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

Post » Wed Aug 25, 2010 10:33 am

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


Thanks alot. That's a big compliment considering how good some of the current WiPs look.

I had thought about the speed of the city rising and thought that because the Imps are so close(Gnisis) they would see everything almost straight away so the player would either have to appease them and work with them or flat out force them out as I don't think the Imps would give up any kind of Dw tech given how well the Dw went in the War of the First Council whilst being severely outnumbered. I like your idea about road controls, temporary fortifications etc. That is what would happen if the city were to rise slowly. If I go down this road I might use it if you don't mind. Again, it depends on how quickly I want the city to rise. And again I will only make the city rise if I can get my util working.


The dialogue shouldn't be too difficult to accomplish


Thanks for the info. It seems with the functions you listed dialogue might be more flexible than I thought. I haven't had any time this week to do any CS work so I haven't checked diaglogue out but I will on the weekend. And yeah it might be better to sort some responses by cell in order to localize certain peices of info.
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Music Show
 
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Post » Wed Aug 25, 2010 1:36 pm

[quote name='iio' date='Feb 4 2010, 10:25 AM' post='15608865']
Thanks alot. That's a big compliment considering how good some of the current WiPs look.

If I go down this road I might use it if you don't mind. Again, it depends on how quickly I want the city to rise. And again I will only make the city rise if I can get my util working.

By all means use what ever you want as idea if you think it{s worth the try... Hope you get your util working it would be amasing... I once had the idea of making some sort of violent self introductory quest in wich dwemer spires would sprawl in vivec trough the cantons and betwen them... (guess that suggesting the rising spires has a lot to do with a frustrated dream wich never came trough jaja)...

Keep it up like this couse it looks great!
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John Moore
 
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Post » Wed Aug 25, 2010 2:17 am

Update:

I've been doing a lot of work on the underground portions of the city an have finally settled on a final design. I have a good portion of it done(60%?) and after hooking it all up I can start doing quests. I'm really looking forward to the quest part, actually. New devices mean all sorts of new situations can arise.

I haven't been happy with the exterior of the city, completely so I added more though now I can't decide if I love it or think it feels a little claustrophobic. I think I will remove some parts of it.. But not too much. I'm pretty happy with it overall. I'm interested to hear whether you guys think its too dense or not. Here's some screenies:

http://yfrog.com/0fmgescreenshot4j

http://yfrog.com/62mgescreenshot5j

http://yfrog.com/0pmgescreenshot3gj

http://yfrog.com/6umgescreenshot2j

http://yfrog.com/0imgescreenshot6j





By all means use what ever you want as idea if you think it{s worth the try... Hope you get your util working it would be amasing... I once had the idea of making some sort of violent self introductory quest in wich dwemer spires would sprawl in vivec trough the cantons and betwen them... (guess that suggesting the rising spires has a lot to do with a frustrated dream wich never came trough jaja)...

Keep it up like this couse it looks great!


Thanks :). Sounds interesting. I imagine a couple of settlements and towns are on top of Dwemer cities. Could be a cool effect to see a spire burst through the ground in the middle of a town and have the creatures who inhabit the ruins burst out and start terrorizing the populace. Sounds great, actually. I might include that with my other ways I was going to have the main enemy attacking the towns.
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Lisa
 
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Post » Wed Aug 25, 2010 5:17 am

Wow. This looks stunning, great screens! :thumbsup:
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Lisa
 
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Post » Wed Aug 25, 2010 9:32 am

So... is this, like, close to completion at all? Because waiting for this is getting agonizing. :V
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Emma Parkinson
 
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Post » Wed Aug 25, 2010 10:21 am

So... is this, like, close to completion at all? Because waiting for this is getting agonizing. :V


I'm aiming for a release around June/July. I started this in August a couple of years ago and it was only supposed to last 2 weeks...
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maya papps
 
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Post » Wed Aug 25, 2010 11:25 am

July? Well hell, that works for me! I could consider it a birthday present then. :V
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Richard Thompson
 
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Post » Wed Aug 25, 2010 8:00 am

Happy b'day for July, R.D!

