[IDEA/WIP] Burial Rites

Post » Sat Nov 06, 2010 8:20 am

UPDATE

Download available in the OP. It is just a small demo mod for the headstone scripts if anyone is interested in taking a peek at how they are going to react and look in game (roughly). Also, some other minor information updates in the OP as well.
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Alyna
 
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Post » Fri Nov 05, 2010 8:39 pm

Small update and revision to the OP in regards to this project.

Things have been moving a little slow on this right now, due to some deals going on in my world right now, and my attention being split to another project I decided to pick up as well (currently in early drafting stages and as yet not really officially announced to anyone). For a little special detail drop for those here on the forums, I will be taking my own stab at a Companion mod as well, but I don't think I am going to toss out too many other details on it than that right now.

I know I did it in the OP, but I just want to thank Pluto one more time for the awesome help provided on this mod project so far - been a wonderful teacher.

Anyways, off to get myself ready for a weekend with my fiance's sister's boyfriend while the ladies party it up at a baby shower. This project gets my primary focus again when I get back though, so expect some more updates with juicy details soon!
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Chenae Butler
 
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Post » Sat Nov 06, 2010 1:51 am

THIS MOD IS GOING TO BE SICK.

I am so pumped for this #$#@.
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helen buchan
 
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Post » Sat Nov 06, 2010 2:36 am

THIS MOD IS GOING TO BE SICK.

I am so pumped for this #$#@.

Thanks much, this reminds me, I need to check out that demo cyran0 sent me for a possible way of doing the headstones, I've been getting distracted.
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lacy lake
 
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Post » Sat Nov 06, 2010 2:31 am

Been a minute since I have made any updates to this, but I do have a small one.

I put this project on a small hold so as not to lose overall drive to finish it. I did decide tonight to pick it back up and look some things over on it, though, and will be delving back into this here for a little bit now.

Before I put this on the back burner I had been talking to both Pluto and cryan0 in regards to the scripts that I will be using in this for the interactive headstones in the assorted cemeteries. I was looking over the last iteration that had been achieved in this discussion tonight, and I think it is what I will be using for the final product (thanks again to both Pluto and cyran0 for the assistance they have both provided to this mod so far).

The basics of how the scripts will work is that a player will be able to activate any particular headstone they come across in their travels and be given the chance to leaving an Offering of Remembrance. This will, in turn, be a choice of leaving one of four particular flowers at the headstone. Doing so will bestow the player will a small blessing from the departed spirit that will last for a particular duration. During this time a flower will be visible at the headstone and the player will not be able to receive further blessings until the current one is no longer active (in order to maintain balance).

I do have a couple questions for folks, though. First of all, what four flowers should be an option for the player to leave as an offering? Currently I am partial to including Coda Flower, Gold Kanet, and Heather - but as for the fourth option, I am open to suggestion.

Secondly, should the blessings be unique to each individual headstone (and in turn spirit), or should it be a general offering/return system that will be easier for the player to identify?

And finally, being no texture artist, I was wondering if any skilled texture wizard in the community would be willing to do up some high res textures for this mod as a set of alternatives for players to use. If more than one artist wanted to take a stab at this that would also be fine (the more choices the better, right), and I would be happy to include any/all offered in the release as alternates to the original textures (with credits provided as well, of course).
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CArla HOlbert
 
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Post » Fri Nov 05, 2010 8:57 pm

Glad to see cyran0 was able to help finish (and vastly improve) the scripts I started you with. :)

Maybe the fourth item could be something more rare, like a gem. Which would then give a more powerful blessing in return.
You might run out of ideas if you make each blessing unique, so maybe some of them would always reflect the current region or the race of the spirit, and some could be more generic and found anywhere. But more than four blessings would be nice, so that you never can fully guarantee what you'll get in return... so yeah, unique blessings would be nice.
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maria Dwyer
 
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Post » Sat Nov 06, 2010 6:11 am

You could always use random lists for one or more of the blessings, so it's more interesting, but the number is still reasonable as far as thinking them up goes. Perhaps there's one blessing that's universal, one, as Pluto suggested, that's race or region dependent, and the other two come from a list of possible blessings. Or two lists; one list of powerful blessings for the valuable offering, and one of minor blessings for the less valuable offering.

