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Psychotic
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quote:
Originally posted by Greybeard
Here's the info on the sword:
QUOTE
Greetings! One of our members saw your excellent sword and was wondering if you'd mind if we used it (with or without the name) as the prize in one of the quests we're doing. It's certainly a fine piece of work, and we'd appreciate your permission.
Even more, we invite you to check out our site and our work. Our link is Skyrim for Oblivion , which is a part of the Silgrad Tower group. If you'd like to work with us, as time permits, you're very welcome. If you're loaded up (as are most of us), we certainly understand. Just PM me here or at Silgrad, or post a note there to let us know your preferences.
Again, that sword, the mesh and texture, are excellent. Thanks for another improvement to Oblivion. - greybeard.


Sure just make sure to credit me, just keep in mind it's Deadric origins, as the original in Morrowind was in the posession of on of Dagoth Ur's more neutral servants. I would also appreciate the preservation of the one hand two hand weapon switch script, and a minimum of at least 3 weeks distance between my release and Skyrim's release. (which I'm sure is a big project, so props on that.
Anyway cheers.

As far as the poster is concerned, Psychotic, the rating symbol is very out of place, but the rest I don't mind. I'll leave that up to your judgment.

Well, it's off-to-work-I-go time. Catch you at lunch.

Just one thing, if everything goes as planed and the teaser is released on the 1st of September than that's a few days short of three weeks. But I will make a guess and say that a few days don't matter that much.
11.08.2006 13:23 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Psychotic
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Forget this post, I was just making an idiot out of myself.

This post has been edited 2 time(s), it was last edited by Psychotic: 11.08.2006 17:34.

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Siegfried
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Wait, so you're trying to make the cave esp dependant on the esp with the cave IDs? Esps can't be dependant on eachother in Oblivion, only in Morrowind. Just take the esp with the cave pieces, set it as the active esp and build off that.
11.08.2006 17:28 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Psychotic
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quote:
Originally posted by Siegfried
Wait, so you're trying to make the cave esp dependant on the esp with the cave IDs? Esps can't be dependant on eachother in Oblivion, only in Morrowind. Just take the esp with the cave pieces, set it as the active esp and build off that.

What's that? Not in Oblivion? Only in Morrowind? Bash Bash Bash Bash Bash Bash Bash Bash Bash Bash Bash Bash Bash Bash Bash Bash Bash Slap
I have a feeling I should have know that. I'll just merge what floating objects I have with the tileset .esp and go from there. Thanks. Yes
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Siegfried
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Make sure you have a seperate backup of the cave file incase there are still more problems.
11.08.2006 17:51 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Psychotic
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quote:
Originally posted by Siegfried
Make sure you have a seperate backup of the cave file incase there are still more problems.

I have a backup, it's all good.

Edit: It's good that every time I do something stupid I find a way to fix it (sooner or later). I merged the plug-ins and everything is back in place.

This post has been edited 1 time(s), it was last edited by Psychotic: 11.08.2006 18:11.

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Greybeard
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:lmao: I think I'll just ignore the last half-dozen posts or so. Yes

Check Smokin' Smokindan! - Have at it! Check

This post has been edited 1 time(s), it was last edited by Greybeard: 11.08.2006 18:27.

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The Old Ye Bard
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When can we expect the next Beta?
12.08.2006 00:22 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Greybeard
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Expect it Sunday evening, since Sunday afternoon's really the only time I can actually work on the project. (eg: I'm finally home now, and I have to get supper, laundry and other chores done in the next 2 hours before I hit the sack.) eh - that's life. =)
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Smokindan
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quote:
Originally posted by Greybeard
Expect it Sunday evening, since Sunday afternoon's really the only time I can actually work on the project. (eg: I'm finally home now, and I have to get supper, laundry and other chores done in the next 2 hours before I hit the sack.) eh - that's life. =)


Could you wait for Moldstadt's before you release the next beta?

EDIT: What should Moldstadt sell? Food, clothing?

