Scc0326 [Finished]
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02-01-2011, 03:00 PM,
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Hi Sniper4
As Sandor mentioned the 'interior quest' as I mentioned, is for dialogue. To go further than dialogue is the modders decision. That is a great idea to check out the TES3 lighting Charles |
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02-03-2011, 05:48 AM,
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Update for the day:
The interior work itself is ~95% complete. All I have to do is detail a shelving unit and a couple of shelves hanging from the wall. I have used light settings from Morrowind to give this interior an authentic feeling to its lighting. I've also added 3 windows to the interior as well as to the exterior of the building (as described above). Once I'm done with the interior, I'll do both an in-editor check and a play test of the interior before working with the NPCs, pathrgrids, dialogue, etc. After that, I'll make a backup copy of the file and consider making the small escort quest mentioned above. So far, I'm quite pleased with the appearance of the interior. On a side note, I'm now getting an error when I exit the CS. I haven't pinned down quite when it happens, but it reads: "Modelloader still has 4 NIF files." I then get the option to "continue playing?" I did a search for it and got the following: "The modelloader error is likely a memory leak or a mismanaged processor thread. Don't sweat it, just save and then exit. The reason it happens is because the people who made the Netimmerse/Gamebryo engine, and the coders at Bethesda generally have no skill at coding, and don't understand the concept of playtesting. This is the same reason that the release version of Oblivion couldn't re-use defunct FormID's, the same reason the game randomly fails on occasion for a large quantity of people, the same reason that you cannot alt-tab out of the game without crashing it, and the same reason the lip-synching software in Construction Set 1.2 ceases to work." I just hope it won't show up in game...
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02-03-2011, 03:33 PM,
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........as it said don't sweat it. I get "still has 4 NIF files" when I close the CS also.
Charles |
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02-06-2011, 06:42 AM,
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This will probably be my final update before submitting this claim for reviewing. The interior, pathgrid, and AI is now complete and playtested. Now, I am working on dialogue and the escort quest. The quest is almost finished, but I fear there will be some tweaking needed for bug fixing purposes. In general, this is how the quest will work:
-You enter the home of Relvyn and Sathril Radary. -Relvyn (the husband) is a rude man, and Sathril (the wife) refuses to say much to the PC if her disposition with him/her is low. She merely directs him/her to her husband. -If the PC has a disposition above 40 with Sathril, she will tell him to meet her at 9 o' clock at night, while her husband is sleeping. Upon clicking on the topic "husband" (now available), she will say not to worry about waking him up ("He can sleep through an ash storm"), and she gives the PC her house key. -If the PC talks to her before her husband is asleep, she will merely reiterate that Relvyn needs to be asleep. -If Relvyn is asleep (I'm not 100% sure how I'm going to script this so the fact that he is asleep is recognized be her, but I have a couple of ideas), she will tell the player that her husband has been growing demented and abusive with age. He was never a good husband, but now the abuse is getting physical. -Sathril wants the player to escort her to the Riverside guard barracks. She says that she is acquainted with a guard there who will help her get in contact with her granddaughter in Narsis. She acknowledges that she could just flee at any moment, but she is turning to the player to stand by her, partially for emotional support as she takes this difficult first step in leaving her husband. I make it clear that she does still have some feelings for him (as many spousal abuse victims do), but she knows she must escape for her own safety. -If the player refuses, he loses disposition points with Sathril, and she will refuse to talk to the PC. (and she calls him a "heartless shalk") -If the player accepts, she follows the PC and gives an increase to disposition. -I considered having a "wait" option, but it makes no sense to just leave Sathril at the house or in the middle of the street, especially when the guard barracks are so close. I will need to put a quest marker on the barracks to make up for this, though. I'm still considering the role of quest markers for this quest. -Upon successfully reaching the barracks, she offers the player her brass with pearl wedding ring, saying it is the only thing she can give as a reward. The player may refuse (+disposition) or accept it (no disposition change). I will probably give her a "wander" AI package in the barracks with the condition that it only work upon quest completion. -After quest completion, I plan to have a script to make her "leave." The plan is to disable her after a set period of time and after the player has left the cell. I'm not 100% sure how I'll execute this either, but I have some ideas. So... how does this sound?