Update:
I just search for the my original thread and it isn't here so I've added some links to the OP of my old videos. I liek threads that have all the resources in the OP so I'll place links in the thread and the OP from now on. I need to update those vids, though. A lot were taken on my old Macbook and thus are slooow.
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Isabell Hoffmann
 
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Post » Wed Aug 25, 2010 3:47 am

Update:

Added new screenies to the OP of what is almost the final iteration of the external part of the city. I have yet to link the towers via walkways and gantries and adding things like street lights, moving parts and other components but its almost done. I found some new resources so I'll be adding some different towers to break up the browns and such already there.

I'm also halfway through the synopsis' for the different factional paths players can follow. I think I'm biased towards the Redoran, though, mostly because of how awesome they are :). I also won't be doing a large Telvanni treatment as I think they get enough love and I'm not really a Telvanni player so I don't think I'd do as good a job as someone who is. I do play along the line of a Redoran, though, so I'm hoping that'll let me do them some justice.

Oh, and I'm not going to do a House Dagoth factional affiliation. Sorry, but I'm just one person. I would print the final list but I don't like giving too much away. I'm looking forward to doing the evil faction though mwu ha ha haaa.

I'm put them here aswell just so no-one has to scroll back:

http://yfrog.com/2tmgescreenshot95j

http://yfrog.com/6xmgescreenshot96j

http://yfrog.com/5mmgescreenshot97j

http://yfrog.com/0hmgescreenshot98j

http://yfrog.com/jwmgescreenshot99j

http://yfrog.com/5dmgescreenshot100j

http://yfrog.com/5nmgescreenshot101j
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Add Meeh
 
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Post » Wed Aug 25, 2010 10:45 am

I drooled for a while looking at the screens...this is awesome...

I only hope I can make my clockwork architecture look as good as this. Good job man.
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Emily Graham
 
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Post » Wed Aug 25, 2010 3:51 pm

I drooled for a while looking at the screens...this is awesome...

I only hope I can make my clockwork architecture look as good as this. Good job man.


Thanks very much. I've almost finished the broad phase of the design. Soon I'll get to adding the flavour with things like street lights, defense cannons, crowds etc. Clockwork architecture sounds great. Are you making a Dwemer mod?
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Roisan Sweeney
 
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Post » Wed Aug 25, 2010 2:24 pm

This looks great! I watched the Airship video and it seems that you have come quite a ways in your efforts. Keep up the good work, a definite download!
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Minako
 
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Post » Wed Aug 25, 2010 10:03 am

This looks great! I watched the Airship video and it seems that you have come quite a ways in your efforts. Keep up the good work, a definite download!


Thanks, Dentroe :).


Update: Just a little one for now as I've mostly been doing interiors that I'm quite finished yet. Here's a pic of a walking artillery construct that I created out of Yagrum's base. It will fire my own projectiles in curving paths and not Morrowinds. Which I prefer anyway. Should be fun to use :). Time for bed but I'll try and get a video out of it next weekend. Oh and I think I'll hav eto cell converter utility done too.

http://yfrog.com/emyagcannonj
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Portions
 
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Post » Wed Aug 25, 2010 2:48 pm

Update:

Toady is a good day. I got the nif conversion utility working and can now take all models in a given cell and turn them into a single nif i.e. the Nephastus and all the other ships will fly. See the screenies for what it looks like in nifskope. The pieces its missing are activators as I haven't added those yet but I will. I'll release it as a utility after I've added a GUI and cleaned the code up. Its horrendous atm :(

Also, I'm coming up to completing one of the major underground areas for the mod. I've spent a long time on it and have actually had to cut it in half because its too large for the engine to handle. What you're seeing in the screenies is the halved version about 90% complete. Its sort of the hub for the city where everyone goes - like an underground city centre - full of constructs(eventually). Note that the roof isn't on yet and you can see the colour difference between what MGE renders and the kind of yellowy-brown lighting I want. I'll have to ask the MGE guys about this one.