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This post has been edited 1 time(s), it was last edited by Smokindan: 12.08.2006 02:29.

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Greybeard
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No problem, Smokindan. Waiting is what I do best! Wink Yea it's for sundries - think of the old general store, with a lot of stuff that nobody really wants, and a few things that everybody needs.
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Smokindan
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quote:
Originally posted by Greybeard
:lmao: I think I'll just ignore the last half-dozen posts or so. Yes

Check Smokin' Smokindan! - Have at it! Check


It's done!! :) RAI's included but not tested. Pathgrids done and Moldstadt's in.

Attachment:
7z1SKxxSDxMoldstadtProvision.esp


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The Old Ye Bard
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Here is the Morrowind Office/Tower.
It still needs a pathgrid and RAI.
Npc is done.
Lighting is done.
Probably going to need some models from ST to show that it is MW, I tried my best with using only MW books on the book case. There is some space on the shelves in the office for extra items.

P.S. If the other Tower is unclaimed I will claim it.

Attachment:
7z1SKxxTBxMorrowindOffices.esp

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Greybeard
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Check I don't see Nord architecture coming in the near future, so go ahead, TOYB. If we get something before release, we'll just modify things a bit. Check

Time to get -Sulan- and the voice actors going!
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Smokindan
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quote:
Originally posted by Greybeard
Check I don't see Nord architecture coming in the near future, so go ahead, TOYB. If we get something before release, we'll just modify things a bit. Check

Time to get -Sulan- and the voice actors going!


Goody :)

In regards, to the Dunmer guard's Skooma problem. Can we have one of his friends (the other guards) voice some concern for him. Perhaps there's a buried stash somewhere i.e. in the Barracks or outside somewhere and you have to help him with his problem (maybe keep the Skooma you found or sell it and put him on a cold turkey :) ) and he'll be grateful blah blah blah

Or is Skooma too addictive?

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Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

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Psychotic
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quote:
Originally posted by Smokindan
(maybe keep the Skooma you found or sell it and put him on a cold turkey :) )

Sell it to who? Uncle Sweetshare? :D
13.08.2006 03:23 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Psychotic
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The ice cave is done, I named it "The Cave of Frozen Souls". It contains two interiors populated by Ice Wraiths, Ice Slaves (the resurrected frozen people), Frost Atronachs, a Frost Monarch and last but not least The White Witch.

The ice cave tileset needs to be installed in the default folders for this to work. The .7z contains the .esp and a few textures and meshes I made for the cave including all the stuff for the Ice Blade of The Monarch.

The Ice Blade can be equipped in one or two handed mode as the author requested and I added an extra script of mine that will give the Ice Blade a 75% chance to freeze anyone for 8 seconds (this is lore correct I assure you).

Link

Just extract it to your Oblivion directory.

Oh and I forgot to remove the warp door in Bruma that I used for testing, so Greybeard you'll need to remove it (sorry). If something is missing let me know.


Happy witch hunting! :D

This post has been edited 1 time(s), it was last edited by Psychotic: 13.08.2006 21:58.

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Krisi-_
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a Withe Witch or The (high) Withe Witch??

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Psychotic
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I named her "The White Witch", you can decide if she is the "The High White Witch". When I named her I didn't know that there would be more than one. On another note the dungeon looks a bit too epic for a normal White Witch, but a bit too small for The High White Witch. Maybe she could be in the inner circle of the High Witch, but it's up to TOYB since it's his quest.
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Siegfried
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Great job!
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Greybeard
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Got it. I'll merge it and put up Beta 2. TOYB, I reworked the Morrowind office, but haven't gotten all of the statics re-arranged. First, I couldn't see a female diplomat crawling to her quarters through a hole in the ceiling :lmao: and secondly, there wasn't enough room to add Morrowind things from Reich Parkeep. I added the chair and bench that Rw suggested, but haven't gotten to anything else. I also think that all that expensive armor might be a bit over the top.

