Tuesday, December 19, 2023

Fresh Start

  After a very long hiatus where I was stuck on a Linux computer (I love linux, but couldn't get the Construction Set Extender to work), I am back on Windows, so I can work on the project again, now titled "Secrets of Castle Velorum"

This long period of 9 months gave me time to think about the mod, what I want it to be, what the story should be, how it is connected to TES lore, and I've made some major changes to my original ideas, the biggest one being that the house itself has changed from a large estate (retrextured and modified Leyawiin) to a larger castle using the castle tileset (which will also be modified). There are just too many items to fit in just a house, and it fits better with the new story.

New Display Script!

 


    With all the changes I want to make, and also because of some lost progress between computers, I decided to kick off this new start for the project by remaking the project from the ground up, using the knowledge I got from my first attempt. 

    I started with the display system scripts. After completely rewriting the script using a new approach, it is now infinitely better! What used to be a script with over 400 lines of code just for vanilla books is now a script just a little over 100 lines, and, alongside a few other short scripts, can be reused for any and all items! This will make addons and patches for SoCV a piece of cake!

    With brand new features, the display system feels as close to Skyrim's LOTD system as I can make it. Now the features are:

-  Static items for performance (as before)
- Ability to place and pick up items directly from their display positions (new)
- Appropriate sounds when placing or taking different items types (new)
- Automatically deposit items to be displayed from a central location (new)
- Leveled items are now treated properly (new)|
- Can be grouped by room, so they can appear with house purchases (new)

    The displays are going to be separate from the general castle storage, but the main storage will still have some visual representation. For example, I don't need to check for every type of potions and display each individually. Instead, it will check how many total potions are in the potion storage container, and depending on the volume, will display a certain amount of static bottles. Simpler and less demanding on the engine.


Mod Requirements


    Originally, I wanted SoCV to only need OBSE to work. But after thinking about it, I feel like I should make COBL a requirement. Not only does it add tons of new items (like lore books, foods, ingredients), but it has some nice features I was going to try and do myself. Plus, COBL is already widely compatible with many other mods. My sorting system will direct ingredients to the COBL alchemy storage, and the Luggage will be available in the entrance hall.

But I think that I will limit myself to these two requirements. I want this to be clean and simple to install. I also want it to be as lightweight and as compatible as possible. For example when I make new models or modify existing ones (which I need to do for the display system), I only use textures from the base game, not only to make the mod feel like the original game, but any texture replacer mods should affect my models too.

 

Thats about it for now, but I'll be posting more updates as I make progress!

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