[WIP] Of Ash and Blight

Post » Sat May 28, 2011 5:19 pm

This is a very interesting mod idea. Keep it up!!!!
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james reed
 
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Post » Sat May 28, 2011 6:37 am

Since I have been focusing on the armor first, I confess that I http://i489.photobucket.com/albums/rr256/ericthered1090/BugArmor.jpg

The shalk helmet mostly looks good, but the the goggles look like dry cucumbers or corks to me. It may be the angle, but the texture doesn't seem as glassy/glossy as it should.
The insect carapace armour sets look good; nice to see that damn chuzei helmet put to good use for once. I don't think, however, that the cloth is a problem that needs to be fixed. In fact, if possible, I think that you should make the "scarf" fit by adding more cloth parts to the armours. Darkening them a bit doesn't seem like a bad idea though.

No complaints about the chitin armour; looks good now that you darkened the cloth parts on the helmet.
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Sammygirl
 
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Post » Sat May 28, 2011 3:24 am

I think the scarf looks fine on the green armor, you might try using the scarf texture from the Indoril armor for the blue set. Also, don't forget that as of Tribunal, there's a reddish cloth texture in the same vein that was used for the female netch armor. Just a couple alternatives. :)
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Fam Mughal
 
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Post » Sat May 28, 2011 4:52 pm

I like the dark version :D, though I agree with xeth-ban the indoril scarf colour might suit it better???
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CArlos BArrera
 
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Post » Sat May 28, 2011 3:22 pm

Ok, a lot to reply to. Thanks for all the comments people. I appreciate the feedback!

I do not think that Living Cities of Vvardenfell makes any accommodation for the weather since the scripted schedules cannot be synchronized with the change in weather. Your mod could merely disable NPCs when the change of weather occurred and it might not otherwise interfere with their LCV schedules. You may want to manage it in a way that will not have NPC's disappearing and reappearing before the player.

I do not see a problem for LGNPC mods other than the same issue for any official or unofficial quest NPC not being available to the player when expected. The idea to incorporate schedules for NPCs (including weather accommodation) has been considered by us, but it is more than we can take upon ourselves at this time. A few outdoor NPCs do allude to the weather in their greetings.

In the original Traveling Merchants, Ghan Buri Ghan scripted Hamoubil Hamzanubai out of Ald'ruhn to equip headgear whenever an ash storm arose in the wastes. I used the same strategy for the new traveler Ashar-Mat out of Maar Gan. Both travelers are scripted to return to the nearest destination of their route unless they are already well out of town. They will wait out the storm in town, however they do not seek shelter indoors. We use the official netch_leather_boiled_helm for the protective headgear, but there are other options in the standard inventory:

chitin_mask_helm
dust_adept_helm (Telvanni)
storm helm
velothian_helm (same model as chitin_mask_helm)

Even the morag_tong_helm looks suitable for the task. It would not be a difficult matter to place a script on a hidden activator to add one such 'helm' to an outdoor NPCs inventory (and perhaps tweak the appropriate armor skill so they will equip it).

Hmmm, I want to opt for realism. Yet, I am one of those people who doesn't use LCV because I really find it irritating that an NPC isn't right where I expect them to be when I'm doing a quest. Then I have to search around for them. But I suppose that's life. Hence why it is a cool mod. But I don't know about disabling them altogether.

You mentioned using a hidden activator to add the helms. Would I need a separate activator for different NPCs or could I just make one to govern, say a city? I don't want to add script to the individuals themselves, as you understand.

Do a lot of people still use LCV? Just throwing that feeler out there...


This is a very interesting mod idea. Keep it up!!!!

Thank you richardrocket :)

The shalk helmet mostly looks good, but the the goggles look like dry cucumbers or corks to me. It may be the angle, but the texture doesn't seem as glassy/glossy as it should.
The insect carapace armour sets look good; nice to see that damn chuzei helmet put to good use for once. I don't think, however, that the cloth is a problem that needs to be fixed. In fact, if possible, I think that you should make the "scarf" fit by adding more cloth parts to the armours. Darkening them a bit doesn't seem like a bad idea though.

No complaints about the chitin armour; looks good now that you darkened the cloth parts on the helmet.

Looking at it again I'll agree with you. I actually use the shalk resin texture on them. I'll see what alternative I can come up with. And I agree that the chuzei helms needed some love :) Though I'm pretty sure that TR added at least some complementary shields to them.

I'll look into adding some more cloth parts to the armor. Let me get back to you on that.

I think the scarf looks fine on the green armor, you might try using the scarf texture from the Indoril armor for the blue set. Also, don't forget that as of Tribunal, there's a reddish cloth texture in the same vein that was used for the female netch armor. Just a couple alternatives. :)

Thanks for that suggestion, I'd looked around for some other scarf textures but somehow overlooked both of those.