Perhaps stoneflowers as a possible fourth offering, if you don't go with the gem idea?
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Gavin boyce
 
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Post » Sat Nov 06, 2010 8:53 am

Glad to see cyran0 was able to help finish (and vastly improve) the scripts I started you with. :)

Maybe the fourth item could be something more rare, like a gem. Which would then give a more powerful blessing in return.
You might run out of ideas if you make each blessing unique, so maybe some of them would always reflect the current region or the race of the spirit, and some could be more generic and found anywhere. But more than four blessings would be nice, so that you never can fully guarantee what you'll get in return... so yeah, unique blessings would be nice.

Indeed, you pose a very good point there - also, I do like the idea of possibly placing a gem for the fourth item, though I may need to look into some things in regards to that to make it come across the way I would want it to (not much of a problem). This actually gives me an interesting idea (though I think it was posed in the thread before by someone), perhaps I could set it up for actually only utilizing the three flowers, and then a special item that is specific to each particular spirit. If I do this, I would need to look into doing some dialogue so that the player could try to hunt around for clues as to what the particular item may be that they would need to truly appease the departed spirit. As for the result of the flowers, they would be the same three blessings everytime you visited a grave, and would be easy for the player to catch on to I assume. Perhaps getting the item personal to the spirit would then actually close off the grave from further use, but maybe provide some kind of permanent effect on the player that is small but useful (perhaps this could also always be the same thing, providing a slowly cumulative effect on the ability as you go about from cemetery to cemetery appeasing the various restless spirits that lie within. Hmmm?

You could always use random lists for one or more of the blessings, so it's more interesting, but the number is still reasonable as far as thinking them up goes. Perhaps there's one blessing that's universal, one, as Pluto suggested, that's race or region dependent, and the other two come from a list of possible blessings. Or two lists; one list of powerful blessings for the valuable offering, and one of minor blessings for the less valuable offering.

Perhaps stoneflowers as a possible fourth offering, if you don't go with the gem idea?

This, though, is also an interesting approach to the subject - and one that I must admit I am not sure of how to do offhand (though, again, I am always willing to take the time to learn things here along the way). As for the Stoneflower, I had thought that too, but it is described as only being the petals which for some reason turned me off of wanting to utilize it. The same with the Anthers, really - though the Stoneflowers are certainly a very viable option when I really think on it.
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Sammie LM
 
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Post » Sat Nov 06, 2010 8:45 am

Updated the OP with a little more news in regards to this project. Things are now to the point where I should be able to do some serious in CS work in regards to this (all things in regards to pre development planning are at this point taken care of, barring any speed bumps that I expect to encounter as I go along).

As a random side note, I have been debating adjusting the name of this project a little. My reasoning for this is probably a little silly, but it is more for abbreviation purposes than anything, and an attempt to circumvent any confusion in regards to that topic between Burial Rites and Blasphemous Revnants by Fliggerty. My idea is for just a small change, and calling it Tamrelic Burial Rites - thoughts on this idea as I am curious :)
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Jason White
 
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Post » Sat Nov 06, 2010 1:00 am

Oh, I wanted to toss this out (or re-toss this out) for people to look over and see if anyone has comments or suggestions on my current plan of design here. Also curious to know if I am accidentally omitting any locations due to absentmindedness. So, here are the stats I am currently thinking on, broken down by city/area:

Spoiler
CEMETERY LAYOUTS W/CITY STATS
**STATS DO NOT INCLUDE GUARDS**
Seyda Neen (Imperial - Town)
Population: 23
Altmer: 2
Argonian: 1
Bosmer: 1
Breton: 1
Dunmer: 10
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 1
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 2
Private: 0
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 3 (Burcan Esdrecus [M], Vertiu Nucciu [M], Cinda Archer [F])
Khajiit: 0
Nord: 1 (Hulgar [M])
Orc: 0
Redguard: 0

Pelagiad (Imperial - Fort/Town)
Population: 22
Altmer: 2
Argonian: 1
Bosmer: 3
Breton: 1
Dunmer: 6
Imperial: 2
Khajiit: 2
Nord: 3
Orc: 2
Redguard: 0
Burial Rites: Cemetery and Crypt
Crypts: 2
Communal: 1
Private: 0
Headstones: 6
Altmer: 0
Argonian: 0
Bosmer: 1 (Dondre [F])
Breton: 1 (Ernand [M])
Dunmer: 1 (Hlarvy Salvi [M])
Imperial: 2 (Malpen Muspidius [M], Moria Laecus [F])
Khajiit: 0
Nord: 1 (Thonro [M])
Orc: 0
Redguard: 0

