Hi folks! As [some of you may have heard], a Skyrim mod creator has recently been dealing with some terrible medical issues and has started a [GoFundMe] page to collect money for life-saving surgery.
I have decided to donate all funds cumulatively earned by this Patreon to this cause....
2022-09-29 07:15:39 +0000 UTC
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Woohoo, they're out! Both [SSE Organic Factions] and the [SSE Organic Factions Extension] have been released!
2022-09-28 05:47:55 +0000 UTC
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Hey folks!
As it turns out, LE and SE evidently evaluate when an Actor Is3DLoaded() or not differently!
In LE, if they're not in a loaded cell (e.g. they're outside while a player is in an interior cell), then Is3DLoaded() will return False.
However, in SE, it's completely different! You can have an Actor in an exterior cell just hanging out while the player goes inside, and Is3DLoaded() will still return True! Weeeeeird!
For those that are curious, I was able to get a...
2022-09-24 06:59:17 +0000 UTC
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The good news is I've done all the core work to port the Organic Factions Extension into SE!
The bad news is I'm seeing some bugs exclusively in the SE version. :\ This includes Actors not showing up where they're supposed to, and also not healing themselves. These are both rather strange features to be different between the two versions, since they are completely unrelated game mechanics -- but that's Bethasda for you.
I have my checklist lined up to start squashing bugs, will ke...
2022-09-22 05:51:56 +0000 UTC
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As the title says, porting the Org Fac framework is all wrapped up (including prepared changes to the mod page), started in on the Org Fac Extension. Note that, due to the incompatibility between the new Org Fac and the current Org Fac Extension, I'm not going to publish the former until the latter is also done.
The latter is a little nail-biting thanks to Bethesda's bad behavior when it comes to navmeshes -- namely they have flat-out deleted several navmeshes ...
2022-09-18 07:03:31 +0000 UTC
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Hah, there's no way I could resist that terrible pun. ;) Dad jokes aside, I hope everyone is doing great!
Good news on the home front: the multiple family medical issues have calmed down a bit, and things have also mellowed a little at work. That means I'll have time for personal projects again, like my beloved Skyrim!
I'll be finishing the SSE port up, and then the next cycle will be back to building.
BTW, many of you know that the whole Organic Factions bundle has been inc...
2022-09-12 06:59:13 +0000 UTC
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Hi folks!
Things are busy on the home-front -- a lot of folks at work are going on vacation, which means I'm covering for multiple people. As such, I'm not going to have the time I wanted for Skyrim, and all the complications that come with publishing given the new SE / AE split. There will be no charge on September 1st for August.
I'll post up announcements as things come together. In the meantime, I hope you're all having a wonderful summer break. Cheers!
2022-08-04 05:34:22 +0000 UTC
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Hi folks
Both my wife and I have been exposed to a confirmed Covid case over the last week. We both feel pretty awful and are testing; if we're lucky, it's just severe allergies.
If things line up, I look forward to working on the SE conversion this coming weekend of 7/30 - 7/31.
Stay safe out there!
2022-07-25 10:15:14 +0000 UTC
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Hi folks!
Both some intensive medical stuff and work are eating up my time at the moment; as such, I'm pausing billing this month so I can wrap up all that junk -- you will receive no charges on August 1st.
Note I will still make progress and have little announcements here and there, I just won't quite have the time I'd like to really go in on Skyrim full force.
I hope you're all having an amazing summer!
2022-07-13 01:24:30 +0000 UTC
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Hi folks!
As a heads up, I have some medical stuff coming up this month, which is involved enough that I need to take several days off of work. This is going to swing one of two ways: Either I'll feel nice and mellow after recovery, in which case I can pour some time and energy into Skyrim; or I'll feel like crap, in which case I'm going to pause billing for July.
I hope you're all having a great summer thus far!
2022-07-06 06:20:06 +0000 UTC
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There are a few cases where Skyrim reveals NPCs are more than they seem -- members of secret cults, vampires, that sort of thing. It got me thinking, what if I peppered in some NPCs in multiple locations that acted as follows:
- Common NPCs (merchants, guards, etc.) where any member could become a member of a secret group / society
- Run a one-time check for them to join any random group -- werewolves, vampires, cannibals, etc.
