[RELZ] Deus Ex Machina: A Steampunkyish Mod

Post » Tue May 17, 2011 12:39 am

Pretty much done with detailing Omicron City, and the interior of the Guild of Technomancers. Screenshots soon. Moving onto all the little features, Sedrea, and finishing up quests. 25 new quests in all.

Also, at last count, Omicron City had 125 interiors, not counting the outer city. Jesus christ.
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Barbequtie
 
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Post » Tue May 17, 2011 8:46 am

Working on redoing the main quest now.

So far:

-Some enemies have been granted easier stats, simply because they're utterly unbeatable otherwise
-NPCs in the main quest will give better directions, or even mark things on your map.
-Random repair hammers in longer dungeons, as well as the occasional smith hidden away
-Speed potion salesmen throughout the city, in order to help players that are otherwise too slow.
-Some doors created or moved around to make them easier to find, for example: The sewer entrance in Warehouse 2 is now outside.




Any more bugs, issues, or general critcisms are welcome, and very much desired.
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Queen of Spades
 
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Post » Tue May 17, 2011 5:22 am

Welp, promised shots, here they are.

First off, the guild of Technomancers redone

http://img155.imageshack.us/i/screenshot4gd.png/

http://img822.imageshack.us/img822/8572/screenshot5th.png

http://img808.imageshack.us/img808/9524/screenshot6j.png

http://img148.imageshack.us/img148/8366/screenshot7r.png

http://img141.imageshack.us/img141/3815/screenshot8c.png

http://img863.imageshack.us/img863/3364/screenshot10r.png


Redone Omicron City
http://img38.imageshack.us/img38/7929/screenshot11n.png

http://img19.imageshack.us/img19/8382/screenshot12jv.png

http://img146.imageshack.us/img146/5323/screenshot13c.png

http://img121.imageshack.us/img121/6030/screenshot14fk.png

http://img705.imageshack.us/img705/3374/screenshot15n.png

http://img198.imageshack.us/img198/7267/screenshot16q.png

http://img861.imageshack.us/img861/893/screenshot17s.png

http://img98.imageshack.us/img98/8375/screenshot18c.png


And finally

http://img12.imageshack.us/img12/561/screenshot19ve.png
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Sam Parker
 
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Post » Tue May 17, 2011 2:59 pm

Quests are all that need to be done. That's still a lot though. Also got proper subway support. Originally I was gonna have it so that random events would occur on the subway (Pickpockets, performers) but wasn't really worth it.
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Mandi Norton
 
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Post » Tue May 17, 2011 3:43 am

I haven't yet entirely completed playing through the mod, but I love it. It's a great concept, and generally pretty well done. Congrats...

There are a couple of things though that have been a bit painful. For some reason, every now and then I can't leave an interior to go back out into the city. Every attempt to exit by a particular door will result in a CTD. If I use recall, it works fine, and sometimes using a different door will work. In the same vein of events, sometimes if I save the game during a busy time in the mod (notably the city after completing what I consider the first main segment of the mod), trying to reload the savegame will result in a CTD, and there is no option other than loading a previous save.

Unfortunately, this cost me a character, as I had the quicksave and a full save that loaded me into the position of going directly to the same place where it again caused a CTD. I;m using MCP ver 1.9, so theoretically the quicksave should not have been corrupted, .and in any case that wouldn't have affected the other save. Any thoughts?

On a side note, I had the experience of being hit by a subway train... and found myself inside of the car. That was cool until the car reversed direction, and for some reason killed me... Not a complaint, I just found it interesting, eh? :D
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Shirley BEltran
 
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Post » Tue May 17, 2011 12:44 pm

The CTDs I've been trying to fix. It's mostly because Omicron is just so freaking huge and so crowded, so it's kind of difficult. Your best bet is to use the "Optimized Omicron" plugin, which may or may not do the trick.
Another reason for CTDs seem to be something to do with summoning creatures. Though from my experiments it seems that MCP is more at fault there. I've been removing most summon creature spells though, because technomancers shouldn't be using them in the first place.

As for the subway cars killing people... that's actually intentional. I mean, do you really expect to survive getting hit by a train?
Clipping through it isn't supposed to happen, but that's more of Morrowind's faulty collision scripting than anything. If it actually worked properly it would kill you on the spot.
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Lilit Ager
 
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Post » Tue May 17, 2011 8:10 am

Heh heh, I did rather expect to get killed by the train... the surprise was ending up inside of it and being carried along by it's collision, and then killed later. Like I said, I wasn't complaining, I just found it to be an interesting experience.

