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Go to the bottom of this page Deeza's Plan for the Abacean Isles release
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Deeza
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Registration Date: 03.06.2008
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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! Mad

Out of interest, I've forgotten how you change the "snap to" distance. What menu is it under again?
02.02.2009 21:54 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List
drmccoy
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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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Deeza
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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?)
02.02.2009 22:49 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List
simonp92
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sounds nice that you both are progressing.

notice my sig Deeza..
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Deeza
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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!
02.02.2009 23:07 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List
simonp92
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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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drmccoy
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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 Wink

02.02.2009 23:37 drmccoy is offline Send an Email to drmccoy Search for Posts by drmccoy Add drmccoy to your Buddy List
Deeza
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lol the reefs are a boring job, but somebody has to do it. Perhaps I can region gen it, but I suspect not.

Shall I just do the house and one reef for now? Where should I put the heart coral reef?

This post has been edited 1 time(s), it was last edited by Deeza: 02.02.2009 23:39.

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Mormacil
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quote:
Originally posted by drmccoy
And I don't even know how to texture in blender -.-

You don't? Tongue You use Photoshop or GIMP Wink
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drmccoy
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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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Deeza
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I take it then that you know how to merge .esp files? Very good news for us if you do. :D

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.
03.02.2009 00:50 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List
Deeza
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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.
03.02.2009 01:56 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List
nick_op
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quote:
Originally posted by Mormacil
You don't? Tongue You use Photoshop or GIMP Wink

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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drmccoy
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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! Good job!

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?

This post has been edited 1 time(s), it was last edited by drmccoy: 03.02.2009 12:14.

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Koniption
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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! Good job!

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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drmccoy
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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?

03.02.2009 19:08 drmccoy is offline Send an Email to drmccoy Search for Posts by drmccoy Add drmccoy to your Buddy List
Deeza
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Sorry, no chance I'm afraid! :D 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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drmccoy
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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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windsurfer
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WOW. Was not expecting this when I logged on. Good to know ppl are still around. Sorry haven't had time to read these 200 post so not sure what has been done etc

Just a warning that file of the islands is pretty old. I dont think it has any new coral or creatures (sharks, spiders, tropical fish) or Custom cave sets etc I created quite a lot of custom models. It may do cant remeber but hey. There was also a jungle resource pack which I was going to add (although it wont make the islands so unique).

EDIT: About the cave set yer as I said before it is a bit sketchy (blender unit and Cs units vary) You just have to make sure the get the correct ends (there are 2 ends- another mistake as I didn't make them symmetrical). They do look like they dont match in the CS (confused me for a while) but in game they fit fine. Have a look at my cave I made too see.

If people are willing to do the quests then its great news. I physically cant and my laptop hates the CS and crashes when I try to add a topic. I will upload all the latest files and models etc i'm still willing to complete the exterior (coral etc) and all the interiors are already complete including some custom caves (modeled cave set). I have quite a lot of free time at the moment so I prob have time to merge etc I am also getting better at blender which you will see by the coral. My latest project was a fully rigged frog.

Dont use the blender painter it is very basic and will look low res compared to the rest of OB. Texturing in photoshop is my favorite part of modding.

One thing I remember would be nice is a re-model of the existing housing as its still looks a bit Morrowind quality even though I tried to fix up the textures.

I started doing the quest landscaping ie the first camp, the anvil boat but stopped when I couldn't add any thing quest related (stupid laptop). Still never had my PC brought to Uni (Ive only come by train!!)

Hopefully ill read the rest of this thread soon so I know exactly what going on here. I never left properly just didn't have the hardware to mod or play the game.

Happy Modding, Tom

This post has been edited 1 time(s), it was last edited by windsurfer: Yesterday, 16:20.

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drmccoy
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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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windsurfer
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Ill upload the new .esm as its a merge of all the content. The cave is fine they link perfect ingame the CS just has a problem with them. Its hard to mod with them though which is not ideal. Look at the screens you cant see any gaps.

How about this! Its exported and Cs (+havok) ready. Ill upload it with the rest of stuff. Its was a nice easy model to make.

EDIT: I think I will make the metal brighter.

This post has been edited 2 time(s), it was last edited by windsurfer: Yesterday, 18:46.

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simonp92
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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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windsurfer
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REALLY? I've never noticed that? Could you take a screen? The are actually weirdly placed in the CS. I was experimenting with making the leaves sway (didn't work) by putting them under Grass (i was trying to emulate the grass sway on the leaves). One thing I noticed was that in Grass they created a reflection in the water (without any ini tweaks) which they didn't in object. I therefore left them there as I saw no reason why it made any difference. We can move them back by using find and replace.

EDIT: Do you mean my models or yours in another mod. Its been a while since I've been on here so dont know who is doing what?

This post has been edited 1 time(s), it was last edited by windsurfer: Yesterday, 18:45.

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simonp92
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I would never use something which some one made for the valenwood mod.. those models belong to you and tes4valenwood,,

sadly, I cannot make a screen.. my oblivion computer is infested..
- you try your self if you have oblivion installed,?

you should just stand close to the palm, and press "space", and the tree will apear in your inventory..

EDIT: I mean the palms made for the Abecean islands..

This post has been edited 1 time(s), it was last edited by simonp92: Yesterday, 19:02.

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Senten
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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?

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simonp92
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this is problem which most be solved before release..
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drmccoy
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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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simonp92
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drmccoy@ do already have some ideas for the archery side quest??
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windsurfer
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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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simonp92
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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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drmccoy
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so, your computer likes drinking, eh? .......... :lmao:
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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simonp92
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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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