How are random dragons spawned?

Post » Fri Jul 12, 2013 1:05 pm

Apparently dragons are now popping up in my dragon free land. How are dragons spawned? What (I assume story manager event) spawns them? I hope to add a simple 'Not in my worldspace' condition to this to prevent it from happening. I'm going to look into it later tonight, so hopefully someone can save me time and point me to it!

Thanks.

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Joe Alvarado
 
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Post » Fri Jul 12, 2013 12:42 pm

Try looking at quest WILocationChange09 (started via location change SM event)

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Nicole M
 
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Post » Fri Jul 12, 2013 11:34 am

Thanks Mojo!

It almost looks like I can stop ALL of the vanilla events (Courier, dragons, etc.) if I remove the LocTypeHabitation and LocTypeDwelling keywords from all my town/world locations?

Would this be better than a 'GetInWorldspace' check on the character, added to the SM event node? Does it look like that would work? I don't exactly have any time left to run around waiting for dragons and couriers to find me. :tongue:

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Sara Lee
 
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Post » Fri Jul 12, 2013 11:55 am

You'll need to examine the change location events in the Story Manager system.

WIChangeLocationNode -> WIChangeLocationNodeA -> WIChangeLocation09.

You'll probably be able to tweak some stuff in your location keywords to prevent it from happening. Worse case, you can disable the WIComplexEventsEnabled global variable. It's set to 1 usually but if you set it to 0 then the dragons won't spawn. Though I don't know what other side effects that might have. Should be enough info in the event conditions for you to act on.

You'll also need to be aware of one under "Script Event" for quest WE04.

WEQuestNode -> WEDragonQuests -> WE04 "Dragon vs Player"

You'd NOT want to remove the LocTypeHabitation and LocTypeDwelling keywords because then the radiant system can't use those locations for anything that those keywords will pick up on.

Assuming you're willing to risk the incompatibilities, yes, you can add conditions to these event nodes to keep Falskaar from triggering them, but it's better to try and work out how to manipulate the globals that control things instead. So long as you make sure those globals get reset back to what they should be when people leave.

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Iain Lamb
 
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Post » Fri Jul 12, 2013 5:26 pm

Thanks Arthmoor, that's helpful info.

It looks like I just need to create my own versions of those two keywords, as the radient vanilla content that I want to keep out uses them. But my quests (Bounty quests, etc.) do as well. So I'll make new keywords, swap everything over, change my SM node conditions for my new keywords, and that should keep the vanilla events at bay.

I'll look at WE04 to see what that's about... I'm having trouble telling what triggers that. I may need to add a condition to the branch so it affects WE04, 03 and 08? Can you tell what sets this off? If it can't be set off in my land then I'm okay, otherwise due to lack of conditions, I think I'll just have to add a condition.

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Nymph
 
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Post » Fri Jul 12, 2013 5:49 pm

That much much I can't help you with as I haven't worked with the SM Events very much :(. Briefly looking at it though I think that could work. What's strange though is that the dragon SM node checks for the location to have the keyword WIComplexInteractionToggle and WIDragonToggle, but compares it to >= 0 so the condition can never fail :/.

An alternative would be to change the global value "WIComplexEventsEnabled" or "WINextDragon" when the player travels to and from Falskaar. That could probably be detected by whatever mechanism (boat?) the player uses to travel to and from Falskaar or your own SM change location event (could detect unforseen methods of travel such as teleportation spells from other mods).

I think it'd be best to not edit the SM event nodes, at least not as a permanent solution.

Also, a possible method to get the courier to spawn easily would be to set an NPC to be a friend of the player (relationship rank 3) and then kill them. If this is the first time, I believe the courier should pop up soon delivering a letter of inheritance once you have traveled far enough.

Edit: Man I am slow at this :P - Arthmoor beat me by 20 minutes while I was still trying to type haha

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John N
 
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Post » Sat Jul 13, 2013 12:59 am

I think the easiest thing to do really is to turn off WIComplexEventsEnabled assuming nothing in Falskaar requires it to be on. When you go to do that, store the current value, change it to 0 when people portal over (or boat later etc) and then reset the stored value when they leave to go back to Skyrim. Simple, clean, doesn't need to edit the nodes or anything else.

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Iain Lamb
 
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Post » Fri Jul 12, 2013 5:10 pm

I think giving my locations my own unique keywords will do the trick. I'm okay with non-specific events occurring, like the mage challenger, and that kind of stuff. I just don't want dragons, and I'd rather not think that the courier makes a dangerous boat ride from Skyrim just to deliver a letter to you. :P

I think, think being in the strongest italics you've ever seen in your entire life, that I've fixed the issue that dragons at least should keep away now. Time will be the true test now. If dragons are reported after launch, I'll try some other stuff (maybe turning that off and killing the events altogether) and patch it in!

Thank you very much guys! Would've taken me forever to find those quest nodes on my own!

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Natalie Taylor
 
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