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Post by denina on Apr 1, 2007 18:06:37 GMT 1
On your mod page on PES, Quatloos said he was going to move Cragonmoor anyway so you don't have to change anything, though you should probably clean the entries that mess up the other places where your home has been. Otherwise, don't sweat it over Cragonmoor.
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Post by Intrepidacious on Apr 2, 2007 0:08:15 GMT 1
NEW Home in Suran 4.1 Would you please try it out and see how it looks? www.omashu.net/Elderscrolls/Intrepid/Morrowind/Home4/Clean%20Home_v4.1.espI believe you'll find the Chapel Limeware Bowl has been copied to a unique object and renamed to "Lime Bowl'. Took care of those two tapestries. Added clutter out front for a more lived-in look, etc. There is NO land editing in this version -- I just made 'adjustments' without editing terrain. So it cannot cause issues with any land in the four cells the home occupies. (The home, perchance, straddles four corners and would therefore modify four cells' land. That means there could be terrain conflicts with player mods for a long distance in all four directions! It's just not worth it.)
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Post by meadowfae on Apr 2, 2007 7:57:58 GMT 1
NEW Home in Suran 4.1 Would you please try it out and see how it looks? www.omashu.net/Elderscrolls/Intrepid/Morrowind/Home4/Clean%20Home_v4.1.espI believe you'll find the Chapel Limeware Bowl has been copied to a unique object and renamed to "Lime Bowl'. Took care of those two tapestries. Added clutter out front for a more lived-in look, etc. There is NO land editing in this version -- I just made 'adjustments' without editing terrain. So it cannot cause issues with any land in the four cells the home occupies. (The home, perchance, straddles four corners and would therefore modify four cells' land. That means there could be terrain conflicts with player mods for a long distance in all four directions! It's just not worth it.) Well done, Intrepid! The mountain has moved back to its previous spot and Cragonmoor is back to normal. Obi seems to follow and stay as he should and the tapestries are just fine. Kudos, Sir Intrepid - we exalt thee for thy excellent modding! Small things noted: Didn't see any 'Lime Bowl' anywhere, however. And one small thing - when fae transported to several of the Ashlander camps - she couldn't move and was basically stuck in one spot. Lucky she brought her handy dandy teleport star from Cragonmoor. ;D Fae had a grand time and took screenies, of course with her magical camera. Suran Home 4.1 Slideshow~m ps. Near the tapestries there was the sound of crystals - is there a hidden room in your mod? Just wondering...
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Post by osiris on Apr 2, 2007 9:03:29 GMT 1
Near the tapestries there was the sound of crystals - is there a hidden room in your mod? Just wondering... No, there are just a pair of sound activators attached to the Azura statue.
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Post by Intrepidacious on Apr 2, 2007 14:26:23 GMT 1
The Lime Bowl should be on an armoire in the staff bedroom, I think. It was actually a Chapel Limeware Bowl but I'd forgotten that was a quest bowl, so I copied/renamed it for the Home. I haven't checked all those teleport areas in years, I'll check those out, thanks. And Osiris shouldn't be revealing the last great mystery of the Home! Really, I'm surprised those crystal sounds are even audible. I wish the Morrowind CS would let us have a wider range of resizing rather than just restricted to values from 0.5 to 2.0. Oblivion's CS will let you scale from something like 0.04 to many times its size. [edit] I see from your slideshow I forgot a tapestry in the diningroom! So I added a new one in there that I hadn't used anywhere else. I've also replaced the four rugs under the table with a single larger rug. It can sure look nice or clashy depending what textures you have.
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Post by osiris on Apr 2, 2007 18:52:57 GMT 1
And Osiris shouldn't be revealing the last great mystery of the Home! Just because we would to see everyone enjoyin' the 'sound' of the grill; which looks more appetizing for a reason, yum.