I like the dark version :D, though I agree with xeth-ban the indoril scarf colour might suit it better???

http://i489.photobucket.com/albums/rr256/ericthered1090/md_bug_armor_improved.jpg
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Vicki Gunn
 
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Post » Sat May 28, 2011 6:03 pm


Do a lot of people still use LCV? Just throwing that feeler out there...
It still looks http://www.fliggerty.com/phpBB3/cne/cne_modstats.php. "NPC LCV Schedules 03.esp" is used by ~13% of people using the Census and Excise Office.
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Minako
 
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Post » Sat May 28, 2011 12:54 pm

It still looks http://www.fliggerty.com/phpBB3/cne/cne_modstats.php. "NPC LCV Schedules 03.esp" is used by ~13% of people using the Census and Excise Office.

That's what I figured. just wondering. So with that, I wonder if I could create two versions. One which could somehow alter the LCV scripts to move people indoors during storms, then one which does without scripting the NPCs themselves and wouldn't require LCV. Ugggh, I was really hoping this wouldn't require too much scripting. I'll be cracking open Scripting for Dummies again.
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e.Double
 
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Post » Sat May 28, 2011 3:59 pm

Unless you guys think it would be a realistic/good idea, I wasn't planning on scripting every glove and gauntlet to reduce chances of catching diseases when searching corpses

Meh, I wouldn't even give it 2 seconds of thought.
It's a dangerous environment, it's not going to feel very dangerous if you start lessening the experience.
- - - - -
Seriously though, this is a way kickass concept. Good stuff!
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Lauren Denman
 
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Post » Sat May 28, 2011 11:26 am

any chance of y'all doing that real heavy robe to go with the big redoran watchmans helm. like seen in some of the concept art? always thought that was cool with that wide helm and oversized robes.
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Michelle Smith
 
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Post » Sat May 28, 2011 3:25 am

Well, my point was more that Tribunal seems to add the ability to track how much armor the player is wearing overall. Or at least, standard-scripted (as in not MWE/MWSE) mods that track your total amount of armor need Tribunal. So you might be able to add an armor-based resistance, with specific scripted armors offering full protection.


On a separate note, I thought I might suggest a lightweight armor material that I've not seen used.

You see, years back I had a demon-hunting D&D char. He had a coat made of his foes' wings. Well, this got me thinking.
With how prolific those bloody cliff racers are, I think it's about time that they were put to practical use, and gave up their wings for some leather. Or for a more rare and high-end material, perhaps cured Deadra hide? It's hard to imagine blight eating through that!
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Cheville Thompson
 
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Post » Sat May 28, 2011 2:57 am

Yeah...Racer Leather as a new ingredient would be great.
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Damned_Queen
 
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Post » Sat May 28, 2011 2:17 pm

I'll look into the armor checking scripts. I might possibly be able to do something with that. I know I've heard mention of Cliff Racer Armor before, I don't remember if it was in a mod, or just mentioned. Maybe I'll attempt my own take on it.

Oh, and TR already has a very cool looking set of Daedra Hide armor.
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Nice one
 
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Post » Sat May 28, 2011 10:12 am

a more rare and high-end material, perhaps cured Deadra hide? It's hard to imagine blight eating through that!

Yeah, but that goes against the concept of the dangers here. You're already thinking up ways to bypass the storm, before the mod's even released.
And plenty of cliffracers get blighted anyways. It's not like they're very special.
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Kari Depp
 
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Post » Sat May 28, 2011 11:08 am

Yeah, but that goes against the concept of the dangers here. You're already thinking up ways to bypass the storm, before the mod's even released.
And plenty of cliffracers get blighted anyways. It's not like they're very special.

the more diseased ridden cliffracers the better!
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Horror- Puppe
 
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Post » Sat May 28, 2011 7:26 am


I know I've heard mention of Cliff Racer Armor before, I don't remember if it was in a mod, or just mentioned.
http://mantodea.freewebspace.com/morrowind.html made http://mantodea.freewebspace.com/Images/CRtest.jpg for request, it's disappeared into the ether though and currently there's an outstanding warrant for it in the http://www.gamesas.com/index.php?/topic/1109144-mod-detectives-xx/page__view__findpost__p__16252431 thread.
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Chloe Lou
 
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Post » Sat May 28, 2011 6:02 am

Ah yes, that's the one. Thanks Dragon32. I would go for a different style if I made one though.
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Lily
 
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Post » Sat May 28, 2011 8:01 am

how goes this?
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Justin
 
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Post » Sat May 28, 2011 2:40 pm

Haven't done much work on this recently, got distracted by my other WIP. But the main reason for a lack of progress is that I can't test my scripts in-game as my computer can't run Morrowind (DVD-drive failed).