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02-06-2011, 07:11 AM,
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Hello there Sniper4.
I have been looking at your posts from time to time out of curiousity. I mod for BC,not for ST but this sounds really nice. You seem to dive more into the characters like I tend to do a bit. Add a few things to there bio which I think makes the whole claim more interesting. And that sounds nice. It's not a thing that is obtained by everyone in the city taking about it, but by being that little more curious. Sounds great, I just hope it goes down with sandor as well as it has with me. Nice job Sniper4! TD |
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02-07-2011, 01:04 AM,
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Hi Sniper4
I am guessing you are speaking of scc0331F when mentioning 'guard barracks'. It's located within Riverside SE so it is still a fair walk. Make sure you make note of any exterior markers(reference ID) and report it within you submission post. It helps to keep track of them. The quest sounds good. The completion of the NPC being disabled sounds like it would work. Charles |
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02-07-2011, 02:44 PM,
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@Thr33_D0g_4eva: Thank you . I'm glad you like my ideas.
@Zurke: some minor updates: -I have decided to add the "wait here" option for Sathril. I asked myself "What would Bethesda do (WWBD)?" and the answer was to make a wait option . -Okay, I'll make note of all exterior changes . So far, I've only added a few windows and set door ownership for SCC0326. I'm attempting to make it so that Sathril will stop following me once we get inside SCC0331, so if everything works out, I can minimize changes to the exterior. -I've finished the timer, but it is untested. I've based it off of Sinderion's "Come back in 24 hours and I'll give you this crappy nirnroot potion you'll probably just sell" script . We'll see how this works. Overall, I'm definitely finding the Oblivion dialogue system to be MUCH more user friendly than Morrowind's system was . edit: I sure do spam emoticons like crazy, don't I... ?(
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02-11-2011, 04:27 AM,
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The quest and interior are both done now .
First, a couple of notes to start out with: 1. With this quest, I have made my first (successful) timer script. 2. You know those invisible loading doors that link the different areas of Silgrad City together? It turns out that followers can't go through those. I had to drag this poor old lady all the way around the city to get into the other part of Riverside . Now, on to the mod. ------------------------------------------------------------------------------------------------- Changes to cells other than Silgradcity0326: 1. Added windows to the exterior for Silgradcity0326 in cell wilderness (-9,-20), SilgradCityRiversideNW. 2. Added ownership to the doors and set an average lock for Silgradcity0326 in cell wilderness (-9,-20), SilgradCityRiversideNW. 3. Added X marker in cell Silgracity0331 to act as a quest target, so the player can find it. That's it ---------------------------------------------------------------------------------------------------- The interior: To the best of my knowledge, the interior complies with all ST standards, as well as the specifications mentioned in this thread. To reiterate what I mentioned above, I used light settings from Balmora in TESIII to give the interior a more authentic Hlaalu home feel. I should also mention another little trick from Morrowind I brought back. In many Balmora buildings, a rope is used to hang lanterns from the ceiling, as pictured below: I have done this same in one instance for this interior . It can be found in the hallway leading up to the bedroom. ----------------------------------------------------------------------------------------------------- The quest: This is definitely one of the most heavily scripted quests I've made, due to all the options available to the player. As such, it required extensive playtesting and debugging, but I'm happy to say that it works as intended now . I now present Scc0326 version 1.0 for review.
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02-11-2011, 09:03 AM,
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Thanks, I'll check it!
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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02-12-2011, 04:52 PM,
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Very nice work!
I finished the first part of my review (interior, PG, cell, NPC's). I'll check the Quest (dialogue)/AI and scripts later on. :check:
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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