I have been thinking about this a while. The way the CK works is you make a script and give it a unique name, but when you reference small parts of those scripts, CK gives them randomized names, and different people making different scripts will wind up get the same names for the script fragments, because it is not really random. The other issue could be that the main script for farming, which I expanded to include sheep and pigs could be conflicting, but I am leaning towards incompatibilities being from the fragments. I think this is also an issue in my dog mod, so I am looking for a solution and can get some updates out, but that might break existing saves that already rely on those scripts.
This doesn't use skytest and skytest is not required. It uses a texture from the model replacer that is called skytest sheep replacer, but since that is models/textures only, and this replaces the model, only texture gets used. That way you don't need skytest. I've been working on a version that only uses my original sheep, and will get rid of the Witcher 3 sheep altogether.
You only need the textures. The meshes will be overwritten. I have been working on some new sheep, but they currently still need animation work to not be janky.
That won't be a problem. While skytest light might not have sheep (maybe?) the xtudo sheep are just models and textures. Then when you install this mod, it overwrite the models, but keeps the textures, and has an esl that adds sheep around the game. I am also working on new models that don't require any xtudo textures. In the case that skytest light does add sheep,this mod will not conflict with it. I use the full fat skytest right along side of this one.
Pigs, eh? It could be done. First I think I'm going to find some good looking mutton and fleece and make death items for the sheep, and integrate them into HAV3 and Meatgrinder. Gyro anyone?
I could add an optional file with a non fluffy new sheep, cloaks, and black lamb. Just load it after this mod, and then load XTudo better sheep after that, and they should replace all the fluffy models with non fluffy models.
Thanks for providing the option! Your mod is fantastic and I hope you make one for pigs next.
Can you please confirm the load order? With your instructions in this thread I have it this way: - Standalone Sheep Mod - Non fluffy version - Xtudo better sheep
I'm trying the non-fluffy option but I still get fluffy black sheep. White sheep are successfully non-fluffy.
You should not need the main file if you get the no fluffy option. It has all of the same files (although it looks like I overlooked the black sheep model, so I will get an update in there). Just remove standalone sheep mod from your load order. The other 2 should be able to come in any order, since xtudo provides the non-fluffy sheep, and the new sheep is already working as non-fluffy. Just be a second while I get that update in for the non-fluffy black baby sheep.
Edit: Okay, I have that update loaded. For safety, try load order as Xtudo Sheep then No Fluffy Option without the main file from here.
Edit 2. I am still not very happy with the animations on my pig model, but I might as well make that standalone pig mod. I have tried all kinds of various weights on the bones, and the legs still look a little janky, but I think that is because I took the animation off the cow, and it is just never going to look exactly right. I tried adding a custom armature to it, but I could never get that to export out of blender. Real shame, because that set just the bones we needed in the exact right spots. Of course, then I would need to figure out how to make a custom animation set for it, and that is beyond my current skill set.
About to drop the last update and call this complete. I have fixed up the fleece cloaks that can be made from the pelts you can take from the sheep. Fluffy wool cloaks with SMP physics.
2.0 update: Buy sheep for your BYOH homes. Talk to your steward just like getting other farm animals. AI generated dialogue for the purchasing line courtesy of avSynth. Reply to this comment with any issues.
Known Issue is that the craftable SMP cloak is invisible at the moment. I don't know why. I will try to get that working correctly in a future update. Just don't kill any sheep and take their fleece and try to make a cloak out of it.
Well shit. I got the chance to test it on my VR PC, and while I can buy sheep at the Falkreath house, Rayya doesn't say the lines and it does not seem to work at all in the Pale. I will need to see if there is some thing I am missing in the download. At least if you want to own some sheep, you can get them at your homestead in Falkreath. Probably missing the formalist for the shared sheep purchase response or some other hidden file. That contains the response list and the voice calls, and is referenced by the other holds for their data. Got some more modding to do, but we're getting close.
New update v2.1.5 is up that fixes the known issues. You can now buy Sheep at all 3 houses, and most stewards will say their lines. I tested on Rayya, Gregor, and Mjoll. In fact, "I'll keep an eye for a good sheep to purchase" is the only thing Mjoll will say as my steward. There does not seem to be any other Nord Female voice lines for her as a Steward.
List any Steward that you try that do not have voiced lines, so I can make them say the lines in future updates. Still working on getting the craftable fleece cloak to not be invisible. Next update will be a Sheep Follower for the player, I guess. Or just throw out some ideas I can put in this mod.
Hello, is it possible to place them next to any player's house? It's a shame that everyone has sheep, but Dovahkiin doesn't :( Would like placeable sheep.
