Deeza's Plan for the Abacean Isles release |
Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Update: I will work on the hut and some of the non-quest related coral
reefs later tonight. I will also take another look at the spider caves
and see if I can force it to fit!
Out of interest, I've forgotten how you change the "snap to" distance. What menu is it under again?
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02.02.2009 21:54 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Go to File->Preferences. Then set the snap to Grid value from 64 to
any value you'd like (2,4,8,16,24... would probably be good values to
play with)
The Quest is coming fine, but I can hardly continue without either
having the hutt or having lots of work which I don't think is
necessary. I'm working on the side quests since the cave of bones is
done (it's actually just a big cave room with some bones, lots of
thrown away stuff and lots of bones in a corner)..
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02.02.2009 22:47 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Do you want to make the Heart Coral reef or shall I?
(by that I mean, shall I make the reef, and you just add the heart coral and quest marker etc. afterwards?)
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02.02.2009 22:49 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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sounds nice that you both are progressing.
notice my sig Deeza..
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02.02.2009 22:56 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Just finished listening to them. Both are really excellent, if they
could do some of the voice acting for this mod it would be fantastic! |
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02.02.2009 23:07 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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the guy who made those lines is called old book.
and said that I should contact him as soon as he was needed..
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02.02.2009 23:16 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Sounds great. About the reef. I did like .. Feel free to make as many reefs as you want (Doesn't seem to exciting for me).
A far more exciting broadcast: I've managed to model an DUNDUNDUUUN
APPLE !!!! Yes, I can blender! >=[ lol, keeps me entertained while
being on idle mode
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02.02.2009 23:37 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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quote: |
Originally posted by drmccoy
And I don't even know how to texture in blender -.- |
You don't?
You use Photoshop or GIMP
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02.02.2009 23:55 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Well, I know how to create textures, I just don't know how to include
them. UNTIL NOW !! My apple is fully textured, woohoo!! I shall create
a plate for it. Yes deeza, you can simply create the house (I'll
copy/paste it from your esp). Can you do the reefs in a seperate ESP?
That'd make it easier to merch and I wouldn't have to include it into
my work everytime.
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03.02.2009 00:01 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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I take it then that you know how to merge .esp files? Very good news for us if you do.
I will make two separate .esp files, one with the hut, one with some reefs.
I may also make a third with my experiments using the spider caves. If it works you can use it as Volus' Cave.
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03.02.2009 00:50 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Good news! The sea around the islands is all set up, so it should be
perfectly possible to region generate all the coral reefs in!
As for the house, it's progressing well, but it's a LOT bigger than I expected. This may take a while.
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03.02.2009 01:56 |
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nick_op
Baron
Registration Date: 02.05.2008
Posts: 440
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quote: |
Originally posted by Mormacil
You don't?
You use Photoshop or GIMP
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Actually, blender has some texture painting capabilities. I believe
McMuffin's Daedric Armour was textured entirely in Blender on a high
poly model. |
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03.02.2009 11:07 |
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Koniption
First Knight
Registration Date: 27.07.2007
Posts: 149
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quote: |
Originally posted by drmccoy
Unfortunatelly, I do not know how to merge .esp files. But I'm sure
there are people around this board or at least at the official Bethesda
Boards who can help us concerning that matter.
And that's really good news about the region generating option! Good work, Deeza!
To the blender guys: HOW THE **** do I set up the NIF import/export
feature? I have added it to the scripts and it's availible on the
import menu. I have also downloaded the PyFFI and put it in the Scripts
folder. It's still giving me the error message of PyFFI not found, the
console says "No module named logging" (??) Any ideas? |
The below linky gives detailed instructions on how to install all those
PYFFI, Python, NIfscripts, etc stuff. Just keep in mind that there are
probably newer versions of all those programs out than what the linky
below mentions, so be sure you have the newest of everything:
http://www.tesnexus.com/downloads/file.php?id=12248
Koniption
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03.02.2009 18:44 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Well, I'm using 64bit Vista, for which there's not installer, only the
zip for blender. So it's not registered in the registry. Therefore,
none of the installers for PyFFI work, I had to zip in manually aswell.
And now I'm missing a freakin logging module. Oh well ..
Deeza, think you'll be done with the house tonight?
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03.02.2009 19:08 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Sorry, no chance I'm afraid!
I have just been handed a ridiculous deadline, so I'm going to have to pull an all-nighter working.
I will do my best to get it done tomorrow.
