[WIP]Carrie Irrietie

Post » Tue May 17, 2011 8:17 am

Not to be a stick in the mud, but wouldn't female dialogue be better written by a female? Truth is, men really have no clue how birds think. Your scripted features sound awesome though.

I take great offense to this. Why can't a male write for a female when women write for males? I have yet to see anybody barrage Kateri for her writting of Julan's dialog so why are you harrassing me and Nicholiathian for Carrie's dialog? Anyway, I think Nich and Tyraa Rane have spoken more eloquently on this than I can. I suggest that you weigh your words more carefully in the future. Just because YOU might not like the mod or how it's written, doesn't mean that you should sling mud on it.

Kateri, if you're reading, I appologise for dragging you into this conversation, but you are the only female modder I know that has written a male character that's very believable.
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how solid
 
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Post » Tue May 17, 2011 2:21 am

I'm just posting an update to anyone who hasn't given up on this mod ever being released, if anybody even remembers that it's in progress. I've added a group of four miniquests to Carrie's story line for after she completes her Mage's Guild quest line. During the quest where she has to count all the bottles in the Mage's Guild Halls Carrie get's to thinking about breaking glass, burining things and alchemy. This leads her to the idea of making volatile mixtures to put in bottles and throw at enemies. I've got a new bottle mesh rigged as a thrown weapon in a variety of colors (or colours for any Brits out there). Once the requisit quests are completed the player can give Carrie ingredients for each of four different mixtures in exchange for that throwing weapon. The thread on GHF has a video of this mixtures in action.

As Jac pointed out, Carrie is turning out a bit like a real woman, just when I think I've got to know all there is about her I find more to learn.
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Elina
 
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Post » Tue May 17, 2011 4:03 am

Glad to know this is still being worked
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Enie van Bied
 
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Post » Tue May 17, 2011 10:49 am

Glad to know this is still being worked


Ditto!

Keep up the good work. :)
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zoe
 
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Post » Tue May 17, 2011 11:41 am

I'm just posting an update to anyone who hasn't given up on this mod ever being released, if anybody even remembers that it's in progress. I've added a group of four miniquests to Carrie's story line for after she completes her Mage's Guild quest line. During the quest where she has to count all the bottles in the Mage's Guild Halls Carrie get's to thinking about breaking glass, burining things and alchemy. This leads her to the idea of making volatile mixtures to put in bottles and throw at enemies. I've got a new bottle mesh rigged as a thrown weapon in a variety of colors (or colours for any Brits out there). Once the requisit quests are completed the player can give Carrie ingredients for each of four different mixtures in exchange for that throwing weapon. The thread on GHF has a video of this mixtures in action.

As Jac pointed out, Carrie is turning out a bit like a real woman, just when I think I've got to know all there is about her I find more to learn.


Not a chance I'd forget about Carrie: she's one of my most anticipated mods :)
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Raymond J. Ramirez
 
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Post » Tue May 17, 2011 4:04 am

A new version is avaiable for testing http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=946&start=150. It's 3 quests and about 40 lines of dialog short of "completion"
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laila hassan
 
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Post » Tue May 17, 2011 10:20 am

Is Carrie going to have a HD body?
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Elle H
 
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Post » Tue May 17, 2011 11:14 am

Is Carrie going to have a HD body?


I would like to convert her clothes to the HDBody, but for now no. Which reminds me... the HDBody only lacks textures with the completion of the anatomically correct male. Wesley is working on those and I'll be turning my attention to clothing over the weekend.
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Chris Guerin
 
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Post » Tue May 17, 2011 12:30 pm

I've tracked down the last of the bugs in Carrie's adventures with the Mage's Guild (most likely). Only a score or so lines of dialog remain to complete this mod. I'm still considering an MWSE version as well.
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Jynx Anthropic
 
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Post » Tue May 17, 2011 11:30 am

Since she's all about alchemy, I think it would be awesome if she used it offensively in fights, a la Alchemist's Arsenal. And her offensive potions could get better with her skill/character level. Exploding potions and poison gas potions would be sweet.
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lucy chadwick
 
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Post » Tue May 17, 2011 2:00 pm

Since she's all about alchemy, I think it would be awesome if she used it offensively in fights, a la Alchemist's Arsenal. And her offensive potions could get better with her skill/character level. Exploding potions and poison gas potions would be sweet.


She can make http://www.youtube.com/watch?v=RCNMFOhqGp0 for the player. I'd thought about giving them to her but NPC's tend to do stupid things with area effect attacks.
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Manuel rivera
 
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Post » Tue May 17, 2011 12:43 am

A small bump/error report

12/22/2009 2:33:34 AM
Version 0.9

I think the global script NICI_dialogChoicesIgnite has been erroneously attached as local script to the NICI_bottle MISC item, which is included in standard random_pos leveled list. I happened to find one of these bottles, and it caused opened dialog to loop.