It really feels like I can see the end of this and am really looking forward to starting on the quests. There are heaps I want to put in. I've also changed the fire support spells so that they really hammer down now. My old vid was on an IntelGMA chip which made the video really slow. I'll try and get to that soon as I'm running an nVidia 9600M 1GB atm.

http://yfrog.com/jkmgescreenshot159j

http://yfrog.com/bcmgescreenshot160j

http://yfrog.com/jymgescreenshot161j

http://yfrog.com/esmgescreenshot162j

http://yfrog.com/9dmgescreenshot163j

http://yfrog.com/jxnifskopenephastus001j

http://yfrog.com/j0nifskopenephastus002j

http://yfrog.com/50nifskopenephastus003j

http://yfrog.com/ccnifskopenephastus004j
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Anna Kyselova
 
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Post » Wed Aug 25, 2010 3:36 pm

Don't know if you've seen it, and you would need to get permissions, but Mr. Siika has a very good airship model:

http://www.youtube.com/watch?v=VQ6bddsnMcA&feature=related

In his second edition of the Dwemer technology II

http://www.tesnexus.com/downloads/file.php?id=20799
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Lew.p
 
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Post » Wed Aug 25, 2010 7:46 am

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 :(.

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 :).


Is there a way to deal with companions, or any other NPC in aifollow mode? I supposed grumpy's warping scripts would help some, but if they happened to be close to the edge... Wow, what a way to go.

Perhaps a low enough to not be annoying, but high enough to stop companions from plummeting to their deaths, rail around the ship?
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Suzy Santana
 
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Post » Wed Aug 25, 2010 11:37 am

Don't know if you've seen it, and you would need to get permissions, but Mr. Siika has a very good airship model:

http://www.youtube.com/watch?v=VQ6bddsnMcA&feature=related

In his second edition of the Dwemer technology II

http://www.tesnexus.com/downloads/file.php?id=20799


Yeah I've seen his stuff. I found out the other day that Blender can convert Ob meshes into MW meshes fairly easily so I was considering it. It depends on how much time I have to spend converting it. If he allows it and its taking too much time I'll do it as an add-on. I'm sure I'll be adding things after release as there are still things I want to make but just don't have to the time.

Is there a way to deal with companions, or any other NPC in aifollow mode? I supposed grumpy's warping scripts would help some, but if they happened to be close to the edge... Wow, what a way to go.

Perhaps a low enough to not be annoying, but high enough to stop companions from plummeting to their deaths, rail around the ship?


Yes, I've been considering this. I don't know what Grumpy did but I have my own warp scripts which I'll use. Given the love of walking off things NPCs seem to have they're essential. As for rails the ships will have rails if they fit in but I want to be able to walk off them if I want so I don't think I'll be using invisible rails but thanks for the suggestion :). I'll have to see how they go in testing.
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Charles Mckinna
 
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Post » Wed Aug 25, 2010 5:49 am

bump
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Mandi Norton
 
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Post » Wed Aug 25, 2010 10:39 am

bump


Its still alive. I needed to take a break for a while as I was doing CS work too much. That and I was learning Obj-C so I can program iphone games. I'm easing back into it, though. I've got a ton of 80% finished sections and I've finished the construct creation process on paper. I'm really looking forward to getting the tech work done and focussing on the story and characters but its still got a ways to go.

Its a bit hard though when people keep releasing things I want to include :).
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Lalla Vu
 
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Post » Wed Aug 25, 2010 4:47 am

Given that Skyrim is going to be out next year I absolutely have to finish this mod before then because its most likely going to be awesome and thus a timesink. I've been doing mostly CS work and even though I've cut some stuff out there was still heaps to do. The hardest part is making things look different when the number of Dwemer set pieces if small :(. Anyway, here is an update - I've included a common area and the main engine for driving the fortress which you'll have to start again but it won't be a single switch. There'll be multiple stages and each stage must synch with the others :).

