Hello, My name is Lee. I will be working on improving Seyda Neen bugs, nav mesh, NPC's not sand boxing, that infernal creaking that ruins the immersion, and other little bugs I find.
This being the starter town I felt that it should be the 1st place we have fully done. And I have time between work and doing some level design. I will post updates and screens as I get them.
Also, will be releasing the esp's here so others can test it and report issues. If by chance there is a bug or change I missed. Feel free to post it here. I will add it to the to do list.
Thanks,
Lee
The current released version of the Nav mesh should run good. no lag, and there are only a couple of area's I have to clean up around town. Mainly outside the Lighthouse.
My work flow consists of this.
- 1: Correct the Nav mesh. Done.
- 2: Add more Idles and Statics To Seyda Neen. Done.
- 3: Create a Path system and a basic Patrol Package for the town guards. Done.
- 4: Redo each NPC with it's own esp. WIP
Several of the NPC's have been redone. The others can be found either where they spawn ingame, or their home until I can sort them out.
The esp's will be below. They should be clean edits. But, I might miss something. I am still learning TES5edit.
All Items below have been merged with the upcoming dev release.
All of the ESP's relating to Seyda Neen have been merged.
Part 2: The Lighthouse Nav Mesh and some other general fixes to the nav mesh are done. Below is the final Nav Mesh for Seyda.
The NPC Idle improvements esp adds a wood chopping station, and a tanning rack to Seyda. They both work and are in relatively easy to find locations that also give more life to Seyda. There are also some minor NPC changes bringing them down to the ground.
The WoodChopping block still needs a vanilla woodcutter's axe to work. I am running into a little snag trying to get the block to recognize the duplicate I made. But, I am still working on that one.
Also included is Draren's esp that corrects his sandbox issues.
Update #2
Fine mouth is now corrected. The ESP is below and ready for Merge.
And the SN_Idle_Improvements_02.esp has been updated so it must be redownloaded. The Chopping block now works!!!!!!
Both ESP's are below.
Added another NPC ESP below.
I hope you enjoy. Let me know of any issues or bugs I have missed.
UPDATE!
SeydaNeen_Update.esp corrects the tree near the Lighthouse. And does some light fixes to the landscape.
| Attachment | Size |
|---|---|
| 10.96 KB |

Thanks Lee for your Contributions to our Community.
Archivision,
for guards (boats and wandering imperials), do not set up any crime faction. Give them patrol and packages but that's it.
I've set up the guards system, just need to merge and release. Post 0.8.3, they will guard. hard.
Oh and make sure you have at least v0.8 installed.
What NAVMesh you talking about (interior or exterior)?
ArchieVision wrote:
I know it's not very visible, but people are working on this :)
The plan for now is to give NPC outfits using a TES5edit, meaning a one-time execution instead of going into every NPC. I'd rather you don't give clothes or keep that as a very separated esp.
Next release guards will be armored :)
considering its an imperial town (isnt it?) the people would most likely be wearing skyrim/imperial clothing, especially those found in solitude, and simple garments for the poorer types.
I think the sound issue, I see the same with fire from torches in caves and whatnot (very loud), has to do with the way the sound descriptor is handled. I noticed while working on the bards songs the music was set to be volcano loud or something. I reset it to something something SOM Bard and it decreased the sound significantly and fades as I walk away from the bard.
I'd give you better terms, but I'm at work and don't have CK available.
Yes, I found the issue and have corrected it across Morrowind. And it also was a lag causer. I feel that the sound might need to be optimized for Skyrim or done away with all together. But it is good now.
I have started now on the NPC's in Seyda. Fargoth is now a homeowner and can be found in his house or wandering thorough the marshes.
Eldafire is next.
Actually the sounds are too loud since converter used the same sound descriptor template for all sounds. I improved it for Skyblivion to use the actual original attenuation values.
If Morroblivion has correct sounds settings, I can reconvert them.
Have you tested the mod I did? Instead of reconverting the sound. I just reduced its ambience in game so it is very soft. I thought about adding so variation to it so it is not the same. Different pitches would be a little better. To be honest, that sound really need to be totally redone for Skywind. And a lot of the other ambient sounds need to be upgraded to to run correctly in Skywind. .
Updated OP.
my feedback just from looking in tes5edit:
- you have modified a vanilla package. This is a big no-no. If you need to use it, duplicate it and use the duplicate. http://i.imgur.com/ItNoBN6.png
- try to name your packages with a distinctive prefix (like 0)
Will have a look in-game.
Good catch. I will see which npc still has that. I have been duplicating that package and renaming it for each npc. I must have missed one. And I have used unique names with a "0" in front of them. :P
WIP obviously but here's a few things:
1/ have the NPC move in town, go to the tavern, wander around a bit. Send them go outside. I suppose they can also visit friends. They're not nerds like us :)
2/ have a few of them in the town center regularly. They can meet and talk, go fishing together... (what else to do in seyda neen)
3/ I followed Fargoth when he wanders outside during the day and the path is illogical. He goes into the water to reach "downtown" http://i.imgur.com/AHKTDFR.png
He's not some damn argonian :P http://i.imgur.com/6WUa6JN.png
it's surely due to navmeshing. I had the same issue with a hla oad plugin from Cors IIRC.
