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Posts posted by Ld50365
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Summary
After creating a few mods that support Hearthfire Multiple Adoptions by TMPhoenix, I found the description for the changes to be kinda confusing to understand when I was setting up my first home, this is my attempt to try and simplify the changes that need to made to make more player home mods compatible with TM Phoenix's adoption mod..I hope I can be of some help to the community of modders that would like to incorporate this into there player home mods as well.
To make the home compatible your mod needs to have HF as a master, since some
of the items and keywords come from that mod.
You do NOT need to add Hearthfire Multiple Adoptions by TMPhoenix's mod as a master
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REQUIRED CHANGES
First create two new Locations for the Interior and Exterior of the home.
Add the new Exterior Location for the exterior Cell in which your house will reside first. (World Data - Location)
1. Right Click- New - in the Location tree set the name and the ID to something (I usually use: aaa(name of house)Exterior
2. Set the correct hold in which your house reside for the Parent Location.
3. In the Render Window, Add a new map marker for your house for the exterior.
4. Click back in your new location window and under World Location Marker Ref. Select your New Map Marker
5. In the Keywords box, Right Click - Add - Add the following: BYOH_LocTypeHomestead, BYOHHouseLocationType and LocTypeHabitation
6. Click Ok and Save.
In your Cell View window, Right Click - Edit (In the Exterior cell your house resides in)
Under Common Data - Change the Location to the new Exterior Location you created.
Next create the new Interior Location
1. Right Click- New in the Location tree set the name and the ID to something (aaa(name of house)Interior)
2. Under Parent Location - Select the new Exterior Location you created.
3. In the Keywords box, Right Click - Add - Add the following: LocTypeDwelling, LocTypeHouse and LocTypePlayerHouse
4. Click Ok and Save.
In your Cell View Window, Right Click - Edit (On the Interior Cell for your home)
Under Common Data - Change the Location to the new Interior Location you created.
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Exterior Front Door: In the Render Window (While in the Exterior)
Double Click on the Front Door (Load door to the Interior)
Under Location Ref Type - Change it to: BYOHHouseFrontDoor
Pet Door Marker: Add a X Marker near the Front Door
Double Click on the X Marker
Under Linked Ref - Double click in the References box
Select Reference in Render Window - Select the Front Door (Load door to the Interior)
Under Location Ref Type - Change it to: BYOHAdoption_PetDoorMarkerSandbox X Marker(s): Add an X Marker(s) to the Exterior Cell of the home
Double Click on the X Marker(s)
Under Location Ref Type - Change it to: BYOH_ChildSandboxOutside
Idle Markers: Add a few Idle markers within range of the Sandbox X Marker
Add atleast one play doll idle marker
Double Click on each of the Markers
Under Location Ref Type - Change it to: BYOHAdoption_ChildPlayDoll
Also add various Idle Markers near the Sandbox X Marker
example: "Child lay on floor marker", "Child Play Dirt" and "Child sit on knees"
Practice Dummies: Add a few practice dummies (PracticeDummy01, PracticeDummy02, PracticeDummy03)
Double click on each after placing them in the render window
Under Location Ref Type - Change it to: BYOH_ChildDummy
Game Markers Add a few X Marker Headings in the Exterior cell
Double Click on each of the Markers
Under Location Ref Type - Change it to: WIHideandSeek
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For the Interior of the home make the the following changes:
Dining Table: Add any type of Table into the Render Window (I prefer the longer table's to provide more seats for Children)
Double Click on the Table
Under Location Ref Type - Change it to: BYOH_ChildDiningTable
Bedroom X Marker: Add an X Marker in the childrens bedroom area of the home
Double Click on the X Marker
Under Location Ref Type - Change it to: BYOH_ChildSandboxRoom
Child Beds: Add (up to) six beds for children to sleep in
Double Click on each of the beds and make the following changes
Under - 3D Data - Scale - Change it to: 0.8500
Under Ownership - Faction - Change it to: BYOHChildAdoptionOwned
Under Location Ref Type - Change it to: BYOH_ChildBed
Child Chests: Add (up to) six chests for children
Double Click on each of the chests and make the following change
Under Location Ref Type - Change it to: BYOH_ChildChest
Child Chores: Add at least two sweep idle markers
Double Click on each of the Markers
Under Location Ref Type - Change it to: BYOH_ChildPatrolChores
You can make them sweep multiple areas by linking some more sweep idle markers
to the ones with the BYOH_ChildPatrolChores keyword. Use sweep idles with
patrol data times of between 15-20 (to give an idea of how many Proudspire
uses 11, Breezehome uses 3). Set them up link reffed in a circle. You could
also add another set of sweep patrol markers near the ones you placed to
allow adults (followers/spouse) to sweep along with the kids.
Child Scene Markers: Add EXACTLY 2 X Marker Headings near each other.
Double Click on each of the Markers
Under Location Ref Type - Change it to: BYOH_ChildSceneMarker
These are used to place the kids when they start arguing or when they want to
greet you. Place them near the entrance. For example in the Hearthfire home
they are placed just inside the main hall in front of the dining table.
Practice Dummies: Add a few practice dummies in the interior
Double click on each after placing them in the render window
Under Location Ref Type - Change it to: BYOH_ChildDummy
Sandbox X Markers: Add (up to 4) X Markers within varous parts of the home (withing range of furniture, idle markers ect.)
Double Click on each of the Markers
Under Location Ref Type - Change it to:BYOH_ChildSandboxHome
Idle Markers: Add a few Idle markers within range of the Sandbox Markers
example: "Child lay on floor marker", "Child Play Dirt" and "Child sit on knees"
They don't need any special keywords. You can also add "Play Drum marker",
"Play Flute Marker" and "Play Lute Marker". Make each marker in the case of
instrument playing into Ownership Faction
BYOHRelationshipAdoptionChildOwnedFaction, they will play the instruments but
make no noise in the same way they do in Proudspire Manor.
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FOR THE SPOUSE:
Master Bed: Add a Double Bed
Double Click on the Double Bed
Under Ownership - Faction - Change it to: PlayerBedFaction
Center Marker: Add a X Marker somewhere in the home
Double Click on the X Marker
Under Linked Ref - Double click in the References box
Select Reference in Render Window - Select the Master Bed
In the same Choose Reference Box - Keyword - Change it to: SpouseBedKeyword
======================================================================
TESTING YOUR CHANGES
The mod works by using a "Bless Home" spell to determine whether or not a home is
suitable for family life. This spell runs a script that should tell you whether
or not your home as all required elements in place. If not you will be notified
that the home is not suitable and you can check your papyrus log for messages
about the missing requirements, including optional ones.- 1
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So I'm needing some help with a home mod, I've added a lighting template (WhiterunIntLightingTemplate) and many lights which I have had to increase in size in order to light the homes three floors and while navigating the cell everything works fine in game but if I wait in the cell (say 2 hours) there is these invisible barriers where some of the light markers are located in Ck (or have been before they were moved and I refreshed the cell with f5)..however after leaving the cell and re-entering it after it has reset the problem goes away...I've checked the collsion geometry for all the objects in the areas where this is occuring, looked for any other markers and hidden objects with pressing 11 and alt 1 but nothing is in the way other than the light markers and there wireframes that do overlap, any suggestions would be greatly appreciated..
Edit: Nevermind ....I found it was a mannequin glich I didn't know about, I've placed navmesh under each mannequin and resolved the issue
Landscaping: LOD Land Texture not updating..
in Creation Kit and Modders
Posted · Edited by Ld50365
Nevermind, I found a way around this issue..