[WIPZ] Radiance: A Simple Immersion Booster

Post » Sun May 27, 2012 5:42 am

what about events after you clear a dungeon, it can become habitable or something. say after you clear out a fortress a merchant sets up shop, or a khajiit caravan. like dynamic but possibly temporary settlements.

city events, like festivals, feasts, ceremony.

This sounds like a really neat idea :)
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Etta Hargrave
 
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Post » Sun May 27, 2012 11:35 am

nice innitiative. i support this. will try the alpha today and for the next few days with a hope it won't mess up my saved game (second characters. lvl 20).

A VERY IMPORTANT QUESTION:
i had my entire game corrupted by the "registerOnUpdate" command in too many scripts. it forced me to reinstall skyrim, all my mods and throw away my saved game. ever since that i am wary of scripts.
i was also told that a "registerOnSingleUpdate" is a safe command instaed of the malicious "registerOnUpdate".
are the scripts in this mod contain the harmful "registerOnUpdate" command?

beyond that:
a suggestion:
all the events so far are random and passive. meaning that they occur around the player without necessarily involving him or requiring him to do anything.

what i want to suggest is radiant bounty quests - so among all the random quests u get from inn keepers (kill the bandits or dragon etc) there will be also "kill the bandits" or "get the artifact" or "retrieve my crappy equipment which belonged to my father who was irresponsible enough to watch it more carefully" quests that will send the player to either locations he havent entered yet or locations he hasnt visited in a long while, if possible.

so you might enter an Inn in the reach and ask for work and the bartender will give you a bounty that will send you to this cave all the way near riften which you discovered 15 gameplay hours ago but never entered. the cave will have some meaningless (or meaningful) reward in it (on a boss or a chest) but it will give the player an incentive and a reminder to go and explore the cave, which he forgotten all about it by then.

a question - is it possible to occupy locations (caves, forts, dungeons) with different enemy types? basically replace the pre-designated enemies with a nother group type of enemies) so a cave of bears will include spriggans, or a fort of the forswarn will include bandits etc? this will give a nice reason to visit a location a second time and find leveled enemies that are different than the ones u fought before.
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Dan Endacott
 
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Post » Sun May 27, 2012 12:30 pm

what i want to suggest is radiant bounty quests - so among all the random quests u get from inn keepers (kill the bandits or dragon etc) there will be also "kill the bandits" or "get the artifact" or "retrieve my crappy equipment which belonged to my father who was irresponsible enough to watch it more carefully" quests that will send the player to either locations he havent entered yet or locations he hasnt visited in a long while, if possible.

so you might enter an Inn in the reach and ask for work and the bartender will give you a bounty that will send you to this cave all the way near riften which you discovered 15 gameplay hours ago but never entered. the cave will have some meaningless (or meaningful) reward in it (on a boss or a chest) but it will give the player an incentive and a reminder to go and explore the cave, which he forgotten all about it by then.
More radiant quests would be a very good thing. It's quite disheartening how strict of a pattern there is to them all (Inns always give you a message from the Jarl's men to kill something and you always go the Jarl's steward for a reward, Companions always need you to rough someone up or kill an ex-con or something; you start getting repeats very quickly from any source). Having them give out many more types of quests, and even have more NPCs give radiant quests, would be a great thing.

I'd recommend taking a look through http://uesp.net/wiki/Daggerfall:Quests, as they could give some good radiant quest ideas (they're short, but the vast majority of those outside of the MQ were repeatable with randomized places/items/rewards). Variety is the key.
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xxLindsAffec
 
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Post » Sun May 27, 2012 8:31 pm

are the scripts in this mod contain the harmful "registerOnUpdate" command?
None of the active scripts use RegisterForUpdate-type functions
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jasminε
 
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Post » Sun May 27, 2012 11:47 am

I'll test this asap. To other users: if you've downloaded the Steam Workshop version, delete radiance.bsa or it will get loaded. The Nexus version uses loose files.

Haven't encountered any corruptions yet
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Nathan Risch
 
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Post » Sun May 27, 2012 9:51 am

I still get corrupt saves...
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Mandi Norton
 
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Post » Sun May 27, 2012 12:12 pm

what about events after you clear a dungeon, it can become habitable or something. say after you clear out a fortress a merchant sets up shop, or a khajiit caravan. like dynamic but possibly temporary settlements.

city events, like festivals, feasts, ceremony.
This first idea might be something, but I'll have to think about how to best implement it. Maybe have a chance to spawn vagrants/hunters/caravaners in open-air camps that haven't respawned yet.

