[REL] Dwemer Technology PartII: Dwemer Skyship

Post » Thu Nov 04, 2010 6:02 pm

excellent work and a nice sneak peek at Phitt's Sheogorad :)

Some issues - I killed the Immortal outside the airship. When he gets back up he has the [I HAVE NO GREETING] text associated with SI, hence i 'm pretty sure i cant complete the quest. ALso, you may want to remove the part that sorts nirnroots in the ingredient sorter. Currently, if the player retrieves the nirnroots the nirnroot count will increase again (since they're technically different from the one the player sorted).

That's about all. I do suggest you add a bit more detail in the readme about where to start the quest.
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ZANEY82
 
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Post » Fri Nov 05, 2010 12:24 am

excellent work and a nice sneak peek at Phitt's Sheogorad :)

Some issues - I killed the Immortal outside the airship. When he gets back up he has the [I HAVE NO GREETING] text associated with SI, ...

That shouldn?t be caused by the plugin. I guess (or better, I?m convinced) that you have left Shivering Isles by an other way but the genuine SI-gate (may be by teleportation or through a door added by an other plugin or even by a console command). And I fear, that the Skyship-Immortal is now not the only NPC in your (save)game with that bug. To cure that problem just reenter SI and leave it through the genuine portal.
But your description gives me something to think about - using the ship (calling it) while staying on SI is untested and I guess that the immortal will have there a similar "problem" (but then without any harm to the quest).



ALso, you may want to remove the part that sorts nirnroots in the ingredient sorter. Currently, if the player retrieves the nirnroots the nirnroot count will increase again (since they're technically different from the one the player sorted).

That?s something I haven?t thought at. But causes the raising number of retrieved Nirnroots any problems?
If not, I?d prefer to keep it as it is.


.....but how exactly do i start the quest?

The quest will start automatically (you will be contacted by a man).
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FoReVeR_Me_N
 
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Post » Fri Nov 05, 2010 5:18 am

I have a question. I completed the quest flawlessly, no bugs. but when I summon the Skyship, it's really high in the air. I'm not sure how to get up there. Any Ideas on how to lower the ship?

Otherwise, fantastic mod!
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Nathan Barker
 
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Post » Fri Nov 05, 2010 10:23 am

I have a question. I completed the quest flawlessly, no bugs. but when I summon the Skyship, it's really high in the air. I'm not sure how to get up there. Any Ideas on how to lower the ship?

Otherwise, fantastic mod!

The high-position of the ship cannot be altered by the player. But as soon called, the ship comes with a travel-marker! Use it to reach your ship. And there is a teleportation-spell available too which brings you back to the ship; this spell can be learned by reading the scroll laying on the desk inside the "Captain?s Cabine" of the ship (this spell cannot be used while staying in combat or while staying on Shivering Isles).
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kennedy
 
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Post » Fri Nov 05, 2010 8:51 am

That shouldn?t be caused by the plugin. I guess (or better, I?m convinced) that you have left Shivering Isles by an other way but the genuine SI-gate (may be by teleportation or through a door added by an other plugin or even by a console command). And I fear, that the Skyship-Immortal is now not the only NPC in your (save)game with that bug. To cure that problem just reenter SI and leave it through the genuine portal.
But your description gives me something to think about - using the ship (calling it) while staying on SI is untested and I guess that the immortal will have there a similar "problem" (but then without any harm to the quest).

That?s something I haven?t thought at. But causes the raising number of retrieved Nirnroots any problems?
If not, I?d prefer to keep it as it is.


The no greeting message isnt caused by a glitch due to the SI portal since every other npc works fine and i know better than to jump out of SI by other means. As a modder myself, it is a bit unusual for non-SI related NPC's to randomly get the message. My guess is there is a scripting bug or a seemingly random glitch.

As for the nirnroot count, all the script will do is make the nirnroot count in the journal redundant. The nirnroot quest has no relations to the count though since it searches for when the player has the adequate amount when talking to SInderion. Any other scipt or mod that uses the nirnroot count will be affected though.
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Lucie H
 
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Post » Fri Nov 05, 2010 2:09 am

The no greeting message isnt caused by a glitch due to the SI portal since every other npc works fine and i know better than to jump out of SI by other means. As a modder myself, it is a bit unusual for non-SI related NPC's to randomly get the message. My guess is there is a scripting bug or a seemingly random glitch.

As for the nirnroot count, all the script will do is make the nirnroot count in the journal redundant. The nirnroot quest has no relations to the count though since it searches for when the player has the adequate amount when talking to SInderion. Any other scipt or mod that uses the nirnroot count will be affected though.

