[WIPz] - Dwemer Faction Mod - The Artificer's Hand

Post » Wed Aug 25, 2010 4:19 am

[quote name='iio' date='Aug 31 2009, 02:26 AM' post='14994496']
Update:

I went mad and did a some CS work on the exterior cells. They're almost complete and n the process I came to a conclusion - there's no way I'm logging the positions and rotations of the thousands of meshes in there so its not going to be buildable but there will be outpost building missions. They're like small airship docking posts in the seas of Vv that the player can build. The city is just too big now. Now I just have to figure out how a huge city was built/appeared overnight :(. Here's some screenies:

First Excelent City And AWESOME Airship designs!!!.... I{ve been reading the tread today and seems to be coming in nicely.... I{ve an idea what if the city emerges from the underground...., I mean example you hear rumors about dwemer spires emerging from the earth on some place (that may be a good aproach for the player into the quest/s) and that you may actually se one or to emerge while arribing there you know a script to rise tha spires based on time and some dust fire and lava activators well placed could do the trick... althoug it may require the city design to be adapted to look like something that could grow out of the soil... Hope you like it all in all I allways though the dwemer more prone to dig tunels set up an underground facility and have its spires to break out on the surface as a way of safe sudden colonisation of a new territory
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Sun of Sammy
 
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Post » Wed Aug 25, 2010 1:13 am

Update:

Thanks, guys. Glad some people other than me will enjoy it.

IRL got in the way again plus I just needed a break. I got a new job in a new city so the past couple of months have been kind of hectic.

Got a new video. This was the hardest yet. After a lot of cursing and tricky trig matricies I have a simple looking, yet fully working real-time airship that the player can fly by interacting with activators. I know MadMax has already done sea-based ships and he did an awesome job and I use his cell change solution and will be using his collision techniques but I never liked how the ships moved. They moved in discrete steps that you could notice and did so instantly which is a massive feat in itself considering he only used vanilla script iirc but it makes them feel like cardboard. I used rigid body mechanics to give the airships a feeling of inertia so when they turn they feel like massive hulks and...ah just watch the video.

The main point is that these aren't single meshes, they're clouds of moving objects(lights, activators, containers, misc, whatever can take a script) that move as one and rotate as one so they look like a single ship. Basically, any ship that has been created in the CS can be made to move as it is in the CS. The container and light on the ship in the vid are separate to the ship. I haven't tried beds yet but I'm hoping to place some on board if I can get the airships to continue travelling whilst the player sleeps.

With this complete all of the major scripting tasks I wanted to implement have been done. Now its lots of small scripts, lots of CS work and all the quests.

tldr here's the video - http://www.youtube.com/watch?v=6T4iw-qaCZ8




I love all but this one. It looks a little too simple :/


Yeah, I gotta fix that one. It's a bit rubbish. It ws supposed to be the first thing you get but idk now...


Any more news on the progress for this so far?


Thanks and yep, new vid juuust above you.


snip....

Wow, that's alot. Thanks, I could use some of that. Ever thought of writing a book mod? We need more in-game books.


Sounds great! where will you upload?


PES, TesNexus and MegaUpload for the forums first.


Update:
snip...

Yeah, that makes sense. I'm thinking I will go with something like that as, again, there's no way I'm logging the coordinates and rotations of all those meshes. Some sort of defense mechanism or curse seems plausible.


Whew, time for bed. Scripting is a harsh mistress.
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Pixie
 
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Post » Wed Aug 25, 2010 9:16 am

iio... bonus points for your choice of music in the video. I loved that level in JFG. No idea what the second music is, but I liked it as well...
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W E I R D
 
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Post » Tue Aug 24, 2010 10:49 pm

lookin great!
and I have been writing some stuff about the other countries to see if project tamriel needs some help, but no I haven't considered a book mod...
and actually after some digging I found out I was partially right,
Spoiler
they did try and make Numidium with the heart of lorkhan, but it didn't kill them all
.
anyway there is some http://search.freefind.com/find.html?id=72791987&pageid=r&mode=ALL&n=0&query=dwemer over at the imperial library if you are afraid of being incorrect in your lore, lol :D
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Nichola Haynes
 
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Post » Tue Aug 24, 2010 10:29 pm

[quote name='iio' date='Dec 14 2009, 11:35 AM' post='15421367']
Update:

Thanks, guys. Glad some people other than me will enjoy it.