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Post by meadowfae on Apr 3, 2007 2:49:45 GMT 1
The Lime Bowl should be on an armoire in the staff bedroom, I think. It was actually a Chapel Limeware Bowl but I'd forgotten that was a quest bowl, so I copied/renamed it for the Home. I haven't checked all those teleport areas in years, I'll check those out, thanks. And Osiris shouldn't be revealing the last great mystery of the Home! Really, I'm surprised those crystal sounds are even audible. I wish the Morrowind CS would let us have a wider range of resizing rather than just restricted to values from 0.5 to 2.0. Oblivion's CS will let you scale from something like 0.4 to many times its size. [edit] I see from your slideshow I forgot a tapestry in the diningroom! So I added a new one in there that I hadn't used anywhere else. I've also replaced the four rugs under the table with a single larger rug. It can sure look nice or clashy depending what textures you have. Oh thanks Intrepid! Your attention to detail is amazing! Well, do I have to download the link again to get these newly added goodies? I'm using VM as you can probably tell from the slideshow. It looks really good so far. Found the lime bowl btw and the dwarven crank for the BBQ. Very cool (or should I say 'hot.') Now what's this about a secret, hmmm... Inquiring minds want to know. You can PM me to avoid a spoiler, but all I want is a hint. ;D ~m
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Post by Intrepidacious on Apr 3, 2007 4:55:24 GMT 1
(By the way, I had made a typo -- Oblivion lets you rescale from "0.04" on up, not "0.4". ) There's not really a secret -- if you use the TCL command to fly through the diningroom wall, and look around, you'll see Azura's statue, from whence the crystal sounds are coming. I'll post a new download link once I've doublechecked all the travel points. Might need to raise the travel markers or something? [edit] I believe ALL of the travel markers for all those NPC travel services are fixed. No more getting stuck! (When I set those services a few years ago, I didn't know you needed to orient travelmarkers at the destinations. Some of them were inside structures or doors. Can't believe no one ever noticed that before. ) Also added a ladder on the side of the building near the rope bridge so you can hit the restaurant (and back down) without going inside and climbing the spiral stairs. Should have done that years ago. Added wind chimes in the restaurant and removed the silly wind chime sound emitters that were in the livingroom.
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Post by Intrepidacious on Apr 3, 2007 22:02:29 GMT 1
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Post by meadowfae on Apr 3, 2007 23:17:22 GMT 1
OK Intrepidacious - downloaded it, but can't play it till later this evening - will post as soon as I can. Busy day. It will be a fun way to wind down. Thanks much. ~m Oh yeah, Korana's Rose Cottage has a bathroom. So sweet. -------------------------------- [EDIT] OK, checked out Suran Home 4.2 and everything seems to work well. The BBQ is working, the tapestry added in the dining room is there along with the rug under the table. It would be kind of neat if you put one of the staff in the dining room btw - so it would feel more like you could chat with her while waiting for the food to cook. The ladder works fine to the restaurant and I only checked out one teleport to the Ashlander camp - it was fine. The only problem is getting back. Is there a 'recall' ring you could add? That would make it super fun then to try all the teleports. And much easier to return home. (I have my recall set elsewhere atm) I like the friendly racer that flies overhead - a nice touch. Saw the Azura statue - and heard the crystal sounds too. But there is one group of sounds that activate near Obi's doggy door - don't know what they are...sort of like many voices. They disappear as you move away from that area. Not much else to say except that I like this home a lot. It's spacious yet feels cozy and the restaurant makes it unique. Obi makes it fun and the staff makes it convenient. (Nice to give them so much cash! No need to go to the bank, lol!) Good work Intrepid. ~m ps. Took a few more screenies of course, may post them in that section a little later. Cheers!
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Post by Intrepidacious on Apr 4, 2007 15:10:27 GMT 1
That's a good idea -- I will put one of the staff in the diningroom and perhaps one of them in the storeroom. May increase their wander radius slightly. What you hear by the doggydoor is a "spiritvoices" sound emitter right there at the big mushroom. No reason for the sound. Thanks -- I think I will see if I can put in a ring to put you back in the Home. I've noticed in testing how 'stranded' you become, to be so easily transported somewhere like Ghostgate or an Ashlander camp and realize there's no easy way out. I'm probably so SPOILED -- if so then it's all Oblivion's fault. I look at Morrowind's world map and wonder why I can't fast-travel by clicking on a map location! But have you ever used VTA Travel Agency? It gives you four rings which will take you to several places each. It doesn't matter where you are, a travel agent will always show up and bring you and the rest of your party to one of 32 locations. Hard to be the VTA agents! Extremely handy especially when you're in the very bottom of a huge cave/dungeon/ruin and you don't want to have to run ALL the way out. Just put on a ring and -POOF- a travel agent appears and asks you where you'd like to go! Silly lovkullen.net/Emma/TRAVEL.htm
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Post by osiris on Apr 4, 2007 18:47:33 GMT 1
I look at Morrowind's world map and wonder why I can't fast-travel by clicking on a map location! There are actually some good mods that introduces in Morrowind some of the new features that comes with Oblivion. One of these is a 3D map made by Vality7, it comes with an optional fast travel feature. Check out is website: vality7.googlepages.com/3dvvardenfell3Intrepid, i still haven't checked the last updates of the home, due to my limited freetime; but i will play through it later for sure, promise. Just concentrate yourself for the final release now! I have seen that Blackie of Cuttroad Mods gave Magicflame credits in the PartnerMod 3.0 readme because she playtested the mod and especially gave helpful suggestions... we will have the same treatment?
