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Post by Intrepidacious on Oct 31, 2006 2:20:11 GMT 1
Name: Home 1.1 Location: just northwest of Cheydinhal, just past Fort FarragutAuthor: Intrepidacious (marcuscl at bellsouth.net) Fast travel: Enabled once you’ve found the Home The Home is just to the northwest of Cheydinhal just past Fort Farragut. This gets the Home out of the city to remove possible conflicts with anything, and also provides compatibility with Open Cities.You can see the Home up on the cliff from outside Cheydinhal's East Gate. Just take a very short ride up the road toward Fort Farragut and continue just past it to the Home. Then a mapmarker will be added to your world map for fast-travel. The exterior features a marvelous view, with a nice large park bench and a stable. PortalsIn every primary city in Oblivion, there is a portal somewhere which will take you to the Home interior. Ten different portals (three of which are in the Imperial City). Inside the home, you’ll find the ten corresponding portals to take you to those cities. A remarkable side effect of the portals is that characters from all over Cyrodiil tend to use your portals to travel between cities. You can sit in your livingroom and watch people stroll through, chat with each other, etc. Interior spacesFirst floor includes a fireplace, bar, and chairs, benches, diningroom tables, some storage. Four roomy bedrooms on the second floor just in case we have family or children, etc., someday. Bathroom, including tub and sink, on the second floor. A door on the second floor leads out onto a section of the roof, where a couple of chairs allow you to sit down, relax and enjoy the marvelous view! Basement includes lots of storage, spellmaking and enchanting stations on either side of alchemy tables. There could be a secret.... A pretty Thieves Guild fence NPC stays on the first floor, ready to buy items from you, repair your armor and weapons, and recharge them, and even train you in Alteration. Changes from 1.0g: The fifth bedroom was converted into a bathroom. A hundred minor refinements including lighting, pathgrids, furniture placements.... All four bedrooms have wood floors, as do the first-floor sitting room and foyer.
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Post by shezrie on Oct 31, 2006 5:52:44 GMT 1
Erm....a while ago I took the liberty of doing this www.freewebs.com/ljosa/freemedium.htm . Hope you don't mind it being there. It's not the mod itself, just the description, picture and link to download. Loved the house, beautifully decorated and spacious inside. You added a basement? Do you mind if I update my info with your new features?
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Post by Intrepidacious on Oct 31, 2006 22:46:21 GMT 1
It pleases me to no end that you chose my mod for your site! Please feel free to update it as you like. Yes, there's a basement with a nice alchemy lab with spellmaking and enchanting stations and storage. Improvements to the landscaping, even a door added to a nice seating area on the roof with -- from up there you get a beautiful view of Cheydinhal. Lots of small tweaks, too, throughout the house. The teleporters were placed before I really knew that I could just set a fast-travel marker to the front steps of the home. I did implement the fast-travel, but the teleporters have had a neat side effect: they serve as a shortcut for NPC's. You never know who will stroll through the livingroom on their way from Skingrad to the Imperial City marketplace, or from Bravil to Anvil. I was worried at first that there might be theft or that it might break quests, etc., but it turns out that it's had no negative effect at all. It's nice to have various countesses and others come visit your livingroom once in a while. I'm also open to suggestions on improving it as well.
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Post by shezrie on Nov 11, 2006 9:42:53 GMT 1
I took a look and it is really excellent, I love the new roof top area and the basement is a good add on with the really useful training room, alchemy and storage that complete the house. Novy is great and adds a bit of life and company. The house is really well lit, not to bright but pleasantly light enough as well, and is very nicely decorated. I got quite a surprise when I came back into the main hall and heard Novy talking to someone. An NPC had teleported in and he just chatted for a moment and then went out another teleporter. It was brilliant! ;D The only problem I had was a bit of a slowdown when someone teleports in. And I also figured I was safe after teleporting from the imperial city to the house and figured I had left all the guards who were chasing me behind. Nope! I turned around and they have teleported into the house. How they found the teleporter is quite incredible as I left them on the other side of the Market District. There is grass clipping the steps at the back, but it's not a big deal. All in all it's an excellent house with a really unique feature that no other house has. If it's okay with you I'd like to use it as Featured House of the Week. It would be up in about three weeks as there are 2 houses ahead on the list but I am getting at least three of them ready now as I am moving country and won't have my own computer for a few weeks.
