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Post by osiris on Feb 25, 2007 21:14:51 GMT 1
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. I think that you're right; i still haven't checked if that shield had a value or not... I was a console newbie while playing your Suran house for the first time, and i had no levitation spells at all to go to the top of a so tall wall. I will check it out now. Eheh, nice! Who doesn't know the console commands will never find the secret room! Are the weapons from vanilla Oblivion, or from another mod or such? They would sounds "terryifying" even without any CS tuning!
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Post by Intrepidacious on Feb 25, 2007 22:29:18 GMT 1
The weapons are vanilla Oblivion, but custom named versions in the mod.
One last update -- left it at 1.1a for simplicity. Fixed an architectural gap (yet another one!) in the second floor, moved a chair away from a desk, and lowered the chandeliers on the first floor for brighter and more even lighting, adjusted the "Rat of Terror" wander radius down to 500, and improved basement lighting.
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Post by osiris on Feb 26, 2007 20:49:13 GMT 1
Basically, what's "The Rat of Terror?" I'm thinking at a monster rat wandering in the house...
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Post by Intrepidacious on Feb 27, 2007 5:33:22 GMT 1
LOL just a li'l rat in the secret room of the basement. There's all the various Weapons of Terror and various Armor of Terror pieces, and they're all stored in a Chest of Terror, so if there's a rat in the secret room then he should be the Rat of Terror.... He's a peaceful sort, just scurries about, but woe be to anyone who dares strike him.... I'm actually going to try to work out an alchemy sorter down in the basement.... Here's the very first pic, only for you: www.omashu.net/Elderscrolls/Intrepid/Oblivion/Home/Alchemy.jpgThe large chests were already there under the table. I should probably get rid of them. The alchemy shelves aren't in good reach where they are, though. Instead of the shelves sitting on the tables, I think I should move the tables away from the wall to create good walking space, and have the alchemy shelves mounted on the wall on a very sturdy wall shelf? Then you'd have the tables in front of you and the shelves on the wall behind you? I'll sure have to look at some scripts if this is going to be useful!
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Post by osiris on Feb 27, 2007 13:43:14 GMT 1
I'm actually going to try to work out an alchemy sorter down in the basement.... Nice improvement; i agree with you about moving the shelves with the alchemy jars. About the alchemy sorter: is the Oblivion scripting similar to the Morrowind scripting? If yes, i guess that you could just copy - and - paste an existing Morrowind script and attach it to something who acts like a "magical sorter" or such... I remember Rogue_Shadow's excellent Lakura Manor, who comes with a really enourmous alchemy room, filled with hundreds of jars, in which you simply activate a crystal in order to sort all your ingredients. Puff! It's simply amazing.
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Post by Intrepidacious on Feb 27, 2007 15:44:46 GMT 1
I counted the ingredients in the Oblivion database -- 128! So there are 128 little chests on those shelves now. I'm sure a script like that could certainly be used as a model, at least! My scripts have just been small ones to activate/deactivate things, etc. I bet this script will be a big one...
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Post by osiris on Feb 27, 2007 21:06:33 GMT 1
It isn't so "big" in reality, just annoying to write down! I can post the script of the Lakura Manor sorter for you here, if you can wait one day.
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Post by Intrepidacious on Feb 27, 2007 21:57:27 GMT 1
Really? I would have imagined there'd be a line or two of script for every ingredient! Maybe one line checking for the presence of that ingredient and then some sort of MoveTo command to move that ingredient from inventory to a container reference. But the quantity of each ingredient would have to be checked, too? There are some sorters for Oblivion but from what I've seen they often use the Oblivion Script Extender mod. This is looking better. Odd camera angle though... www.omashu.net/Elderscrolls/Intrepid/Oblivion/Home/AlchemyLab.jpg
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Post by osiris on Feb 27, 2007 22:26:58 GMT 1
Looks better indeed now! Just try to furnish the room and the tables a bit more, to make them a bit more like a "mad scientist" lab, no? Remember, the alchemy rooms of some Morrowind housing mods... They were smaller though (so easier to customize). Really? I would have imagined there'd be a line or two of script for every ingredient! Maybe one line checking for the presence of that ingredient and then some sort of MoveTo command to move that ingredient from inventory to a container reference. But the quantity of each ingredient would have to be checked, too? You're right; but Morrowind sorters will always sort *all* of your ingredients, without checking quantity or such; i.e., do you have 100 Bittergreen Petals in your inverntory? Click, and the script will sorts all the 100 petals in the jar.