IRL got in the way again plus I just needed a break. I got a new job in a new city so the past couple of months have been kind of hectic.

Got a new video.


The movement of the ship is very real it?s great!, it fells like it weight ten tons... one question... is that the definitive interface sistem for it? couse it would really add a lot to have a nice set of levers for up/down and a stair weel for turning it would be awesome to maneuver that ship and trying to grab the levers at full speed, You would realy feel a fearsome Captain....

Keep up the good work man I?m already waiting for this!
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Stephanie Valentine
 
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Post » Wed Aug 25, 2010 11:54 am

iio... bonus points for your choice of music in the video. I loved that level in JFG. No idea what the second music is, but I liked it as well...


Yeah one of the best levels in any game, ever. I used to go there just to be there. I thought it might take some time for someone to recognise the song but I guess not :).


lookin great!
and I have been writing some stuff about the other countries to see if project tamriel needs some help, but no I haven't considered a book mod...
and actually after some digging I found out I was partially right,
Spoiler
they did try and make Numidium with the heart of lorkhan, but it didn't kill them all
.
anyway there is some http://search.freefind.com/find.html?id=72791987&pageid=r&mode=ALL&n=0&query=dwemer over at the imperial library if you are afraid of being incorrect in your lore, lol :D


Thanks, I must have trawled that site for hours in the past couple of years.

The movement of the ship is very real it?s great!, it fells like it weight ten tons... one question... is that the definitive interface sistem for it? couse it would really add a lot to have a nice set of levers for up/down and a stair weel for turning it would be awesome to maneuver that ship and trying to grab the levers at full speed, You would realy feel a fearsome Captain....

Keep up the good work man I?m already waiting for this!


No, it certainly will not be. It takes away from the immersion factor having a panel that controls everything. I will be implementing levers and wheels. I actually started a thread the other day requesting assets like them but no-one seems to have any. But I requested ones with anims which I have since realised will be ruined given that data needs to be preserved across cell boundaries. But that's good though as I can used meshes without anims now which greatly widens my choices.
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Tom
 
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Post » Wed Aug 25, 2010 1:02 am

No, it certainly will not be. It takes away from the immersion factor having a panel that controls everything. I will be implementing levers and wheels. I actually started a thread the other day requesting assets like them but no-one seems to have any. But I requested ones with anims which I have since realised will be ruined given that data needs to be preserved across cell boundaries. But that's good though as I can used meshes without anims now which greatly widens my choices.
[/quote]



Yeah that would be great the anims would make a hell of scripting to track them down and it wouldn?t add much that they autoswing back after every pull or turn anyway...., I think it would be great and add a great deal of atmosfere to it
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Rudi Carter
 
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Post » Wed Aug 25, 2010 2:53 am

Wow, that is one amazing video.
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Erich Lendermon
 
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Post » Wed Aug 25, 2010 12:48 pm

I was off work sick today so I put together a ship I've been thinking about for a while but haven't had the time to create. I haven't settled on a name yet but I like "Nephastus". Don't know if it means anything but it seems to fit. This is the apex ship of the mod and it will be pilotable but its too big for the standard player controlled rudder and lever system so I think I'll have the player give commands to a 2nd in charge who will then pass them on to the crew. The guns will be usable and I'm hoping to make the lower deck into a cargo bay with a working door. You can only just see the front end from the back end.

http://yfrog.com/2ocapture08012010205410j

http://yfrog.com/5pcapture08012010205417j

http://yfrog.com/encapture08012010205428j

http://yfrog.com/jmcapture08012010205443j

http://yfrog.com/j9capture08012010205527j

http://yfrog.com/jqcopyofcapture0801201020j


Edit: one day I'll get links correct the first time around :).
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Sandeep Khatkar
 
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Post » Wed Aug 25, 2010 1:03 am

Now this looks like a project I'm going to love... the city looks fairly well. I'll be creating a large Dwemer city myself that will consume a few exterior cells on the surface but has an enourmous underground complex as well. The ships' movement is really impressive! Ever thought about a submarine
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Kirsty Collins
 
