Elsweyr's Kingdom Of Rimmen

Post » Thu Aug 05, 2010 3:33 am

1. I broke my wrist/hand. Nothing I can do about it. It'll slow me, but not deter me.

Ouch...I broke my leg once, about 4 and a half years ago, and I know BROKEN BONES svck!!!!
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Emerald Dreams
 
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Post » Thu Aug 05, 2010 1:34 pm

i hate broken bones, hope it gets better soon norinvaux!
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meghan lock
 
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Post » Thu Aug 05, 2010 5:25 pm

1. I broke my wrist/hand. Nothing I can do about it. It'll slow me, but not deter me.

Sorry to hear. Your sure it's ok to continue working with that? Not that you make it worse this way ...

2. My CS crashes as soon as I focus on Rimmen. It loads fine, and everyting seems to work okay, but then for some reason as soon as I click on any of the rimmen areas to make it appear in the renderer, a message pops up saying "TESConstuction set has stopped working. Check for solution and end program End program.", or something like that. Any idea why it would freeze right on loading the Rimmen area in the renderer?

Is it only around Rimmen, or does it crash in other regions of Tamriel too? Try the AbandonedMineExterior at the top of the cell list, if you can load that without problems, you should check the 'TsaesciTail' armor. Although this should not crash the CS, but who knows.


Got the 'infernal book' and quickly scanned through it for the Rimmen infos. Found nothing new so far, seems our 'quoters' did a very good job, we have all infos on Rimmen already. But I recognized something I had forgotten. The palace has to be a more cylindrical building, not that square I did.

And it's really 'ten thousands statues' :sigh:. Reading about it in the (very small) context gave me a new impression. Til now I though about a kind of 'terracotta army', but the book speaks about a shrine. There are indeed shrines with 10000 buddha statues (wonder if they really counted them), look http://images.travelpod.com/users/uncle_davros/the_world.1262539142.1_10000-buddhas-hong-kong.jpg for instance. But what's the Akaviri equivalent of Buddha? None of the nine, but may be dragon statues ... what do you think?
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Courtney Foren
 
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Post » Thu Aug 05, 2010 10:37 am

i think dragon statues would be fine though we should be sure to use a new serpant dragon type dragon, theyre most the prominent dragon type in oriental culture
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Roddy
 
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Post » Thu Aug 05, 2010 1:23 pm

i think dragon statues would be fine though we should be sure to use a new serpant dragon type dragon, theyre most the prominent dragon type in oriental culture

I would use a SaidenStorm dragon :P, his Akatosh mount. As it's animated I should be able to move it into another position than the vanilla dragon statue. Hm, if I cut it's legs off ... is that a serpant dragon then?

Only drawback is the high poly count, would be a lot of work to reduce that nicely.
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Channing
 
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Post » Thu Aug 05, 2010 4:25 am

I would use a SaidenStorm dragon :P, his Akatosh mount. As it's animated I should be able to move it into another position than the vanilla dragon statue. Hm, if I cut it's legs off ... is that a serpant dragon then?

Only drawback is the high poly count, would be a lot of work to reduce that nicely.

ya it would be perfect! id really like to see that actually. also i was wondering what house should be the "abandoned and needs a key locked house" lower class 03?
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Maeva
 
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Post » Thu Aug 05, 2010 4:00 am

I was surfing around tesnexus, and I found some pretty cool modder's resources, made by a guy named DavidWhitefang. I might be using some of the meshes included in the resources in the interiors of the UC houses. The links are here, for anyone who wants to take a look:

http://tesnexus.com/downloads/file.php?id=19208
http://tesnexus.com/downloads/file.php?id=20954
http://tesnexus.com/downloads/file.php?id=20357

Also, is there any way I can merge my (small) changes and bug-fixes on the old .esp with the new .esp? I tried to simply merge it with tesgecko (tesedit) and it just displayed a bunch of errors, then said "merge failed".
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Inol Wakhid
 
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Post » Thu Aug 05, 2010 7:30 am

man! i was gonna use the blasphemous sphere resource for the mages guild head but i forgot! dont worry ill get a different 1. i like that globe it looks awesome. to your problem norinvaux, send me the files i can do it easily with the Gecko. just send me a link in a pm
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Andres Lechuga
 
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Post » Thu Aug 05, 2010 6:29 pm

Also, is there any way I can merge my (small) changes and bug-fixes on the old .esp with the new .esp? I tried to simply merge it with tesgecko (tesedit) and it just displayed a bunch of errors, then said "merge failed".

man! i was gonna use the blasphemous sphere resource for the mages guild head but i forgot! dont worry ill get a different 1. i like that globe it looks awesome. to your problem norinvaux, send me the files i can do it easily with the Gecko. just send me a link in a pm

You both could send me what you've done for a new release. Then Norinvaux can start fresh with that. Made a new 'guild house' for the temple priests, as I wanna do some interior for a change, so I've something new too.

Played around a while with the Saidenstorms dragons and got 3 little statues ready. Reduced the face count to less than 1200 faces, if I reduce it further they don't look like dragons anymore. Need some more work to get a nice display stand for them.
Wonder how much of them it needs to get my system to crash. Placed 160 statues in for a test, that worked fine, but I could have 8-12 times more of them ... may be I should have several install options with different statue counts :P. The 160 statues already looked much like 10.000 ...