4/ give some patrol routes to the guards
5/ Just before I get caught by the lore police... to get this more lively, maybe there could be a fish market stall and assign this job to one of the NPC with little lore...
OMG! Clothes! Hahaha I guess you didn't install the nude DLC?
digitalparanoid wrote:
Thanks,
1: Still a WIP. That is next.
2: Same as #1. :P
3: Yes, that is suppose to be him going to the swamps for the side quest in Morrowind. I will work on it when we get the other stuff done.
4: I was told that this is going to be accomplished through TES5edit and I was not suppose to change them.
5: That is out of my expertise for the time being. Maybe later.
Once I get back in the grove, I will do some more tweaking and post a demo here. Do you remember which NPC had the DefaultSandboxHomeowner? I cannot find one with it.
I did change it, but didn't use it. Once I learned that I needed a unique one for each NPC. So, I think the warning is just from that. I hope anyway.
LASentry wrote:
Clothes? Where???? lol
That was the plan!!
3: no no, this is not during the quest for what'shisname flat foot (I implemented this quest, it happens at night). This is just him walking around town and for some reason going through the river instead of going the regular way. I suspect navmeshing, pathing..
If you don't use this package, if that's a dirty edit, you can delete it from your esp in tes5edit.
I will run it on my pc and see. The intown nav meshes have optimized, and some of the outer ones as well. I am still cleaning them up, that is why I made a separate esp for the nav meshing. Hmm, I didn't know that quest was done already. The changes I made might have messed it up b deleting some of the already added AI properties. If so, I will redo to ESP and leave those alone.
This is a steep learning curve coming in after things have already been done, but I am loving the challenge.
Why am i getting the feeling that seyda neen is gonna be the most polished and best looking area of the mod? :T
Working our way up from the bottom :D
Drakonman wrote:
It is the 1st town you see, and start or the story. :P
OP updated.
Remove Skyrim clothing since it will prevent outfit script in TES5Edit from working.
ArchieVision wrote:
A full crime system is implemented and merged, will be included in the next release.
Also guards are now armored.
So, I suggest you remove your changes for the guards, except the patrols route: Those are extremely useful :)
[If not done, I will remove that when I'm merging but I'd rather you do it, there's always a chance I miss something in other people's plugins]
This is a separate esp so all these changes can be removed by just not using the esp. The patrol routes are very easy and simple to implement. I will just add them to the NPCAI esp so they are there when you merge them.
What is the latest dev version we have? I am using 8.2
OP Updated.
8.3 will be released very soon so it's already being merged :)
Sweet, I love bug fixes and things like this that make the world come alive!
Has anyone tested it yet to see if they are doing as they should? I know they work fine on my PC, but sometimes you get little changes when someone else uses them.
OP Updated!
Hi Archie:
quick feedback:
- please remove all crime factions and guard factions. This is all setup in the upcoming release.
- you are using a few vanilla outfits. Please duplicate them and use the duplicate instead
- you are modifying vanilla packages. Please duplicate them and use the duplicate instead.
- A number of new packages you created are named xxxDUPLICATEyy. Please rename them.
Other than that, it's clearly a big improvement. Now, people hanging around really look like "poor" people with nothing better to do and passing time, rather than bugged NPC.
Nah don't use vanilla outfits at all even renamed, it will make things worse in the long run when updating all npcs to use Skywind's native clothes.
Don't understand why people rush on adding clothes at all costs.
Or make it a separate optional addon, it would be nice to not have to disable all of the NPCs before I record one of my videos :P
Thanks for the feedback. The Nav Mash esp can be merged if you want.
Since there were a lot of issues with the NPC esp, I have decided to redo them all in smaller esp's. Here is the 1st.
It is all of the idle and clutter changes to Seyda that I made in the 1st one.
Changes:
1: Added 4 lean to idles, 1 small bench and 1 large bench for npc interaction.
2: added more clutter around Seyda to make it look more like a fishing village. Not much, but a vast improvement.
3: Added door candles to all of the houses in the main part of the village to give the night a better ambiance.
This is a clean esp with no Skyrim references. All meshes and changes were either duplicated from existing Skywind items or used from the Morrowind statics.
This can be merged.
Edit: Updated the esp
The second esp is ready. It is the guards pathing and a simple patrol package. All clean and ready to merge.
Added:
1: 7 patrol points for the guards to use.
2: a simple patrol package for them to use.
Corrected some meshes that were not placed properly.
Is it just me or is there no Guard pathing in Seyda Neen?
OP Updated. Big update.
Another OP Update.
keep going :)
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