Caldera (Imperial - City)
Population: 31
Altmer: 2
Argonian: 1
Bosmer: 1
Breton: 3
Dunmer: 7
Imperial: 5
Khajiit: 2
Nord: 1
Orc: 7
Redguard: 2
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 1
Private: 1
Headstones: 8
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 1 (Mebentie Masola [M])
Dunmer: 1 (Fedave Delms [M])
Imperial: 2 (Murber Uuleius [M], Laripp Callei [M])
Khajiit: 0
Nord: 0
Orc: 3 (Ugdul Murz [M], Ogrug Bogadb [M], Durash Magadbu [F])
Redguard: 1 (Relian [F])

Ebonheart (Imperial - City/Castle)
Population: 76
Altmer: 5
Argonian: 8
Bosmer: 4
Breton: 6
Dunmer: 9
Imperial: 23
Khajiit: 2
Nord: 12
Orc: 2
Redguard: 5
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 2
Private: 3
Headstones: 20
Altmer: 1 (Armion [M])
Argonian: 1 (Effe-Tee [M])
Bosmer: 0
Breton: 1 (Lielle Bielle [F])
Dunmer: 2 (Eldrus Sarayn [F], Bradas Marend [M])
Imperial: 10 (Clagiu Lioria [M], Rufinu Afronia [M], Ildoni Macrin [M], Malpen Coloni [M],
Clagius Callei [M], Caniaia Aurrus [F], Raesaia Vantinius [F], Sabrinda Ponius [F],
Pritia Pundus [F], Lunia Uuleiu [F])
Khajiit: 0
Nord: 3 (Heddvi [F], Lasskar [M], Ingma [M])
Orc: 0
Redguard: 2 (Jartod [M], Minia [F])

Dagon Fel (Nord - Town)
Population: 24
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 1
Dunmer: 1
Imperial: 0
Khajiit: 0
Nord: 20
Orc: 1
Redguard: 0
Burial Rites: Barrow
Headstones: N/A

Moonmoth (Imperial - Fort)
Population: 10
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 1
Dunmer: 0
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 1
Burial Rites: Cemetery
Headstones: 3
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 2 (Laripp Egnatius [M], Isobel Jucani [F])
Khajiit: 0
Nord: 0
Orc: 0
Redguard: 1 (Kalort Hawker [M])

Buckmoth (Imperial - Fort)
Population: 16
Altmer: 2
Argonian: 0
Bosmer: 1
Breton: 2
Dunmer: 1
Imperial: 5
Khajiit: 0
Nord: 1
Orc: 2
Redguard: 2
Burial Rites: Cemetery
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 1 (Faric [M])
Dunmer: 0
Imperial: 2 (Trebonde Burtor [M], Ladiaia Cosades [F])
Khajiit: 0
Nord: 0
Orc: 1 (Gakken Yagadb [M])
Redguard: 0

Frostmoth (Imperial - Fort)
Population: 17
Altmer: 0
Argonian: 1
Bosmer: 0
Breton: 0
Dunmer: 2
Imperial: 10
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 2
Burial Rites: Cemetery
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 2 (Laripp Jucani [M], Seguri Muco [M])
Khajiit: 0
Nord: 2 (Engar [M], Frakig [M])
Orc: 0
Redguard: 0

Wolverine Hall (Imperial - Fort)
Population: 23
Altmer: 4
Argonian: 1
Bosmer: 1
Breton: 3
Dunmer: 3
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 2
Redguard: 2
Burial Rites: Cemetery
Headstones: 6
Altmer: 0
Argonian: 0
Bosmer: 1 (Belwen [F])
Breton: 1 (Mebent [M])
Dunmer: 0
Imperial: 2 (Impell Otius [M], Pritia Angius [F])
Khajiit: 0
Nord: 0
Orc: 1 (Gakken Gat [M])
Redguard: 1 (Gancol [M])


Will be starting work on all the various custom item creations here shortly (next couple of days), and then the process of placements of everything. The next demo version that I will be releasing will contain fully developed exterior and interiors for both Seyda Neen and Caldera (though it may well not have any spawns yet at that time, so it will be a demo that contains a test run of the headstone scripting, and a early look at the build process for some early criticism from the community). I would further expect to see some screen shots coming before the release of that demo as well, to start giving folks an idea of how things will look (and to possibly root out potential conflicts early on).

