Elsweyr's Kingdom Of Rimmen

Post » Thu Aug 05, 2010 1:29 pm

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.


maybe cheng will have to give her own home to sell her herbs and such in... looks like chiao is also going to undergo a race change. probably he will become an imperial i've only placed one in the city so far. any suggestions for a new merchant to take chengs spot at the market place? maybe an armor dealer as Saram Lensai deals mainly with hunting equipment and a few larger weapon. or something else i dunno, i made up pretty well every kind of merchant i can think of already. havent done skooma yet, but its got its own area in the Lower class section. oh well i gotta finish cleaning my latest merged .esp, i merged mine and norvinvauxs works and it needs alot of cleaning before i can get to work again. thx for letting us use those resources corthian, thats very generous of you!
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butterfly
 
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Post » Thu Aug 05, 2010 4:34 pm

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.

Looked at Mayus Animation Overhaul (MAO); haven't tested it in game, but it seems the animations 'follow' the skeleton you select in the NPC config.

That's what MAO does, as far as I can see:
  • Put a copy of the normal skeletons in a separate folder
  • copy all default anims there
  • change the ones you want to be different
  • then change the NPCs skeleton to that new folder

The changed anims need to have a lot of internal things in common with the default anims, or it doesn't work, so you can't simply use creature anims.

Did reconfigure Khajiit NPC Abhuki this way. She used the ghost creatures forward.kf in the CS preview window, although it gave a lot of error messages about missing bones etc.; special look too, as she was crippled by the kf, lost her lowerbody ;).
Don't think it will work that easy in game, need to convert the ghost creature anims to NPC style. Only did a little testing with animations in Blender, so I'm not sure if I can do that. Wonder if there's any 'floating' anim pack already ...

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.

I knew there was something I wanted to look at; censored, forget it again ... especially your cloth and armors, I'm not good at that.


maybe cheng will have to give her own home to sell her herbs and such in... looks like chiao is also going to undergo a race change. probably he will become an imperial i've only placed one in the city so far. any suggestions for a new merchant to take chengs spot at the market place? maybe an armor dealer as Saram Lensai deals mainly with hunting equipment and a few larger weapon. or something else i dunno, i made up pretty well every kind of merchant i can think of already. havent done skooma yet, but its got its own area in the Lower class section. oh well i gotta finish cleaning my latest merged .esp, i merged mine and norvinvauxs works and it needs alot of cleaning before i can get to work again. thx for letting us use those resources corthian, thats very generous of you!

Got any pawnbroker or bookseller yet?

Finished the novel in the meantime. The Rimmen part describes an official Skooma selling place, the 'Kingdom of Rimmen State Store'. Means the Rimmen potentate is the main dealer in town himself. The way to this store is full of skooma addicts, seems it's in the lowerclass part of town.

But the 3rd Pocket guide said:
Ya'Tirrje, the Gold Cat, is rumored to even have a luxurious villa in Senchal, and helps pay for the abundant security that keeps the city safe and crime-free, all the while continuing his drug-smuggling business in Torval, Corinthe, and Rimmen.


What's best, the future scenario with official drug dealers, or a Gold Cat connection? Don't think our potentate would allow smuggling, if he sell's it himself.


Some screenshots, the new Tonenaka Priest Quarters:
http://i808.photobucket.com/albums/zz7/Gyoshin/TonenakaPriestQuarters1.jpg
http://i808.photobucket.com/albums/zz7/Gyoshin/TonenakaPriestQuarters2.jpg
http://i808.photobucket.com/albums/zz7/Gyoshin/TonenakaPriestQuarters3.jpg
Done a lot of small new parts for that, 'extension elements' for Cloudruler barracks, futons, a new toggleable lamp.
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NO suckers In Here
 
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Post » Thu Aug 05, 2010 1:07 pm

Not very informative there. How about mentioning which cells you found the land tear in?

just exit the city walk turn right then walk straight up you should see it.
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sarah taylor
 
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Post » Thu Aug 05, 2010 11:29 pm

just exit the city walk turn right then walk straight up you should see it.

Thanks for trying to help, but I can't find anything this way. As 'display name is already in use' posted, I need cell coordinates.

