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hotrack

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  1. So I was looking through some Helgen mods to satisfy my modcraze, but given the real problems of modding Helgen, not too many mods would dare try the clusterCK that is Helgen. Not to mention, the oft-used method of installing / activating AFTER Helgen intro as Reborn/Rebuilt does it, makes it less attractive. But then I thought vanilla post-attack Helgen already have squatters (albeit bandits) and some functional vanilla cell interiors. And after reading UESP, I just learned why the exterior bandits are now not respawning (which for the longest time was my experience with Helgen until recently, and now apparently changed only as recent as USSEP 4.0.8, in order to standardise to the 'never reset' Helgen encounter zone). It'll be nice if new, civilian squatters can come in to re-populate Helgen, BUT WITHOUT the need for ANY NAVMESH or CELL structure changes to keep it simple. I'm not sure of the navmesh pathing, but it's squatters we're talking about here, we're not expecting a 8pm to 12pm inn crowd package. Idle markers for pickaxes, hammering, woodchop/woodpile pickups packages could make it look some semblance of repurposing/scavenging/rebuilding is happening, though for no real end result. These and furniture [bed/cooking] for subsequent civilian NPCs can even be activated using the vanilla parent enablers, while civilian NPCs can activate after the last bandit is dead (though given the complexity of Helgen, how this can be achieved beats me [as it's technically not a 'clearable' location, right?]). And rather than full-fledged blacksmiths/merchants/farmers; the squatters can be opportunistic hunters making camp inside, an item-&-gold-poor fence (but with a chance to sell scavenged Vilod's 'Mead with Juniper Berries'), scavenging beggars and vagrants, more appropriate for the place.
  2. The Nocturnal Idle floating animation deserves more use, but with the exception of vanilla and Hel Rising, the only times I see it use is in quest stages. I'm unfamiliar why NocturnalIdle couldn't be made into an IdleMarker or something simpler, as coupled with vanilla Sovngarde hero effect, you could make an NPC into a floating statue, replacing the Dibella statues in the sanctum or something. Can someone please help in making this?
  3. Though I would really like for someone to make a fix for it, rather than me 'console'ing it if I go through another playthrough.
  4. Never mind. I just realised he was buying/selling from his OWN NPC inventory, not his faction-linked merchant container. It explains why the stuff sold to him was persistent, and sometimes he equipped the weapons I sold him. After some tinkering around, I tried to addfac him to his merchant services faction. At rank 0, he still seemed to be buying/selling from his OWN NPC inventory. Trying rank 1, he suddenly sported his container's gold amount and selling stuff to him actually moved the stuff to the merchant container. I think what I'm seeing is POSSIBLY due to the weirdness of this quest's scripting, though I'm unclear what it is.
  5. I know this is a reviving a necro thread, but Ancarion's merchant container chest is driving me nuts. It seems incapable of respawning and from TES5Edit, with the exception of a 'hidden from NPC' flag of the merchant faction specifically for Ancarion, nothing seems to be out of the ordinary. But the damn merchant container keeps having the stuff I sold regardless (even if not being in Solstheim for more than 30 days).
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