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Post by Intrepidacious on Dec 31, 2006 4:39:38 GMT 1
Here's a major update to the Home, literally moving it out of Cheydinhal! My main motivation for this was to provide compatibility with Open Cities, but I had always kinda wanted to move it out of the city anyway. It's now outside Chedinhal to the northeast. You can see the Home up on the hill if you just exit the city via the East Gate. Then it's an easy matter to just run or ride up the road just past Fort Farragut to the Home. I've updated the description at the top of this thread, and the links. Nice hillside location and an incredible view! No grass clipping as I've applied a nice cobblestone texture under and just around the Home. Added a stable as well just for kicks. The basement is updated with an alchemy lab as well as enchanting and spellmaking stations.
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Post by osiris on Dec 31, 2006 11:42:05 GMT 1
Looks very good as usual, i'm very glad to know about this update and i hope that all the Oblivion players around here will download and play your mod. Just a suggestion, start to give unique names to your abodes! I have a pair of questions: are the paintings a modders' resource, or are they part of the vanilla Oblivion furniture? And about the servant (very nice idea!): how did you found to work with NPCs in Oblivion? Are you planning to give them unique dialogues (and if yes, have you found easy or difficult work with the Oblivion dialogues), or it's not important for you and you will left them as generic characters? Well, maybe these are more than " just a pair of questions", but i'm curious to know more about that.
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Post by Intrepidacious on Jan 5, 2007 17:18:01 GMT 1
I made new updates and posted them about 9PM Tuesday night. It's still 1.0g but it's the FINAL 1.0g. I fixed some terrain and did some extra landscaping, etc. Here's a video of the old 1.0e version, The interior is mostly the same but disregard any exterior views of the house as it's all different. www.omashu.net/Elderscrolls/Intrepid/Oblivion/Home/Home-1.0e.wmvUnique names!! What an idea!! What would I do without you, Osiris?? Yes, I've been a bit of a slacker on coming up with names, so my Morrowind home is "Home 3.6" and the Oblivion home is "Home 1.0g". But now I'll be starting on an underwater home mod for Oblivion so I'll have to start with real names. I guess I don't have confidence on my naming skills -- I'm afraid I'll name the home something tacky and be stuck with the name. No excuses... Everything I've done with mods so far has been using the standard Morrowind or Oblivion databases. The paintings seein in the Home can be seen elsewhere in Cyrodiil. Regarding NPC's, I'm a procrastinator and tend to leave them for last, and I'm not very familiar with dialogue & scripting at this point so they tend to be a bit generic. I've learned how to do some scheduling of eating, sleeping, wandering, reading, finding things, and even using things (like a rake). Of course voice presents its own problems, and I've not even attempted that, and I'm severely reluctant to do any dialogue without proper voice.
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Post by Intrepidacious on Jan 21, 2007 8:33:43 GMT 1
Starting the bathroom effort on the Home so I've started work on 1.0h. I've already put water meshes in the stable's buckets -- the water doesn't animate but it looks a lot nicer than empty buckets! I wanted some sort of proper exterior bench in front of the house to sit on and gaze at the view -- not just placing a piece of interior furniture out there. I made one up here -- turned out nice although this was just a quick placement -- needs tweaking:
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Post by osiris on Jan 21, 2007 15:08:44 GMT 1
Glad to see something about your Cyrodillic home again, Intrepid! We are talking about your mod from so much time, that i wouldn't repeat myself now (even if i think that congratulations are always well accepted, right?)... So i have just a question this time: technically speaking, can you explain me better how the "Traveling NPCs" feature works? Do you think you'll add it to other mods, too?