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Yesterday, 00:03 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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take your time. I'm actually not the impatient person, but I want to
keep working on the quest. I've been thinking about a side quest a lot
which I think I'll include today (i liked the archery idea from the
beginning on ^^ )
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Yesterday, 15:48 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Hey windsurfer! Glad you checked in once more! Yes, I guess the main
quest is proceeding fine. And the island version consinsts actually of
two esms, they provide me with corals, fishes, spiders, cave sets. It's
fine.
I already took a look at your cave. It still doesn't look like they
fit, but I will take a look at it ingame, and if it truely doesn't
show, that's really great news!
If you're having lots of free time, any uploaded models by you would be
a huge gift. The more we can get, the more unique they'll be.
By the way: Since I suck at setting up my NIF export (I'll have to get
it done someday .. ), would one of you guys be able to build a
binocular? You know, like one of those old ones they used on ships in
the middle ages? Where you can pull out the half? I think one of those
would look perfect on the ship, but it'd be just a small detail.. (like
this one http://www.propassione.de/HP_Fernrohr.jpg)
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Yesterday, 16:33 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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Hey Windsurfer!
I am glad to see you still are around.
I have a rather special request, which I might think you can make,..
the thing is that I have noticed a problem with out palm tree models..
they can be picket up, and seen in the invertory. and then dropped
agian..
would anyone be able to fix that issue,,
oh, and sorry for the lack of activity..
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Yesterday, 18:38 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 968
Location: Black Marsh
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quote: |
Originally posted by simonp92
Hey Windsurfer!
I am glad to see you still are around.
I have a rather special request, which I might think you can make,..
the thing is that I have noticed a problem with out palm tree models..
they can be picket up, and seen in the invertory. and then dropped
agian..
would anyone be able to fix that issue,,
oh, and sorry for the lack of activity.. |
Its true,i had this problem when i've tried the mod.
wtf is this?
This post has been edited 2 time(s), it was last edited by Senten: Yesterday, 19:16.
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Yesterday, 19:15 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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this is problem which most be solved before release..
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Yesterday, 19:22 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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windsurfer, I don't think it'd be a wise idea to upload the merged esm
file, since the mainquest esp file I created is dependant on the old
esm and the patch esm!
Nice model though!! That's exactly what I was looking for!
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Yesterday, 19:22 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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drmccoy@ do already have some ideas for the archery side quest??
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Yesterday, 19:46 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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Hah, I never noticed it should be an easy fix. Just not make them grass
or change the collisions. Not a massive problem. The collision of the
Speedtree tree was something I never managed to fix though.
Drmccoy - I doubt it will make much difference as the new one just has
more exterior models and its a merge of all interiors. Its worth a try
to see if it works wont make any difference as your part is a .esp.
Saves doing work again? As I name everything with Ws in it there should
be nothing which has issues? |
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Yesterday, 22:21 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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are you up for making some models, windsurfer??
we still need to make the wrecking stone.
- I cant, because my computer is wasted.. as I said before..
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Yesterday, 22:36 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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so, your computer likes drinking, eh? ..........
ok, ok.
As for the side quest, I was thinking about a bosmer hunter, who
wanders the medium island. He looks a little bit different than the
other hunters so the player might have intentions to talk to him.
The bosmer though refuses to talk to him since he's an outside, a
stranger, an intruder! He tells him that his trust and disposition must
be earned. In his oppinion, outsider's aren't capable of anything else
but cutting trees.
Now it's on you to proove him wrong. If you'll decide to make him think
better of strangers, he'll show off, telling you he finds himself an
excellent marksman and the best hunter on the islands. He will take you
to 3 different spots and hand you 3 different arrows. The targets are
becoming harder to hit. Right now I have only one target, it's a
brazier orb hanging on the crazy man's house.
If you manage to hit all 3 targets with his arrows while standing in
the area he assignes you to, I thought there might be happening some
funny things, like setting off a fire or something.
Once you're done with the quest, he'll think a lot better of you, teach
you in marksmanship (and maybe provide you with additional info on the
main quests. Only maybe though)
What do you think?
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Yesterday, 22:47 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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Thats brilliant!
however, what if the player choses bosmers ending in the main quest. then the hunter would talk to the player right.?.
- are your planning to give lore as a reward?
I think that is a great idea, but I think most players would like some enchanted items..
-maybe both?
think its a really nice idea, hope you will be able to script it..
PS. could you give me all the dialog lines for Captian Alusan?
- I want his greetings.
- the first thing he says when the player talks to him.
- and also the thing he says after the player has agreed to go to valenwood.
- what player says that he wants to waite going to valenwood.
just so that we have Alusans voice lines out of the picture..
he is such a small part. I could get the guy in my sig do them..
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Yesterday, 22:58 |
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