- Have rare sites that have a low % chanc...
2022-07-02 09:10:36 +0000 UTC
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Hi folks!
It's been about 2 weeks since the LE conversion was announced, and there have been no bug reports, crashes, or any issues reported. We're looking solid!
Time to move ahead with the SE conversion, and then on to the next wave of development. That will include:
The Beggar King faction
I like the idea of keeping this group in the Rift -- perhaps you could help them take Nilheim back from that scoundrel Telrav?
If you help this faction out,...
2022-07-01 05:44:53 +0000 UTC
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Hi folks!
I have announced the recent batch of published LE mods over on Reddit, for those interested in participating in a public forum. [Link]
Cheers!
2022-06-15 03:21:22 +0000 UTC
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We did it, folks! :D The newest update for the [Organic Factions Extension] has been released! Woo hoo!
I didn't realize how much complexity I built into this update until I had to type out all the spoiler details in the mod description. Dang! I've also uploaded a slew of pictures to the mod page.
The next steps will be announcing things on Reddit and other social media spots, and then managing the...
2022-06-09 06:47:34 +0000 UTC
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The newest version of the [Organic Factions] framework for LE is up and out! I'll pivot over to the Organic Factions Extension shortly, which will be accompanied by further announcements here and on other channels (Twitter / Reddit / etc.).
I'm freaking jazzed! :D
2022-06-05 12:18:33 +0000 UTC
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Hey folks!
Finished the Silver Hand build and cleaned up yet more vanilla navmesh issues, just doing the last of their patrol mechanics. Expect fierce chases and battles in that haunting forest region between Volunruud and the Lord Stone, including the edge of the Loreius Farm and Heljarchen Hall areas.
After that, there are just a few small cleanup items, and the Organic Factions Extension will be ready to go!
I may push out the updated Organic Factions framework for both L...
2022-05-25 19:51:21 +0000 UTC
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Hey folks!
Fantastic news: I have now finished the full spread of regression tests on all the code! We are good to go with all the framework changes! :D
Secondly, the werewolf squad is now fully set. This first group will patrol the woods northwest of the Loreius Farm, fully encircling the Stonehill Bluff giant camp. The leader has a chance to spawn in when the player hits level 3, and the first packmate when the player hits level 6; the last two will onl...
2022-05-07 08:12:40 +0000 UTC
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Hey all!
The good news: Our werewolf pack is coming together! Some will spawn in based on player level, and others will spawn in based on the Companions questline.
If the player is level 9 or higher, the leader is dead, and the player shows up in werewolf form, then the pack will join the player as followers. They'll even be nice and turn off their aggro radius behavior, though they'll still munch on obvious enemies.
Lastly, I have a few more similarly struc...
2022-05-04 10:59:44 +0000 UTC
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Finished the ultra-deep code dive, optimization, and moved into full regression testing of the new new code. Just passed the player level gate test, as well as the Global Variable test.
Next it'll be on to Quest stage testing, and finally a full test of the hierarchy respawn behavior (can't spawn in if boss is dead, etc.).
Werewolves are looking good! As per my previous post, they'll be staggered in with the Silver Hand, but not at the exact same time (me...
2022-04-25 05:38:15 +0000 UTC
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While constructing the new test factions, I ran into some opportunities to streamline the code even further.
While I finish the full trace, I've also been sketching out the Factions to add in. I figure a good little test set would be some of the Silver Hand, and some extra werewolves to hunt down.
Now, werewolves can be absolutely brutal on low-level players -- so I'm planning on keeping things light for now. I can do a more comprehensive build-out on the next big release...
2022-04-12 08:55:06 +0000 UTC
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The runes have been forged into the ancient Papyrus (hah)! Changes to the framework are now complete!
Not only does this allow the option for Actors to spawn based on any Quest Stage, it also can check against any Global Variable. In addition to the existing Boss Faction Rank checks, this will provide incredible control over the circumstances for Organic Factions to appear and grow.