When at the error location, change into console mode and enter 'sdt 31' and then 'tdt'. Leave the console, and post me the cell coordinates (line 3?), it's prefixed 'Actor location' as far as I remember. Cell coordinates look like this: '15, -24' (thats around the southern gate).
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D IV
 
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Post » Thu Aug 05, 2010 9:34 am

I like the "official drug dealers" take.
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glot
 
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Post » Thu Aug 05, 2010 8:22 am

hmm maybe i should move the State store to a lower class home? i already made the general store called The Kingdom of Rimmen State Store, with the khajiit tsani selling skooma there. guess it makes no sense for her to be in an upper class home. i also like the idea of a pawn shop, im gonna turn Cheng's old spot into a pawn area.
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anna ley
 
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Post » Thu Aug 05, 2010 3:10 pm

hmm maybe i should move the State store to a lower class home?

Yes, if we use that scenario, it should be there. The novel speaks of 'a smaller square with a fortified building surrounded by guards'. Mr_siikas circle building looks quite 'fortified', except it's not a 'smaller square'.
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Esther Fernandez
 
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Post » Thu Aug 05, 2010 4:58 pm

im gonna use one of the rectangular lower class homes.will sort of the description to of selling in the basemant. what kind of guards, town or legion?
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Josephine Gowing
 
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Post » Thu Aug 05, 2010 9:07 am

im gonna use one of the rectangular lower class homes.will sort of the description to of selling in the basemant. what kind of guards, town or legion?

Town guards, as I understand the text.

I'll put a Samurai armor from Hifoo's 'Akaviri Samurai Shop' (http://www.tesnexus.com/downloads/file.php?id=22907) in the new package today for our city guards. I'll change it later to give it a more unique look, a surcoat and red sashes, but you can use it as it is now. No time for it now, besides the merge I got a great idea for the statues problem. Hope this will work, as it's surely my 10.000's try to solve that nasty problem without killing framerates to nowhere ;).

Besides the armor, the Samurai Shop has some very special weapons, and other great things, think we need a subsidiary of it in Rimmen.
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Chelsea Head
 
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Post » Thu Aug 05, 2010 11:53 am

New version at TesNexus:: http://www.tesnexus.com/downloads/file.php?id=31203.

Completly new Nexus file, deleted the old entry, so please update your links. Commenting allowed now ...

No more eggs this time, only errors. Although some were fixed, there are surely others added :P.

And Johnn123 added some new (silent) dialogs.
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Bonnie Clyde
 
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Post » Thu Aug 05, 2010 8:38 pm

Hoorah for the new version :celebrate:
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Bloomer
 
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Post » Thu Aug 05, 2010 10:18 pm

To anybody that frequently retextures stuff, I found a purely awesome program. Instead of buying photo-shop, or some similar program, I found a program called paint.net, which is available on, you guessed it, paint.net. I just wanted to let people know about this, as I just found out about it myself, and it makes stuff alot easier to texture.


Also, Auryga, could you mention DavidWhitefang in the next Readme for Rimmen, as I've been using some of his models/textures.
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Angus Poole
 
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Post » Thu Aug 05, 2010 12:14 pm

only if this was easier to make it would be cool if you had the time and space to make a proper door so you wouldn't have to have a loading screen :(
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renee Duhamel
 
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Post » Thu Aug 05, 2010 10:43 am

only if this was easier to make it would be cool if you had the time and space to make a proper door so you wouldn't have to have a loading screen :(



You... Really don't understand how the game engine works, do you? The loading screens are pretty much necessary; if all the rooms were in the tamriel worldspace, everything would be extremely laggy, and there would be frequent bugs/screw ups. Say, for example, you shoot a fireball at a house, everything in the house would suddenly either fall through what it's sitting on, fly into the air, or fall over. Yeah, loading screens are kind-of a necessity. Also, it wouldn't hurt to use commas and periods.


Anyways, for the rimmen team, does anybody have the mesh for upperhouse01 and upperhouse02? Now that I'm making all the interiors, I need them. If they don't exist yet, when will they be done?
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Lizbeth Ruiz
 
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Post » Thu Aug 05, 2010 1:04 pm

i had them, are they not in the new update? i have every file from this project, if you them i can send you them.
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Nicole Coucopoulos
 
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Post » Thu Aug 05, 2010 10:58 pm

i had them, are they not in the new update? i have every file from this project, if you them i can send you them.