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Post » Wed Aug 25, 2010 12:57 pm

Like that airship too, good job!!! ;) How did you make it that player is transported with the ship while standing still??? I made something like an animated sky-board and as animation started, board moved away right under player's feet, but player kept standing in place. :(


Greets, Thedaywalker!!! :rock:
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Alisia Lisha
 
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Post » Wed Aug 25, 2010 2:10 am

Now this looks like a project I'm going to love... the city looks fairly well. I'll be creating a large Dwemer city myself that will consume a few exterior cells on the surface but has an enourmous underground complex as well. The ships' movement is really impressive! Ever thought about a submarine


Thanks and yes I had thought of a sub but I don't know if there's a way around the blue screen shader that comes up whenever you're under water. It would make me feel like there's water in my sub :(.


Like that airship too, good job!!! ;) How did you make it that player is transported with the ship while standing still??? I made something like an animated sky-board and as animation started, board moved away right under player's feet, but player kept standing in place. :(


Greets, Thedaywalker!!! :rock:


Thanks, glad you like it. You have to script the player to move with the object. So if, for example, you want to move with your sky-board and you use SetPos, Y, 200 for your sky-board you must also use SetPos,Y, 200 for your char. Morrowind's engine doesn't handle friction which is what would cause a char to move if it was standing on a moving object. Hope that helps :).
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Svenja Hedrich
 
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Post » Wed Aug 25, 2010 2:01 pm

Thx, I understand, then I guess I'll have to consult our scripters once again!!! :)


TheDaywalker :rock:
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Angel Torres
 
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Post » Wed Aug 25, 2010 2:07 am

Is this still living?
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adam holden
 
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Post » Wed Aug 25, 2010 11:48 am

Is this still living?


Yeah, it is. I've been doing a lot of CS work, mostly on interiors though the city has changed a little. I'll post some screenies on the weekend sorry bit busy right now. I also made a sniper type construct that hides as a Dwemer barrel until you mark a creature or NPC and tell it to start shooting. Someone recetly released some modified constructs and ghosts which I'm incorporating too. One will be an assassin construct that acts like the melee version of the sniper construct. So I can see the end but it'll still be a little while.
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Mariana
 
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Post » Wed Aug 25, 2010 1:22 pm

I was a bit skeptical when I first saw the thread title, but I definitely changed my mind as I read through the thread. You've put a lot of effort into this mod, and it shows. Looking forward to exploring the new content, particularly the quests.

Are you still planning to include faction politics? If you are, does that include only the great houses, or non-house factions as well? This would be an intriguing addition to the mod. I'd love to see factions fighting amongst themselves for the Dwemer tech, as well as having the chance to wage war on my enemies in a more involved fashion (i.e., something more than simply killing the NPCs in their homes).
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Marilú
 
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Post » Wed Aug 25, 2010 2:09 am

I was a bit skeptical when I first saw the thread title, but I definitely changed my mind as I read through the thread. You've put a lot of effort into this mod, and it shows. Looking forward to exploring the new content, particularly the quests.

Are you still planning to include faction politics? If you are, does that include only the great houses, or non-house factions as well? This would be an intriguing addition to the mod. I'd love to see factions fighting amongst themselves for the Dwemer tech, as well as having the chance to wage war on my enemies in a more involved fashion (i.e., something more than simply killing the NPCs in their homes).


Thanks, I hope people enjoy just being there. I like just walking around it atm so hopefully when I add the dynamic parts it'll be a place people can just go to and just enjoy being there even after the quests have been done.

Yes, I am planning to include factional politics and it'll be tricky. Every choice one gives the player produces a number of possibilites. As much as I'd love to give every group a full workover I'm only one person so I will be focussing on mainly on the Great Houses and only a little on the minor factions. The main enemy faction will get a fair bit of treatment too, but that'll be a surprise :evil: . And yes the fight for control of Dwemer tech is part of it, especially once that airships come in to things. But there'll also be unknowns trying to scavenge ruins and illegally sell items in the underground and hidden parts of the city, certain traders who may come across valuables every now and then which you might be able to buy, races to certain high valued items, fallout if you fail to win these races(loss of tech), strategically important points which you must hold or take and keep using the resources you find.

