[REQ] Collaborators!

Post » Thu May 03, 2012 1:36 am

Yes, the http://www.gamesas.com/topic/1211599-wipz-morrowind-overhaul-game-experience/ part of Morrowind Ovehaul is pretty big.
Obviously I can't make it alone (at least in decent timings), so I'm here to search some collaborators that can join the project to make something good.
What I search is serious collaboration, people that really want to mod Morrowind and let everyone enjoy what we do.

Here are some examples that would be useful for the project:
- Texturers
- Modelers
- Animators
- Correctors for my bad English
- Script/Quests makers
- Interiors/Exteriors designers
- Programmers
- Artwork makers
- Testers
- Suggestions
- etc...

As you can see there is something for everyone :tongue:
I don't know how much people is still reading these forums, but I really hope that I'll find someone, because if not I'll have to do everything myself :biggrin:

Thank you!
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Spooky Angel
 
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Post » Wed May 02, 2012 9:19 pm

Willing to test it it runs on PC. Usually i can run most mods, as long as i dont activate Grass. Grass just absolutely kills my FPS or script heavy mods.
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Stefanny Cardona
 
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Post » Thu May 03, 2012 2:13 am

After you playtest the Keening City beta, you can let me know if I can help somehow. Obviously, I've got my own huge project, and I can't run MGE XE, but I'm here. I've seen a few prominent mods out there with writing that I'd love to correct and edit, but I keep my mouth shut unless asked. I'm sure my play-testers will give me a list of my own typos and errors. ;)
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Philip Rua
 
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Post » Wed May 02, 2012 11:17 pm

Don't worry both, this project won't be heavy, because there is no graphic enhancing.
I'll let you know soon, thanks. :)
Keep posting guys!
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Nick Jase Mason
 
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Post » Thu May 03, 2012 6:19 am

what do you mean no "Graphic enhancing" isnt this a graphics overhaul?? :o
and does this include the

Unification Compilation INterface
Unification Compilation Armory
Unification Compilation Landscape
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Crystal Clear
 
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Post » Wed May 02, 2012 7:36 pm

what do you mean no "Graphic enhancing" isnt this a graphics overhaul?? :ohmy:
and does this include the

Unification Compilation INterface
Unification Compilation Armory
Unification Compilation Landscape
Did you even read the thread I linked to in the OP? :P
The graphical overhaul is already finished. This is the part that will overhaul gameplay, atmosphere and so on!
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Kieren Thomson
 
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Post » Wed May 02, 2012 11:06 pm

sorry misunderstood you. So the graphic part is finished? What about adding the new HD mesh improvements and fire sprites that just came out in 2012 to your mod?? :o surely you must add these to your mod and make it a 3.0! :)

as for the gameplay i just read you will NOT be including LGNPC? nooo! we must have it! all the NPC speech fixes. Also w/e to fix the annoying thing where you have a gigantic topic list when you click on NPC's. Thats so annoying.
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Jaki Birch
 
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Post » Wed May 02, 2012 9:50 pm

sorry misunderstood you. So the graphic part is finished? What about adding the new HD mesh improvements and fire sprites that just came out in 2012 to your mod?? :ohmy: surely you must add these to your mod and make it a 3.0! :smile:
Will re-run the autoupdate server for that, there won't be problems for updates.

as for the gameplay i just read you will NOT be including LGNPC? nooo! we must have it! all the NPC speech fixes. Also w/e to fix the annoying thing where you have a gigantic topic list when you click on NPC's. Thats so annoying.
That's still something I'm not sure about but yes, that might be it. LGNPC could cause serious compatibility problems with many mods, a long test will be needed.
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Tiffany Castillo
 
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Post » Wed May 02, 2012 8:54 pm

I wish I could find time for exterior design but yah, Im very busy as u know :P
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Krystina Proietti
 
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Post » Thu May 03, 2012 9:37 am

I wish I could find time for exterior design but yah, Im very busy as u know :tongue:
Yes I know, and you have a good reason for it :P

As always good luck!
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GabiiE Liiziiouz
 
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Post » Wed May 02, 2012 11:05 pm

@Kingpix, i personally never tried your morrowind graphics update mod before. just havn't got to DLing it yet. Is it a gigantic Merged ESP file? or is there a bunch of esps thats just bunched into 1 mod?

And there is a update on that thing?? seriously?

It would be nice to have a huge like.. .bsa or .esp file w/e is best with the merged files of everything the community has made up to date. Pretty much as if i was to buy this "mod" on a cd and install it. it would work just like a expansion for the game. No modding, ticking esp's, or that sort at all. Just plug and play.

EDIT: And i dont know if you all have seen it, the spell deflection with shield mod for Oblivion. You have a % chance to deflect firebolts and frost bolts with a shield if your block skill is good enough. Pretty neat, possible for morrowind?
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Alyce Argabright
 
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Post » Thu May 03, 2012 5:53 am

Yes I know, and you have a good reason for it :tongue:

As always good luck!

