesh all the nooks and crannies, but at least bots can walk inside and outside in town and even all the way the bearclaw forest entrance.

    There were 2 scripts on john the guard you had, I removed them since you didn't supply the scripts in your download.
    He's doing what he's meant to without them.

    I'll post you the update and you can post your alias problem esp.
    if you can get it sorted and add it into the navmeshed version of the esp.

    I'll keep pottering away with navmesh in my spare time, good learning for me.
    As I really haven't done a lot of namesh before, just the odd bit here and there.



    1. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      I started creating the navmesh yesterday at night, so there is no need you send me your work
      (We can't export a navmesh from a .esp to another .esp so it won't help a lot)

      I'll post the update today, i changed 2/3 things on the villages and started adding some more flora to the world.
  3. sLoPpYdOtBiGhOlE
    sLoPpYdOtBiGhOlE
    • supporter
    • 67 kudos
    Keep in mind nothing is navmeshed yet, so followers or any other npc won't wander around at this point.

    (well from the brief I checked I noticed there's no navmesh.)
    Discovered that when I added AI to bots and they just wouldn't obey their packages.

    I navmeshed the merchant house and he wanders around fine.
    But I've never nameshed open world spaces from scratch, so I'll leave that alone.

    Might have a poke at the inn navmesh.

    Well I has a poke at the navmesh entrance into Bearclaw Forest upto to John the guard.
    He now patrols up in his tower, sits in his chair, warms his hands by the fire, cooks some dinner on his fire (added a cooking pot for him..lol)

    Damn dude, you a lot of namesh to do.

    I tried generating the whole exterior worlspace (133 cells), but then you have to tidy way to much navmesh.

    I did by hand up to john and seems to take forever.


    1. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      How do i do that ? The navmesh things :/
      Are they the package for npc ?
    2. sLoPpYdOtBiGhOlE
      sLoPpYdOtBiGhOlE
      • supporter
      • 67 kudos
      Navmesh is how NPC navigate the world.
      It's how the NPC knows where they can walk.

      It's not the AI Package.
      AI Package will do nothing if there is no Navmesh.

      Navmesh = Navigation Mesh

      It's why your NPC's won't move around the world space or won''t move around in your interior cells.

      This is what it looks like when you Navmesh the area.
      The red is where the NPC can walk:


      Have a bit of a read: http://www.creationkit.com/Navmesh

      So far I've navmeshed a path from the beginning of the forest into town and up to the well near the inn.

      I navmeshed inside the first farmhouse on the left as you come into town.
      Also done the merchant house.

      I'm almost ready to do the inn.

      Then the merchant and john with wander into the the Inn for dinner of a night

      Edit: Finally there is signs of life in town
      The merchant works in his shop from 8am to 8pm.
      Goes to the Inn for dinner until 12pm.
      Heads back home and goes upstairs to his bed and sleeps.
      Gets up in the morning at 6am and goes onto the veranda and eats breakfast and then goes and works in his shop at 8am

      Now to make john walk in to town for dinner in the Inn of an evening.
      It's good to see John wandering around his station.
      Up a on his platform looking out for trouble (added a look far marker up on the tower.
      Also good that he relaxes in his chair by the fire and uses his cooking pot every now and then

      Also Asalia now wanders around the Inn and sits in different chairs ( Prior she just stood there like a stunned mullet).
      I didn't do anything to her, it's just now there's navmesh in the Inn so she actually wanders around.
    3. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      That's a cool thing but how can i have those navmesh you did ? Because i was working on the mod too aha
      (I also have a new problem with alias, i'm definetly not good at this)
    4. sLoPpYdOtBiGhOlE
      sLoPpYdOtBiGhOlE
      • supporter
      • 67 kudos
      I'll do a bit more on navmesh and then I post it for you.
      I'd like to at least get the town navmeshed or at least so the bots can path their way around town, so you can start having NPCs doing their thing.
      At least then you can put AI Packages on the NPCs and they actually do more then stand there.

      It's nice to see the bots looking like they are doing something.
      Really you should get all your clutter and furniture the way you want, then you navmesh around the clutter and furniture.
      So your bot will walk around things instead of into them.

      What's up with alias?
    5. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      ( For the navmesh i meant, how could i put the navmesh you did into the .esp i am working on ?)