a suggestion:
all the events so far are random and passive. meaning that they occur around the player without necessarily involving him or requiring him to do anything.
Since Pseron Wyrd already answered your first question, I'll go straight to this--there are lots of events that spawn by default, but I'm trying to implement more that only spawn based on what the player has done in the world. Sure, the player doesn't do anything to trigger a specific civil war battle directly, but Radiance's civil war battles will only spawn if the player triggers the civil war questline. Another thing I'm exploring is having adventurers whom you rescue or retrieve weapons for actually go out and do something: for instance, if you get Mjoll the Lioness's weapon back but don't take her on as a companion, you might meet her roughing up some thieves in the Rift. Break Thorald Gray-Mane out of the Thalmor dungeon, and find him wreaking righteous vengeance on some Thalmor later on. That kind of thing.

a question - is it possible to occupy locations (caves, forts, dungeons) with different enemy types? basically replace the pre-designated enemies with a nother group type of enemies) so a cave of bears will include spriggans, or a fort of the forswarn will include bandits etc? this will give a nice reason to visit a location a second time and find leveled enemies that are different than the ones u fought before.
I'm not sure about that. I can look into it, but I'm a bit weary about adding that feature--it could very easily break other quests that rely on the Radiant system, both vanilla and added by other mods.

More radiant quests would be a very good thing. It's quite disheartening how strict of a pattern there is to them all (Inns always give you a message from the Jarl's men to kill something and you always go the Jarl's steward for a reward, Companions always need you to rough someone up or kill an ex-con or something; you start getting repeats very quickly from any source). Having them give out many more types of quests, and even have more NPCs give radiant quests, would be a great thing.

I'd recommend taking a look through http://uesp.net/wiki/Daggerfall:Quests, as they could give some good radiant quest ideas (they're short, but the vast majority of those outside of the MQ were repeatable with randomized places/items/rewards). Variety is the key.
I'll investigate this possibility after I've got a more complete set of world interactions and the mod is confirmed stable.

I'll test this asap. To other users: if you've downloaded the Steam Workshop version, delete radiance.bsa or it will get loaded. The Nexus version uses loose files.

Haven't encountered any corruptions yet
Please let me know if you do get any.

I still get corrupt saves...
Well, that's not good. Did you delete Radiance.bsa? Were you able to determine what triggered the corruption (change of cell, encountered one of my world interactions, etc.)? Are you sure you extracted all of the scripts?

I probably won't have time to work on the corruption issue anymore this weekend, as I can only really test it at work--the corruptions don't happen at all on the computer I'm developing this mod on. In the meantime, I can investigate some more and see if I come up with any other theories as to what causes this...
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Lizzie
 
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Post » Sun May 27, 2012 10:40 am

I took a good, long walk through Skyrim; my saves didn't get corrupted, but I also didn't encounter any radiant events as far as I know.
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kat no x
 
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Post » Sun May 27, 2012 7:00 am

This sounds absolutely wonderful. Maybe some events with random rabid lesser werewolves(not as powerful as the Companions and lack control) attacking settlements or soldier camps at night.
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Steeeph
 
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Post » Sun May 27, 2012 6:25 pm

Ive been following this mod from the beginning, its a great idea. I can confirm the saved file corruption has been fixed, great work there. However now I get random crashes with no discernible pattern. Once I disabled the mod the crashes stopped. Probably a conflict in mods, Ill play around with it and post any other news. Also it definitely conflicts with the Occupy skyrim mod. Works with Skyrim live though.
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Stu Clarke
 
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Post » Sun May 27, 2012 5:36 am

Ive been following this mod from the beginning, its a great idea. I can confirm the saved file corruption has been fixed, great work there. However now I get random crashes with no discernible pattern. Once I disabled the mod the crashes stopped. Probably a conflict in mods, Ill play around with it and post any other news. Also it definitely conflicts with the Occupy skyrim mod. Works with Skyrim live though.
I'm glad to hear it about the save corruption, but news of CTDs worries me. Would you mind posting your load order? Also, what happens when you run Occupy Skyrim with this--is it that one of the mod's events don't fire at all, or do you think this is the source of the CTDs?

I'll have to take a look at Occupy Skyrim myself, since I'm also interested in running that mod.

I took a good, long walk through Skyrim; my saves didn't get corrupted, but I also didn't encounter any radiant events as far as I know.
So far, so good. You didn't encounter any radiant events at all, or just none of the ones added by this mod? If it's the former, we've got a problem; if it's the latter, let me know if this persists. It could just be luck of the draw.
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Rudi Carter
 
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Post » Sun May 27, 2012 5:41 pm

Ive been changing my load order around all night just playing around with it. When I get the load order straight ill post it. When you activate Radiance it asks you if you want to overwrite Occupy Skyrims files thats the only conflict. Keep up the great work man
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Amy Smith
 
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Post » Sun May 27, 2012 8:24 am

Also like the idea - will try the mod out soon. A suggestion for the Mages guild would be to have requests for enchanted items be delivered to you if your skill is high enough. This might not need any vo if some vanilla generic responses would be appropriate for the delivery dialogue. Or it could just be done with notes and a chest.