Further, I have been debating further on the headstone scripting, and I think each script will be for the three flowers, and then some kind of specific item that is special to that particular spirit if I can do it (I will be contacting cyran0 for any suggestions that may be provided in regards to this idea). As such, there will probably also be some new dialogue included in the base mod, providing things in relation to each of the departed and some things to give small little mini quests for each headstone (though these will be small enough by my consideration to not get journal entries).
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Riky Carrasco
 
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Post » Sat Nov 06, 2010 5:58 am

Erm, I don't kow if anyone has told this; but would there be a Vampire Embrace/Realism patch of integration???
I'm not sure which one of these it is, but it has all new mesh&tex tileset e crand adds crypts to all the major cities; so when you become a Vampire you wake up in the crypt instead of next to your bed...lol
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Nina Mccormick
 
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Post » Sat Nov 06, 2010 2:20 am

Erm, I don't kow if anyone has told this; but would there be a Vampire Embrace/Realism patch of integration???
I'm not sure which one of these it is, but it has all new mesh&tex tileset e crand adds crypts to all the major cities; so when you become a Vampire you wake up in the crypt instead of next to your bed...lol

I believe it is Realism that adds the Crypts (which use the exact same tile set as this mod, since they used the models made by Barabus). As for a patch for it, I am still up on the air if I feel like taking this up myself (as I do not use the mod myself), but there does seem to be some demand for one to be made. If I opt not to, though, I would have no problems if someone else created one for the mods.

EDIT: In a little more detail, if I do end up doing it, my plan will be to release a small series of patches that give the player a choice of using the VR or BR crypts, and if using BR they will be made to work nice with the VR mod. On the flip side, if you opt for the VR crypts, they will simply be relocated to be placed in the appropriate cemetery as needed. Granted, I am still unsure if I actually intend to do this or not, as I do not use that particular mod myself.
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Wayland Neace
 
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Post » Sat Nov 06, 2010 10:22 am

I believe such a patch itself would be easyer to make if it was a patch for Vampire Realism or Vampire Embrace... couse in that case should be a matter of changing the cell and axis coordinates of the player teleportation in the Vampire convertion scripts... so that instead one cell uses the other, but One mod does not nescesarily has to be thinked and produced to addapt on other the cogs would adapt their self later as the antique cars... also it would be hard to addapt it now becose the NPC{s come and go and a vampire comes out of the cript and BUM! guards everywere... that is something that{s to be considered near the end of the WIP stage I think... but that{s just me

This is smelling nice!!
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Dawn Farrell
 
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Post » Sat Nov 06, 2010 8:44 am

I believe such a patch itself would be easyer to make if it was a patch for Vampire Realism or Vampire Embrace... couse in that case should be a matter of changing the cell and axis coordinates of the player teleportation in the Vampire convertion scripts... so that instead one cell uses the other, but One mod does not nescesarily has to be thinked and produced to addapt on other the cogs would adapt their self later as the antique cars... also it would be hard to addapt it now becose the NPC{s come and go and a vampire comes out of the cript and BUM! guards everywere... that is something that{s to be considered near the end of the WIP stage I think... but that{s just me

This is smelling nice!!

Not quite sure I followed what you were getting at - then again, I just got up and my brain isn't at 100% yet, so I will probably need to come back and re-read this.
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Jason Rice
 
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Post » Sat Nov 06, 2010 1:05 am

I believe such a patch itself would be easyer to make if it was a patch for Vampire Realism or Vampire Embrace... couse in that case should be a matter of changing the cell and axis coordinates of the player teleportation in the Vampire convertion scripts... so that instead one cell uses the other, but One mod does not nescesarily has to be thinked and produced to addapt on other the cogs would adapt their self later as the antique cars... also it would be hard to addapt it now becose the NPC{s come and go and a vampire comes out of the cript and BUM! guards everywere... that is something that{s to be considered near the end of the WIP stage I think... but that{s just me

This is smelling nice!!

Okay, first and foremost, since I said I would come back to this later, I am now 100% sure I do not follow what you are saying here - I apologize for this, but if you could please try to re-elaborate what it is you are meaning it would be appreciated :)

With that said, I just wanted to give a small update thanking NazoX9 for allowing me to make use of the recently released http://tesnexus.com/downloads/file.php?id=27454 for this project, as I think this will be a fine addition to the aesthetics of this mod (and provide further thanks for the work above and beyond with this contribution by making some small adjustments for my uses).

