Steadhelm Overhaul Claim [Finished]
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01-25-2008, 04:45 PM,
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Steadhelm Overhaul Claim [Finished]
Finished by jucklesjenk.
Updated December 10th 2009. The basic Steadhelm region has been finished, I attached a screenshot of the forest. Steadhelm is almost ready except for an overhaul of the AI, quests and some other issues that have to be checked. This claim is intended for someone who likes to improve the quality of our mod and knows how to handle the AI. Further a lot of playtesting is required. Description. :check: means fixed.
Known issues: :check:
(*) Check if the restaurant chair is persistent, then delete (NOT really) the chair and you'll see the attached AI packs. ST general anims. Steadhelm archive for info about the claims. Of course I am always willing to help and/or to give advice.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-13-2009, 01:07 PM,
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RE: Steadhelm Overhaul Claim [Claimed]
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-18-2009, 04:47 PM,
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RE: Steadhelm Overhaul Claim [Claimed]
The OP has been updated.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-19-2009, 07:32 PM,
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RE: Steadhelm Overhaul Claim [Claimed]
Quote:Originally posted by sandorDoes this mean just add people who constantly eat?
Trespassers will be shot.
Survivors will be shot again. |
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11-20-2009, 03:39 AM,
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RE: Steadhelm Overhaul Claim [Claimed]
Quote:Originally posted by jucklesjenk Possibly by taking some of the existing NPCs and having them take a meal at the restaurant, as long as it wouldn't interfere with quests or anything like that. Just a suggestion needing sandor's approval first. Trying to stagger back from Mafia Wars, Steve |
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11-20-2009, 08:53 AM,
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RE: Steadhelm Overhaul Claim [Claimed]
As Steve said use some existing NPC's who live in Steadhelm.
I updated the OP, don't alter the "SteadhelmFightersGuild" cell (everything is fine, AI, Dial and so on).
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-20-2009, 08:34 PM,
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RE: Steadhelm Overhaul Claim [Claimed]
Just done a quick playtest of Steadhelm. It looks fantastic! :bananarock:
I'm just wondering a few things: 1. Should I add dialogue to the theatre director or will there be a related quest meaning that I don't have to? 2. Is the furniture warehouse supposed to be almost completely empty? 3. Is the Bible of the Deep Ones supposed to be in the priory house for the Chapel of Zenithar? I thought that was supposd to be only in Hackdirt. 4. Steadhelm05Basement has an Ungrddoor that goes nowhere.
Trespassers will be shot.
Survivors will be shot again. |
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11-21-2009, 01:30 AM,
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I would also like to mention the refugees from Kvatch, but this is TID's work so consultation between quarters will be necessary. When the refugees leave the ship, they leave all at once and tend to knock each other off the single plank. I'd recommend multiple planks and a staggered departure schedule myself.
HTH, Steve |
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11-21-2009, 10:43 AM,
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RE: Steadhelm Overhaul Claim [Claimed]
Thanks.
Quote:Originally posted by jucklesjenk
Quote:Originally posted by SACarrowI'll contact TID.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-21-2009, 03:57 PM,
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RE: Steadhelm Overhaul Claim [Claimed]
Should I change anything in the Morag Tong Guildhall?
Since it's a dunmer organisation, it could get away with having dunmer furniture but it's up to you. It also doesn't get locked at night, so should I make a key for it? Edit: Has a key been made for the House For Sale, because it isn't on the lock tab. If so, could you tell me the ID, because there's hundreds of ST keys and it's near-impossible to find the right one.
Trespassers will be shot.
Survivors will be shot again. |
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