I hope to get an external dvd-drive soon so that I can test my stuff.
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Lew.p
 
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Post » Sat May 28, 2011 6:31 pm

Working on randomly placing blighted plants in game... still need the actual blighting script to work

http://i489.photobucket.com/albums/rr256/ericthered1090/Morrowind%20My%20Mods/MGEScreenshot4.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Morrowind%20My%20Mods/MGEScreenshot3.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Morrowind%20My%20Mods/MGEScreenshot1.jpg
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Yvonne Gruening
 
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Post » Sat May 28, 2011 10:31 am

I'd say keep that title, Of Ash & Blight. Caught my attention right away.
My two biggest ideas were -
1 - Disease should not be as easy to get rid of as "Click... drag... drop potion!" and it's gone, especially Blight. I was thinking something similar to NOM's drunken feature - could that be switched to match a "You are sick..."/ "You have a deadly infection!" type deal that sticks around for awhile, even after you take the cure? If Blight is as feared as cancer, why shouldn't the cures for it be detrimental to your body, like chemo or something? Maybe a little extreme...
The Blight is magically engineered - getting that cured ought to be a chore. My idea involved long-lasting effects that only went away days after taking a Cure Blight Potion - Stunted Magicka, health restrictions, blind/mute/deaf, etc. And, why shouldn't Blight can't affect vamps, werewolves, etc? That's balogna! Spells and vampirism, etc, ought to provide a pretty good resistance - but with the way everyone fears the Blight, only the Nerevarine ought to be fully immune to the Blight.

2 - Why does it seem a few Sleepers in caves and pesky Cliff Racers doesn't seem so terrifying? I don't know if anyone else has addressed that, I saw your thing about the blight rats, but I see that this could be integral to the purpose of the mod. Basically: Fallen Ordinators and Blight Armigers. How beast would they be? Like Sith Ordinators or something! Blight Werewolves and Vampires (who cares if they have 100% immunity, he's Dagoth Ur, and they'd wanna join him anyway!), mutated warriors of every race (MCA style?), Dagoth's own Ashlanders, Dark Brotherhood/Tong assassins, etc. That may be less of a Of Ash & Blight idea, and more towards a 6th House Creature expansion, but still!

I love the masks and helms, those look fantastic! Keep up the good work! Probably too overkill for what you seem to be handling right now, but I've been thinking of this same thing for ages - good luck with this! Hope that's not too long.
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Lillian Cawfield
 
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Post » Sat May 28, 2011 9:35 am


I appreciate feedback on this, I want this to speak to other people as well as it does to me. What else should be included?

-Melchior Dahrk
}

I like the title. It apeals to the enviroment and lore you try to reach with this mod. I have a suggestion I have seen your armors and the hasardous conditions you try to achive and I think that it would do well to add some deept to the ashlander tribes culture. I mean that they seem to be living in the ashlands as Robinson Crusoe would. Eversince my first go on Morrowind when I heard of the "nomadic tribes of ashlanders". I sort of depicted them much like the Freemen from Dune. And seeing your armors I think that if they had chitin based helms and wraps like yours they would be a step closer to the impresion the game gives you about them in dialogue. Don{t know if you plan to go to far on this becose to give the proper feel for example a "tent" is no proper refuge to the perilious ash storms nor against the madness driven blighted bests of the ashlands. I think the ashlanders should be more nomadic (move from one place to another, around a circuit of say 3 locations (script based)) they should habe the best equipment and they should know all caves and refuges along the ashlands.

The idea is that your travels in the ashlands would be greatly simplified once you become a clan friend, product of knowing their hideouts and the places were they burry/hide curative potions, medicines, and (with NOM patch) food and water. You would learn their moving months so you could chart your travel knowing you can drop by and sleep on camp. and so on.

It{s a complex idea, but you are an experianced modder, Hope you can at least drive some inspiration out of this!!

Best wishes for this mod!
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Jack Walker
 
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Post » Sat May 28, 2011 12:26 pm

I'd say keep that title, Of Ash & Blight. Caught my attention right away.
My two biggest ideas were -
1 - Disease should not be as easy to get rid of as "Click... drag... drop potion!" and it's gone, especially Blight. I was thinking something similar to NOM's drunken feature - could that be switched to match a "You are sick..."/ "You have a deadly infection!" type deal that sticks around for awhile, even after you take the cure? If Blight is as feared as cancer, why shouldn't the cures for it be detrimental to your body, like chemo or something? Maybe a little extreme...
The Blight is magically engineered - getting that cured ought to be a chore. My idea involved long-lasting effects that only went away days after taking a Cure Blight Potion - Stunted Magicka, health restrictions, blind/mute/deaf, etc. And, why shouldn't Blight can't affect vamps, werewolves, etc? That's balogna! Spells and vampirism, etc, ought to provide a pretty good resistance - but with the way everyone fears the Blight, only the Nerevarine ought to be fully immune to the Blight.