I've been trying to balance screenies and info with not giving too much away so it might seem a bit sparse.

I've also done some preliminary linking of sections so I can walk around some parts. Its surreal - all this time and I can finally walk through what I've been building. Can't wait til its finished. Here's the screenies:

http://img228.imageshack.us/img228/3750/mgescreenshot243.jpg

http://img535.imageshack.us/img535/9141/mgescreenshot246.jpg

http://img256.imageshack.us/img256/7406/mgescreenshot247.jpg

http://img834.imageshack.us/img834/4329/mgescreenshot248.jpg

http://img697.imageshack.us/img697/5259/mgescreenshot249.jpg

http://img193.imageshack.us/img193/739/mgescreenshot250.jpg

http://img824.imageshack.us/img824/5618/mgescreenshot251.jpg

http://img189.imageshack.us/img189/6568/mgescreenshot252.jpg

http://img821.imageshack.us/img821/3657/mgescreenshot254.jpg

http://img696.imageshack.us/img696/1549/mgescreenshot255.jpg

http://img12.imageshack.us/img12/4862/mgescreenshot257.jpg

http://img830.imageshack.us/img830/2281/mgescreenshot259.jpg

http://img251.imageshack.us/img251/706/mgescreenshot260.jpg

http://img101.imageshack.us/img101/5685/mgescreenshot262.jpg
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Trevor Bostwick
 
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Post » Wed Aug 25, 2010 8:30 am

Ha ha I'm replying to myself.

Update: took screenies of all the cells to see how big it is and so I can lay out the floor plan on my carpet. Significant other thinks I'm a massive nerd :). I don't want to say exactly how many cells are in it as surprises are awesome but I just checked out the Kemel-Ze article at UESP and there are less cells in Kemel-Ze. Whether mine are of the same quality remains to be seen. Here's a pic of a piece of machinery the player will have to operate if they want certain abilities...

http://img51.imageshack.us/i/volensun001.jpg/

Next up: short listing the airships
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Ashley Hill
 
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Post » Wed Aug 25, 2010 5:09 pm

I always instantaniously open a topic were you have posted to look for new content :D realy cant wait to fly away with my ship and shoot myself across vvardenfell :D
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Javaun Thompson
 
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Post » Wed Aug 25, 2010 1:01 am

I always instantaniously open a topic were you have posted to look for new content :D realy cant wait to fly away with my ship and shoot myself across vvardenfell :D


Ta. Glad someone likes airships as much as me :).

Update: Its pretty late so just a short one tonight. This is the entrance to one part of a level separate to the one I've been showing. I've tried to keep themes in the separate areas. I also wanted to changed the OP post a little to more clearly describe the direction that I want to take the mod in but its too late right now so expect some more info tomorrow. I have a day off, yes!

http://img197.imageshack.us/i/mgeblvz001.jpg/
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Jani Eayon
 
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Post » Wed Aug 25, 2010 5:26 am

The hardest part is making things look different when the number of Dwemer set pieces if small

You likely already know of these, but just in case you don't have them yet, there are a few good dwemer resources.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6614 - tons of new meshes
http://www.tesnexus.com/downloads/file.php?id=26581

(you might have these already, hard to tell if I saw some of these in the screenies or not)
But the screenshots look pretty impressive!
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Vicky Keeler
 
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Post » Wed Aug 25, 2010 5:21 pm

Ta. Glad someone likes airships as much as me :).

Update: Its pretty late so just a short one tonight. This is the entrance to one part of a level separate to the one I've been showing. I've tried to keep themes in the separate areas. I also wanted to changed the OP post a little to more clearly describe the direction that I want to take the mod in but its too late right now so expect some more info tomorrow. I have a day off, yes!

http://img197.imageshack.us/i/mgeblvz001.jpg/

:clap: :clap: :clap: :clap: :clap: :clap: :clap:
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emma sweeney
 
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