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[Volunteers needed - newbies accepted] Caves and bandits settings (simple task)

Submitted by digitalparanoid on

Hi,

you want to help Skywind but don't know what to do? I have a task for you. It's simple and repeatable. Volunteer now!
 


This task will enhance Skywind by:
- Reducing occurences of bandits attacking each others and not you ==> IMMERSION! COMBATS!
- See cleared locations on the map ==> EXPLORATION!
- Prepare the first step for radiant quests ==> UNLIMITED CONTENT!
 


Requirement/Preparation
  • Skywind 0.9.0.1 installed
  • Creation Kit (CK) installed
  • Stripped Skyrim.esm (around 16mb) [Remember to backup your original skyrim.esm]
  • Start CK, load Skyrim.esm and Skywind.esm


I started a tracker for all the locations: https://docs.google.com/spreadsheet/ccc?key=0Arez62fgyoa5dDRLSGI0U3JMdDZzRmdQRGw0QXUwVFE&usp=sharing.

You can edit it to reserve locations and mark your progress.

For now we will make all the caves/tombs/Dwemer Ruins/Grottos/Mines.
Ignore all those that are related to quests, they might need some special work.

 


For each Dungeon/Cave, etc:

- check in UESP if the place is overrun by bandits (most of the time all NPCs will be marked aggressive in the page). If it's not, you can go to the next one.
    - Open all NPC:
        - in tab Faction: add them to factions 9BanditsFaction. => They will be allies to each other and attack you on sight instead of each other [This might not work with your version of the master when you test, but it will work in the next version]
        - in AI Data tab: make sure their aggression is set to "Very Aggressive" and their confidence is average/brave/foolhardy. => These are outlaws, not peasant by the nine!



    - in Cells (menu world/cells or right click in the cell list), find the interior cell/cells for your cave/dungeon.

  • check if it has a specific location associated (location with same name, not region location).
  •  if it has a specific location, go to World Data > Location, find the location and open it
    screen [External image]
  • if it doesn't have a specific location, go to World Data > Location. Ceate a new one called 0xxxxLocation where xxx is the name of the cave/tomb (without space)

screen


[External image]

          

  • set the parent location (use the region location that is used currently on the cell)
  • add keyword LocTypeClearable
  • save the location
  • go back to the cell and change its location to the one you just created.


 


  • Open the interior cell in the editor.
  • Find the all the outlaws actors
  • Edit them to set their Location Ref Type to Boss


Screen [External image]

Notice that a small rectangular red box has now appeared hovering above the Actors.


  • Open the exterior cell that is linked to this cell (easiest way is to double click the yellow box in front of the door leading outside)
  • Edit this cell and set its location setting to the same location as the interior.
  • Find the map marker (green marker M), edit it go to tab Location Ref Type, set to MapMarkerRefType.
  • save.
  • Notice that a small rectangular white box has now appeared hovering above the marker.

    All done.


Test in-game: when all the NPC marked as boss are dead, the place will be marked as "cleared" on the map.

[External image]

Karma: 0 (0 votes)
Last edited by grumpycat on 14 Mar 2014 - 20:23.

Arys and Aryon bundled into one ESP

 

EDIT: Arys to Dreloth as per the spreadsheet

Attachment Size
ancestraltombs.esp 17.96 KB
Karma: 0 (2 votes)

Sorry for not working on this regularly... Just been terribly busy.

Anyways, here is part one of Ancestral Tomb: Alen Ancestral Tomb to Maren Ancestral Tomb (40+ tombs)

Attachment Size
skywind_ancestraltombs.esp 53.5 KB
Karma: 1 (1 votes)

Hey,

 

i'm currently working on mines and caves meshing / cluttering/ navmeshing and all. I thought it would also be nice to tackle some script and some AI tweaking, So I thought I would post here. I'm finishing up MInabi + Minabi bandit lair, and I have claimed about 7 other locations, so I might as well work on all aspects :p . I think I fixed a bug with the quest item needed to release the slaves there, I'm still trying to understand the logic of it all...I can send the esp of what I've done so far on the caves and you can merge it (been at it for a couple of months)

edit : I'm also working on a script that will make all slaves wearing slave bracers drop them on the floor once the player has freed them with a key. As far as I know it's not done yet so i've already created a Slave outfit with only those slave bracers on and i guess the script will need to be attached to each slave NPC ( I wanted to attach the script directly to the faction but I can't :p too bad)

If there's anything I need to know about this please tell me

Cheers !

Karma: 0 (2 votes)

Have a look at the dialogue MDQGoFree, MDQGoFree1 in MorroDefaultQuest. If the slave has his bracer, I consider him not free. On the dialogue I remove the bracer, so it is now free for me. At present, the bracer disappear. If you want to make them drop on the floor you should update this script fragment.

Karma: 0 (2 votes)

Finally, done at last. Here is my final file to be merged:

Nelas Ancestral Tomb to Verelnim Ancestral Tomb (30+ dungeons)

This posting completes the task assigned to me. 

Attachment Size
skywind_ancestraltombs2.esp 64.02 KB
Karma: 3 (3 votes)

I volunteer! Please I really wanna help!

Karma: 0 (0 votes)

This is a really old thread. I honestly have no idea what the status of this is as Digital Paranoid isn't involved with the site anymore. If you want to help I'd check out our newest development video to see where you can learn some skills if you are truly interested: https://www.youtube.com/watch?v=Ql3FNCrYkGU

Karma: 0 (0 votes)