Anyways, I also wanted to give a small update in regards to how I will be handling the base portion of this mod. First of all, the major focus of the base mod will remain the same - placing cemeteries and crypts at the assorted Imperial settlements and forts on Vvarndenfell and Solstheim. These cemeteries will, in most cases, be populated with headstones (activators that will display the name of the departed when the mouse is placed over them), crypts with fully developed interiors (providing some very basic dungeon crawl opportunities with a little flair), and in some there will also be static sarcophagi.

In regards to the headstones, each one will in and of itself be an interactive feature as well as mini quest. Players will be able to select any of the headstones and be presented with an option: "Would you like to leave an offering of remembrance?" They will be provided with the options of "Coda Flower," "Gold Kanet," Heather," "Appeasemant," or "None."

Now, opting to provide a flower in remembrance to the departed will result in the player: 1) Having the associated flower removed from their inventory and placed at the grave - no longer able to be taken back.
2) Have a small blessing (dependent upon the flower provided) placed upon them by the departed
3) No longer have the ability to make an offering at that grave until a small duration has passed (the length of the blessing), at which point the flower will also no longer be visible at the grave

Optionally, selecting the Appeasemant choice will cause the player to be confronted by the departed spirit, who will beseech the player to help them finally be at peace and cross over to Aetherius by acquiring some particular item that had been important to them in life (or perhaps in some cases correcting some wrong done to cause their deaths). This will only, of course, provide vague clues initially before the spirit is gone again - and thus the player will then have to ask around about the departed to hopefully find clues in regards to where they might actually accomplish the spirits task.

Upon locating what the spirit has requested and returning it to their grave, the player will once again have a small exchange with a particularly grateful spirit who will provide them with a permanent blessing (stackable with the other such spirits) and fade from this plane to Aetherius - finally at peace and rest. (Thanks again to NazoX9 for use of the ghosts, and also to Cyrano for the assistance with the scripting for this).

Anyways, I hope that gives everyone a little idea of where this will be going here, and also to make sure folks know that it still has not tapered off to Oblivion :)
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Jack Moves
 
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Post » Fri Nov 05, 2010 11:23 pm

Looking good Red Eye, great to see your initial ideas have grown into more. This is going to be a great mod to add to the game.
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Nathan Barker
 
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Post » Sat Nov 06, 2010 7:18 am

Looking good Red Eye, great to see your initial ideas have grown into more. This is going to be a great mod to add to the game.

Thanks for the kind words, Pluto - hope I can make the final product live up in the end :)

I am certainly curious as to people's opinions in regards to the new method for handling the headstones scripts. My current plan is to provide a 1 point Sanctuary effect for completing the spirit's quests, which would provide around a 50-60 point Sanctuary effect by the end if I do one for every single headstone (which I do currently plan to do, so the base mod itself will contain that many mini quests to perform in all - beyond any of the add-on mods that I make).
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Crystal Clear
 
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Post » Sat Nov 06, 2010 3:27 am

Not sure if you're looking for resources for this or not. Anyway.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2146
http://www.proudfootimaging.com/ladye/ has a crypt tileset too (under Buildings), although Unforgotten Realms is down so PM me if you want a copy.

I also have some more LadyE mesh collections called tombstones, mausoleums and coffins, PM me if you're interested. There's also a set of http://ressources.wiwiland.net/spip.php?article99 on Wiwiland. Finally, these http://www.tesnexus.com/downloads/file.php?id=21255 maybe of use.
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louise tagg
 
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Post » Sat Nov 06, 2010 8:11 am

Not sure if you're looking for resources for this or not. Anyway.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2146

That is actually the main resource I am using for this mod, so I do indeed have that one :)

http://www.proudfootimaging.com/ladye/ has a crypt tileset too (under Buildings), although Unforgotten Realms is down so PM me if you want a copy.

I also have some more LadyE mesh collections called tombstones, mausoleums and coffins, PM me if you're interested. There's also a set of http://ressources.wiwiland.net/spip.php?article99 on Wiwiland. Finally, these http://www.tesnexus.com/downloads/file.php?id=21255 maybe of use.

