[RELz] Buried Treasures

Post » Wed Aug 28, 2013 5:30 pm

2. Had the thought of doing this my self. Just preliminary stuff, converted the grave site static from Mortthal (pulled the hole up to floor level) and added the DLC horizontal coffin in it. It works for sleeping in but you don't recover from sun damage due to being in an outdoor location, so a script would most likely need to be attached and maybe modifications to the vanilla sun damage spell (conditions check).

There are plenty of ground texture combinations, from the nifs I mentioned above I only have 2 so far that match the surrounding landscape and they have to be precisely placed or it even looks out. The worst one is snow, being mostly white the lines of the mesh intersecting really stand out.

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BlackaneseB
 
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Post » Wed Aug 28, 2013 2:33 pm

Snow could work by having a patch of snow with a small bit of soil and rocks mixed in.

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Cash n Class
 
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Post » Wed Aug 28, 2013 2:36 pm

Thanks for the heads up sun damage stuff. Here's how I'm planning on tackling the sleeping:

1. Place a vanilla bed in my holding cell
2. Use the following code if the player clicks the "Sleep" button (option only shows up if you are a vampire):
SleepingInCoffinGlobal.SetValueInt(1)(Alias_Player as playerAliasScript).StartSleep()myBedRef.Activate()
3. Then inside a script on a player alias:
Function StartSleep()   RegisterForSleep()EndFunctionFunction StopSleep()   SleepingInCoffinGlobal.SetValueInt(0)   UnregisterForSleep()EndFunctionEvent OnSleepStop(bool abInterrupted)   Float time = gameTime.GetValue()   If SleepingInCoffinGlobal.GetValue() == 1.0      If (time <= 6.0) || (time >= 19.0)         ; sun damage recovery stuff      EndIf      SleepingInCoffinGlobal.SetValueInt(0)      UnregisterForSleep()   EndIfEndEvent
The only thing I see in my head going wrong with this is when mods like See You Sleep get thrown into the mix, you might get teleported to my holding cell. There's not a lot I can do about it except making sure there's a navmeshed floor and perhaps a "teleport to riverwood" button :P

Last night I had a similar revelation, which swayed me to go with making new, realistic markers as was suggested earlier in this thread.

I was initially thinking of just retexturing my soil pile using the vanilla ground texture. As I was looking at the ground around falkreath with its dandelions dotted about, it dawned on me: "I've got no chance getting the scale to match, its never going to look right, my OCD wont let me continue!"

- Hypno
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oliver klosoff
 
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Post » Wed Aug 28, 2013 6:49 pm

The grave stones can be marker enough for the players, and you can place an unseen activator over the ground in front of each grave stone that you choose, that the players could activate when they have a shovel in their inventory, and then after the animation, "Enable" their hidden "Disabled" caskets and let them access their inventory.

Or any other method that you like.

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Victoria Bartel
 
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Post » Wed Aug 28, 2013 8:00 pm

I've been using Madmoles - See yourself sleep (or whatever it's call) and I don't think there is any intervention if you sleep in a DG coffin, so if you used that in your holding cell you might be okay. Not sure about the other new one but.

A ring of small stones around the perimeter of the mesh might be enough to hide the intersections, and talking of dandelions a dense clump of flowers might also work.

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Joey Bel
 
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Post » Wed Aug 28, 2013 2:31 pm


I wasn't talking about the grave robbing side of this mod, I was meaning markers for the buried chests we've dotted around skyrim. If you watch the grave robbing video, you'll see I've done pretty much exactly what you suggested. Great minds think alike mate :P

- Hypno
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Dewayne Quattlebaum
 
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Post » Wed Aug 28, 2013 7:54 am

Ooh - congrats on the release! Looking forward to finding the chests :tops:

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Siobhan Thompson
 
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Post » Wed Aug 28, 2013 9:38 pm

:violin: :celebrate:

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GEo LIme
 
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Post » Wed Aug 28, 2013 5:27 am

https://www.dropbox.com/s/33r2f2cmf2dlhua/graves1.jpg

Progress Report:

I have finished the crime mechanics. I had to go around the houses a bit but it works pretty well, enough that i'm going to have to turn it off in my own copy of the mod because its making it difficult to test the newer features i'm working on :tongue:.

Theres only one drawback, a slight delay between when you activate the grave and something actually happening. Depending on your system/mod setup, this could either be less than a second, or up to 4 seconds. I have made the activators "spam proof" so only the first activation actually runs the code, subsequent presses do nothing. i might even make it so on the third press a message pops up "Looking for witnesses" to explain the delay is probably due to their systems inability to run papyrus quickly at present. I will try my hardest to optimise it as much as possible, but i won't sacrifice functionality

The sleeping feature seems to be harder than i thought. The method i posted above seems to fall at the last hurdle. It looks like the sleep menu is about to pop up because the camera shifts, but then nothing. My next plan of attack is to teleport an invisible bed to the players location, Activate()'ing it once its in place, then moving it back to my holding cell OnSleepStop().

Plus, as you can see from the screenshot above, i have made a start on the esp that converts all the vanilla graves into diggable ones. I decided to tackle the biggest obstacle first, Falkreath. There's 55 gravestones there, plus another 33 in solitude and riften. I've roughly placed all the pieces, just need to string it all together and refine the placements. Bit by bit, i'm getting there...

Lastly, i've been in talks with mojo22 regarding his necromancy mod, "Corpse Preparation". We're going to try and make it so if you have both in your load order, then skeletons will spawn inside my coffins that you can then dig up and use with his necromancy additions. No compatibility patches necessary, it will just work automatically

- Hypno

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Sherry Speakman
 
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Post » Wed Aug 28, 2013 7:20 am

Nice, something I was thinking about. Will this work well with http://skyrim.nexusmods.com/mods/14178//??

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Tom Flanagan
 
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Post » Wed Aug 28, 2013 11:40 am

Not initially, no. But once i'm done converting all vanilla graves i'll definitely be looking into making a compatibility patch for that mod. I'll have to chat with Arthmoor about the technicalities, but hopefully i'll be able to convert his graves to use my digging system and then fill my coffins with his contents. So no worries, it's definitely on my todo list :)

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Sara Johanna Scenariste
 
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