Posted Norinvaux the link to mr_siikas upload, so he can get uc02int from there. uc01 has no interiors yet, I'll do one for that (sooner or later :P).
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BRIANNA
 
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Post » Thu Aug 05, 2010 7:01 pm

Thanks for trying to help, but I can't find anything this way. As 'display name is already in use' posted, I need cell coordinates.

When at the error location, change into console mode and enter 'sdt 31' and then 'tdt'. Leave the console, and post me the cell coordinates (line 3?), it's prefixed 'Actor location' as far as I remember. Cell coordinates look like this: '15, -24' (thats around the southern gate).

my oblivion broke so i can't tell you.
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Rob
 
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Post » Thu Aug 05, 2010 9:32 pm

Finished main part of the statues :dance:. Main temple hall has 312 little serpent dragon statues now, 52 shrines with 6 statues.

Added some shreenshots to Tesnexus:

http://www.tesnexus.com/downloads/images/31203-3-1272736022.jpg
http://www.tesnexus.com/downloads/images/31203-5-1272736023.jpg
http://www.tesnexus.com/downloads/images/31203-4-1272736022.jpg

The dragon statues are reduced to the limit, I don't have the sligthest impact on the framerate. They look a little odd now, but I think it's better than odd framerates. If you don't like them, keep the shrines closed :P.

And don't try to steel dragon statues, or to put any garbage in the shrines, their interior is sealed with havok's magic :P.
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Jack
 
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Post » Fri Aug 06, 2010 1:51 am

Finished main part of the statues :dance:. Main temple hall has 312 little serpent dragon statues now, 52 shrines with 6 statues.

Added some shreenshots to Tesnexus:

http://www.tesnexus.com/downloads/images/31203-2-1271832375.jpg
http://www.tesnexus.com/downloads/images/31203-3-1271832375.jpg
http://www.tesnexus.com/downloads/images/31203-4-1271832376.jpg

The dragon statues are reduced to the limit, I don't have the sligthest impact on the framerate. They look a little odd now, but I think it's better than odd framerates. If you don't like them, keep the shrines closed :P.

And don't try to steel dragon statues, or to put any garbage in the shrines, their interior is sealed with havok's magic :P.



This looks absolutely nice :-) looking more and more forward to use it in my new game

:goodjob:
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Roy Harris
 
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Post » Thu Aug 05, 2010 6:56 pm

Hey Guys, i downloaded this yesterday and am loving it so far. I was also wondering if i could join the team as maybe a tester or whatever you need done really, only thing that im not proficent in would be re-texturing and new meshes. Anything else, like Scripting, Quests, Npc's, Interiors, World Building, and factions im pretty good at. Been modding for 3 years now :)
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Juliet
 
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Post » Thu Aug 05, 2010 12:45 pm

Hey Guys, i downloaded this yesterday and am loving it so far. I was also wondering if i could join the team as maybe a tester or whatever you need done really, only thing that im not proficent in would be re-texturing and new meshes. Anything else, like Scripting, Quests, Npc's, Interiors, World Building, and factions im pretty good at. Been modding for 3 years now :)

That's good news, help is always needed here. Welcome to Rimmen, Aussie_In_Oblivion! I'll write up some task you might do and post them to you.
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Minako
 
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Post » Thu Aug 05, 2010 10:59 am

This looks absolutely nice :-) looking more and more forward to use it in my new game

:goodjob:

Givin' back the compliments, just entered your Valenwood for the first time. Installed it long ago, but never looked at it (always too much meshes to do :P). Great work, that's how Valenwood should look like.
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Hella Beast
 
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Post » Fri Aug 06, 2010 1:37 am

welcome to the team aussie in oblivion! always great to have a new team member! those statues look awesome auryga! nice work so far!
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City Swagga
 
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Post » Thu Aug 05, 2010 10:14 am

welcome to the team aussie in oblivion! always great to have a new team member! those statues look awesome auryga! nice work so far!

Thanks guys, great to be on board, i think Auryga needs me to generate Guards for Rimmen, and fix up the trees around the southern Gate :) Hopefully ill also get the green light for an Akaviri Human race as well :)
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Lifee Mccaslin
 
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Post » Thu Aug 05, 2010 10:11 am

i do believe according to lore, there is no human akaviri race, they were eaten by the tsaesci. theres also supoosed to be no akaviri in rimmen, but i put 3 in so far, so check with auryga before you do anything.
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Robert
 
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