[RELz] Buried Treasures

Post » Wed Aug 28, 2013 10:35 am

Buried Treasure by Hypno88 & Matthew_Kaine
Version: 1.0

Download: http://skyrim.nexusmods.com/mods/40874/?

https://dl.dropboxusercontent.com/u/108612676/Screen1.jpg
https://dl.dropboxusercontent.com/u/108612676/Screen2.jpg
http://youtu.be/irXgRzPYK_c

Description:
  • This mods adds buried chests all over the land, waiting for somebody to come along and discover. Where are they and what do they contain? Well, I think we'll leave that one for you to figure out on your own! All the buried chests have unique contents, some of which have small stories behind them, so we hope you enjoy seeking them out.
  • You are looking for mounds of "Disturbed Soil". They are not very easy to spot so you'll need to keep your eyes peeled. You can only dig them up if you have a shovel in your inventory. An animation plays, the screen fades to black, an hour of game time passes and then the screen fades back in revealing the freshly exhumed chest. After picking the lock you are then free to loot the contents.
  • All the buried chests do NOT respawn when the surrounding cell resets, so they can be used as storage, safe in the knowledge that your items won't disappear. To rebury the chest and retrieve your shovel, select it while sneaking to bring up a small options menu.
  • The second feature of this mod gives you the ability to dig your own stash spots anywhere you wish. The first time you load the mod, a new lesser power "Dig Stash" gets added to your character's spell list. Just aim your crosshair at the spot on the ground you wish to place your stash then cast the power (Works best in 1st person. You still need a shovel in your inventory to use this power).
  • You can only have a maximum of 10 separate stashes in the world. Because of this, the sneak menu for your personal stashes will have the extra option "retrieve" which removes that particular stash spot so you can place one somewhere else (on personal stash spots, the sneak menu works even if the sack is still in the ground). To keep track of your stash spots, select the miscellaneous quest and then your stashes will show up on your map.
  • Lastly, if the mod detects you have SKSE installed, then a new stat "Buried Chests Discovered" will be added directly to the vanilla stats page. This mod does NOT require SKSE to function normally, just this last feature. You can enjoy this mod just the same without SKSE
Requirements:
  • A shovel
Installing
  • Install as usual either manually or with NMM. I don't think this mod will conflict with anything so its really up to you where you put it in your load order, but "BuriedTreasure.esp" must always come before "BuriedTreasure_Outside.esp". If want the ability to place your own stashes but you don't want the buried chests placed throughout the land, then just load the Core esp on its own
Uninstalling:
  • Unlike previous Bethesda titles, Skyrim doesn't really support uninstalling mods then continuing on in the same save, so do so at your own risk. Just be sure to retrieve your items first, because they will be lost if you suddenly remove the mod.
Compatability:
  • Mods that give you the ability to either "bash" locks or use unlock spells probably will NOT work with the dug up chests, due to how its all set up . By all means, give it a try and let us know if this information is incorrect
Permissions
  • The source files for all scripts used in this mod have been provided inside the bsa, for anybody to do with as they please. The models were made by mashing vanilla models together, so I cannot really call them "mine", so again, you are free to use them as you please.
  • DO NOT upload this mod in its entirety to any other website. We as the authors hold the right to distribute where we want, if we find this mod on a site where we didn't upload it ourselves, action will be taken to get it removed
  • If you wish to translate this mod into another language, feel free. But please contact us and send us the esp so we can provide it as an optional download from within the main download page
Contact
  • Bethesda Forums: hypno88, Matthew_Kaine
  • Nexus: hypno88, Matthew_Kaine
  • TESAlliance: hypno88, Matthew_Kaine
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lucile davignon
 
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Post » Wed Aug 28, 2013 9:47 am

Awesome! Reminds me of Fable, well when there was just Fable and it was good. Also didn't you say you may incorporate your wolf mod to "help" you find these treasures?