I think the sword should have a different name, eg: Ice Blade. There really should be only one Ice Blade of the Monarch, and the moddeler gets that. btw, Psychotic, did you see the stats on those Atronachs?! Eek 1 I think I'll put a couple outside the cave entrance (less the swords), just to keep the wimps away. Yes

OK - back to work. =)
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Psychotic
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quote:
Originally posted by Greybeard
btw, Psychotic, did you see the stats on those Atronachs?!

Yeah thought they might be a bit overpowered, but I was just having such an easy time killing them. Then I remembered that I'm playing with a lvl 50 character, and the cave is for a level 20-25 character. Slap
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Siegfried
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I played through the cave and it was great fun, very well put together, though I have a few concerns:
1)I don't know if you can do anything to change this, but when I attacked the Shadered enemies with a damage overtime Shock Enchanted Sword their shaders were replaced by the Shock Damage effect.
2)My framerate took major hits in the room with the White Witch, is it possible to optimize the area? I think the meshes were transparent around here throne, maybe get rid of that?
3)The location of the Ice Blade wasn't obvious enough, I found it after a minute of searching, could you try adding those platforms that lead to the witch's location to the Blade's too? Or else we are going to get a ton of players saying "I cant find the 1cebl4de!!!1!!1".
4)Is it possible to pose the frozen people? It would really add a lot if they were frozen beggin for mercy, or charging with an upraised blade.
5)The sky lights in the cave that shined on stalagmites made part of them dissappear, not sure what is causing it, the texture maybe?
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Psychotic
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quote:
Originally posted by Siegfried
I played through the cave and it was great fun, very well put together, though I have a few concerns:
1)I don't know if you can do anything to change this, but when I attacked the Shadered enemies with a damage overtime Shock Enchanted Sword their shaders were replaced by the Shock Damage effect.
2)My framerate took major hits in the room with the White Witch, is it possible to optimize the area? I think the meshes were transparent around here throne, maybe get rid of that?
3)The location of the Ice Blade wasn't obvious enough, I found it after a minute of searching, could you try adding those platforms that lead to the witch's location to the Blade's too? Or else we are going to get a ton of players saying "I cant find the 1cebl4de!!!1!!1".
4)Is it possible to pose the frozen people? It would really add a lot if they were frozen beggin for mercy, or charging with an upraised blade.
5)The sky lights in the cave that shined on stalagmites made part of them dissappear, not sure what is causing it, the texture maybe?

Can't do a thing about the shader issue, the game just can't process more than 1 or 2 shader at a time (depending on the type).

The frame rate thing is most due to the great number of meshes, lights and enemies mostly. I don't think the transparency affects frame rate much though. There are a few script functions that can be applied in situations like that, but I didn?t want to use any because they dumb down the NPCs. If there is no other way I'll try that.

Originally I was going to put platforms to get to the Ice Blade, but I didn't want the player to be able to get the blade until the witch was dead, so I had to make them appear after she was killed. But making them simply come out of nowhere didn't look good, and lowering them gradually didn't work because they collision meshes didn't move with the rest of the model (there is a workaround, but it didn?t apply to the situation). That's why I decided to make invisible collision boxes appear and along with some mist to make things less obvious. Also the blade was originally in an upright position (stabbed in a rock pedestal), but it kept falling down when in-game for some reason (I couldn?t fix that). For the blade to be easier to spot stronger lighting or a tall object can be put near it.

About posing the frozen people. I tried that whit a separate script but it didn't work. I'll try to include it within the script that freezes them, it might work.

It's the alpha-channel of the light beam texture, nothing I can do about that one.

Hope my answers helped. :)

This post has been edited 2 time(s), it was last edited by Psychotic: 14.08.2006 01:09.

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Siegfried
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Ok, thanks Psychotic.
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Greybeard
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Before you guys leave . . .

The atronachs I was referring to were the level 50's that were in the plugin with the sword.