I had the LadyE ones (or, some of them anyways), but seem to have misplaced them somewhere - wouldn't mind getting ahold of them again. Never heard of the Diablo Meshes, I'll check those out - thanks much!
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Jade MacSpade
 
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Post » Sat Nov 06, 2010 12:06 am


I had the LadyE ones (or, some of them anyways), but seem to have misplaced them somewhere - wouldn't mind getting ahold of them again.
https://www.yousendit.com/download/TzY0ek9wMGtWRDhLSkE9PQ, good for 7 days / 100 downloads. I also put some of FlyTSI's catacomb meshes in the download too.
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..xX Vin Xx..
 
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Post » Fri Nov 05, 2010 11:33 pm

https://www.yousendit.com/download/TzY0ek9wMGtWRDhLSkE9PQ, good for 7 days / 100 downloads. I also put some of FlyTSI's catacomb meshes in the download too.

Awesome, thanks Dragon! Extra resources are always a big help for this, so it is certainly appreciated.
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Sarah MacLeod
 
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Post » Sat Nov 06, 2010 1:49 am

Awesome, thanks Dragon! Extra resources are always a big help for this, so it is certainly appreciated.


Very sorry I couldn't get the ghosts to fade in properly how you were hoping to have them. I'm really looking forward to seeing this one done though. A very good idea that will add a lot of atmosphere in my opinion.
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Haley Cooper
 
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Post » Sat Nov 06, 2010 10:35 am

Very sorry I couldn't get the ghosts to fade in properly how you were hoping to have them. I'm really looking forward to seeing this one done though. A very good idea that will add a lot of atmosphere in my opinion.

No worries, Cyrano and I have talked about work arounds and such
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Rach B
 
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Post » Sat Nov 06, 2010 4:27 am

So, some developments in the world of Burial Rites.

I have been doing a lot of communication back and forth with Cyrano and NazoX9 in regards to how things can be handled in regards to the headstones. The current pitfall we have is in regards to having a spirit appear and disappear during certain condition at the headstone to offer up a quest to the player.

The desire (as previously described) is to have the player select a certain option after activating a headstone. Doing this will cause a spirit to fade into view and force greet the player to initiate the small quest. There will be a forced goodbye and the spirit will then fade from view.

The problems we have faced with this is as follows: Utilizing the Ghosts from NazoX9's new mod (as well as other alternatives), seems to have shown that our initial method of thinking will only produce a spirit abruptly and cause it to disappear in the same fashion (using a scripted Chameleon effect on it). During the fiddling with this, NazoX9 suggested to us to take a look at the Azura scripts at the end of the Tribunal Main Quest to see if they might help out.

After fiddling with the with the Azura Trib MQ we have seen it wouldn't be able to work outright (well, more so Cyrano, as he is doing a lot of help with the scripting aspects with me since I am still learning things here in regards to that). Anyways, let me explain a little what was found from this:

The script uses PlayGroup on the Azura activator. It runs animations written specifically for that object than fade it in and out. There is no actual texture for the activator - it is invisible and is only made visible as a result of the animation group. Currently, we cannot utilize it unless we want all of the ghosts to look like Tribunal's Azura.

We wondered if perhaps someone who has some animation skills would be willing to adjust some things on the ghosts for us to get them set with animations we can utilize for this script (preferably with NazoX9's ghosts to achieve a desired effect with this aspect of the mod). It might require the same as Azura: a texture-less activator that is slowly faded into existence (and out again as second animation group).

So, that is where things are at the moment. Cyrano and I have discussed a possible alternative way to handle this, but it provides less of an atmospheric effect to things (as stated, causing the spirit to abruptly appear and disappear rather than fade into being and then fading back out). Thanks in advance to anyone willing to help with this, and if no one is the alternate route with this can be pursued.
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Matt Bigelow
 
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Post » Sat Nov 06, 2010 3:47 am

So, as an update:

This is very much on hold at the moment. I recently suffered a nasty virus (well, three actually) on my system that 100% tore it down and killed it forcing me no choice but to reformat my PC. I did manage to get a number of things backed up, my Morrowind Modding included, but I lost a very LARGE amount of information and programs (hundreds of Gigs worth) that I must now look into replacing. Depending on how long all that takes, I will then resume work on this project, though I may be doing it in tandem with the NoM update (depending on how far along things are there by the time I am set).

Thankfully, though, I will not have to start things over from scratch on this at all (not that it would have been a huge setback, probably no more than the situation at hand really).

Anyways, that is about it right now - I should still be popping in from time to time to get my mind off things, so I can address ideas, comments, and concerns still if anyone has any to pose.
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Tanika O'Connell
 
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