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Lawrence Armijo
 
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Post » Wed Aug 28, 2013 9:26 pm


Haha, hit the nail right on the head there mate! Fable was one of my inspirations when I first started working on this


Yep that's the plan. But the coding for that feature will be inside of the Wolf Follower mod. How it will hopefully work is that every once in a while, your wolf will start barking, a message pops up saying "Your wolf smells something", then he'll lead you to the closest undiscovered dig spot

- Hypno
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Andrew Lang
 
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Post » Wed Aug 28, 2013 7:38 pm

Nice, though I feel you should make the detection radius like 50-100 feet out. I feel any further out would be overkill and make the treasure hunt too easy and any smaller and the wolf would probably be almost worthless for detecting the treasure.

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RaeAnne
 
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Post » Wed Aug 28, 2013 6:03 am

This was very nice in Fable indeed. I remember spending a lot of time in that Orchard farm digging around...

Anyway, I like the idea a lot and how you've implemented it. However, there's one thing I think should be changed, but this is just my personal opinion and I'm sure other people think differently.
I think it would be better if the "disturbed soil" was less noticable. What makes it so easily noticable is that it has a different texture than the ground. But I realize that the chests are buried in different places in Skyrim, which have different ground textures, so perhaps a good idea would be to have a specific texture that blends better in with the ground texture... for each region? So for instance https://dl.dropboxusercontent.com/u/108612676/Screen2.jpg disturbed soil would be more have more grass in its texture to blend better in with the surrounding grass.

Again, just my opinion. I just want to have a bigger challenge finding the chests :wink:. In any case, looks like a great mod, thanks for making!

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Roanne Bardsley
 
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Post » Wed Aug 28, 2013 4:14 pm


That wouldnt be a bad idea to make the harder to find. Or you could make the disturbed ground area smaller and harder to spot. Or maybe a marker? Like a small circle of stones or a X texture on the ground (X marks the spot).

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kirsty joanne hines
 
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Post » Wed Aug 28, 2013 5:22 am

Congrats on the release mate :)
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c.o.s.m.o
 
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Post » Wed Aug 28, 2013 6:42 pm

Looks good!

bookmarked!

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Antony Holdsworth
 
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Post » Wed Aug 28, 2013 8:04 am

This fits thieves so well. The video is also very appealing. Will test with my good-for-nothing nord who spent more time in jail than in the wilderness.

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Alexandra walker
 
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Post » Wed Aug 28, 2013 2:00 pm

Trust me, they're going to be pretty tricky a good chunk of the time. The dirt pile there is indeed in the game, but that one serves as more of introduction to the concept. I won't give the exact location, but it was intentionally made hard to miss, and you'll always run into it around the start of a new game unless you're using some kind of alternate start mod.

That being said, we're more than willing to listen to constructive criticism on how to make the experience more enjoyable. I would just recommend trying it out before making these kinds of suggestions.

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Andrew Tarango
 
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Post » Wed Aug 28, 2013 7:20 am

If only I can remember the location of all of the chest by heart, I could have many hidden stashes all over Skyrim!

Looks very nice, I'll give it a whirl.

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u gone see
 
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Post » Wed Aug 28, 2013 9:32 pm

Spoiler
If you go into the readme, theres a list of all the dirt piles and their formID's. In game, open up the console and type "player.moveto xxxxxxxx" where you've replaced the x's with the particular formID. You'll then fast travel to the dirt pile

...or just mark them on the RL map that came with your game :smile:

- Hypno

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Da Missz
 
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Post » Wed Aug 28, 2013 8:31 pm

This sounds like a wonderful idea! Are these chests in fixed locations or do they spawn at random locations? I'm so clueless I don't even know if randomized locations are possible. But if they are, I think it would add replayability to the mod for those players who do not like hand-placed loot.

Anyway, I look forward to trying this out in my next game!

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Sunny Under
 
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Post » Wed Aug 28, 2013 9:40 pm

If it is possible then it would be cool to have random chests floating around too. Just to give you that element of surprise.

