Haerter's Gap Int's for you modders |
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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.
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11.08.2006 13:23 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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. |
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11.08.2006 17:28 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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?
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.
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11.08.2006 17:33 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Make sure you have a seperate backup of the cave file incase there are still more problems.
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11.08.2006 17:51 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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11.08.2006 18:24 |
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When can we expect the next Beta?
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12.08.2006 00:22 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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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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12.08.2006 00:48 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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No problem, Smokindan. Waiting is what I do best!
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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12.08.2006 02:38 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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quote: |
Originally posted by Greybeard
I think I'll just ignore the last half-dozen posts or so.
Smokin' Smokindan! - Have at it!
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It's done!!
RAI's included but not tested. Pathgrids done and Moldstadt's in.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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12.08.2006 07:20 |
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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.
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12.08.2006 22:45 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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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.
Time to get -Sulan- and the voice actors going!
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13.08.2006 02:00 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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quote: |
Originally posted by Greybeard
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.
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?
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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13.08.2006 02:59 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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?
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13.08.2006 03:23 |
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Krisi-_
Archduke
Registration Date: 27.06.2006
Posts: 1,532
Location: Norway
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a Withe Witch or The (high) Withe Witch??
__________________ The meaning of life is 'Bucket'.
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13.08.2006 22:09 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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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13.08.2006 22:35 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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13.08.2006 22:41 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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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
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?!
I think I'll put a couple outside the cave entrance (less the swords), just to keep the wimps away.
OK - back to work.
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14.08.2006 00:18 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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.
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14.08.2006 00:36 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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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14.08.2006 00:47 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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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14.08.2006 01:06 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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14.08.2006 01:26 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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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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14.08.2006 01:41 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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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?
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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14.08.2006 01:46 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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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14.08.2006 01:55 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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.
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.
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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14.08.2006 05:01 |
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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
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
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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14.08.2006 06:11 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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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
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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14.08.2006 12:18 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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
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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.
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14.08.2006 15:22 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Thanks, Smokindan, I don't know where Watchinthewheels went, but I don't think he had anything started.
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?
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14.08.2006 18:21 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Sounds good GB
Who hear can make quests anyway?
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14.08.2006 18:39 |
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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.
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14.08.2006 20:36 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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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.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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15.08.2006 01:26 |
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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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15.08.2006 05:07 |
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