Hannes821
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Post by Hannes821 on Jun 13, 2017 8:01:26 GMT 1
IF YOU WANT TO APPLY, PLEASE CREATE A NEW THREAD ON BEYOND SKYRIM FORUM, WITH YOUR NAME AND INTEREST! THANK YOU. COMMUNICATION RUNS ON OUR DISCORD SERVER, YOU WILL BE INVITED. THIS FORUM WILL BE LOCKED AND ONLY USED AS ARCHIVE. THANK YOU FOR YOUR UNDERSTANDING.
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Hannes821
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Post by Hannes821 on May 28, 2017 13:13:19 GMT 1
sounds great! lets do this. give me some keywords of interest, and i make sure to suggest you the channels in Slack and discord to join. Discord has more people, but slack is where the core team works most of the time. (except for parts of writing and music department)
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Hannes821
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Post by Hannes821 on May 20, 2017 18:27:29 GMT 1
bShowErrorMessages=1 to bShowErrorMessages=0
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Hannes821
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Post by Hannes821 on May 19, 2017 21:08:58 GMT 1
you should check our slack and maybe also discord, and you can pick any topic you like ;-)
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Hannes821
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Post by Hannes821 on May 19, 2017 21:08:10 GMT 1
thats great!!! ;-) we have 2 very important italian members, so, additionally to English, you can also talk in your mother tongue with anathem7x and cazadoradealmas
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Hannes821
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Post by Hannes821 on May 15, 2017 23:10:32 GMT 1
1) apply filter for cleaninG 2) remove ITM records 3) check for errors 4) clean masters (if necessary) 5) check entries (remove or copy entries carefully)
Because 1.) apply filter 2.) remove iTM
Are both automatic processes.
3. ) Check for errors (and handle them) needs understanding of what the errors actually mean 4.) + 5.) are basically the same, you clean master and plugins by eye/hand the same way
Example: 3.) check errors, can show you that something is wrong. But you need to understand that "something". Because the way we merge and mark things as deleted in plugins will make xEdit throw out errors about things that arent errors (in our case).
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Hannes821
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Post by Hannes821 on Apr 27, 2017 23:53:56 GMT 1
i linked you an example from BS in Sound/ reqested
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Hannes821
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Post by Hannes821 on Apr 27, 2017 22:46:43 GMT 1
everything is mono, because of technical reasons.
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Hannes821
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Post by Hannes821 on Apr 27, 2017 21:24:03 GMT 1
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Hannes821
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Post by Hannes821 on Apr 27, 2017 21:16:01 GMT 1
Hey yaranik! first of all, i am happy you found our original archive, this forum ;-) and then, i have to say you have a very nice, fitting avatar! To your question: sadly, i had to convert stereo music from recent formats back to mono channel with 44 100Hz, (EDIT:16bit) in that odd xwm formate. I used Audacity with a plugin for mp3 and a special conversion tool available at the nexus. Bethesda saved most file size by partly ripping of their textures and sound, and if you know the original tracks and if you know real quality sound and textures, it kind of makes you angry. Even more so, because first they compressed SSE (Skyrim Special Edition) Music even further!!! so the quality was even worse than in the 2011 game. Maybe you heard about it, fans have been so pissed, that there was a free update with textures and i bet also sound. so, yes, the tracks we can use with the Creation Kit engine are sadly just a shadow of their potential beauty, and the least is, we can sketch our idea of atmosphere with it, but sadly no dolby surround and multi channel effects. A pity when i think about the potential... still, we are happy to have our own music and style, thats much more important for the game experience as anyone would think at first glance.... yes, you see i am very happy you are here and we can talk about music ;-) anathem is right, we dedicated a bit time into this and so this is a big topic ;-) WELCOME ON BOARD YARANIK
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Hannes821
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Post by Hannes821 on Apr 23, 2017 0:00:32 GMT 1
maybe we can find a solution to help, sadly i myself am a bit busy. But we welcome you in the team!