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Post by Intrepidacious on Apr 4, 2007 19:09:00 GMT 1
Credit? Sure! Wait... who are you again? That Vality map is really nice! What do you think of adding it to the Home? It does seem to just be eye candy, though, but it sure is nice. You bet you'll all be in there for helping me with some great ideas. It's the least I can do, and hopefully I can help any of you with testing mods some day, or doing an interior for a mod of yours, or something. There's no rush on publishing Home 4.1 -- I'll work on that teleport ring -- should be more or less a "Player->moveto" type of command, I guess. Do you think such a ring should have a confirmation box asking "Do you want to go back Home?" or would that be more of an annoyance than a benefit? Maybe the ring should just teleport you right Home with no questions. After all, if you put the ring on then you must be fairly certain already.... Benefit of a verification prompt would be if you set a hot-key to the ring, and accidentally hit that hot-key.
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Post by osiris on Apr 4, 2007 21:11:34 GMT 1
Wait... who are you again? I am the Chieftain of Thirsk. Really, there isn't anything easier to do than a teleport script; it's just a scripted 'coc' command... That's about it. Here's an example, you shouldn't need to look for the help from other mods now, just type into the script window, exactly as it's spelled and respecting every space and column: Begin marcus_home_teleport
short OnPCEquip short button short state
if (OnPCEquip == 1) Set state to 1 Set OnPCEquip to 0 endif
if (state == 1) MessageBox "Do you want to go to home?" "No""Yes" Set state to 2 endif
if (state == 2) Set button to GetButtonPressed if (button == 0) ;No Set state to 0 endif if (button == 1) ;Yes MessageBox "Teleporting..." Player->coc "Home" Set state to 0 endif endif
End marcus_home_teleport
And the PC will be teleported in the same spot of the home in which it could be teleported by using the console. If you want the PC to be teleported in a specific spot, you MUST to insert coordinates in the script; if you want the PC be able to choose between various spots, you have to edit the base script by inserting more buttons + coordinates. If you don't understand a script: short OnPCEquip short button short state
are the tree variables used by the script (where OnPC Equip is indeed the one needed by the game to understand that the PC has equipped the ring, short button is the one used by the buttons to work, and set state is the one needed by the game to understand if the button has been pressed or not); other things are pretty easy to understand, otherwise just ask and i will try to explain them better. If you want to add more spots, just edit the script in this way. Where do you see: if (state == 1) MessageBox "Do you want to go to home?" "No""Yes" Set state to 2 endif
just edit it to if (state == 1) MessageBox "Where do you want to go?" "Entrance""Dining Room""Bedroom" Set state to 2 endif
... doing this, you set up more buttons. Now, since the script calls the buttons by numbers 1, 2, 3, and so on, you just have to edit the script in this way: Begin marcus_home_teleport
short OnPCEquip short button short state
if (OnPCEquip == 1) Set state to 1 Set OnPCEquip to 0 endif
if (state == 1) MessageBox "Where do you want to go?" "Entrance""Dining Room""Bedroom""Library""Rooftop" Set state to 2 endif
if (state == 2) Set button to GetButtonPressed if (button == 0) ;No Set state to 0 endif if (button == 1) ;Entrance MessageBox "Teleporting..." Player->coc *insert entrance coordinate here* Set state to 0 endif if (button == 2) ; Dining Room MessageBox "Teleporting..." Player->coc *insert dining room coordinate here* Set state to 0 endif if (button == 3) ;Bedroom MessageBox "Teleporting..." Player->coc *insert bedroom coordinate here* Set state to 0 endif endif
End marcus_home_teleport
... and so on (hopefully this code should be bug free, but test it just in case!). To find out coordinates you have to use markers of course, but actually i don't remember very well how to manage them. Though i could have a look or e-mail you a script generator if you want... The above script is my personal editing of a code used by RundwulfWulfsson for his Asgard ring; but it's a very basic and simple one, so there shouldn't be any problems of permission i suppose, since it's similar to many other teleport scripts. So, what can i say now? Don't let that be a gotcha... it's really all easy to do!!!
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Post by Intrepidacious on Apr 5, 2007 1:11:57 GMT 1
Very easy, thanks. I just used the first script since I expected the game would probably default to the front doormarker, and it does. I placed the ring on the round alchemy table in the bedroom.
Azura's not in time-out any more -- she's nicely placed to the immediate right when you enter the storeroom. Improved lighting in the stairway. Adjusted a few tapestry positions vertically for alignment.
So Vality's map is just eye candy, right? The references to fast travel just means that you can use the little item you buy to fast-travel back to the map room, but the map doesn't provide fast-travel to parts of the game world, it seems.
I wonder if that map would look nice "framed" and on the wall?
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