I really hope you are going to continue, this project has great potential.
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BEl J
 
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Post » Tue May 17, 2011 10:42 am

She can make http://www.youtube.com/watch?v=RCNMFOhqGp0 for the player. I'd thought about giving them to her but NPC's tend to do stupid things with area effect attacks.


what about single effect ones? say poison giving small damage alot over time? and area effect that wont damage the player but may be a hinderance if caught in it, silence, disintergrate armor/weapon, sound, maybe levatate 1 point for a small ammount of time? (forces them to be floating, unable to move correctly and hence slower, it makes sence, you know it :P)
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Nice one
 
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Post » Tue May 17, 2011 8:01 am

She can make http://www.youtube.com/watch?v=RCNMFOhqGp0 for the player. I'd thought about giving them to her but NPC's tend to do stupid things with area effect attacks.


Wise choice. I never gave my companions in Baldur's Gate exploding arrows for the same reason - and that game was designed with companions in mind.
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Ella Loapaga
 
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Post » Tue May 17, 2011 3:04 pm

This companion is looking quite nice. It'll be nice to have a female alternative (if you will) of Julan. :)
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Julia Schwalbe
 
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Post » Tue May 17, 2011 12:35 pm

This companion is looking quite nice. It'll be nice to have a female alternative (if you will) of Julan. :)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6855 :whistling:
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Rude_Bitch_420
 
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Post » Tue May 17, 2011 6:17 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6855 :whistling:

Somehow, in spite of being on these forums and at PES constantly, I missed that mod...Downloading now, though I won't be trying it particularly soon since I'm not playing Morrowind ATM.
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Lovingly
 
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Post » Tue May 17, 2011 10:15 am

I haven't updated it in awhile, so she's easy to miss. I probably won't be again until sometime next year, so take your time.
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Charity Hughes
 
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Post » Tue May 17, 2011 1:32 pm

I'd like to bump another vote in here for offensive alchemy for Carrie...
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Monika
 
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Post » Tue May 17, 2011 1:31 pm

This companion is looking quite nice. It'll be nice to have a female alternative (if you will) of Julan. :)

I thought Jasmine was that. :D

Edit: Should've checked the second page...
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Vicki Blondie
 
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Post » Tue May 17, 2011 3:57 pm

Nich just sent me some dialog that I revised and sent back to him so this mod is still being developed, it's just that Nich has other projects and priorities, so it may be a bit before this is ready.
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Josh Trembly
 
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Post » Tue May 17, 2011 1:33 am

Nich just sent me some dialog that I revised and sent back to him so this mod is still being developed, it's just that Nich has other projects and priorities, so it may be a bit before this is ready.


I like the way you put that. On the last two quest I've got one that needs to be written and one that is written and just needs the scripting. Writing dialog is something I am not very good with as I stare at the screen for long periods of time know what I want to do but unable to find the words to accomplish it. Carrie will be finished at some point.
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Tanya Parra
 
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Post » Tue May 17, 2011 9:23 am

Write it up and send it to me, Nich, I'll make sure your dialog conveys what you're after. ;)
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Chantel Hopkin
 
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Post » Tue May 17, 2011 3:31 am

I've got the CS set open at this time with Carrie loaded. There are hundreds of lines of completed dialogue completed and a handful that need to be added to complete the last two quests. There are dozens of completed scripts and one or two that need to be finished. Final Fantasy XI and the new expansions had taken me away from other projects. Now that I'm finishing up my current goals with FFXI I've returned, as modders do, to my work in progress.

Carrie: "Oh, now you come back and remember me? You think I'll ever forgive you?" *stamps foot and turns away* "Not for all the dress in Tameril. Well maybe if you throw in the shoes with the dresses."
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kevin ball
 
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Post » Tue May 17, 2011 6:20 am

I like this mod concept, she has personality.
What I'd recommend (apart from obvious text spell-check) is a little simpler AI-dependant scripts, GetAIpackagedone is often cause of loops.
The bag idea is good, but probably needs different implementation (maybe a NPC/creature bag?)... or go back to standard companion inventory behavior, but this can conflict with the auto-outfit concept
Also, it is hard to keep her alive out there, giving her waterbreathing/acrobatics and a collapse-instead-of-death snippet like this helps a lot.
if ( MenuMode )	returnendifshort deadif ( dead )	returnendifif ( CellChanged )	SetWaterBreathing 1	SetAcrobatics 200endifif ( GetHealthGetRatio > 0.2 )	; do nothingelseif ( GetHealthGetRatio < 0.04 )	ModCurrentHealth -1000  ; force death to fix possible engine glitch	if ( companion == 1 )		MessageBox "Your companion has fallen!"	endif	set dead to 1	returnelse	; collapse instead of death, Oblivion-like	ModCurrentHealth 10000	ModCurrentFatigue 10000	set myx to GetFatigue	set myx to ( myx + 30 )	set myx to ( 0 - myx )	ModCurrentFatigue myx	returnendif
Hope to see her continued soon!
[EDIT]fixed example code
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Charlie Sarson
 
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