Sorry, I should have recognized that you are most likely aware of that SI-"I have no greeting"-problem; but my first thoughts were indeed "must be caused by leaving SI".
And most of all, I can not reproduce it - it always works fine for me.
So, anyone else with that strange encounter?

And concerning the "Nirnroots" I?d propose to put them out of the Ingredient Sorter in a possible future version.
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Mark Hepworth
 
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Post » Fri Nov 05, 2010 12:11 am

I had a minor issue: The NPC didn't talk right after I hit him the first time, and he somehow went over to the Myths and Legends dialog(which isn't supposed to pop up on random NPC's). Fixed by reloading with the mod disabled.
I'm thinking of editing up a COBL version of this nice home, if only for the Luggage to have a nice spot to stay(it's needing a new home, keeps biting hotel staff, after the one kicked it), so I'll get around to it sooner or later, but only if you don't want to make it.(And if you do want to make it, place ALL the COBL goodies in the ship, not only the sorter and luggage, a mage altar would be nice, if it's even dwemer, then it'd be fitting)
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joeK
 
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Post » Fri Nov 05, 2010 4:41 am

Woohoo finnaly it is released :D Awesome work Mr_Siika i love it :D
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Josh Dagreat
 
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Post » Fri Nov 05, 2010 8:40 am

oh mah gawd *download*

thanks so much for this wonderful mod!
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Ownie Zuliana
 
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Post » Thu Nov 04, 2010 9:06 pm

Congratulations my friends, you have almost flawlessly married Dwemer art directions for Morrowind and Oblivion. Well done :D.

My only real criticism is that the SI Ingredient sorter doesn't seem to work (rather, I can pick it up as an object rather than use it). Now all we need is COBL Awareness (so many ingredients now. If the ingredients could be run through one sorter, that would be a plus (although I know that it might remove support for those who do not have SI).
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Taylah Illies
 
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Post » Thu Nov 04, 2010 8:38 pm

....
My only real criticism is that the SI Ingredient sorter doesn't seem to work (rather, I can pick it up as an object rather than use it........


:wacko:

Sorry, that?s bad and happened already several times during our tests, although I was convinced that the "RC" of the Dwemer Skyship had it installed correctly (seems somehow to be a magic incompatibility between Mr_Siika?s configuration and my own one and was "knocked out" very often as soon as the other one took over the work on the plugin).

And until Mr_Siika is willing to upload an improved version I can only give you a workaround to repair this:
-Just load the plugin in CS and search for the script "DASSIngredientSorterScript" and resave it. Then save the plugin again. Done!

But that won?t bring back the sorter to you (you picked it already up into your invontery); therefore you will have to use a savegame before you touched that sorter.
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Alexx Peace
 
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Post » Fri Nov 05, 2010 8:49 am

This could be fixed with an additional esp, right centurion? Like a 1.1 version?
Any other bugs we'd have to fix?
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Soku Nyorah
 
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Post » Fri Nov 05, 2010 10:12 am

This could be fixed with an additional esp, right centurion? Like a 1.1 version?


Yes! Easily done!

Any other bugs we'd have to fix?

Not sure about that "I have no greeting" problem reported by exilhunter. Whatever I do in game, I just cannot reproduce it and therefore I?m not able to suggest any improvements/changes to avoid this. I can only propose to wait and see, if that happens to other users too.

And there is another bug report by YX33A which I overlooked almost (sorry):
I had a minor issue: The NPC didn't talk right after I hit him the first time, and he somehow went over to the Myths and Legends dialog(which isn't supposed to pop up on random NPC's).
So please, YX33A, can you give us some more informations? Are you talking about the Immortal standing in front of the skyship? And this happened as you tried to talk to him after your first attack but before he was knocked out?
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Jay Baby
 
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Post » Fri Nov 05, 2010 2:15 am

That's awesome! :tops:
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Betsy Humpledink
 
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Post » Fri Nov 05, 2010 11:35 am

@Mr_Siika:
Sweat, I downloaded this, and played it, an I want to tell you that you're amazing.
Only one thing dissapointed me, I thought the rideable dwemer mount would be included.
But since it's not, I'll just have to wait for you to release that, and then I'll download it.

@Princess_Stomper:
Off-topic, but I like you're new avatar. (not really sure if it's exactly "new", but I like it none the less).
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brandon frier
 
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Post » Fri Nov 05, 2010 6:24 am

hmm i was finnally contacted by that guy and i got the skyship, but i was hoping that I would be able to steer the ship like a sailing mod except in the sky....and a suggestion for the next release, make the fireballs that come from the skyship rapid fire :tops: but make them weaker and the rapid fire lasts about 10 secs that would be awsome


also what are those things in the video sitting on the parts of the skyship that are sticking out? is that a seperate download or a modders resourece or what?
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Glu Glu
 
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Post » Fri Nov 05, 2010 1:17 pm

and a suggestion for the next release, make the fireballs that come from the skyship rapid fire but make them weaker and the rapid fire lasts about 10 secs that would be awsome


If possible, make them less accurate but with a blast radius as well? I sure a Dwemer ship firing onto a crowd of goblins wont have 10 direct hits :P Also, is there any support planned for the Luggage from COBL? That would be awesome! And also, is a step ladder possible, so fast transport doesn't have to be used to get up and down?