Thanks! :P

Btw, what type of exterior design help would you need?
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Monika
 
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Post » Wed May 02, 2012 11:29 pm

I shall see what I can help out with. My skills are rather limited though. Always been better at thinking up crazy ideas than actually pulling any of them off.
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Chloe Mayo
 
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Post » Wed May 02, 2012 7:35 pm

Also be a good idea to implement the "Mountainous Red Mountain" mod and its fixes for "Darknuts' greater dwemer ruins mod found at this site:
http://www.somethingfornobody.com/2012/mountainous-morrowind/

awesome mod! gotta have it
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Natalie Harvey
 
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Post » Wed May 02, 2012 10:31 pm

Count me in my friend, for somes textures things or else ;)
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Music Show
 
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Post » Thu May 03, 2012 11:05 am

you're already free to use everything i've ever made.

if you've got a small exterior area that needs doing, i'm down. I'm sure you've seen my stuff somewhere.
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mike
 
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Post » Thu May 03, 2012 2:09 am

I would offer to help, but I'm simply SO BUSY with work. If I get more time, I would love to help playtest, or perhaps help with English (if no one more qualified wants to take up the mantle).
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BRAD MONTGOMERY
 
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Post » Thu May 03, 2012 1:22 am

I can help with exteriors and possibly interiors as well. Ever need someone, I'm here everyday, all day.
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Loane
 
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Post » Thu May 03, 2012 8:15 am

@Kingpix, i personally never tried your morrowind graphics update mod before. just havn't got to DLing it yet. Is it a gigantic Merged ESP file? or is there a bunch of esps thats just bunched into 1 mod?

And there is a update on that thing?? seriously?
It's not a "bunch of mods together", really. It's a compilation of about 250 mods hand-picked and put together without incompatibilities. It also comes with an automatic installer that installs the mods and tools automatically. And, yes, it also has an autoupdater.

It would be nice to have a huge like.. .bsa or .esp file w/e is best with the merged files of everything the community has made up to date. Pretty much as if i was to buy this "mod" on a cd and install it. it would work just like a expansion for the game. No modding, ticking esp's, or that sort at all. Just plug and play.
This isn't the best thing to do, it destroys customization capabilities and can increase incompatibility risks.

Thanks! :tongue:

Btw, what type of exterior design help would you need?
Something like you are doing for you project, in fact I'll also try to make what you done compatible with the rest, because it's a nice amount of good work :smile:

I shall see what I can help out with. My skills are rather limited though. Always been better at thinking up crazy ideas than actually pulling any of them off.
Nice! Will let you know :)

Count me in my friend, for somes textures things or else :wink:
Thank you my friend!

you're already free to use everything i've ever made.

if you've got a small exterior area that needs doing, i'm down. I'm sure you've seen my stuff somewhere.
Thanks! Yes, there will be surely small areas too. I'll let you know :smile:


I would offer to help, but I'm simply SO BUSY with work. If I get more time, I would love to help playtest, or perhaps help with English (if no one more qualified wants to take up the mantle).
No problem :smile:

I can help with exteriors and possibly interiors as well. Ever need someone, I'm here everyday, all day.
Cool! I'll let you know soon :smile:
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mollypop
 
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Post » Wed May 02, 2012 11:10 pm

Oh that sounds neat, but since I've done a whole lot it would be a hard task indeed :P
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tegan fiamengo
 
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Post » Wed May 02, 2012 10:52 pm

Oh that sounds neat, but since I've done a whole lot it would be a hard task indeed :tongue:
Yeah indeed XD
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Victor Oropeza
 
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Post » Thu May 03, 2012 6:08 am

....
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Bek Rideout
 
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Post » Thu May 03, 2012 7:02 am

I can help with testing, quest writing and interiors. Not scripting - have yet to learn to properly script-, but making up stories. if you need a lore buff, that's me.
Perhaps I can also take of artwork to some extent. It's worth mentioning that I work at a slow pace, unfortunately.
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Sierra Ritsuka
 
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Post » Thu May 03, 2012 10:19 am

Obviously I can't make it alone (at least in decent timings), so I'm here to search some collaborators that can join the project to make something good.

While not exactly what you have requested I am prepared to offer something that may reduce your burden.

LGNPC could cause serious compatibility problems with many mods, a long test will be needed.

There has been much written in recent weeks about incompatibilities and conflicts generated by the use of our (LGNPC) mods. I am not certain what they are talking about since these posters do not say what they are talking about. Some merely may be repeating what they had read elsewhere. I do know of some conflicts that exist between our mods and the work of others (including our own mods). Some of these 'conflicts' are by design - they are technically conflicts but not incompatibilities. Some of our mods share resources so loading one such mod following another will overwrite the resource, but since it is identical the 'conflict' does not create an incompatibility. We may duplicate a journal name or declare a common global variable (e.g. em_toddteen) so we can filter dialogue entries according to conditions created by other mods. However these are safe practices and in the case of the latter intended practice by the 'conflicting' mod's creator.