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Post by Intrepidacious on Feb 28, 2007 2:02:58 GMT 1
I haven't looked at any OB sorters yet -- trying to find one that preferably doesn't need a script extender, though I suppose it would be okay to include the extender as well.
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Post by meadowfae on Feb 28, 2007 15:18:37 GMT 1
The sorter I thought was most fun was Korana's dragon sorter in her Magus Realm Tower. He's Torgan the Green Dragon, a little animated dragon who paces back and forth and sorts your ingredients into skulls instead of drawers. I prefer drawers but the dragon is cool. ^_^ ~m Torgan the Green Dragonps. Don't know if the script would work in OB, tho. Btw, nice work on your home intrepidacious!
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Post by osiris on Feb 28, 2007 20:47:44 GMT 1
Here's the first of the three sorting codes that comes with Lakura Manor by Rogue_Shadow: begin RS_SortScript_start
Short controlvar Short button
if (OnActivate) if (controlvar == 0) Messagebox, "What do you want me to do?" ,"Sort", "Nevermind" endif endif
if (controlvar == 1) set button to GetButtonPressed if (button == -1) return endif if (button == 0) messagebox "Done" startscript "RS_SortScript_sort" set RS_SortState to 1 startscript "RS_SortScript_Stop" set controlvar to 0 endif
if ( button == 1) set button to -1 set controlvar to 0 endif endif
end
This is just the first, it's called "RS_SortScript_start" and as far as i know the game needs it only to start the sorting (i will post the most relevant code later); the third script is called "RS_SortScript_Stop" instead, it only stops the operation but is similar to this one. As Meadowfae said, we don't know if this could work for Oblivion as well (probably not); but it's a good start. Tell me if you understand it, and especially if it works.
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Post by Intrepidacious on Feb 28, 2007 21:04:12 GMT 1
That's a nice idea -- have a little goblin in the basement. If you activate the goblin then all your ingredients are given to him and he's scripted to run over and put them in their containers. For great realism it'd be nice if he'd go to each container, in turn, until he's finished. Maybe the goblin would follow you around (only when you're in the basement) as your dutiful servant, always hoping you'll give him some more ingredients. He'd be kinda like Igor, Frankenstein's servant. Also, along with the whole 'mad scientist' idea, there could be a few little cages with some trapped scamps and imps, and -- of course -- some imp galls and scamp skin ingredients laying around conveniently. I sure appreciate the code samples!!
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Post by osiris on Feb 28, 2007 21:11:20 GMT 1
I'm glad that you appreciated it. That's a nice idea -- have a little goblin in the basement. If you activate the goblin then all your ingredients are given to him and he's scripted to run over and put them in their containers. For great realism it'd be nice if he'd go to each container, in turn, until he's finished. That's a nice idea indeed, but i think that it will requires a lot of work, a bunch of new animations included... Remember that creatures comes with a limited numbers of idles (each one with his animation); so yes that would be a cool idea, but even time consuming as well. And eheh, if you really want to switch to the "mad scientist" idea, write down a pair of books & scrolls that tells *why* this house hides such a strange basement!
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Post by Intrepidacious on Mar 1, 2007 5:09:32 GMT 1
Yes, even as I wrote it I knew it probably couldn't work. After all, the goblin in the library basement couldn't even eat or sleep! Stupid. I would have just tried a sample test of having him put something in a container or get something out, and I'd know. Or I could just see what animation an NPC uses to check a container and see if there's any such thing for goblins. If they can't eat or sleep then you can probably forget anything else useful. One option *could* be: to create a new NPC by copying a human, then changing the body parts to goblin body parts, and probably removing dialogue entirely.
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