After playing the courier for Sergius Turrianus, it would feel good to have people come to *you* for a change.
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Darrell Fawcett
 
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Post » Sun May 27, 2012 4:14 pm

Perhaps this would be out of the scope of the mod, but what about a few encounters that revolve around the race you select. Perhaps getting roughed up by some guards inside a town if you are a Khajiit, or some Patriotic Nords attacking you if you are a High Elf.
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TWITTER.COM
 
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Post » Sun May 27, 2012 12:37 pm

crashes fixed. Im pretty sure it was unrelated to Radiance. I had to remove all my sound mods now everything works great.
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Harry Leon
 
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Post » Sun May 27, 2012 8:30 pm

Ive been changing my load order around all night just playing around with it. When I get the load order straight ill post it. When you activate Radiance it asks you if you want to overwrite Occupy Skyrims files thats the only conflict. Keep up the great work man
I checked it out, and it should be safe. That particular file doesn't look like it's actually used by Occupy Skyrim... I don't know. That said, I may have to do some major under-the-hood work on Radiance to cut down on the odds of this kind of conflict happening again. :(

Also like the idea - will try the mod out soon. A suggestion for the Mages guild would be to have requests for enchanted items be delivered to you if your skill is high enough. This might not need any vo if some vanilla generic responses would be appropriate for the delivery dialogue. Or it could just be done with notes and a chest.

After playing the courier for Sergius Turrianus, it would feel good to have people come to *you* for a change.
I do have something like this planned. :)

Perhaps this would be out of the scope of the mod, but what about a few encounters that revolve around the race you select. Perhaps getting roughed up by some guards inside a town if you are a Khajiit, or some Patriotic Nords attacking you if you are a High Elf.
This is something I've thought about doing; I just need to refine it into something more workable for now. They'd have to be pretty simple events, though, and they may target racial groups instead of specific races. For instances, you might get Patriotic Nords attacking you if you're an elf, regardless of elf type. You could get roughed up by guards as either beast race. That sort of thing.

crashes fixed. Im pretty sure it was unrelated to Radiance. I had to remove all my sound mods now everything works great.
Hmm, strange. Still, I'm glad to hear it! (Also, I forgot to mention this before--good to see you on the gamesas forums! Have you received your http://images.uesp.net/c/c4/Fishystick.jpg yet? :D )
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J.P loves
 
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Post » Sun May 27, 2012 9:44 am

So far, so good. You didn't encounter any radiant events at all, or just none of the ones added by this mod? If it's the former, we've got a problem; if it's the latter, let me know if this persists. It could just be luck of the draw.
I did encounter quite a few vanilla radiant events; including imperials with a prisoner, thalmor justiciars with a prisoner, and an imperial legate and a whiterun guard executing an outlaw.

Hmm... actually, on second thought, that last one was added by your mod, so good work.
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Nick Jase Mason
 
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Post » Sun May 27, 2012 7:38 pm

I checked it out, and it should be safe. That particular file doesn't look like it's actually used by Occupy Skyrim... I don't know. That said, I may have to do some major under-the-hood work on Radiance to cut down on the odds of this kind of conflict happening again. :(


I do have something like this planned. :smile:


This is something I've thought about doing; I just need to refine it into something more workable for now. They'd have to be pretty simple events, though, and they may target racial groups instead of specific races. For instances, you might get Patriotic Nords attacking you if you're an elf, regardless of elf type. You could get roughed up by guards as either beast race. That sort of thing.


Hmm, strange. Still, I'm glad to hear it! (Also, I forgot to mention this before--good to see you on the gamesas forums! Have you received your http://images.uesp.net/c/c4/Fishystick.jpg yet? :biggrin: )


Thanks for the stick! The mod is working great, got ambushed and killed by a bunch of vigilant last night!
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Esther Fernandez
 
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Post » Sun May 27, 2012 12:33 pm

opaj, thanks for replying, man :)

so what do u think about additional bounty quests like i suggested in page 3? quests that send u to locations you havent cleared yet for some reward or a random assignment, for the fun of it?
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CHANONE
 
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Post » Sun May 27, 2012 7:33 am

I did encounter quite a few vanilla radiant events; including imperials with a prisoner, thalmor justiciars with a prisoner, and an imperial legate and a whiterun guard executing an outlaw.

Hmm... actually, on second thought, that last one was added by your mod, so good work.
Just out of curiosity--did the guard use a kill move to kill the outlaw, or did they enter battle? I'm not 100% sure I can force a kill move all the time, but it should play most of the time. In my tests, about 1/5 times they just start combat instead.