There are also genuine conflicts with other mods, in particular where we make changes to existing NPCs. Adding scripts indiscriminately to existing NPCs had been a common practice early in the projects history, but now that is done rarely and only when there is not a practical workaround. Earlier LGNPC installments have been mostly cleaned of those changes. Of course experienced mod users understand that a utility that merges objects may resolve such conflicts between mods that make changes to the same object, but that may not describe your target audience and merging objects on such a grand scale while accommodating variable configurations would not be practical. One of our workarounds introduced a potential conflict with another mod: Vampire Embrace. While some have claimed to use our mods with the latter without incident that may be a case of either good fortune or not recognizing a problem.

One way to address these issues and reduce the amount of testing and patching your compilation would require is to release a 'light' version of our mods that does not introduce the sort of changes that would likely introduce conflicts with other mods. Necessarily some of our content would have to be excluded. Dialogue entries that previously depended on the use of or reference to journals and other filters introduced by other mods would be removed. Some quests would have to be sacrificed in the pursuit of compatibility. However considering the players likely to use your compilation the loss may not be noticeable and perhaps even welcome. Players new to Morrowind that are coming from Oblivion and Skyrim are not accustomed to an extensive dialogue database and may find it overwhelming. For instance:

Also w/e to fix the annoying thing where you have a gigantic topic list when you click on NPC's. Thats so annoying.

While this may sound ironic considering what was written before the quoted line there appears to be some confusion in the writer's mind about the goal of our mods. The LGNPC Project does not execute dialogue fixes, but rather add new content. Perhaps when that is understood players like DefendYourBase may not feel LGNPC mods are so important (or even desirable) in their game.


If after considering all of this you are still interested in including abridged versions of our mods in your compilation, let me know. Although we are overburdened with other responsibilities I understand yours is a long timeline. We may be able to edit enough of our mods to offer a reasonable addition to your compilation as the time of its release approaches.
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Cartoon
 
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Post » Thu May 03, 2012 7:29 am

The LGNPC Project does not execute dialogue fixes, but rather add new content.

I could see that someone might think that LGNPC is a project for revamping existing dialogue, since the website reads, "LGNPC, short for Less Generic NPCs, is a project that aims to replace all the repetitive Morrowind dialogue with more interesting and engaging conversations." People might be getting caught on the "replace" part. I know I did, but was pleasantly surprised when I saw that it was more about adding new quests through existing locations and characters.

I am not certain what they are talking about since these posters do not say what they are talking about.

Let me preface this my saying that I highly respect your project, but was unable to use it. :( I may have mentioned somewhere that I had some problems with it, but I'm preferring to stay quiet unless asked...
While I've only played with them installed for a short time, I was impressed with quite a lot of it. However, playing through Redoran, I was unable to proceed at certain points that did not have any clear indication of what I needed to do to complete a quest (which is fine for a side quest that you can hang on to until you will stumble upon the answer), but in order to proceed with bethesda's original redoran quests, I had to resort to console to bring up the next quest that was unavailable due to the corpus-infected silt strider quest being unsolved, or unsolvable, and the quest that was supposed to be offered next was not being offered due to this being inserted. So, in that respect, it conflicted with the vanilla game in my case - not technically considered a conflict, per se, but it was game-breaking for me, especially without being able to find any good walkthroughs. If it were to add side quests that would not interfere with the progressing in the vanilla game's quest tree if they were unable to be solved, then I wouldn't have needed to resort to console. I would love to have LGNPC installed and solve as many of the quests as possible, and be able to take a pass at the quests that I could not solve without resorting to console. The other option would be, of course, to have walkthroughs available (maybe you have them, but I searched for quite some time), but there's a gentle balance between me being just plain thick when it comes to solving the quests, and having enough clues to be able to reliably find the character that will set off the next journal entry. In the ebony mine, I found it best to just click on each character until I found the one that would set off the next journal entry, which I don't recall needing to do with bethesda's quests (though, indeed, some of bethesda's quests are either rushed or poorly written for sure - *ahem* Gaenor). Sometimes it's hard to tell if a quest-line is broken/ conflicting or if you're just not smart enough to guess who to talk to - but this is why we have sites like UESP and books like Morrowind Prophesies to make us *facepalm* ourselves when we are unable to proceed. So, maybe this type of thing is what people are talking about when they say "conflict"?

EDIT: had a nice talk with Cyrano and I think the conflict was actually (probably) with living cities of vvardenfell, which locks doors and moves characters around, which breaks some quests.
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