Working with the dragon creature made me starting a new Tsaesci tail. Got a moving one already. Mesh looks still awfull, needs a lot more work. And the moves are not really snake like, but better than nothing. Won't spend much time on it, as we're not allowed to have Tsaesci anyway :P.
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laila hassan
 
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Post » Thu Aug 05, 2010 3:37 pm

You both could send me what you've done for a new release. Then Norinvaux can start fresh with that. Made a new 'guild house' for the temple priests, as I wanna do some interior for a change, so I've something new too.

Played around a while with the Saidenstorms dragons and got 3 little statues ready. Reduced the face count to less than 1200 faces, if I reduce it further they don't look like dragons anymore. Need some more work to get a nice display stand for them.
Wonder how much of them it needs to get my system to crash. Placed 160 statues in for a test, that worked fine, but I could have 8-12 times more of them ... may be I should have several install options with different statue counts :P. The 160 statues already looked much like 10.000 ...

Working with the dragon creature made me starting a new Tsaesci tail. Got a moving one already. Mesh looks still awfull, needs a lot more work. And the moves are not really snake like, but better than nothing. Won't spend much time on it, as we're not allowed to have Tsaesci anyway :P.



"As we're not allowed to have Tsaesci anyway" What? Why not?

Also, I'm storing up plenty of models/textures for interior decorating rich people's houses, and if anybody wants links to any models/textures for decorating, say, the mage's/fighter's guild or the palace, just let me know.
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willow
 
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Post » Thu Aug 05, 2010 7:13 pm

"As we're not allowed to have Tsaesci anyway" What? Why not?

Look at the thread entry, second quote from 'interviews': the authors made it very clear there are no more Akaviri left in Tamriel. Not that I like this statement, but the authors are the most 'holy instances' on lore I can think about ...
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Cedric Pearson
 
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Post » Thu Aug 05, 2010 7:58 am

this caused a land tear in elsweyr.
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Louise Andrew
 
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Post » Thu Aug 05, 2010 6:52 pm

this caused a land tear in elsweyr.


Not very informative there. How about mentioning which cells you found the land tear in?
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Anna Krzyzanowska
 
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Post » Thu Aug 05, 2010 1:47 pm

Keep working hard, team!!!!!
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Kayleigh Williams
 
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Post » Thu Aug 05, 2010 1:09 pm

this caused a land tear in elsweyr.


This mod does NOT "cause" a land tear. If it happens to conflict with another mod, then a tear may occur. Are you using onra's heightmaps? If not, get them. If you do have them, check your load order, and make sure you have the "valenwood annequina patch" esp file activated, and loaded AFTER valenwood.esp (the onra heightmap for valenwood and elsweyr).
If there are any other bugs, I'm pretty sure we know about them, so just don't even bother posting about them. Unless it's a game-breakingly huge bug, like purple everywhere, or like missing land or something.
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Shianne Donato
 
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Post » Thu Aug 05, 2010 12:11 pm

Look at the thread entry, second quote from 'interviews': the authors made it very clear there are no more Akaviri left in Tamriel. Not that I like this statement, but the authors are the most 'holy instances' on lore I can think about ...

ummm, wow uhoh. ive made about 5 tsaesci already and had a quest rolling around in my head for them! should i change there race or should we go with the lore unfriendliness?
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rheanna bruining
 
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Post » Thu Aug 05, 2010 2:35 pm

ummm, wow uhoh. ive made about 5 tsaesci already and had a quest rolling around in my head for them! should i change there race or should we go with the lore unfriendliness?



Wait, tsaesci are considered akaviri too? I thought the akaviri were a japanese-like race.
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Beth Belcher
 
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Post » Thu Aug 05, 2010 3:36 pm

Wait, tsaesci are considered akaviri too? I thought the akaviri were a japanese-like race.


Akaviri are just people from Akavir. There are no humans left there because the tsaesci ate them all (they ate the dragons too). Tang-mo are monkey people, and there are tiger people too, but I can't remember their name. All are Akaviri, because they're all from Akavir.
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Calum Campbell
 
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Post » Thu Aug 05, 2010 6:58 pm

ummm, wow uhoh. ive made about 5 tsaesci already and had a quest rolling around in my head for them! should i change there race or should we go with the lore unfriendliness?

I wouldn't do much with the Tsaesci mainly because of the lore and also because the current Tsaesci mesh has so much errors. Drags down the quality a lot ... and I don't think I can do a better one, that would require a completly new set of animations for instance. And, worst of all, I hate to write this Tsaesci word, never can remember the correct spelling.

Sort of workaround could be Tsaesci ghosts floating in the air, the snake part wouldn't be a problem then. But I don't know how to make NPCs float like a Lich, so not sure if it's possible.

To have something unique, this ghosts could act as 'normal persons' in the city. If the player attacks them, this will be punished same way as attacking a regular citizen. Ancestor worship is a japanese Akaviri tradition ...

