[RELzWIPz] Hunting in Skyrim - Thread #4 (Status: Version 1.

Post » Tue May 07, 2013 1:55 am

Ok I had a look on the webs and you should be able to set the objective as complete using the console. Whether that will work or not I don't know, because the quest isn't running. But try:

SetObjectiveCompleted HISJL0Quest2 10 1

That completes an objective.
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Len swann
 
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Post » Tue May 07, 2013 5:34 pm

My radiant hunt framework will need more work than I anticipated. See http://www.gamesas.com/topic/1453937-alias-find-matching-reference-fairly-random/.

It means I'll need to use more quests than I wanted to. The work I've already put in will be useful, because by simply duplicating the quests they'll retain the radiant framework I've built. It seems I'll probably just need a separate quest for each scene.

I should note that even though the animal, animal placement, and clue/clue placement is radiant, that's not what the problem would be. The problem would be you could do 5 of the hunt contracts, and get the riverwood one (for example) each time. This makes no sense.
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Sammygirl
 
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Post » Tue May 07, 2013 5:43 pm

Quick update on the hunt contracts.

Known Dung system implemented and working. Meaning if your clue is a dung pile, and you've had a dung pile before and the same type of animal, you'll know what animal the dung belongs to
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Loane
 
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Post » Tue May 07, 2013 4:33 am

http://imageshack.us/a/img255/5629/screenshot248q.png

Just got to tweak the normal map to get the depth right

- Hypno
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Lou
 
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Post » Tue May 07, 2013 7:59 am


Actually amazing mate looks billiant! I love the way it goes around the object it's on!
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Greg Cavaliere
 
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Post » Tue May 07, 2013 7:33 am

OK good, i'll send you a pm containing the files when im finished tweaking

Nice to hear you've got the "learning system" figured out

- Hypno
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BEl J
 
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Post » Tue May 07, 2013 7:11 am


Thanks mate really appreciate it

Yea it's coming along nicely. Going to spread the "known" system to the other things as well, like your scratches, and stuff like that
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Franko AlVarado
 
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Post » Tue May 07, 2013 9:54 am

http://img13.imageshack.us/img13/1628/screenshot250d.png. Check your PM's BBD

- Hypno
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Mizz.Jayy
 
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Post » Tue May 07, 2013 5:26 pm


Nice one mate looks ace
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M!KkI
 
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Post » Tue May 07, 2013 7:59 am

So everything is running smoothly. Have been doing pelt quests and what not, making sure to select the dialog only once this time. My hunting keeps leveling up but I noticed only basic skinning kits are available. Will there be the others intoduced later? Or is there a different lv I need to be? Or is that only with the perk version? I am running unperked version.

Lets just say with a dibella amulet on, my bosmer hunter gets some great coin for Mammoth Hides (Fine) from all the male merchants
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Samantha Mitchell
 
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Post » Tue May 07, 2013 2:53 am

@BBD I get CTDs every time I try to enter the basemant of the Drunken Huntsman if I have my atronach summon active. I run a mod called invested magic that basically constantly summons the atronach until I unsummon it. It seems that if I unsummon the atronach the CTD doesn't happen but every time I've not done so I've gotten the CTD. It seems easy enough to avoid but wasn't sure if you know of a way to make it so that the CTD doesn't happen.
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Dewayne Quattlebaum
 
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Post » Tue May 07, 2013 3:19 am

@Residnet_Within

Only basic skinning kits are available in the current version

@xjs007

That's a pretty obscure thing to not work together, not really sure where I'd start. There's nothing unusual about my cell. You may be getting crashes because of the music though like some other people, so try using the crash test fix esp file and see how you get on.
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lilmissparty
 
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Post » Tue May 07, 2013 12:54 pm


cool. was making sure I was not missing something heh.

I have had very random ctd as well when entering the basemant guild hall. Not really worried about it. Its very intermit. And I do run a mod that added more music to the game.
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Ymani Hood
 
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Post » Tue May 07, 2013 4:22 pm


Yea its a very strange issue some people are having, and the test esp file available on the nexus fixes it, by removing my custom music from the guild. It seems for whatever reason the wav file isn't liked by some people's machines.
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Prue
 
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Post » Tue May 07, 2013 2:37 pm

The only music/sound altering file that I am aware of having is the add-on for CoT, if that causes issues it's totally by chance that I have only had the CTD with the Atronach active and no CTDs when it is unsummoned. Either way I will try to give that crash test fix a run later tonight and see if that fixes it. I thought maybe it had something to do with the way followers are treated by HiS but either way as I said before it seemed like I could avoid it easily enough (and I make sure I save before going in the basemant just in case!). Still enjoying the mod so it'll continue to be part of my load order and hopefully remain there permanently.
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Laura-Lee Gerwing
 
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Post » Tue May 07, 2013 6:14 am


The music in my mod mate, not other music. That's what I'm on about
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Jason King
 
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Post » Tue May 07, 2013 4:49 am

Oh ok gotcha. Didn't catch that in the post right before mine. Thanks for the responses!
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keri seymour
 
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Post » Tue May 07, 2013 1:32 pm


No problem any issues or suggestions always feel free to post.
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Scarlet Devil
 
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Post » Tue May 07, 2013 3:37 pm

Did you know your mod works very well with Realistic Wildlife? I was unsure when skinning a carcass that I was getting all the ingredients. Turns out I am, wolf hears, eyes, lungs, intestines and so forth are still being harvested even though. I was wondering why my carry weight kept getting heavier. then realized I had a ton of intestines/lungs which way 0.5 a piece. lol
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alyssa ALYSSA
 
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Post » Tue May 07, 2013 4:44 am

Yea man that was by design when an animal dies its inventory is decided by giving it one item; a death item levelled item. This has the pelt and meat, and with Real Wildlife all the other bits.

When you kill an animal with my caracass system it all gets removed and replaced with a carcass. When you skin that caracass, the player is given the animal's death item. So whatever you'd get without the carcass, you get when skinning it
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Katie Louise Ingram
 
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Post » Tue May 07, 2013 1:43 am

Mod updated to version 1.3.2
  • Changed the conditions for the Jarl Approval quest to better compensate for the Civil War questline.
  • Removed my custom guild hall music. Some users were getting crashes when entering the Whiterun Outpost... the inability for the game to play those simple WAV files may be a sign of other issues on your PC.
  • Hunting Guild Main Hall renamed to Deerstalker Lodge. Map Marker still named Hunting Guild.

When the mod is in a more developed state I will be re-uploading it to the Steam Workshop (filesize pending) and TES Alliance
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NO suckers In Here
 
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Post » Tue May 07, 2013 4:04 am

Looking forward to updating.

BTW did this mod add a location way out in the ice between Windhelm and Winterhold? Going there I found a cave with some cages in it. Nothing more. Never noticed it before updating to your last 1.3.1
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Franko AlVarado
 
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Post » Tue May 07, 2013 3:23 am

Nope nothing like that mate. I did leave a mapmarker up there accidently though, which I've since removed.
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michael flanigan
 
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Post » Tue May 07, 2013 11:34 am

So that area has likely been here the whole time, I just noticed it due to the maker? cause if thats the case then I never knew that area was there before hah.
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Shelby McDonald
 
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Post » Tue May 07, 2013 2:13 am

There's a fair amount of interesting content out on the fringes of the map i think the cave you found has something to do with the College of Winterhold.
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Sophie Payne
 
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