That is for a future update. I need to add them to the list of farm animals that your steward can purchase and place them around the byoh homes. I was also thinking there should be a herd of sheep grazing in the rift, or perhaps a shepherd character who can sell you a battle sheep companion. First though, I need to make some good mutton and lamb for the death items in the sheep, and maybe a fleece that can be used to make a custom cloak or something. So this mod could get pretty big and very ovine-centric.
God there are so many scripts. I think I got the sheep max variables in place, and the numsheep global, and the byohhousesheepscript made, and the edits to byohhousepurchase script done, and I am working out the dialog options in the byohhousepurchase and byohhousefalkreeath quests to at least be able to test If I can add some sheep to the Falkreath house. If it works then it is just a matter of making it work on the other 2 houses
Edit: Well, that did not work. It would not display the price for the Sheep, or place it next to the house after purchase, and it seemed to have broke the ability to purchase the cow. On the plus side, it did take the right amount of money from the player. So I reverted it back to none of that for now and released the deathitem update. Contains ribs that can be cooked, and some fleece pelts. I will try to get this fixed in the next update along with the attack sheep follower. I did those dog followers before, so I am sure that will be easier, as I can just drop in a unique sheep and make a single quest and script, instead of trying to edit the spaghetti logic that Bethesda gave us.
Partial success on this project. I have made it so that a sheep can be acquired at the Falkreath BYOH. It does not list the cost and it does not take money from the player, and of course there is no audio for the dialogue for it yet. Still, a sheep will appear in the cow pen, and it does not break the ability to purchase a cow anymore. Just a little tweaking on the global varible should have this working flawlessly, and then I just need to repeat those steps for the other 2 homesteads. This will make Hearthfires a masterfile for the mod. In other news, I made a fluffy wool cloak that can be made from the fleece harvested from sheep, and it looks great in nifskope, but is invisible in-game, so there is some work that is needed there. I might give up on that and just make some furry armor instead, but I feel like I am one tweak away from success. I can't figure out why it is not visible on the player. It is visible in the creation kit.
Fixed that nonsense by hard coding it, instead of using a global constant for the cost of the sheep. Now, trying to get it to work for adding 2 sheep the way it works for the chickens. But if I cannot get that to work, I will just say one sheep is fine, and I will move on to making it work for the other 2 BYOH houses so I can upload this today.
I'm still pretty pissed about the voices not working in my latest update. I'll figure it out, as well as how to extend it to the other homesteads. But for now, I will go to bed and think of how to take this out on my fellow Texas relatives come Thanksgiving. I'm think really spicy side dishes.
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Because cows, pigs, chickens, and sheep are the livestock that humans basically consume
There can be a farm without sheeps
But there are no pigs on the farm? That's wrong
Are you listening, you damn Nord guys
Can you please confirm the load order? With your instructions in this thread I have it this way:
- Standalone Sheep Mod
- Non fluffy version
- Xtudo better sheep
I'm trying the non-fluffy option but I still get fluffy black sheep. White sheep are successfully non-fluffy.
Edit: Okay, I have that update loaded. For safety, try load order as Xtudo Sheep then No Fluffy Option without the main file from here.
Edit 2. I am still not very happy with the animations on my pig model, but I might as well make that standalone pig mod. I have tried all kinds of various weights on the bones, and the legs still look a little janky, but I think that is because I took the animation off the cow, and it is just never going to look exactly right. I tried adding a custom armature to it, but I could never get that to export out of blender. Real shame, because that set just the bones we needed in the exact right spots. Of course, then I would need to figure out how to make a custom animation set for it, and that is beyond my current skill set.
The pig I am working on.
Pig looks great!
Known Issue is that the craftable SMP cloak is invisible at the moment. I don't know why. I will try to get that working correctly in a future update. Just don't kill any sheep and take their fleece and try to make a cloak out of it.
List any Steward that you try that do not have voiced lines, so I can make them say the lines in future updates. Still working on getting the craftable fleece cloak to not be invisible. Next update will be a Sheep Follower for the player, I guess. Or just throw out some ideas I can put in this mod.
Would like placeable sheep.
Edit: Well, that did not work. It would not display the price for the Sheep, or place it next to the house after purchase, and it seemed to have broke the ability to purchase the cow. On the plus side, it did take the right amount of money from the player. So I reverted it back to none of that for now and released the deathitem update. Contains ribs that can be cooked, and some fleece pelts. I will try to get this fixed in the next update along with the attack sheep follower. I did those dog followers before, so I am sure that will be easier, as I can just drop in a unique sheep and make a single quest and script, instead of trying to edit the spaghetti logic that Bethesda gave us.
Fixed that nonsense by hard coding it, instead of using a global constant for the cost of the sheep. Now, trying to get it to work for adding 2 sheep the way it works for the chickens. But if I cannot get that to work, I will just say one sheep is fine, and I will move on to making it work for the other 2 BYOH houses so I can upload this today.
Got that voice issue fixed in v2.1.5