I also streamlined some existing code to make it a little more efficient.
Now I just...
2022-03-30 08:30:47 +0000 UTC
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Updated screenshots!
- Pic 01: The imposing outer gateway, where archers can volley down intruders
- Pic 02: The outer courtyard pine grove with mysterious inner circle
- Pics 03 & 04: The inner bailey and flanking staircases
- Pics 05 & 06: Views from along the parapets, showing the commanding view -- players will have to be extra cautious when trying to storm the battlements
<...
2022-03-21 05:45:54 +0000 UTC
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Howdy folks!
Last Friday had to get some medical treatment for my shoulder, which left me kinda sore all weekend -- but rather than just tap out, my stubbornness won and I managed to create most of a whole new World Space in Skyrim. This includes two separate paths for entry, a central fortress with inner and outer courtyards, and a final temple area for boss fights.
Organic Faction occupants can range from orc raiders to dragon cultists to necromancers to druids, the spread is pr...
2022-03-14 09:32:28 +0000 UTC
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Hi folks! I have good news, mixed news, then some good news.
Okay, first, the good news: All the testing thus far for our Darklight Tower faction is going great!
- No drop-dead surprises -- enemies challenge the player without overwhelming them
- There are definitive stages of progression as the faction gains power
- Eliminating Zphenx from the equation changes everything
- Players can brave the gauntlet to steal potions regularly, or free Zphenx to use he...
2022-02-28 05:14:03 +0000 UTC
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Hi folks!
In anticipation of the next big requested Lord of Beggars Faction, I want to set up a super flexible framework that'll actually let me set up a ton of player-guided Organic Factions anywhere:
- Some members may have a % spawn chance on their own, and can be hired at any time.
- Others may only have a % spawn chance if the player chooses a particular Follower (Lydia, Illia, J'zargo, etc.). Once spawned, they can be hired normally.
- Lastly, the player ma...
2022-02-09 09:26:35 +0000 UTC
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Hey hey! Updates!
- Wraith Factions / mechanics have been updated so that Vigilants and city guards will attack them on sight. This includes the Wraiths that the player will summon -- so even though they're conjured permanently from the staff, you can't just walk through a city with an undead abomination floating after you.
- Zphenx and Lykoi have been updated as merchants who share a communal vendor cache at the Alchemist's Shack. Lykoi is an amateur, and can provide only th...
2022-01-31 08:54:13 +0000 UTC
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Hi all!
I've been peeking around YouTube, and have found several folks posting video series on [Living Skyrim]. For those not familiar with the package, it contains an expansive collection of mods, including the full Organic Factions stack.
One common theme is the struggle through the lower levels, even more so than vanilla Skyrim. This mod pack in particular caters to those that have already beaten ...
2022-01-15 11:23:01 +0000 UTC
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Just finished setting up the full spread of resource distribution for the entire Faction:
- Selected Actors will regularly receive potions from Zphenx so long as she's in the Faction. Forcing her out or killing her will cripple the Faction's combat effectiveness.
- Actors will use potions at the appropriate times in combat, including buffs / healing / turning invisible to sneak attack or escape.
- There's a chest in the foyer of Darklight Tower which Zphenx uses to sto...
2022-01-10 12:15:38 +0000 UTC
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Howdy folks, and happy new year! :D
I've finished adding in Zphenx's little sister Lykoi into the Alchemist's Shack, along with the associated idle markers and Packages.
Zphenx will stay loyal to the Darklight Tower mages so long as Silvia is alive, and Zphenx herself doesn't get beaten down to the "bleedout" state. Under these conditions, Zphenx can only visit her sister occasionally (10% chance to encounter her here).
If Silvia is killed, or Zphenx is severely injured but ...
2022-01-04 02:24:28 +0000 UTC
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Hi folks!
I hope everyone has a wonderful year-end holiday break! I'm going to spend time with family and friends as well -- payments will be paused for December.
Stay safe, and happy holidays! :D
2021-12-23 09:47:02 +0000 UTC
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