As per every peculiar thing, i think that you can improve it in many ways... Looking forward to know more about it.
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Post by Intrepidacious on Jan 21, 2007 16:09:43 GMT 1
Do you mean the NPC's who travel using the teleporters in the Home? The teleporters are literally just doors. So I did the same as I would have done in Morrowind -- made a house mod and then placed a door for every city in it, so that you have eight or ten doors inside the house linked to corresponding new doors placed in each city. The rest was done by the NPC's themselves. Since they have schedules for eating, sleeping, visiting different locations, etc., those that had to travel between cities started using the Home teleporter/door that was in their city! I really did it very early on since I didn't know how fast travel was implemented. Turns out fast travel is done just by placing a mapmarker on the ground somewhere -- it's like a doormarker in Morrowind. I later placed one in front of the house and fast travel worked, but because of the nice NPC traffic in the house I left the teleporters there. I suspect there's a potential downside in that NPC's probably don't use the roads to travel very much, so if you want to see people on the roads a lot then you're outtaluck with this house. But you still see guards and couriers and bandits and such on the roads. So you can see that I essentially just placed a door to every city for my convenience in the Home, but the NPC's started using them! I imagine they have a simple pathfinding AI that takes the shortest route between two points using the pathgrids that are all over the world. (I did make sure the pathgrids were set in the yard and inside the house properly.)
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Post by Intrepidacious on Feb 24, 2007 8:14:12 GMT 1
Links repaired in the original post. Will post the new 1.0h version soon as I'm done with it, complete with a new bathroom and lots of refinements....
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Post by Intrepidacious on Feb 24, 2007 21:47:18 GMT 1
New version is up! The fifth bedroom was converted into a bathroom. A hundred minor refinements throughout, including lighting, pathgrids, furniture placements, and a secret in the basement that can't be found without TCL, and just adds the unbalancing items I made for my Dad way back when.... All four bedrooms now have wood floors, as do the first-floor sitting room and foyer. Download Home_1.1a
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Post by osiris on Feb 25, 2007 10:59:35 GMT 1
Thanks for the improvement, friend! Much appreciated. So, now there are cheesy items in your house? Nice idea, they remember me the daedric shield in your first home for Morrowind. Also, it's interesting to hear that you've added pathgrids for the NPCs; really an invaluable feature to improve charachter's paths.
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Post by Intrepidacious on Feb 25, 2007 19:53:52 GMT 1
There actually were pathgrids already and they worked well -- I'd had to put pathgrids in right away when I saw citizens were traveling through the house. But the pathgrids were very minimal -- I improved them a lot with more nodes and connections. And I had somehow completely forgotten about the exterior! I had moved the Home from inside Cheydinhal to this new location and had never done a pathgrid. Terrible. I think that Daedric Shield was mounted on the wall of the original home and was a 'replica' of sorts? Could be wrong, but I think it didn't have any significant armor value, but maybe I forgot to make a replica with no armor value -- it was just intended for decoration. This house just has the one hidden room down in the basement. It's not even attached to the structure and you'd have to TCL through the wall, across the bottomlessness of the cell and over to the new room. I put a couple display cases of the items and a chest that contains them also, so that you can leave them in the display case. Glass Sword of Terror, Glass Warhammer of Terror, Glass Bow of Terror and Glass Axe of Terror. All of those weapons have double base damage (such as 20.0 versus 10.0) and also have the Sufferthorn enchantment, which damages health 35 and drains strength 20. Also a full glass set of armor with a bit higher various reflects and enhancements. Also several nice pieces of in-game jewelry.
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Post by Intrepidacious on Feb 25, 2007 20:05:10 GMT 1
Holy crap! I didn't set the ZIP file correctly -- it doesn't have the Texian's Water Statics files! It's fixed now, links updated for Home 1.1A.
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