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frogprincess_q4 2013 年 4 月 22 日 上午 1:26
Player House Mods + Hearthfire Children
I am comfortable with the basics of Player House creation, but making a custom player house that is compatible with adopted children... is it even possible?

I can see that there needs to be some way of tagging the beds and chests as being available for the children and that there are numerous idle markers specific to the children, but I can't find any tutorials or information that covers these "advanced house building" problems.

I really like the idea of making a player house, but without it being "family friendly" I feel insufficiently motivated to make anything more than a cottage for early gameplay.
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DiGiTaL CLeaNeR 2013 年 8 月 5 日 下午 5:59 
In regards to making your CK created house mod adopted child ready:


It seems to me (although I haven't tested it yet) that all you need to do is tag two beds and two dressers as "child" owned in your house mod and the hearthfire engine should see that as "tagged" for adopted children.

And I quote the important excerpt from this page that applies:

"All three player-built homes have the same options for a child's room. After building the Main Hall, you must add 1-2 single beds (depending on how many children you wish to adopt) and a dresser for their clothing and toys. It is not necessary to build the Bedrooms addition on the west wing of your home; however, if you do build it, you must build both the child's beds and child's chests in order to adopt even one child; your children will then move into the bedroom".

Pasted from:
ttp:/www.uesp.net/wiki/Skyrim:Adoption
最后由 DiGiTaL CLeaNeR 编辑于; 2013 年 8 月 5 日 下午 6:07
frogprincess_q4 2013 年 8 月 5 日 下午 6:04 
I would think that if it were that simple there would be house mods that allow for children to live there. There aren't any. The team that made the mod where your spouse can live anywhere say there is a mod in progress (by someone else) that will allow that mechanic for children as well, so I am thinking there must be an involved programming aspect to it.
frogprincess_q4 2014 年 1 月 4 日 下午 6:59 
Thank you, I installed this mod a while back with great excitement although I have yet to actually test it. I am also yet to go through it with a fine tooth comb and work out how to make my own custom home suitable. It's been a while since I had the urge to tackle Creation Kit for anything involved. Fortunately, it's allowed an increasing number of Hearthfire friendly player home mods.
TMPhoenix 2014 年 1 月 5 日 上午 9:02 
@DiGiTaL CLeaNeR: per your request the modding instructions to make a home compatible with my mods built-in home support (http://www.nexusmods.com/skyrim/mods/29249)


SUMMARY
=======

This document is intented for home builders who which to make their custom
home compatible with the adoption system. If you make the required additions
to your home, the scripting in my mod will take their of the rest.

REQUIRED CHANGES
================

To make a home compatible with the Hearthfire (HF) adoption system (and my
extension to it) a custom home needs to be set up in a similar fashion as the
vanilla homes and the Hearthfire homes. Some minor additions are required to
allow my quests and scripting to pick items dynamically. To get an idea of what
some of the changes require you can peek at the Hearthfire homes in the
Creation Kit (CK). The changes will allow the children and the Dragonborns
spouse to use the home like they would one of the vanilla homes.

To make the home compatible your mod needs to have HF as a master, since some
of the items and keywords come from that mod.
You do NOT need to add my mod as a master, so you can probably get away with
making just one version of a home.

