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Chris McCallum
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Skyblivion Actor Warehouse Project: Downloads and Discussion


Skyblivion Actor Warehouse Project: Description and Downloads

I am making a set of mods that I hope the Skyblivion development team will find useful. I am creating a Warehouse for each Race in Skyblivion. Why? Because I thought it would be a nice reference to look at instead of trying to hunt down the specific character when you wanted to see if a change to him or her was made correctly and having all the characters in one spot will do that. These are characters from Oblivion only.

This is a big project for me but if it helps then it will be well worth it and I am having fun. Ok on to important stuff. In order to make these work right I had to change every character's AI Data to Neutral on all the settings otherwise you get a bunch of characters fighting each other. I also disabled the character's spells so that they aren't casting them when you transport into a Warehouse. So that means if you want to actually play the game as it is you will need to disable my mods before you play. I don't have a full copy of Skyblivion as it is not available and I am not going to hunt the internet for a hijacked copy. I found a Skyblivion.esm file here on this site and that is what I am using to make these mods.

I am doing each Race separate because not everyone may want to work on the same Race. These are meant as visual aids. Take the Argonians for example. Right now all of them look the same but someone may be working on changing their faces or hairstyles and with these mods they can simply go into the Warehouse and find the character and see the changes.

The characters are not placed in any order because of limited time. To do the Argonians I dragged all of them at once into the room and then moved them one by one to a good spot with plenty of room to walk between so Yes you will have to search around for the one you are looking for but it isn't hard. I might just take a minute or two but that beats searching for the character in the actual game any day of the week.

To get these working simply download the file and unpack it to your Skyrim directory. The file structure is correct. To get into a Warehouse you turn on Skyrim and open the console using the ~ key and type the following code of which Warehouse you want to enter.

coc tes4warehouseargonians

coc tes4warehousebretons

coc tes4warehousedarkelves

coc tes4warehousehighelves

If I can get one Race done a day that will be good and a good goal. I hope folks will find these useful and helpful as they work on their Skyblivion Mods.

Edited by: Chris McCallum on 10/17/2014 - 19:56
Chris McCallum
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Bretons, Bretons everywhere


Skyblivion Actor Warehoues Project Screenshots

These are screenshots of the Warehouses taken so that you can see what they actually look like before downloading.

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Uhmm, AI packages are

Uhmm, AI packages are normally particular to each person they are assigned to. So unless you plan to have every Breton use Hannibal Traven's AI, this doesn't make much sense. There really aren't any "standard" AI packages other than maybe setting up breakfast at 7am to 8am for everyone. Though that may look interesting for Breton bandits when you encounter them in caves.

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SBB64 - In Skyrim there are

SBB64 - In Skyrim there are two types of AIs. One is the characters daily schedule which was the one you were referring to in your comment. That is not the one I changed. I changed the one that controls aggression etc. If they are not changed to Neutral then you will get a room full of characters fighting each other. That is not the purpose of these mods. These mods are for modders of Skyblivion to use as tools to help them change and see changes to characters quickly and easily. Once the modder is done with the mod he or she can simply delete it. To put it another way I am making a set of tools for Skyblivion modders. They can use these to locate a character much faster than going in game and trying to find them and as I said once the modder is done with these they can simply get rid of them. They have no purpose in actual game.

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Ah, AI Data, not AI Packages.

Ah, AI Data, not AI Packages. Glad you clarified.

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SBB64 - I've edited my

SBB64 - I've edited my original comment to a screenshot comment so that it would be right under the downloads and I changed the Download description so that is says AI Data. That way I have all of my important stuff at the top of the discussion and it reflects your question about AI.

Yeah if I changed the AI packages it could really mess things up. I changed the AI Data because if I didn't a downloader would get a room full of characters in battle. I also disabled every characters spells so they are not casting them when you enter a Warehouse. There was one that was pretty funny. A character had a disease spell in his list and when I went into the Warehouse the disease would be activated and it would kill the character. LOL! So to put a stop to this I created a Template in which I change not only the AI Data but the Spell Lists. These mods are meant for testing facial changes, weapons, armor and clothing. Also there may be other uses for them that I haven't thought of. Anyways I've got 3 modules done now. I am aiming for one a day. This isn't easy work but if it help one Skyblivion modder then it is well worth the effort and I am having fun and that is what games are all about.

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I am taking the weekend off

I am taking the weekend off from modding. Don't want to get burned out and not finish this project. I will pick back up first thing Monday morning.

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I am halting work on this

I am halting work on this project for two reasons. Number 1 is that I don't know if anyone is really using these so I could be wasting my time and Number 2 the Skyblivion.esm file seems to be messing up several things when I am playing Skyrim. I get purple doors and even worse the opening sequence in Skyrim when you are in a Wagon going to Helgen is all messed up. Basically the Wagon is going all over the place. The wheels look like they are coming off and the Wagon even turns upside down. Go figure. I will resume the project only if I know people are using it.

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I've had the same experience

I've had the same experience with the wagon cart but it isn't Skyblivion causing it. I usually get it from loading any of the "add people/creatures" mods like SkyMoMod or Extra Encounters. The problem goes away if I load all of these after entering the fort during the dragon attack.

As for people using this, probably not. My understanding is that all of the navi mesh has to be manually regenerated for every interior area. So hopefully that is being worked on for now. There are no dialog files yet, so I can't work on any of the quests. Since actors can't more, I haven't bothered to do the AI packages yet either.

However, I think your work will be very helpful once all the equipment, weapons, and armor/clothing are done. That way it is really easy to scan around each room and see which actors got skipped or if their outfits aren't setup correctly. But we are no where near close to finishing Skywind which needs the same items created. So that needs to be done prior to jumping into Skyblivion. Though it would be nice if we had a big enough team to work on both projects at once.

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@SBB64 - I've been away from

@SBB64 - I've been away from the forums for several days doing other things. You are probably right about the Skyblivion.esm not causing the Wagon Ride rollercoaster effect. I think it was a couple of mods called Immersive Armors and Immersive Weapons. These are big time Skyrim mods but I fail to see the need for them. I tried them and never really felt like they Immersed me in the game. All they are are a collection of hundreds of Armors and Weapons and some of them are from other people's mods. Anyways I got rid of those and the Wagon Ride returned to normal.

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Yes, I had forgotten about

Yes, I had forgotten about those two mods. I use them as well. Same issue, I have to activate after the cart ride. None of those mods will carry over to the Oblivion space anyway, so not much point in loading them unless you want to craft the items.

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@SBB64 - I knew it had to be

@SBB64 - I knew it had to be those mods. Thanks for confirming it. I made a small Skywind mod today which gives all the chracters in Seyda Neen an Outfit. I have Skywind 0.9.0.1 and sometimes I like to go over there and just look at it. It is amazing and I am looking forward to the next update. I don't like all the characters with no clothing though so I made a small mod to clothe all the characters in Seyda Neen. I've read that the developers have a way that they are going to convert what is in a character's inventory to an outfit so I know that doing a whole project like this won't be used but I thought I'd make Seyda Neen for myself. The whole game - NO! Anyways thanks again for confirming those mods. Those Skyrim mods are like the 3rd most downloaded mods of all time but yet I can't see the reason why. All they are, are hundreds of weapons and armors to make and the author of those mods did take some of other folk's work at put it into his mods. Probably got permission but still if it were me I would have stuck to my own original ideas.

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@SBB64 - I knew it had to be

Oops I double posted the comment above. Must have clicked the save button twice. LOL! Anyways this post is the second one changed.