anything you are interested in? let me know, i will give you further info about project, organisation and tools used!
cheers ;-)
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Hannes821
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BLENDER
Apr 22, 2017 23:56:46 GMT 1
Post by Hannes821 on Apr 22, 2017 23:56:46 GMT 1
currently studiing the UV mapping
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Hannes821
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QUESTS
Apr 12, 2017 8:51:53 GMT 1
Post by Hannes821 on Apr 12, 2017 8:51:53 GMT 1
from a bs discord post: " Essentially, most people don't really have a very full understanding of the Skyrim quest system. This is understandable, because Bethesda built an incredibly powerful set of tools with Skyrim and then woefully underutilised them - and also because the definition of 'quest' in the Creation Kit/game data is very different than the player-facing definition of a 'quest'
Essentially, a quest in the Creation Kit is a record that contains numerous pieces of data, including quest stages with associated log entries and Papyrus fragments (which are basically self-contained pieces of scripting that fire as soon as that quest stage is set), dialogue (which themselves also have attached Papyrus fragments you can run scripting through), and scenes (pieces of data that essentially comprise NPC actions and dialogue in a play-like stucture divided into phases)
Quests also contain a lot of other things, but those are the basic concepts
This is important, because it means that lots of invisible quests exist to run cleanup and other functions behind-the-scenes
Rather than turning this into Babby's Introduction to Quests, though, I just wanted to touch on a few things, specifically aliases and the Story Manager, since it's important that there is at least a basic understanding of those systems among the team - writers, quest designers etc - as content starts to be created, since that knowledge may influence how you create content from the ground-up
Essentially, an alias is what a quest uses to 'point at' things, whether it be an actor, an object, or a location(edited) The things these aliases point at can be either pre-set by the designers, or they can instead be defined via a set of conditions
Aliases are always filled when the quest first starts
Quests can either be start-game enabled, meaning the aliases get filled as soon as the game starts, or triggered through some other means(bearbeitet) redguard1 The Story Manager is a very little-understood thing in the game engine that essentially churns through reams of data as you play the game
The Story Manager has a set of hard-coded 'events'. Whenever one of these events happens, the Story Manager begins to churn through everything under the relevant node
The Story Manager itself is a branched list of nodes. When an event fires, it churns through those branches from top to bottom until it finds a branch whose conditions are valid. Once it does, it starts one of the quests nestled under that node
Possibly the most basic example of a Story Manager event is ChangeLocationEvent
This event is processed every time the player moves from one location to another
This is a very powerful thing, because it enables you to do things like automatically start a quest whenever the player enters a certain location, or a certain set of locations as defined by you
A very basic use case example of this are ambient conversations when you enter a dungeon - these can be accomplished by running a quest through the SM ChangeLocationEvent node and conditioning it to only fire when the player enters the relevant dungeon location
However, you can imagine more complex possibilities that this system affords One of those possibilities is the courier system from vanilla Skyrim
The courier system is actually a quest nestled under a ChangeLocationEvent node that is conditioned to only fire whenever the player enters a location with the Habitation keyword
When this quest fires, as it does whenever you enter a town or village (since, if configured correctly, level designers will be setting them up with the appropriate Habitation keyword), the quest itself tries to fill one of its aliases, which searches for an xmarkerheading (a type of invisible marker) with the LocationCenterMarker reftype
Another alias points at the Courier actor, who is actually hidden away in a dummy interior cell that is inaccessible in-game The quest has a stage 0, its startup stage, which means the quest automatically sets this stage when it is started
This stage has a fragment script attached to it which runs a MoveTo script command on the Courier actor and places him at the newly-defined CenterMarker
And the quest also defines an AI package attached to his alias that causes the Courier to approach the player of his own volition and initiate dialogue
(The dialogue itself is also obviously defined in here, with script fragments of its own to handle the delivery and stuff, but that's not relevant for the point I'm making here)
So, yeah, that's an example of how the Story Manager works. It essentially gives you a lot of control over how and when content fires behind the scenes, as well as allowing you to set up a lot of emergent world interactions
The sky is the limit with this, and it's something that Bethesda really underutilised in vanilla Skyrim
The Story Manager can produce some incredibly cool reactive content if used correctly, and I hope you'll keep its possibilities in mind when building out your narrative/quest content
(Again, a full writeup for all BS provinces will be coming later, once I have the time to sit down and write it in a clean/good-looking way)"
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Hannes821
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Post by Hannes821 on Mar 9, 2017 10:20:51 GMT 1
We welcome you! ;-) you will be very important for our Beta testing phase, and we are happy to have you here, amongst a few other people who kindly offer their help to polish Atmora ^^
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Hannes821
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Post by Hannes821 on Feb 11, 2017 12:16:48 GMT 1
Welcome ;-)
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Hannes821
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Post by Hannes821 on Feb 10, 2017 0:08:24 GMT 1
very nice, thank you very much!
