Gah! Lots of delays. Life stuff. Changing jobs, etc...
The mod is on hold for a while, but not forgotten, in case anyone is wondering. I have progressed past the released version behind the scenes. But I still need to finish off a few things before making it available.
UPDATE v1.2 now available. ==================== Okay. Hopefully this will be the last for a few days at least. If you do find any other oddities or problems though, please do let me know!
Fixed:
- Re-finalised interior navmeshes so NPCs/followers will exit on leaving. - Corrected selling hours for general store. This was also slightly wrong. -_-
Added:
- Two tavern patrons. One Redguard male hunter and one Nord male hunter. They are there day and night and will trade as normal.
EDIT: BTW, many thanks for the endorsements, guys. Very much appreciated!
I like this one! Considering there seems to be quite a few hunters around the lake, one would expect some sort of trading post out here. Well here it is. Thanks.
TBH, I'm not a big fan of text dialogue with no voice acting, so I wanted to stay away from that as I find silent conversations a little jarring after continual spoken dialogue.
I like the idea of a brief description of the history of the spot, so will have a think on how to add that in.
- Are these the plants that can be harvested? I know of no issues which cause Skyrim to render those sorts of plants in the wrong place. However, if these plants are just part of the ground/grass textures (of which there are some for pine forests), you may be getting the floating grass bug due to the changes in landscape around the area. Have a look at this and see if it applying the fix corrects the issue:
http://www.creationkit.com/Floating_Grass_Fix
I suspect you'd need to go into an internal cell and purge cell buffers by entering:
pcb
...in the console to force Skyrim to refresh the area after applying the fix though.
On the shop issue:
- As for the shop still being closed at 2pm... This may be down to Jasmi's AI packages not executing the unlock routine for the door in the morning, under specific circumstances. Can you try a save and then wait one day in the tavern to see if that resolves it? If it doesn't let me know...
EDIT: Okay, I've tweaked Jasmi's AI packages a little which should avoid her failing to unlock the door. This will be in the next update, which I'll release in a few days time.
I will more than likely be adding a couple of tavern patrons in the near future for some extra flavour (possibly a couple of local hunters). I also have a plan to give the additional cottage a small fenced vegetable garden with an NPC doing some work out there during the day.
Er...I've no idea how you'd do that. I'm a Wrye Bash/Bain user myself. I did take a look at the NMM some time back, out of curiosity, and deleted it promptly in horror.
To be honest NMM compatibility seems a bit overkill for a mod this tiny and simple. But, if it's simply a case of pointing the NMM at a directory and clicking a button to get it to generate a config file or something, I'll probably give it another look.
Okay. Well after checking a few other mods that are downloadable with NMM, it seems that, as long as all the files are in the correct directories within the mod archive, NMM will handle it. So, in that case, I'll enable NMM downloading.
It worked like a charm the two shop/tavern worked , did not check the opening times , when my character arrived they worked and teh 3rd house is for decorations and future use right ?
For the rest I like it a lot ,more of these type of mods are needed as the roads are empty in skyrim.
Excellent. Many thanks for the feedback. Appreciated.
Yes, the cottage is just for looks at present. I plan to add another NPC who owns it, give it an interior, and give them a small vegetable plot out back to manage during the day.
Have to agree on the empty roads. Admittedly, they are a necessity in general. But there are certain places that feel like they should have some dwellings there. That's something I will look into.
I'm kind of taken with the idea of providing the weary traveller a few bed and breakfast spots (i.e. pay for a bed for the night and have a small container next to the bed populated with a small amount of basic foods in the morning). That will probably require scripting though, so I will have to think about that. I'd rather stay away from adding custom scripts for now. There's too many of those already...
28 comments
Gah! Lots of delays. Life stuff. Changing jobs, etc...
The mod is on hold for a while, but not forgotten, in case anyone is wondering. I have progressed past the released version behind the scenes. But I still need to finish off a few things before making it available.
Stay tuned...
====================
Okay. Hopefully this will be the last for a few days at least. If you do find any other oddities or problems though, please do let me know!
Fixed:
- Re-finalised interior navmeshes so NPCs/followers will exit on leaving.
- Corrected selling hours for general store. This was also slightly wrong. -_-
Added:
- Two tavern patrons. One Redguard male hunter and one Nord male hunter. They are there day and night and will trade as normal.
EDIT: BTW, many thanks for the endorsements, guys. Very much appreciated!
Unfortunately private and work commitments have put it on the back burner for quite a while now. I'm hoping that will change in the near future.
endorsed
Tracking.
Thanks moiral.
TBH, I'm not a big fan of text dialogue with no voice acting, so I wanted to stay away from that as I find silent conversations a little jarring after continual spoken dialogue.
I like the idea of a brief description of the history of the spot, so will have a think on how to add that in.
Glad you like though.
There are plants hovering above the ground in front of the tavern.
The shop is closed at 2:00PM.
Other than that keep up the good work.
- Are these the plants that can be harvested? I know of no issues which cause Skyrim to render those sorts of plants in the wrong place. However, if these plants are just part of the ground/grass textures (of which there are some for pine forests), you may be getting the floating grass bug due to the changes in landscape around the area. Have a look at this and see if it applying the fix corrects the issue:
http://www.creationkit.com/Floating_Grass_Fix
I suspect you'd need to go into an internal cell and purge cell buffers by entering:
pcb
...in the console to force Skyrim to refresh the area after applying the fix though.
On the shop issue:
- As for the shop still being closed at 2pm... This may be down to Jasmi's AI packages not executing the unlock routine for the door in the morning, under specific circumstances. Can you try a save and then wait one day in the tavern to see if that resolves it? If it doesn't let me know...
EDIT: Okay, I've tweaked Jasmi's AI packages a little which should avoid her failing to unlock the door. This will be in the next update, which I'll release in a few days time.
Stay tuned!
endorsed
I'll download and be back to endorse.
To be honest NMM compatibility seems a bit overkill for a mod this tiny and simple. But, if it's simply a case of pointing the NMM at a directory and clicking a button to get it to generate a config file or something, I'll probably give it another look.
Let me know what happens...
For the rest I like it a lot ,more of these type of mods are needed as the roads are empty in skyrim.
Yes, the cottage is just for looks at present. I plan to add another NPC who owns it, give it an interior, and give them a small vegetable plot out back to manage during the day.
Have to agree on the empty roads. Admittedly, they are a necessity in general. But there are certain places that feel like they should have some dwellings there. That's something I will look into.
I'm kind of taken with the idea of providing the weary traveller a few bed and breakfast spots (i.e. pay for a bed for the night and have a small container next to the bed populated with a small amount of basic foods in the morning). That will probably require scripting though, so I will have to think about that. I'd rather stay away from adding custom scripts for now. There's too many of those already...