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ShOrty
 
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Post » Wed Aug 28, 2013 10:38 am

COMING SOON: Grave Robbing (http://youtu.be/Vanluonhijs)

- Hypno

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lydia nekongo
 
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Post » Wed Aug 28, 2013 1:54 pm

AWESOME! I think it would be cool if there was a chance of a random ghost popping up and attacking you for digging up their grave. Also would be cool if you were a vampire you could use the casket to hide in during the day (this would be for the more hardcoe vampire mods where sunlight can be fatal).

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JUan Martinez
 
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Post » Wed Aug 28, 2013 4:57 pm


1. Good idea! It would have to be quite a low chance though so it wouldn't get old quickly

2. Hmmmm...a bit tricky but I might be able to pull off something like: When you bring up the sneak menu on the exhumed coffin, if you're a vampire you get an extra option "Sleep" which then acts like you've activated a vanilla bed.

Thanks for the suggestions, I'll see what I can do

- Hypno
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Robert
 
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Post » Wed Aug 28, 2013 11:13 am

I think that the "Disturbed Soil" would indicate recent activity, and some or all of those treasures might not be buried quite recently, and because of that, the soil should have blended with the surrounding area, thus other markers, like a specific shaped stone, like a grave stone, or a specific shaped marker like an X or star shaped carved stone or some crossed Twigs bound by rope together, could mark the place that you could dig.

I think you can have several different marker shapes ready to be used in different environments, so at some point a grave stone can be suitable, and at another place, a pile of skulls, and at another place a mound of twigs, and so on...

Grave digging can be an interesting activity, especially in Falkreath, and also especially if it would be counted as a crime if caught.

By the way great mod, and I love it as it is. :goodjob:

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Wanda Maximoff
 
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Post » Wed Aug 28, 2013 3:18 pm

The is absolutely amazing! Great job, love the way it all works and the hidden stashes were an awesome addition. Finally I'll be able to store items without buying a home or finding a random non-respawning chest. The enncouraging of exploration too! Fantastic mod mate, you've done well.

Do all the hidden mounds have a shovel next to them?

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Multi Multi
 
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Post » Wed Aug 28, 2013 2:24 pm

Great idea! :)

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Susan
 
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Post » Wed Aug 28, 2013 12:03 pm

When I get home tonight I'll look into replacing the disturbed soil with markers that are a bit more subtle, probably with the suggestions from this thread (piles of stones, sticks in an x shape, etc). This will be released as part of the 2.0 update which will include the grave digging feature.

I'll be leaving the disturbed soil markers inside the core esp and i'll put the 1.0 version of BuriedTreasure_Outside.esp as an optional download. So, if you find that the new markers are too hard for you to spot, then you've got the option of replacing the new esp with the old one

- Hypno
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Darren
 
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Post » Wed Aug 28, 2013 9:30 pm

Also would love to see it count as a crime! You know, because necromancy is such a problem in Tamriel. I'm sure guards or townsfolk would get pretty agitated to see some one digging up graves. For all they know your collecting body parts for your next monstrosity.

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how solid
 
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Post » Wed Aug 28, 2013 2:38 pm

Don't worry, we're all on the same wavelength on this. Grave Robbing will be a criminal offence, I just need to figure out exactly how I'm going to implement it

- Hypno
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JD bernal
 
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Post » Wed Aug 28, 2013 4:13 pm

The easyist way I could think of would be either figure out how to make the act of digging the grave a offense or make the caskets owned and thus you'd be stealing from them.

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Bee Baby
 
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Post » Wed Aug 28, 2013 6:25 pm

The thing is, as far as I'm aware, containers inherit the ownership of the cell they are in.

Now the containers in this mod are actually all in a separate cell. The one you click on after its been "dug up" is really just a fake middle man which then activates the one in the other cell. Think of it as cloud storage :P

Besides, I want people to be more pissed off then just the reaction you get for stealing.

But I think its all figured out. B1gBadDaddy, the Radiance King™, has swooped in and saved the day in the thread I made in the CK forum

- Hypno
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Anne marie
 
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