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Hannes821
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Post by Hannes821 on Feb 1, 2017 21:37:34 GMT 1
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Hannes821
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Post by Hannes821 on Jan 31, 2017 16:38:29 GMT 1
NIF export settings. will do after exams ;-)
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Hannes821
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QUESTS
Jan 30, 2017 17:05:46 GMT 1
Post by Hannes821 on Jan 30, 2017 17:05:46 GMT 1
also, it would be possible to play the teaser voice by michael allen when the player is reading...
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QUESTS
Jan 30, 2017 16:54:31 GMT 1
Post by Hannes821 on Jan 30, 2017 16:54:31 GMT 1
Making a Courier Quest
0) Preparation: - make "AletterOfAFriend" as a note, with the needed text.
1) new quest AtmoraCourierQuest: GENERAL SETUP - start game enabled - priority 60 (50 is standard) - type none (for now) - if you test: not "run once" - if starting on event: change location event
STAGES (CONCEPT) 0 check "start up" -> Alias "Letter" activated, here to create a letter in a box of the courier, which will automatically start the vanilla script and send the courier to you after you change location ingame via script "WICourierScript" (running outside the AtmoraCourierQuest tab in WICourierQuest) when he gives you the letter: Objective: "read!" (something like =player.container) -> SetStage(10)
10 after the courier talked to you -> you want "read the letter" displayed; after reading the letter -> SetStage (20)
20 . Show instructions "Find two the two brothers the letter talks about". start MQ "An Expedition to Atmora". Check "end quest"
QUEST ALIASES
new: create Reference Object - Name "AletterOfAfriend" - check optional - check use stored text - check stores text - create in: pCourierContainer - level: easy
2 WICourierScript DIALOGUE VIEWS
choose a fitting response, and add as condition: "GetItemCount" "AletterOfAFriend" >= 1.0 OR (change the previous text to OR, if there is only an AND! Boolean logic!)
finishing: needs a Seq file, because of editing dialogue.
Back to AtmoraCourierQuest:
QUEST OBJECTIVES Index 10 -> "Read the letter." Index 20 -> "Find two the two brothers the letter talks about"
STAGES
0 add new log. write this script in Stage 0:
; purpose is detecting that the letter is in player inventory and then SetStage(10) i assume the letter is already created by the ALIAS tab "Letter" options set in the Courier inventory successfully debug.notification("Courier has the letter") Event OnContainerChanging(ObjectReference newContainer, ObjectReference oldContainer)
if (new container == game.Getplayer())
questname.SetStage(10)
End If
End Event
OR via script in the letter: -> addscript "defaultSetStageOnPLayerAcquire" (extendsAlias; set properties, name of your quest, SetStage(10))
10 add new log. write this script in Stage 10:
;purpose is to SetStage(20) after reading. debug.notification("Player has the letter")
OR via script in the letter: -> addscript "defaultOnReadSetQuestStage" (extendsAlias, set properties: name of quest, SetStage(20))
20 add new log. Start Main Quest (SetStage(0)?). End Quest.
