Setting a new place as an Inn, for bard creation

Post » Sat Nov 17, 2012 3:58 pm

I would like to create a place for a bard to do its thing. Ive watched tutorials on how to create a bard and that is fine, but i need to make my new inn an inn so the bard can play there. Am I missing something obvious?
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Jennifer May
 
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Post » Sat Nov 17, 2012 3:12 pm

I believe bards can technically play anywhere, Bethesda just put them all in inns. There are a bunch of idle markers and packages that should handle everything as far as I know (I've never created a bard so take this with a grain of salt I guess :P)
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priscillaaa
 
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Post » Sat Nov 17, 2012 6:00 pm

Howdy, my bard didn't start playing until I made my cell an inn too. I think it has something to do with the script being tied to the inn location.

It can be done by creating a new location and then linking that location to your cell.

First Step:

In the object window locate

World Data -> Location

With location selected, a long list of locations will appear in the object window (a blue square with a yellow L inside indicated a location)

Right click anywhere in this column and select new


Step Two:

Enter the following data aside each subheading:
  • ID: Call the ID whatever you like, this just helps you find it in the menu system more easily.
  • Name: Just call it the name of your Inn
  • Parent Location: None
  • World Location Marker Ref: Link this to your map marker outside
  • World Location Radius: Set to whatever you like

Then add two keywords to the keywords table by right clicking in the table and selecting 'add' (don't select new as you want to choose a pre-made one) Add the following keywords:
  • LocTypeInn
  • LocTypeDwelling (not necessary but I just added it anyway like the other inn's)

Click 'OK' then save your progress.


Step Three:

Look at the cell view table, locate your interior cell's ID then right click and hit 'edit'

If everything is greyed out, simply use the drop down box in the top left corner of the new window (it should say interiors), click it then simply select interiors again and everything should become editable.

Now look at where it says 'Location' in the Common Data tab. Use the drop down list and find the ID you set for your location back in step two.

- You can also set some default music, under the music type drop down list select 'MUSTavern'

- Also check the tickbox of Can't Travel from here if your inn is indoors.

- In the interior data tab of the same window, you can set the name of your inn under 'Name'. This is what people will see when they approach your inn's door.


Then simply, Apply -> OK and save

Edit:
- Also make sure your bard has the BardSongsScript in his scripts list.
- Also give him a sandbox package in his AI packages. Then uncheck "reaction to player actions" in the Flags tab. This will make it so he keeps playing even if you go near him as he wont be interrupted to greet you.
- Also if you want him to play in a specific area then drop an Xmarkerheading in the location you want him to play and in his sandbox AI package under "location" select the xmarkerheading in the reference window.
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Mason Nevitt
 
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Post » Sat Nov 17, 2012 10:10 pm

Apparently, looking at the bard script, it may be important that the Parent location in step 2 above be toggled to a location named in the script.
In my DovKroniid Redoubt mod, the Dragon's Breath Inn had to be set to Whiterun hold location as parent location in order for the bard to function.

Now this may be some weird intersection of voice type selected and the parent location if you are putting a new bard in a new inn.
Note also - the young eager female voice - although definitely cute, is one of the more horrible singers.
Even toned female, like Lisette, works really well - and in conjunction with Whiterun hold location as a parent location.
I think the Nord Male, and eager young male (Mikael) work pretty well but haven't played with their parent locations - although Whiterunhold location obviously works for Mikael / eager young male voice.
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Ana Torrecilla Cabeza
 
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