It all sounds great in theory but theory is different to practice so I hope I get it all in.
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Emily Shackleton
 
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Post » Wed Aug 25, 2010 3:08 pm

Great, I like a lot your work!!
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*Chloe*
 
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Post » Wed Aug 25, 2010 2:17 pm

It all sounds great in theory but theory is different to practice so I hope I get it all in.


I hope so too! Was also hoping for the ability to side with Imperial interests against the Dunmer, but if that doesn't make it in I can always go Redoran. Also, do you have to side with anybody, or can you attempt to hoard the goodies for yourself?

Sounds like the mod will mix well with some of my characters and mini mods, which makes it even more interesting.
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aisha jamil
 
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Post » Wed Aug 25, 2010 3:14 am

Great, I like a lot your work!!


Thanks, its good to know people might enjoy it.

I hope so too! Was also hoping for the ability to side with Imperial interests against the Dunmer, but if that doesn't make it in I can always go Redoran. Also, do you have to side with anybody, or can you attempt to hoard the goodies for yourself?

Sounds like the mod will mix well with some of my characters and mini mods, which makes it even more interesting.


I don't know yet. They are strong enough to tip-toe around but I want to give the player the choice to. I don't think the Empire would hand control of the Dw. artifacts over to some random faction and if a deal was worked out it would end up with the entire city in a constant state of tension. Might actually be good.It depends on how hard it is to produce believable environments after choices have been made. It would be easy to restrict dialogue to only the key NPCs but it kind of ruins things if you make a major decision and everyone you interact with still treats you the same. For example, if you stay with Redoran for a while and then choose to go with the Imps then the Redorans you meet should feel betrayed and the everyday Redorans should comment on this fact. I don't know how hard this would be to do as I haven't done too much dialogue before so changing the diag for hundreds of NPCs isn't inviting.

However, I recently started writing a utility for my airships to take them from their esps and turn them into one nif. I have to do this as (worst case ) the largest ship, the Nephastus(link is in this thread somewhere), comprises something like 693 pieces and the way I've done my scripts it would mean that every single piece has to have at least one script running. I doubt 693 scripts constantly updating wouldn't cause a crash. Yacoby has done a great ES* library that lets you read and write to ES* files so I was hoping to use that and I might be able to adapt it to make universal dialogue changes which would mean I could make large factional branches and make them believable in a reasonable amount of time.

tl:dr maybe, but they aren't the first priority.
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Juan Suarez
 
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Post » Wed Aug 25, 2010 10:38 am

This is one of the mods I am most looking forward to, the dwemer airships look amazing. :D
It's too bad about the Nephastus, I hope you get that batch program working soon!

With the redoran, I think you can use a dialogue filter, to give the same topic to NPCs of a certain faction.
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Solina971
 
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Post » Wed Aug 25, 2010 6:49 am

This is one of the mods I am most looking forward to, the dwemer airships look amazing. :D
It's too bad about the Nephastus, I hope you get that batch program working soon!

With the redoran, I think you can use a dialogue filter, to give the same topic to NPCs of a certain faction.


Thanks on both accounts. If I do get that utility working I thought that I might even be able to implement my original idea of the player having to build the city as I could export large portions of the meshes and convert them into a single mesh and have these very large meshes be built by the player. As I said before, I'd rather change the plot than log the positions, scales and rotations of all those pieces.
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josie treuberg
 
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Post » Wed Aug 25, 2010 3:44 am

As I said before, I'd rather change the plot than log the positions, scales and rotations of all those pieces.



I know this idea may not be consistent with the layout of the city you have... but the dwemer built in stone and steel and steel means tall structures also many dwemer meshes are towerlike, prhaps the city could be layed out as a big group of towers all joined by a wall...

This helps you becose you can have them buried and disabled under the landmass and havethem to enable and rize, that way the script would be the same for all the meshes that integrate every tower... and you could make it more interactive by having the player to explore the underground portion of the city and finding a way to operate and repair dwemer tech to rize the spires walls and so getting acces to new areaswith more tech ships and so..., you could even start the mod with the misterious rizing of a single spire and the tension that such event would cause (road controls, guards, minor wooden fortifications in the vicinity)...

