Adding Trade routes and destinations for Caravans

Post » Thu Jun 21, 2012 10:18 am

I've recently created a massive mod, and am trying to edit all three Khajiit trade routes to set up shop in my mod. To be more specific, I'm needing them to not only arrive at my mod area, but also enter through two load doors. And when the caravan leaves, the last door is an auto load.

I know their vanilla paths, and merchant chest locations, but when I try modding their path, they either just end up stopping mid-ways, and not moving again, until I restore their original settings. Any ideas?
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Steve Fallon
 
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Post » Thu Jun 21, 2012 12:27 pm

I don't know how well you understand the Quests and associated scripts that drive the Caravan Leaders (and their followers)? I have done quite a bit of work with them ... but stopped short of actually amending their routes.

When I looked at amending their routes, the conclusion I came to was that it would be better to rebuild the entire system than try to modify what existed.
  • The vanilla pathing is quite poor (follow the Solitude/Windhelm one for a day!)
  • There is script to cope with the Civil War and what Caravans should do while certain towns are under attack
  • The followers do just exactly that, follow behind the leader, only the leader paths
  • The campsites are enable/disable Objects that the presense of the Leader activates

If I was going to change where they went ... I would do away with all of it and start again. From what I judged, too much of the existing system was there to get around problems with the existing system ... And so it would be better to start again with a completely new system if you wanted new destinations.

(If you just wanted to change how they got to and from the existing destinations, then there is more chance that modding the existing code will suffice, but again, I think I would still go for a complete rewrite)
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Lew.p
 
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Post » Thu Jun 21, 2012 8:48 am

Alright. I had a feeling I was opening a can of worms, when trying to modify the existing route, but thought it worth asking. Thanks for the info and advice. I appreciate it.
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Kelly Tomlinson
 
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Post » Thu Jun 21, 2012 11:43 am

I am working [WIP DovKroniid Redoubt] on a large questline that will not alter caravan routes, but open the one from labyrinthine to whiterun .
it adds a large fortification at the pass on the whiterun side. does that affect your mod?
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Chris Ellis
 
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Post » Thu Jun 21, 2012 12:24 pm

I am working [WIP DovKroniid Redoubt] on a large questline that will not alter caravan routes, but open the one from labyrinthine to whiterun .
it adds a large fortification at the pass on the whiterun side. does that affect your mod?
Are you doing this with your own Quests/Scripts, or are you planning to make changes to the existing Scripts/Quests?

Doing your own would be far better, for you and other modders ... Amending the vanilla stuff may give other modders issues (and any other modder amending the Vanilla stuff may give you issues)
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Blaine
 
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Post » Thu Jun 21, 2012 5:34 am

I do not intend to modify existing scripts; however some radiant scripts dealing with clearing bandit camps could be obviated and / or affect my quest stages .
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Manny(BAKE)
 
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