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Change a room in Hearthfire homes... is it possible?


AlbionDave

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Looking for some, probably, pretty basic guidance.

 

Can this be done?

 

I would like to repurpose a room in one of the Hearthfire homes to have a different purpose (and internal layout). The ideal would be to tap into the actual design and build process (but I suspect this can't be done because I can't find other mods that do this). Alternatively, is it possible to add a new conversation option to the Steward (or another NPC that I can place in the home) which triggers a redesign/rebuild of the room?

 

I'd like to change the Storage Room to be a Dojo with rugs on the floor but no other furniture and have a "Trainer" NPC. So to change the room I'd need to check that the pre-requisites are met and then script the changes to the room (which I guess would mean deleting all the 'standard' furniture pieces - with appropriate error-trapping to check they exist - and then add the new items).

 

 

Next Steps...

 

Then have the NPC Trainer based in the room who you can talk to and have [pre-existing] animations triggered based on the conversation.

 

So, something like the PC be able to say "Teach me to use a sword" and then the NPC does a normal 1-handed sword power attack move (having moved to the centre of the room).

 

I am new to modding and have managed to create new NPC/Followers but am struggling with the "animation from conversation". I think it needs to work as a quest, with each stage opening a new conversation option (and hiding the prior ones) and each new conversation option triggering a different animation and moving on to the next quest stage.

 

 

Thanks in advance to anyone willing to give advice on what's possible and any prompts as to how to go about creating something along these lines.

 

 

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Most mods I've seen do something like this just add in the new objects they want, then instruct the player to build the appropriate wing, not build anything in there (in fact, just disable the workbench and use the console to select & disable anything they already have built), and then install/enable the mod.

 

If you want to put in the work to make it dynamic/able to be installed even if the player has already built things in there and then the player builds your objects...

I believe each room has a form ID list with all objects for their room. You may be able to run through the list in a script that will check for and disable all of these items (I do not recommend deleting... just disable). Note that many objects in the rooms will have an Enable Parent of one of the other objects. You won't be able to disable these directly, but disabling their Enable Parent will cause them to in turn disable (but if you're running down the form ID list, you should be good as these objects won't be on that list, anyway).

You can also potentially script something to disable the store room's workbench and enable your own workbench with just your objects for the player to build (if you wanted to go that route).

 

I don't know how easy it would be to change the Steward's dialog options and I know nothing on the NPC conversation/animation bit. I'm still learning much of this myself. I actually have a pretty ambitious mod idea in my head where I'm going to take over the building scripts for the wings from the vanilla ones and allow 2 things: 1) any wing can be built on any of the 3 sides, and 2) allow removing a wing so you can change it to something else if you like.

 

Right now I'm working on helping someone else update an Oldrim to SSE conversion mod, but it's helping me learn a great deal. :smile:

Edited by FuryoftheStars
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Thanks. The more I think through this the more problems come up. I feel I need to 'do something' with the contents and any containers I'm disabling too!

 

I had hoped to be 'script-light' and have almost all of the mod as conversations triggering animations and minor changes so it's entirely possible I will have to build an 'outhouse' and use that to host the entire mod.

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