Hope this helps you out this seems to be one of the greatest WIPs out there... you got my dl for sure... It{s looking great
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A Boy called Marilyn
 
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Post » Wed Aug 25, 2010 5:04 am

I don't know yet. They are strong enough to tip-toe around but I want to give the player the choice to. I don't think the Empire would hand control of the Dw. artifacts over to some random faction and if a deal was worked out it would end up with the entire city in a constant state of tension. Might actually be good.It depends on how hard it is to produce believable environments after choices have been made. It would be easy to restrict dialogue to only the key NPCs but it kind of ruins things if you make a major decision and everyone you interact with still treats you the same. For example, if you stay with Redoran for a while and then choose to go with the Imps then the Redorans you meet should feel betrayed and the everyday Redorans should comment on this fact. I don't know how hard this would be to do as I haven't done too much dialogue before so changing the diag for hundreds of NPCs isn't inviting.

However, I recently started writing a utility for my airships to take them from their esps and turn them into one nif. I have to do this as (worst case ) the largest ship, the Nephastus(link is in this thread somewhere), comprises something like 693 pieces and the way I've done my scripts it would mean that every single piece has to have at least one script running. I doubt 693 scripts constantly updating wouldn't cause a crash. Yacoby has done a great ES* library that lets you read and write to ES* files so I was hoping to use that and I might be able to adapt it to make universal dialogue changes which would mean I could make large factional branches and make them believable in a reasonable amount of time.


The dialogue shouldn't be too difficult to accomplish, but it would probably take a lot of time unless you just used the dialogue filter to give a handful of responses to dozens of NPCs, instead of unique responses to everyone. Dialogue can be filtered by cell, race, faction, rank, and a couple others. There's even a filter for the player's faction and rank, so a faction might react differently if the player is in an enemy faction, etc.

One issue might be trying to cover all the NPCs you want to include with dialogue filters. For example, not all NPCs in Ald'ruhn belong to House Redoran, but they might still comment on your dealings with that house. Maybe a filter to give some 'latest rumor' or 'little secret' text to all the NPCs in the Ald'ruhn cells would work out, or whatever. Just offering a few ideas.

Dialogue is a little tedious, but you do have a lot of options with it.

I know this idea may not be consistent with the layout of the city you have... but the dwemer built in stone and steel and steel means tall structures also many dwemer meshes are towerlike, prhaps the city could be layed out as a big group of towers all joined by a wall...

This helps you becose you can have them buried and disabled under the landmass and havethem to enable and rize, that way the script would be the same for all the meshes that integrate every tower... and you could make it more interactive by having the player to explore the underground portion of the city and finding a way to operate and repair dwemer tech to rize the spires walls and so getting acces to new areaswith more tech ships and so..., you could even start the mod with the misterious rizing of a single spire and the tension that such event would cause (road controls, guards, minor wooden fortifications in the vicinity)...


Interesting, but it'd still be a lot of statics to mark positions for - probably more so since both the sunken and risen positions would need to be marked (I think). A whole city made just out of the towers and walls sounds a little boring, though; there's a lot of interesting Dwemer structures available for use, both from Bethesda's stock meshes and other sources like GDR.
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Sara Johanna Scenariste
 
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Post » Wed Aug 25, 2010 6:06 am

Interesting, but it'd still be a lot of statics to mark positions for - probably more so since both the sunken and risen positions would need to be marked (I think). A whole city made just out of the towers and walls sounds a little boring, though; there's a lot of interesting Dwemer structures available for use, both from Bethesda's stock meshes and other sources like GDR.
[/quote]

Maybe sounds boring in your image and i{m picturing something less boring all ruins ingame tend to be towerlike with several spires reaching the sky (at least that{s what I imagine this may look like and "walls" maybe more like bridges conecting spires some sort of ciberpunk underground oil plataform ready to emerge from the ground)... it would be glorious to be able to se the tall spires from the oposite coast of the continent using distant land... and when I said rize I wasn{t thinking on setposition but moveworld that requieres no coordinates... just units for displacement and being upwards and just once per tower wouldent drain to much CPU I think and you would be able to seeit emerge in real time.
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Chris Johnston
 
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