I don't know if this will help you or not about the CTD thing, but when I first arrived on the ship at outer Omicron there were no issues that popped up on warning screens... but when I get the CTD on trying to reload the game, there is usually some message about missing textures or objects in Outer Omicron. The thing tends to crash before I get any farther than a glance at the messagebox though....
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zoe
 
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Post » Tue May 17, 2011 2:31 pm

If I knew specifically what those warnings were, I could probably give a better answer. Trying warnings.txt.
Though... are you patched to the latest version (1.62)?
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A Lo RIkIton'ton
 
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Post » Tue May 17, 2011 2:35 pm

Hmmm... the only thing in my warnings is "Texture "Textures\_land_default.tga" count 2." and I'm not sure that is even connected with your mod. It hasa left me stuck in the subway station twice today, but no warnings I guess.

As to version, it looks like I'm using 1.3 so I guess I'd better find that patch, eh? :D
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Valerie Marie
 
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Post » Tue May 17, 2011 4:10 pm

Yeah, 1.3 definitely had some problems with it. Might also want to get the Optimized Omicron plugin, though that's gonna be become obsolete pretty soon
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Maeva
 
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Post » Tue May 17, 2011 2:06 am

Okay! I got the latest version, and the Omicron patch, and no CTDs after going in and out many doors. I seem to have lost the subway station though... :)

As a curiosity, here's something odd. I use the reorder mods utility, and while the Omicron Optimizer is where it should be, Deus Ex Machina is apparently invisible to the utility.
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Jeremy Kenney
 
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Post » Tue May 17, 2011 1:32 pm

Lost as in the door to it no longer works?
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Beulah Bell
 
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Post » Tue May 17, 2011 4:35 pm

Lost as in the door to it no longer works?


Lost in that I can no longer find the door to either it or the insane noble's house... which was just across from it.

[Edit] Well, I found it. the map was blacked out and it was farther than I thought. By the way, I don't know if it's just me, but there is a section missing from the stairwell in the southern subway station.

Also interesting, I didn't think to redo my "Mark" after adding the updates, so when I tried to use it I found myself standing on the ocean floor along with a number of Omicron's inhabitants. The train was moving along about 70 feet in the air with nothing near it, and there was one wooden door that went nowhere and a set of main gates that of course don't work.
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Bek Rideout
 
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Post » Tue May 17, 2011 2:25 am

A lot of that stuff sounds like earlier bugs that were corrected pre-1.62, so it's most likely on your end.
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LADONA
 
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Post » Tue May 17, 2011 3:51 am

Finished the update. But I've still gotta test it. It'll be out today or tomorrow.
If you wanna help test post here.

Summary of the update:

15 new quests, a few new items, lots of new dialogue for NPCs, and other general tweaking
Proper subway support
Tweaked portions of the mainquest, either to add detail or make it less strenuous/confusing or exploitable
A redesign of the entire landscape, plus inner and outer Omicron, including the Guild of Technomancers's HQ.
Sedrea Port finally has proper interiors, as well as new quests.
New dungeons, including a radiotower, more mines, the Omicron Undercity, and several exterior-based ones.
A few easter eggs.
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Phillip Hamilton
 
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Post » Tue May 17, 2011 12:01 pm

I'd love to test the update
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Jessica Thomson
 
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Post » Tue May 17, 2011 9:44 am

Sent. Welcome to the machine. Or something like that?
I don't even know what that quote is from.
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Nicholas C
 
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Post » Tue May 17, 2011 4:49 am

Pink Floyd :hubbahubba:
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Svenja Hedrich
 
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Post » Tue May 17, 2011 1:25 pm

Any news regarding the release of the update?
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Daniel Lozano
 
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Post » Tue May 17, 2011 10:00 am

Well I haven't gotten any word from my testers, so I'm doing it myself. Might be out today.
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suzan
 
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Post » Tue May 17, 2011 10:43 am

http://www.tesnexus.com/downloads/file.php?id=34725

New features:

-An visually overhauled island, city, and mainquest
-new dialogue for NPCs
-15 new quests
-The undercity, a massive new dungeon underneath Omicron
-New weapons, armor, and bosses
-Working music player
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Mr. Ray
 
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Post » Tue May 17, 2011 6:42 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8720
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GabiiE Liiziiouz
 
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Post » Tue May 17, 2011 2:07 pm

Patch 2.01 released, fixed a problem with the main quest
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Allison C
 
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Post » Tue May 17, 2011 7:27 am

Oops. Tried to dl and got an error. I must be trying too soon. I'll try again a bit later.
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Roanne Bardsley
 
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Post » Tue May 17, 2011 2:49 am

Now, I've got it. Thanks.
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tegan fiamengo
 
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