[WIPz] Dynamic Testing Cells-Test Spawns & Items

Post » Mon Sep 09, 2013 4:36 pm

-Dynamic Testing Cells:Test Spawns & Items-

This request comes from the fact that testing a modded game can be extremely difficult. This difficulty extends from the fact that Skyrim is a complex dynamic environment and that complexity is compounded by added or interacting mods. When it comes to testing mods traditionally and arguably the best method besides reading the readme and comment section, then checking with TES5Edit for altered records. Last but not least testing for problems in-game. This process takes a long time in the significant amount of knowledge and especially with TES5Edit. With in-game testing certain items and spawns are only available to the player at any given level of their character-Leveled lists. Hopefully this process can be somewhat simplified.

The proposal is to create testing cells where the player will be able to visually verify level lists and loot by character level through individual testing cells based off any load order. This is not an original idea and it was done on a static of group of mods with FCOM: Convergence from Elder scrolls:Oblivion using 300_Test.esp

For those who might not be familiar 300_Test.esp how functioned: When loading the game the player would be automatically teleported to the first testing room. There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns were behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely. The console command ("coc 300TestCell00" through 29) was used to cycle through the cells. Each cell also had a sigil stone that respawn each cell except the one the player was in. This allowed to re-test a certain spawns. - http://devnull.sweetdanger.net/convergence.html

I'm posting here because I think this might be a beneficial idea for the community and I don't have the talent to make it myself. It comes down to a few things. Do you think it would be useful and is it technically possible to create it dynamically based off the users load order? May be using a TES5Edit script or SkyProc?

Edit: I'm going to attempt to make it myself but some encouraging posts and sage advice is definitely welcome.

DTC: Prep-phase

In progress-Suspended-Done-

1. anolyze the structure of 300_Test.esp

  • -Examine the scripts

Examine NPCFormationScript

-The script moves the player to an empty cell upon loading game.

Original script

scn NPCFormationScriptfloat fQuestDelayTimeBegin GameModeif fQuestDelayTime != .2   set fQuestDelayTime to .2    player.moveto Xmarker3endifEnd

300TestOrbScript- The script resets the cells

Original script

scn 300TestOrbScript  Begin OnActivate Player    ResetInterior 300TestCell00    ResetInterior 300TestCell01    ResetInterior 300TestCell02    ResetInterior 300TestCell03    ResetInterior 300TestCell04    ResetInterior 300TestCell05    ResetInterior 300TestCell06    ResetInterior 300TestCell07    ResetInterior 300TestCell08    ResetInterior 300TestCell10    ResetInterior 300TestCell11    ResetInterior 300TestCell12    ResetInterior 300TestCell13    ResetInterior 300TestCell14    ResetInterior 300TestCell15    ResetInterior 300TestCell16    ResetInterior 300TestCell17    ResetInterior 300TestCell18    ResetInterior 300TestCell19    ResetInterior 300TestCell20    ResetInterior 300TestCell21    ResetInterior 300TestCell22    ResetInterior 300TestCell23    ResetInterior 300TestCell24    ResetInterior 300TestCell25    ResetInterior 300TestCell26    ResetInterior 300TestCell27    ResetInterior 300TestCell28    ResetInterior 300TestCell29    ResetInterior 300TestCell30End
  • Examine Testing Cells -How the NPC/loot are assigned to various cells.

--Determining how many cells are appropriate for Skyrim

2. DTC:Replication Phase

In progress-Suspended-Done-

  • Rewriting scripts
  • cell creation-spawn/loot placement
  • Automation per load order- The question is can I dynamically create/destroy through scripts based on the level lists cells with the appropriate loot and NPCs? Lastly how would I handle unleveled in NPCs and items?
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Marie
 
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Post » Mon Sep 09, 2013 6:05 am

Suggestions how to pair Leveled list NPCs with the appropriate loot containers?

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Sammygirl
 
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Joined: Fri Jun 16, 2006 6:15 pm


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