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WIP - The Companion friendly Hobbit Home


Pellape

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I managed to revert the mod 2 days of hard work, but that is not to bad really - I will explain why

 

I managed to make the mod dependent of both WAC, MOO, CM, Crafting and whatever.

 

I backupped the file around 15:00 and tried to delete the dependencies and requirements but I failed, so I deleted the backeup and forgot that I deleted it and tried again later around 19:00. The mod became useless, and DAMN... NO BACKUP. I had not deleted the backup as I renamed it to the mod I just crashed.... DAMN!!!!

 

Well I made a working independent and requirement free mod 2 days ago and uploaded it to Google Drive :D I can read the crashed mod, well at least the objects as CSE crash if I try to peek at the preview window, but I do not need that as I only need to peek at Packages and scripts and some objects. :D

 

I will make separate patches as well. One for Retroes crafting.esm and one for MOO, as I love the crafting in MOO, and I retextured lots of objects today as I do not like Maskar's Rustic textures and objects. I like them to look more like Hobbit Home. So I will make a Workshop outside the Hobbit Home in the MOO Patch and add all nice retextured items to it and also some cool fitting paintings, that will make it feel like they are Windows, as I will take some Screenshots outside the House and make into the new paintings.

 

  • I will also add a Quarry in the neibhourhood and some bird nests with angry birds for feathers if I lack them
  • A Nord MasterSmith will be added into the workshop, selling resources and tools if we lack some and are to lazzy to go out and get some and if we are loaded with useless gold septims
  • A portal to Camerons Paradise as it seems the logs there are unique and I wanna chop logs there. If the logs are not as cool as I think they are, I delete the portal, wich goes one way only anyway.
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The MOO expansion was not easy to get to work. Even if I added the retextured NIF files to Maskar's ini files, it couldn't find the seweing pit Container nor the Workingbench Container so I have spent all day, trying to figure out where to add them by reading and loading LOOOOADS of Maskar's scripts and I promise you, my head felt like blowing up. It is so many functions that are nested into each other. Maskar is a genius, but he does not comment his code and many things in the scripts make no sense at all.

 

Well after adding some debugs at the scripts, I managed to nail down where the containers went 00000000 so I added a script to the tools you use, to add the containers into a quest I already made long time ago when stuff did not worked for me but worked for Maskar and we did not get anywhere. But together we desided it is best I add a simple script to a quest and I added a short to it and now it contains 4 variables and everything is working great. AT one point in his scripts, I had to add my edited containers to his Crafing Quest called MOOCraft as MOOCraft.mycontainer remained 00000000 and that was stupid, so I add the current container I am working with to both my quest and to MOOCraft.mycontainer and I do that within the same block in case I do changes later and get a conflict between the 2. It feel better for me to have full control over my own quest than fiddling with his honestly. My brain feels waisted now for sure. It took me 9 hours to get this fixed and I told myself: FIX THIS s#*!!!! You can do it, yes we can!!! We can make a difference. :D Damn I really hate his scripts. Mine make more sense, well at least for me. ;)

 

We all get our own accent in the scripts or grammar. I add more rows and do not optimize 100% as Maskar do, because I want to see what is happening, every single line and I know I can use Foreach instead of While, as it more optimized but I refuse to do it because I want to control every round in the loop. If an array is 000000 or empty, the foreach will halt the script while I can prevent that in a while loop with checks. Well you can do it in a foreach as well, but I dislike it anyway. I just like to use the while Loop as it works great for me and I have control over each bloody turn.

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I am so happy with the latest changes, that I might publish a beta tomorrow already, as I will repack the mod anyway tomorrow as I will go to Kungälv, well to my flat that is then. I put a link here when I packed it.

 

So lets skip the boring text for now but I really had a lot of fun yesterday testing my MOO expansion.

 

The Workshop

Lets peek at the workshop. Everything is retextured inside and outside, except the anvil. Every tool you see here work with the Crafting provided with MOO Maskar's Oblivion Overhaul

 

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Edited by Pellape
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The whole area around the house is under siege by Ore, Wood Atronachs and Harpsies, ore nodes and Harpsie nests. I also added a lot of it in Hrota Cave as i already polluted that cave anyway so now it is mega polluted. :wink: The creatures might be to close to the house as they killed if 70% of my own creatures, but I do not mind really. They are there to provide the player with resources, like all animals at all farms well except for guard and hunter animals... :wink:

Here is some shots from my adventures yesterday around the house and it is actually very fun now to actually spend time in this previous boring area. At the moment, I mined half the nodes so it takes several hours to play this area properly now. Ore veins should not only be hided inside caves as they are also provided in the landscape in most games and also in the real world, well used to at least, which is rare now. :wink:

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Backside of the farm, lots of Ore nodes
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Whos is this?
By the way, I found this dead one outside the house and tried to ress it, but it fell down dead again. Anyone knows who he is and where he comes from? His REF starts with ff so that was not helpful at all.

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Edited by Pellape
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I got a lot of Stahlrim now so I started to remake the UV for my Stahlrim arrow, to make it fit better with the armor that comes with MOO, and here is the result.

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Close Up. Damn, That texture is really good. :D It is the cuirass texture from MOO we see here. I did manage to make the UV for the arrow to fit really good after some moving around in that texture. There where some options in there really.

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Edited by Pellape
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Thanks OblivionAddicted :smile:

First I planned to add the workshop inside the house, well at least a year ago so now I had some empty space to fill up with something, so why not my new summonable tent and a model of the workshops with working doors? The staff use the the tent and workshop as well, moving around the house. It is a labyrinth of portals now, which even makes me a bit confused when i move around myself.

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I finally got a proper beta ready for testing if you got some time over. If you wanna get into imiiate action, well talk to the Librarían in the Libarary (There is where Librarians usually are) or kill stuff around the house.

 

https://drive.google.com/file/d/1ErNAhM3JtwPCIhP0EELYt9XLc81rfY6v/view?usp=sharing

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I did a lot of boring stuff today, but necessary. I added the common COBL books to a separate esp, added books to 3 Bethesda Level lists, made it into a Wrye Bash Patch file, so when it got added into the patch, Wrye Bash unloaded the mod. Worked so great. I want the common and cheap books out into the world and into shops, with so less work as possible. Those books that where skill books in Morrowind, are now skill books in the HobbitHome as well. Damn it seems every Vivec lesson was a skill book in Morrowind, which I had forgotten. They are 6 books only on Cobl... Well it does nor matter really... ;) We do have enough books after all and if I later add both Skyrim and ESO books, we will have more than enough of books I guess.

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