2 - Why does it seem a few Sleepers in caves and pesky Cliff Racers doesn't seem so terrifying? I don't know if anyone else has addressed that, I saw your thing about the blight rats, but I see that this could be integral to the purpose of the mod. Basically: Fallen Ordinators and Blight Armigers. How beast would they be? Like Sith Ordinators or something! Blight Werewolves and Vampires (who cares if they have 100% immunity, he's Dagoth Ur, and they'd wanna join him anyway!), mutated warriors of every race (MCA style?), Dagoth's own Ashlanders, Dark Brotherhood/Tong assassins, etc. That may be less of a Of Ash & Blight idea, and more towards a 6th House Creature expansion, but still!

I love the masks and helms, those look fantastic! Keep up the good work! Probably too overkill for what you seem to be handling right now, but I've been thinking of this same thing for ages - good luck with this! Hope that's not too long.

1) That is interesting I will look into such a thing, if it could be scripted. Possibly there will be a Blight Hard Cure.esp or something which would make the disease harder to get rid of.
2) Hopefully there will also be a creature addition type .esp for this too (even if small amount of additions). I will see what I end up including, I like the idea of Waste Rats and Blight Moths though. MCA does already have quite a lot in regards to the Sixth House, so I will most likely just leave that alone.

}

I like the title. It apeals to the enviroment and lore you try to reach with this mod. I have a suggestion I have seen your armors and the hasardous conditions you try to achive and I think that it would do well to add some deept to the ashlander tribes culture. I mean that they seem to be living in the ashlands as Robinson Crusoe would. Eversince my first go on Morrowind when I heard of the "nomadic tribes of ashlanders". I sort of depicted them much like the Freemen from Dune. And seeing your armors I think that if they had chitin based helms and wraps like yours they would be a step closer to the impresion the game gives you about them in dialogue. Don{t know if you plan to go to far on this becose to give the proper feel for example a "tent" is no proper refuge to the perilious ash storms nor against the madness driven blighted bests of the ashlands. I think the ashlanders should be more nomadic (move from one place to another, around a circuit of say 3 locations (script based)) they should habe the best equipment and they should know all caves and refuges along the ashlands.

The idea is that your travels in the ashlands would be greatly simplified once you become a clan friend, product of knowing their hideouts and the places were they burry/hide curative potions, medicines, and (with NOM patch) food and water. You would learn their moving months so you could chart your travel knowing you can drop by and sleep on camp. and so on.

It{s a complex idea, but you are an experianced modder, Hope you can at least drive some inspiration out of this!!

Best wishes for this mod!

I agree that if the Ashlanders were actually nomadic it would be amazing. I'm surprised that no one has ever tackled that so far. But regardless, that is a little outside the scope of this mod. Though my scope IS expanding :)

You definitely did give me an idea though: Ashlanders taking shelter in certain caves during ash/blight storms. They would be equipped with some of my armor, naturally (just so it gets an appearance...). These would be new NPCs who just have a scripted chance of appearing in certain caverns. Along with some scripted stuff that would appear along with them.

And I do plan to include either new NPCs in ashlander camps and/or add some of the armor to certain NPCs where appropriate. This mod will most likely be modular, if I can get it to that point, since currently I am working in one .esp. I'll just split it up when I'm finished I suppose.
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Siobhan Thompson
 
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Post » Sat May 28, 2011 3:24 am

BUMP

Any news, Melchior?
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Chloé
 
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Post » Sat May 28, 2011 5:20 am

oh, just in case you havent been following the MCP thread, Hrnchamd has been looking into the incomplete/broken "blight added by blight storms" functionality of the vanilla game. thought you might want to know.
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Kay O'Hara
 
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Post » Sat May 28, 2011 11:15 am

That is good to know, I have not been following that thread much. I hope he'll be able to work something out with it! Thanks for the heads up.

As far as having any new updates, I have been working on a few of the scripts for random blighted plants. Seems to be working pretty well in my test cell. But I'll need to implement it in game. Right now this mod will be modular, so hopefully the plant portion will be completed soon and I can move on to the next one. But they won't be released individually, so I'm not talking about a release that soon.

Don't wait on this mod to start a new game :)
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Eileen Müller
 
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