      I updated the quest, in the inn you find a note, talk to the innkeeper, go to find a key hidden behind a house then go to the certain house
      But like my old problem, all the new alias are set in none ( i forced alias ref and stuff like that, tried to copy what you've done but doesn't work)
    6. sLoPpYdOtBiGhOlE
      sLoPpYdOtBiGhOlE
      • supporter
      • 67 kudos
      The only way to get navmesh into your esp is to do exactly what I'm doing now.
      There's no way I'm aware of that you can just copy it over.
      Maybe some trick with Tes5Edit to do it, but I honestly don't think it's possible by normal means.
      Navmesh is unique to the esp, just like the workspace you created.

      Honestly at some point you are going to need the navmesh.
      Build world space.
      Sort you buildings, trees, world clutter and once you have it in place the way you like, then navmesh.
      That's the routine that any normal person would do.

      After you have everything in place and navmeshed you start making functional quests.
      You can still plan quests and get them thought out before navmesh of coarse, but trying to do quests when your bots cant move is just pointless.
      Without navmesh, bots won't follow or move.
      So if your only writing quest where there are no bots needed to interact with, then navmesh isn't needed.
      But that would be pretty boring.

      It's not like you have to navmesh the whole world space in one go, but at least the areas you'll be doing your quest would be a good start.

      As you progress you navmesh a bit more.
  4. jaderiver
    jaderiver
    • member
    • 122 kudos
    Would like to also mention, I Love the interiors on the inn n places so far in this, once you've got this complete and fined tuned, I will download and have a new place to go barding in ;p
    1. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      Thank you
      I have to admit that i'm more into design that scripting and stuff, so my mod looks more aesthetic than interactive for the moment
  5. sLoPpYdOtBiGhOlE
    sLoPpYdOtBiGhOlE
    • supporter
    • 67 kudos
    You've mucked up a little with the scripts folder.
    You have the folder called "script"
    Should be "scripts"
    So I gather anyone who just copies the contents of your archive into data folder then quest stages and dialogue will not work as intended.

    I think you may of added some unused scripts as well eg:
    MEOWMentyCroJournalScript.pex
    MEOWQ1MentyCroJournalScript.pex
    TIF__051043DF.pex



    1. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      Aha so i must be the worst at scripting :')
      Thank you for all your tips and for taking care of my mistakes bro
  6. sLoPpYdOtBiGhOlE
    sLoPpYdOtBiGhOlE
    • supporter
    • 67 kudos
    Thank you for sharing, great effort so far and look forward to seeing it progress.

    I left you a resolve to your Alias problem and the basic start of your quest set up and working in your help request thread.
    i can juggle quests and write scripts, but have no experience in creating new world spaces and what knot.
    You've done great!
  7. jaderiver
    jaderiver
    • member
    • 122 kudos
    For a first mods after viewing your screen shots images, I think your brilliant, to create something like this for a first effort,
    So I gave you a kudo's and tracking for future refernces, and interest,
    But yes like forger said, you need to tweek you description some more, and add where the township near falkreath is , if its near falkreath guess it shouldnt be to hard to find anyway, looks big enough to be kinda easy enough to find , once discovered will there be a map icon to port back n forth to ?
    ( not using this yet, so cant endorse, but once your complete, will download and then endorse)
    1. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      Hi ! First of all, thank you !
      I will take note of your tips and the desc of the mod will be soon very detailled, I already added in the worldmap a Mapmarker (where you can actually tp without discovering the place) near Falkreath and i will in a few update make a unique quest that will suit to the mod and the lore.
      Again, thank you JadeRiver
  8. TeaMistress1
    TeaMistress1
    • supporter
    • 25 kudos
    Would be really helpful if you'd add a map picture showing where this village is actually located.
    1. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      Oh ! I forgot about the map did i ? :/ No problem i will post it as soon as possible !
  9. HunterHellish
    HunterHellish
    • supporter
    • 4 kudos
    Followed. Looks interesting, keep it up.
    1. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      Thank you
      Don't hesitate to ask me question or to give me your opinion about my work !
    2. HunterHellish
      HunterHellish
      • supporter
      • 4 kudos
      If you want a little tip the best one in my opinion is that you should clutter up the town a bit. Make the place feel slightly alive like a town but not bustling like a city. Modder resources are great and useful. Cheers!
    3. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      Thank you for you contribution man, i never though about the modder resources
  10. furankuchan
    furankuchan
    • premium
    • 8 kudos
    Looks great will track and use in my next play through.
    1. nicolaspetit27
      nicolaspetit27
      • member
      • 3 kudos
      Cool ! thank you