I'm almost done merging, etc. But I have a suggestion/request. Most things are pretty well done, but there's a ton of touch-up stuff left (checking int's for floaters, adding pathgrids to the int's, creating the LOD, etc.) I won't be able to touch this thing until next Saturday at the earliest. So, would someone like to take care of the masterfile? It's a lot better than me trying to play catch-up on the weekends. Siegfried, since you're the Jarl, you should get first shot. But if you pass, I can hand it over to someone else.
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So, what interiors do we have left? That is, any that don't need new meshes etc. Or are we done? :)

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Psychotic
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quote:
Originally posted by Greybeard
The atronachs I was referring to were the level 50's that were in the plugin with the sword.

Ahh... those atronachs. Yeah they are a piece of work.
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Ghost was slated for the Imperial barracks and I think TOYB is doing the Skyrim customs office. And that's it as far as int's are concerned. Check with Ghost, and if he's too busy, SD, you might help him out.

. . . And here it is: Beta 02 of Haerter's Gap!

And at 8 meg, I'm going to need a new place to put this (my little web page only holds 10 meg.) I'll probably use ElricM in the future - a bit public, but I can't help that.

This post has been edited 1 time(s), it was last edited by Greybeard: 14.08.2006 02:58.

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Psychotic
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quote:
Originally posted by Greybeard
And at 8 meg, I'm going to need a new place to put this (my little web page only holds 10 meg.) I'll probably use ElricM in the future - a bit public, but I can't help that.

Try FileFront, it's public but no one will search it especialy for Oblivion mods.

Anyway, I figured out how to force the animations on the NPCs trough the freezing script. Expect an update soon; I'll include some more "naturally" frozen NPCs as well as some small tweaks brought on by Sieg's comments. Oh and by the way Siegfried, there doesn't seem to be a "beg for your life" animation, sorry. :D I actually seem to remember a "pray" animation, but I can't find it in the CS or the list of animation groups in the CS wiki.

Greybeard, you can merge the update with the master when I upload it if you like, but it's nothing urgent and can wait. Yes

Off to sleep now.

This post has been edited 1 time(s), it was last edited by Psychotic: 14.08.2006 05:03.

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The Old Ye Bard
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quote:
Originally posted by Psychotic
Can't do a thing about the shader issue, the game just can't process more than 1 or 2 shader at a time (depending on the type).

The frame rate thing is most due to the great number of meshes, lights and enemies mostly. I don't think the transparency affects frame rate much though. There are a few script functions that can be applied in situations like that, but I didn?t want to use any because they dumb down the NPCs. If there is no other way I'll try that.
[...]


To fix the shader problem, you could make them resistant to all magica, it would suck abit because they wouldn't be weak to fire, but its hould still pull the effect off, though you could make a script that made any fire damage deal direct damage, bypassing the fireshader effect.

Also why don't you put the sword on her corpse, I don't know why you didn't think of this Wink

Also the Morrowind Office that I made needs to have some new books, I suggest you ask Silgrad Tower to use some of theirs as they deal more with MW and should have some books to spare. Also it needs the Light Bonemold added to it.

Edit: We should start thinking of getting a BSA file for everything that has been created so far.

Edit: Here is the Nord Office, the reason why there is a lot of watermelons is that someone came through with a large shipment of them but could not pay the Tax :D

Attachment:
7z1SKxxTBxSkyrimOffice.esp

This post has been edited 2 time(s), it was last edited by The Old Ye Bard: 14.08.2006 08:12.

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Smokindan
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Whoops, watchinwheels had the Imperial Barracks not ghostruler.

Anyway, I'll get it done ASAP as he hasn't been on in a while. Any armour? Steel?

The Morrowind Office looks a little unfinished; is that because of furniture requests etc. from ST?

And well done on the cave, Psychotic. It looks awesome :)

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Psychotic
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quote:
Originally posted by The Old Ye Bard
To fix the shader problem, you could make them resistant to all magica, it would suck abit because they wouldn't be weak to fire, but its hould still pull the effect off, though you could make a script that made any fire damage deal direct damage, bypassing the fireshader effect.

Also why don't you put the sword on her corpse, I don't know why you didn't think of this Wink

I'm not sure that if making them resistant to magic will fix it, but I'll look in to it.