Thanks for the stick! The mod is working great, got ambushed and killed by a bunch of vigilant last night!
I'm glad you approve. :biggrin:

opaj, thanks for replying, man :smile:

so what do u think about additional bounty quests like i suggested in page 3? quests that send u to locations you havent cleared yet for some reward or a random assignment, for the fun of it?
My concern with that one is that I don't want to add dialogue to vanilla NPCs. Lots of other people have said that they don't mind it, but I do--I can handle silent dialogue, but it just kind of bugs me when an otherwise voiced character starts speaking unvoiced lines.



[EDIT]

Almost forgot! Today I'm working on overhauling the backend of the mod to reduce the chances of mod conflicts further. I've got a build working, and I'm currently testing to make sure it actually spawns events/doesn't cause save corruptions/etc. (Doesn't cause save corruptions: check. Spawns events properly: Requires further testing. :( )
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Emmi Coolahan
 
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Post » Sun May 27, 2012 11:24 am

Just out of curiosity--did the guard use a kill move to kill the outlaw, or did they enter battle?
It was a kill move.
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Laura Ellaby
 
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Post » Sun May 27, 2012 7:26 pm

My concern with that one is that I don't want to add dialogue to vanilla NPCs. Lots of other people have said that they don't mind it, but I do--I can handle silent dialogue, but it just kind of bugs me when an otherwise voiced character starts speaking unvoiced lines

well that doesnt have to be an issue. I was talking about bounty quests. at least they COULD be bounty quests out of the limitation u mentioned:
the quest giver (a bartender) gives the player a note. on the note you can scribble whatever you want and describe the quest there.
notes can be acquired through various creative ways besides in Inns, like being attacked by someone who leaves a note with a quest. or that character that delivers a letter from "a friend", or a note (or a book) just placed in a chest in a dungeon along side the main treasure etc etc.

the main point is - are you planning on adding random quests?
there is a big difference between radiant things that happen around u without your ocntrol AND a random quests that sends you to a random location on your own initiative.
possible quests could be "kill a certain character or monster". "retrieve a family item". "rescue a person". "retrieve X amount of certain type of objects (or plants or artifacts etc)". they could be a lot of stuff that give incentive to the player to just go out and play for a purpose.


does this sound like something you are planning on doing?
do you know how to place a quest objective in a random location? is that even possible?
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Marquis deVille
 
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Post » Sun May 27, 2012 1:31 pm

My concern with that one is that I don't want to add dialogue to vanilla NPCs. Lots of other people have said that they don't mind it, but I do--I can handle silent dialogue, but it just kind of bugs me when an otherwise voiced character starts speaking unvoiced lines.
There's a lot of dialog in vanilla Skyrim. You could try to think up of generic things for the NPC to say, then find a similar line by the same VA and use that. If you want to get really creative, you could try splicing multiple voice files together to make them say things they never did before (Mans1ay3r's Skyrim Poop videos on Youtube do this quite well, and the Unofficial Oblivion Patch did it to fix some incorrectly spoken dialog).
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Robert
 
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Post » Sun May 27, 2012 12:17 pm

Quick question... is there any difference between steams and nexus files? the update dates were different since I last checked...?
Looking forward to giving this a try!!! I am leading towards the BSA version since it is easier to remove if necessary or update... any opinions?

Thanks,
E
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Naughty not Nice
 
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Post » Sun May 27, 2012 6:59 am

It was a kill move.
Excellent.

the main point is - are you planning on adding random quests?
there is a big difference between radiant things that happen around u without your ocntrol AND a random quests that sends you to a random location on your own initiative.
possible quests could be "kill a certain character or monster". "retrieve a family item". "rescue a person". "retrieve X amount of certain type of objects (or plants or artifacts etc)". they could be a lot of stuff that give incentive to the player to just go out and play for a purpose.


does this sound like something you are planning on doing?
do you know how to place a quest objective in a random location? is that even possible?
At the moment, I'm not planning to do this. That doesn't mean I'll never do this, but it's not in my current plans.

However, yes, it is possible to do what you're asking.

There's a lot of dialog in vanilla Skyrim. You could try to think up of generic things for the NPC to say, then find a similar line by the same VA and use that. If you want to get really creative, you could try splicing multiple voice files together to make them say things they never did before (Mans1ay3r's Skyrim Poop videos on Youtube do this quite well, and the Unofficial Oblivion Patch did it to fix some incorrectly spoken dialog).
I might try the first option if I feel the need. :)

Quick question... is there any difference between steams and nexus files? the update dates were different since I last checked...?
Looking forward to giving this a try!!! I am leading towards the BSA version since it is easier to remove if necessary or update... any opinions?

Thanks,
E
For now, use the Nexus files. I'll try to get a fix up on the Steam version today, but as of right now that version is broken and will cause problems.
[EDIT] It should be safe to use the Steam version now. Let me know if it causes any save corruptions.
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Czar Kahchi
 
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