I think i have some errors in the structure! thx for discussing
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Hannes821
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Post by Hannes821 on Jan 29, 2017 1:50:46 GMT 1
SSE change notes:: Animation files have changed; .hkx files need updating using new SSE Creation Kit (CK). BSA files need repacking using the new CK. Some meshes (.nif files) may need updating. Textures using .dds should work. Targa .tga-files will not work. Normal maps may need to be updated using DXT5 compression. Plugin ESP files should be checked and updated by loading and saving in SSE CK. i haven’t started messing with sse really but yes, theres a bit of conversion that has to happen. ...(there is a tool, that does... editor) batch automating for SLE-SSE via nif spells. (just remind me!) hope it helps a little!
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Hannes821
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Post by Hannes821 on Jan 29, 2017 1:46:08 GMT 1
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Post by Hannes821 on Jan 29, 2017 1:45:49 GMT 1
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Post by Hannes821 on Jan 29, 2017 1:43:23 GMT 1
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Hannes821
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3d coat
Jan 28, 2017 18:50:53 GMT 1
Post by Hannes821 on Jan 28, 2017 18:50:53 GMT 1
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Hannes821
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Post by Hannes821 on Jan 24, 2017 20:41:08 GMT 1
About the following steps to do "ingame tweaks":
after the process, both mine and rhods loaddoors have not been working anymore, due to renumberation? so they have to be "hooked up" again by a simple reference;
the other thing would be navmesh;
another thing checking for floating clutter
or objects inside of objects or in the ground.
any other ideas, what to look for?
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Post by Hannes821 on Jan 24, 2017 20:33:43 GMT 1
1) download the tools: champollion scripts compiler, Merge plugins script(worked for me) OR merge plugins standalone; also you need TS5EDIT and i prefer MO 2) cleaning all esps.
there are these types of errors: 1) "Undeleted Reference" -> remove flag, has not been disabled but only deleted, base reference still exists 2) "Identical to Masters Record" -> can be removed as well 3) "Error cannot be resolved" -> enter the missing reference ID OR remove the property completely 4) "unexpected error" 5) "out of order subrecord" -both from older processing... problematic. very unlikely in our new files 6) "expected reference but..." -> non critical, can be removed OR repaired if you know which reference it is and what it should be
additionally: compare coloured boxes that override, sometimes it is just your mod, using values from vanilla masters, overwriting the Unofficial fixes patch, which is also marked as error. you can simply copy labels with strings from Unofficial Patch records and overwrite your own mods, and conflict is gone, as simple and minor as that. 3) merging process: make sure you have detected your compilers of both skyrim vanilla and champollion; and game folders. when the files are cleaned in TS5edit and checked again, "add to new merge" -> merge window, build merge. esp will be compiled.
there are also a few other options for the process, so make sure to quickly check mators videos; 2x 15 min; else this part is basic.
the finished esp can be marked as esm via TS5EDIT OR copied into a identical esm with wyrebash with no problems in seconds.
finally, you might want to pack it with BSAopt, but not in our case, as we dont publish yet.
i did not cover "ingame tweaks" in ck, which i did not cover with my "prototype esm" last night, as my aim was to merge successfully, which was achieved.
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Hannes821
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Post by Hannes821 on Jan 24, 2017 4:08:21 GMT 1
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Post by Hannes821 on Jan 24, 2017 4:06:51 GMT 1
other method: "Wyre Bash" -> copy to esm. "of course its safe! Just open Wyre Bash and make sure your esp is in data folder. > Then right click on your esp and select ''copy to esm'' > Thats it! And when your starting your game make sure that you have the esm checked in your load order not the esp, but I'll assume you already know that " source: second post here: forums.nexusmods.com/index.php?/topic/912560-how-to-convert-esp-to-esm/
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Hannes821
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Post by Hannes821 on Jan 24, 2017 4:04:36 GMT 1
it is getting easier: a complete darkfox127 tutorial ;-)
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