Also the sword; I didn't put it on her body because I had some extra space at the back of the cave that I had to use for something. I think I'm going to put it in the hands of a frozen dude (not a living one though), he's gonna play the pedestal. =)
14.08.2006 15:22 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Greybeard
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Check Thanks, Smokindan, I don't know where Watchinthewheels went, but I don't think he had anything started. Check

Yeah, the Morrowind office is getting a makeover. I downloaded Reich Parkeep, and have started to import a few things to give ST some publicity.

I was thinking of a BSA as well, TOYB, but with the few new meshes and textures, I'm not sure it's worth the effort. There's virtually no load lag so far. Also, could you update the Morrowind office? I used a larger bldg and combined your 2 int's from the old one, but didn't have time to organize the stuff. You can use anything from the Reich Parkeep files, but let me know which they are so that I can update my files.

Jobs for this week:
check over the int's for clipping and floating (check for appropriate lighting also);
make sure all the int's have workable pathgrids and that they all have the right NPC's;
work on the RAI's and dialogue;
check with raggidman and ST re: books (and make a unique "Skyrim" book cover - I'm thinking light blue with a Skyrim logo on the front (do we have such a thing?));
start working on quests.

Does that look do-able, guys? Yes
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Sounds good GB Good job! Who hear can make quests anyway?
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Psychotic
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quote:
Originally posted by Greybeard
Does that look do-able, guys? Yes

Very mutch so. Yes

Would you mind merging the update for the ice cave too, I'll upload it in a few hours? Just to mention that if you do decide to merge it all the IDs from the previous version will have to remain the same for everything to be compatible.

This post has been edited 1 time(s), it was last edited by Psychotic: 14.08.2006 18:41.

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The Old Ye Bard
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I don't have the Reich Parkeep files, and I don't plan on dwnldng them, some one else will have to finish it. Also make sure to merge the Skyrim Office.
14.08.2006 20:36 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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Here is the updated .esp for the Ice Cave. I couldn't get all the animations I wanted to run before the frozen people were killed by the script (even with a timer), but most of them will be in different poses right now. I also made the Ice Slaves 100% resistant to frost and shock, but with a 50% weakness to fire, the fire shader should NOT cancel out their default ice shader. I didn't apply any of the scripts meant for complex situations because they made little to no difference on performance. The Ice Blade is now in the hands of a frozen battle mage at the end of the cave (the same place as previously). The warp door from Bruma is still there is anyone want's to test this in game.

I didn?t remove any objects from the second level of the dungeon, but if anyone else suffers a major frame rate hit in that or any other part, I suggest removing a few lights (the white fires possibly) or even enemies before the merger with the Haerter's Gap master.

Enjoy! Wink

Attachment:
7z1SKxxPSxFrozenSouls.esp

This post has been edited 1 time(s), it was last edited by Psychotic: 15.08.2006 01:14.

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Smokindan
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I'll do any dialogue, quests, RAI, floating and bleeding that's needed for my interiors.

Just tell me what you want 'em to say, Greybeard :)

I've done:
- Moldstadt's Provisions
- Dunmer Barracks
- Tjernagel's Public House

and am doing:
- Imperial Barracks

Do I need to do anything for the barracks? I'm guessing that'll be where the NPCs sleep and maybe eat but TOYB or someone will do the RAI for them.

Also, for naming quests and topics do you want 1SKxxSDx[Topic] and 1SKxxSDx[Quest Name]? I anyone needs any advice on dialogue I'm competent at it. Also, check out sandor's topic about interiors over at the ST forums. It has some good stuff about quests, RAI and dialogue. I'll post a link later.

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For the Imperial barracks one of the Npcs is already done, and is included in the Imperial Office. Also about quest naming, we have been discussing this in the Core Forum, at the moment for Misc Quests use the code 1SKxxQ(number)xx(modder's abreviation)x(Object name) since this is the first quest to be made use 01 as the number.
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