Other than that, this is an excellent mod, and makes me wonder why no one has created a series of Dwemer caves for the eastern border :P after I have moved in all i need now is to recruit a crew! I'm thinking some pirates from Anvil...

Thank you for this awesome mod! :thumbsup:
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Wanda Maximoff
 
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Post » Fri Nov 05, 2010 12:25 am

also what are those things in the video sitting on the parts of the skyship that are sticking out? is that a seperate download or a modders resourece or what?

What things do you mean? the landing platforms left and right of the Skyship?

If possible, make them less accurate but with a blast radius as well? I sure a Dwemer ship firing onto a crowd of goblins wont have 10 direct hits :P Also, is there any support planned for the Luggage from COBL? That would be awesome! And also, is a step ladder possible, so fast transport doesn't have to be used to get up and down?

As soon as I have a proper flight-script, I'll add smaller Airships to allow the player to fly up to the Skyship.
As for the fire support: I am a bad scripter... that's about as good as it gets :-(

Ah yes and I'm currently working on a no-quest version for people having problems with parts of the quest.
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Bek Rideout
 
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Post » Fri Nov 05, 2010 11:07 am

If you want, Mr Siika, you can post the fire support script here so me and other scripters can take a crack at it :flamethrower:
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Mariaa EM.
 
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Post » Fri Nov 05, 2010 1:32 pm

Thanks, the script I use is from http://cs.elderscrolls.com/constwiki/index.php/Casting_Spells_From_An_Activator. If anyone has a better idea, I'll be happy to add it to version 1.1.

And I added a no-Quest version of the Skyship to TesNexus. This can be used by people who have problems with the quest. We have 1000+ downloads at the moment, and only <1% seem to have problems.
Since I want everyone happy, I made this quick workaround :-)
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Nathan Maughan
 
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Post » Fri Nov 05, 2010 12:58 am

What things do you mean? the landing platforms left and right of the Skyship?


As soon as I have a proper flight-script, I'll add smaller Airships to allow the player to fly up to the Skyship.
As for the fire support: I am a bad scripter... that's about as good as it gets :-(

Ah yes and I'm currently working on a no-quest version for people having problems with parts of the quest.



yes the landing pads......pjs spell compenduim has a rapid fire spell see if you can borrow his script also there are numerous sailing mods that could help you out on the airships but they would have to be stuck on one plane (whatever you want to call it)......or you can try to use Saiden storms akatosh mount script to switch planes as if you were flying one of his dragons


iv already experimented with rapid fire but his spells dont work in my game anymore so i dont know if it works
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teeny
 
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Post » Fri Nov 05, 2010 8:17 am

Just a minor suggestion/bug report: The cannon's work whenever you aren't inside. Even in different planes of existence.(I've only tested in Deadlands so far, though, not the SI.)
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Jesus Lopez
 
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Post » Fri Nov 05, 2010 12:03 pm

Minor complaint, there seems to be some sound problem
Spoiler
in the cave before the dewemer bit where you face off with the centurion first time round (btw any possibility of making the platform with the controls on it bigger, just the battle ai seems to chuck itself of the edge a fair bit, i haven't killed the immortal once myself, he just falls into the lava)
anyway i can't locate the source of the noise, nor can i decribe it well (my first guess would be that i'm missing a sound file or somthing) the infernal noise pretty much makes having sound in that cave an impossiblity, my best way to describe it would be very very weird static, i dunno, i know that's probably a useless bug report, but that sthe best i can describe it really
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ANaIs GRelot
 
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Post » Fri Nov 05, 2010 1:50 pm

small bug report from me, minot issues which can easily fxied for next version,,
- there seems to be a red courtain going through the wall in the captains cabin,
and every time when i have used the teleport spell, and i walk unto the deck. i hear church bells,,

anyway. great work siika and helpers:D
BTW the last time i saw your dwemer creatures, i crashed rapidly .. nice to see that youve fixed them-.
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Charlie Sarson
 
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Post » Fri Nov 05, 2010 6:50 am

Oh, and in the captain's quarters there is something with a missing mesh on the right side of the room, on the bottom shelf.(I'm glad I have FormID Finder, it's marker is much better IMO.
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cheryl wright
 
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