Besides that your current Tsaesci on the market place will die quickly, exposed to the daylight in this way :P.


Akaviri are just people from Akavir. There are no humans left there because the tsaesci ate them all (they ate the dragons too). Tang-mo are monkey people, and there are tiger people too, but I can't remember their name. All are Akaviri, because they're all from Akavir.

Ka Po' Tun, "Tiger-Dragon Empire", see http://www.uesp.net/wiki/Lore:Akavir.

The book 'Mysterious Akavir' says:
After the Serpent-Folk ate all the Men, they tried to eat all the Dragons. They managed to enslave the Red Dragons, but the black ones had fled to (then) Po Tun. A great war was raged, which left both the cats and the snakes weak, and the Dragons all dead.

According to this 'eat' could be a synonym for 'enslave', which would explain why the Akaviri ghosts in the game were humans. Lots of discussions around this ...
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Holli Dillon
 
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Post » Thu Aug 05, 2010 7:57 pm

...
According to this 'eat' could be a synonym for 'enslave', which would explain why the Akaviri ghosts in the game were humans. Lots of discussions around this ...

Ka Po' Tun, that's right... I don't think eat means to enslave... MK's Akaviri creation myth implies that the tsaesci "eat" things to gain their power, like the Quickening in Highlander... I think in reality, it's somewhat akin to mantling. In any event, I think it's much more metaphysical than just enslavement. And as for tsaesci in Rimmen, well... I don't think there are any tsaesci left, period. Like the quote in the OP, when the last of the Potentates were killed, I think that was the end of the Akaviri in Tamriel. There's never been any solid statement that tsaesci actually had snake-tail-bodies... it's on the fence as to whether that description was factually accurate or just the writers fanciful imagination. The human-like Akaviri ghosts present in vanilla Oblivion lead me to believe the latter.
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Joe Alvarado
 
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Post » Thu Aug 05, 2010 10:14 pm

Sort of workaround could be Tsaesci ghosts floating in the air, the snake part wouldn't be a problem then. But I don't know how to make NPCs float like a Lich, so not sure if it's possible.


Replace their walking animation files with ones from floating legged creatures, like imps. I don't recall whether liches float or have legs, but I know imps do. Also give them the ghost magic spell ability, so that they get the bluish fluctuating shading added. Don't know whether ghost creatures have this or are simply textured with it, but ghost NPCs definitely have it (like the ghost Blades in Sancre Tor, or the guy south of Bravil who you follow east for a side-quest).
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FoReVeR_Me_N
 
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Post » Thu Aug 05, 2010 9:04 pm

Replace their walking animation files with ones from floating legged creatures, like imps. I don't recall whether liches float or have legs, but I know imps do. Also give them the ghost magic spell ability, so that they get the bluish fluctuating shading added. Don't know whether ghost creatures have this or are simply textured with it, but ghost NPCs definitely have it (like the ghost Blades in Sancre Tor, or the guy south of Bravil who you follow east for a side-quest).

Is it possible to replace or add NPC animations only for one race? Thought all races use the _male folder, except you use MAO or something like that.

The ghost animations will work best. The imps move up and down all the time flapping their wings. Found out that Lich float only in all staff... animations, so they are a little restricted ;).
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James Potter
 
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Post » Thu Aug 05, 2010 8:09 pm

Is it possible to replace or add NPC animations only for one race? Thought all races use the _male folder, except you use MAO or something like that.

The ghost animations will work best. The imps move up and down all the time flapping their wings. Found out that Lich float only in all staff... animations, so they are a little restricted ;).


If you want to create them as NPCs, then I believe yes they all use the _male folder (never played with such things so I can't say for sure). But if you created them as Creatures then they can have their own folder for meshes and animations. Do take into account that if the mesh for the creature has legs, you want to use an animation from a creature that has legs, otherwise those legs could end up in a rather unfortunate position. Also note I've only fiddled with swapping animation files in and out of folders, I don't know much of anything about them!
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Ashley Hill
 
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Post » Thu Aug 05, 2010 2:44 pm

If you want to create them as NPCs, then I believe yes they all use the _male folder (never played with such things so I can't say for sure). But if you created them as Creatures then they can have their own folder for meshes and animations. Do take into account that if the mesh for the creature has legs, you want to use an animation from a creature that has legs, otherwise those legs could end up in a rather unfortunate position. Also note I've only fiddled with swapping animation files in and out of folders, I don't know much of anything about them!

My first creature then. No legs, only a snake-like lowerbody and only minimal movements for that, if any. For that the ghost mesh is good enough.

But I'll check http://www.tesnexus.com/downloads/file.php?id=19796 first, may be it gives me a workaround.
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Mr.Broom30
 
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Post » Thu Aug 05, 2010 8:32 am

The ghost Tsaesci shouldn't be a problem at all. In the _male folder there is a folder called specialanims if place different animations in this file they can be toggled on and off in the CS. This is what allows Sheogorath to walk with a cane. I think there is a Lich NPC animation resource on Tesnexus.

Oh, by the way, http://tesnexus.com/downloads/file.php?id=26816 is much of the Akavir team's resources, some of them are pretty old, but I did say you use them.
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Nathan Hunter
 
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