Your home needs:
FOR THE KIDS:
- You need to create an interior location for the house; It needs to have the
LocTypePlayerHouse keyword. Add LocTypeDwelling" and LocTypeHouse for
good measure as well.
- Add a map marker (not strictly needed, but still very useful)
- You need an exterior location as a parent to the interior location with the
BYOH_LocTypeHomestead keyword (preferred) or an exterior with the LocTypeCity
keyword. The latter is not recommended as this would make it difficult to
detect whether you are living in a vanilla home or in a custom home. Also add
the LocTypeHabitation keyword.
- You need at least one doll play idle marker with the
BYOHAdoption_ChildPlayDoll keyword. You can add more than one. Those will be
used during sandboxing. The additional markers don't need the keyword.
- A practice dummy with the BYOH_ChildDummy needs to be in place as well. Again,
you can add more than one, but one will be the preferred dummy. This will
be used for sparring with wooden swords or daggers.
- You need to add at least one child chest with the BYOH_ChildChest keyword.
- You need a dining table with the BYOH_ChildDiningTable keyword.
- In your exterior location you need to add at least one marker with the
BYOH_ChildSandboxOutside keyword. Adding more than one means the game can
choose a location dynamically whenever you move the family there or you adopt
another child.
- Add some interaction markers near the sandbox markers to allow the kids to
actually do stuff, like play instruments, sit on the floor or a chair etc.
- Front Door in the Exterior should have loc ref: BYOHFrontDoor
- Add at least 2 child beds preferably 6, so all kids can sleep.
You can either mark the beds themselves with the BYOH_ChildBed Keyword or
place an XMarker near each of the beds with the BYOH_ChildBed Keyword if you
need more control. These are used to locate the child beds. The packages look
in a radius of about 100 (An adult nord male is about 128 tall).
You could add more beds, but the system will only use up to 6, chosen
randomly each time you adopt a child or move your family. Be sure to use beds
set up for children so they can actually use them and don't start growing
like they do when they play an animation that was set up for adult NPCs.
You need to place as widely spaced as possible. In the Hearthfire DLC houses
& Proudspire the beds are scaled to 0.85. If the beds are too close together
kids might sleep in the wrong bed and this could push other children out of
their own beds. A symptom of this is children just standing around even
though there's a free bed elsewhere. If this happens you may need to tweak
the bed positions or the move the markers a bit so there is no overlap.
- Make each of the child beds owned by the BYOHChildAdoptionOwned faction.
- In the home, set up at least one marker with the BYOH_ChildSandboxHome
keyword. The adoption script supports up to 4, but you could add more and have
it choose up to 4 dynamically (when moving/adopting).
- In the children's bedroom add a marker with the BYOH_ChildSandboxRoom keyword.
This allows the game to locate their room for playing or when they are angry
with you and "won't speak to you ever again" (apparently forever lasts a day).
- Add at least two sweep idle markers with the BYOH_ChildPatrolChores keyword.
You can make them sweep multiple areas by linking some more sweep idle markers
to the ones with the BYOH_ChildPatrolChores keyword. Use sweep idles with
patrol data times of between 15-20 (to give an idea of how many Proudspire
uses 11, Breezehome uses 3). Set them up link reffed in a circle. You could
also add another set of sweep patrol markers near the ones you placed to
allow adults (followers/spouse) to sweep along with the kids.
- Add EXACTLY 2 markers with the BYOH_ChildSceneMarker keyword near each other.
These are used to place the kids when they start arguing or when they want to
greet you. They need to be inside! Place them near the entrance. For example
in the Hearthfire homes they are placed just inside the main hall in front of
the dining table.
- You can add a marker with the BYOHAdoption_PetDoorMarker to the the main door
in the exterior.
- Add a few x heading markers with the WIHideandSeek keyword outside. These are
used for playing hide and seek.
- Add various interaction markers and furniture within range of the sandbox
markers so the kids can actually do things; Think of:
"Child lay on floor marker", "Child Play Dirt" and "Child sit on knees"
They don't need any special keywords. You can also use "Play Drum marker",
"Play Flute Marker" and "Play Lute Marker". Make each marker in the case of
instrument playing into Ownership Faction
BYOHRelationshipAdoptionChildOwnedFaction, they will play the instruments but
make no noise in the same way they do in Proudspire Manor.

FOR THE SPOUSE:
- A double bed with the SpouseBedKeyword keyword owned by the PlayerBedFaction
This will be the preferred marital bed. If you don't do this the spouse should
still sleep, but they will pick any bed within the home.
- An XMarker with the LocationCenterMarker keyword. To this marker link the bed
with the SpouseBedKeyword above. This is needed for the scripting to find the
preferred bed. The marker itself is used by the spouse to locate the house.
It is also a sandbox location so place it where there are several useable
furniture items/activity markers nearby for maximum effect.

TESTING YOUR CHANGES
====================

My mod works by using a "Bless Home" spell to determine whether or not a home is
suitable for family life. This spell runs a script that should tell you whether
or not your home as all required elements in place. If not you will be notified
that the home is not suitable and you can check your papyrus log for messages
about the missing requirements, including optional ones.

SPECIAL THANKS
==============
Special thanks go out to:

- gentester, for helping me out by not only providing me with the testing
grounds to test out this mod in an actual custom home, but also for being a
willing test subject for the earlier versions of this mod.
- NooBzPoWaH for helping me with the French translations.
- Groovtama for helping me with the German translations.
- incata for helping me with the Spanish translations.
- Torllay for helping me with the Italian translations.
- lordtorus for helping me with the Polish translations.
- LordMorpheus1 for helping me with the Portuguese (Br) translations.

Happy Modding,
TMPhoenix
DiGiTaL CLeaNeR 2014 年 1 月 5 日 上午 9:03 
Thank you!!
frogprincess_q4 2014 年 1 月 5 日 下午 6:36 
Thank you so very, very much!! I've been wanting to make a family home for ages and now :D
Hay 2014 年 1 月 14 日 下午 11:07 
Hey there! I've successfully gotten my family to move into the custom house I made.

However, the kids won't play outside! I've tried using an empty idle marker as well as an x marker, both with the child outside sandbox keyword. The best I've been able to do is get them to walk on the back steps. I have adjusted all the navmesh, so there's no reason they can't travel around. I've given them nearby markers for sitting, hide and seek, and playing instruments. Also, a few benches. They're not having it.

Any ideas on what I might be forgetting?

TMPhoenix 2014 年 1 月 20 日 下午 2:59 
Try moving the furniture / idle markers closer to the marker. The range is not very large to prevent the kids from walking into dangerous areas, even though I've increased it a bit.
Zefram Cochrane 2019 年 5 月 14 日 上午 8:29 
The guide above is slightly out of date there is an updated copy of the same instructions inside the mod archive named HFMK_Modders.txt

In addition to the above theres an extra line: "- Add a marker with the LocationCenterMarker ref type to the exterior, this is needed for playing tag."

There is also an error in "- Add a few x heading markers with the WIHideandSeek keyword outside. These are used for playing hide and seek" line. Its actually a minimum of 5 as thats what the WIGamesHideandSeek quest requires, it has 5 references aliases to fill none are optional if it can't find them the quest won't start.
最后由 Zefram Cochrane 编辑于; 2019 年 5 月 14 日 上午 8:39
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