» Tue May 15, 2012 1:53 pm
I was working on something like this for Morrowind, only you are taking it a little further than I had. Players could basically buy a prebuilt home which was represented by a temporary object. They could place it in the world and then move it via scripts - up, down, rotate, etc. Once they found the right positioning, they would finalize it, and then the scripting would replace it with the home and all accompanying objects. It was extremely script intensive, and required a heck of a lot of calculations. Of course, the script only ran for actually placing the house and then that was it.
There's also the way Bethesda did it for the player manors and the Solstheim village. They had it already built in a prespecified location and then used scripting to enable bits here and there over time, and you could also have certain options available to purchase and add on.
The downside to my method was that you couldn't get too carried away with details, because it was impossible to account for all the variations in terrain. For example, if I made it a house with a garden, a shed and a pond, the player might be able to find a good spot for the house, but the other items might get buried or too elevated based on the surrounding terrain. A way around this would be to add other separately purchasable items for the player to place individually, a garden or farm plot, a shed, pond and other things. The house alone was taking up quite a bit of time though so I never got around to the extras.
The downside to the Bethesda method is that everything has to be pre-placed, accounting for as many variables as you are willing to allow. This meant that all the objects were actually in the game and the cell, they just weren't visible yet because they were disabled by the script until it was ready to be enabled. That means, unlike my method, the scripts had to be always running, whereas mine were only enabled when the player placed the home, and disabled as soon as the house was finalized.
That's just a couple of things for you to consider, and maybe it will help you decide how you want to proceed. For Spencer Homes I might try to do again the way I was working on it for Morrowind, but we'll have to wait and see how well I can handle the new CK. With Morrowind, it took me about almost a year of working on various smaller projects to get good enough with all the needed subskills for a project of that scope.