[WIPz] Elsweyr's Kingdom of Rimmen, Thread 4

Post » Tue May 03, 2011 1:14 am

will do commander! should i pathgrid before or after?
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Len swann
 
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Post » Mon May 02, 2011 8:19 pm

will do commander! should i pathgrid before or after?

Before or after cluttering? As you like.
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Alexandra walker
 
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Post » Tue May 03, 2011 2:58 am

probably after, cluttering is easy to me, dunno about pathgridding never did before, like many things ive found in this CS
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Kieren Thomson
 
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Post » Mon May 02, 2011 9:44 pm

probably after, cluttering is easy to me, dunno about pathgridding never did before, like many things ive found in this CS

TES Alliance's Pathgrid Tutorial is really good ... ;)
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Juliet
 
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Post » Mon May 02, 2011 10:51 pm

i had planned on using it, thx :)
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joannARRGH
 
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Post » Mon May 02, 2011 11:32 pm

Just finished up on nehrim (absolutely loved it, took me 29 hours of gameplay to beat it with minimal exploration), so I'll be able to work a bit more on rimmen :P
Thinking of trying out making some NPC dialogue for some UC citizens (I've never really bothered with quests or dialogue before, whenever I made a quest I'd do so with notes and such, no quest log). Hopefully I don't do too bad.
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Melly Angelic
 
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Post » Tue May 03, 2011 1:22 am

hey commander, i've gotten better in blender and im looking for some tasks for a beginner, any beginner models ya need for rimmen or anything? anything need slight edits?
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Peetay
 
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Post » Mon May 02, 2011 9:34 pm

Mainly updating my game currently, but at least I could fix the problem I had with zaf's three voice files. The mp3 files were encoded at 128KB, but Oblivion needs 64KB, so they were never played. Now it's working fine.
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Eddie Howe
 
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Post » Tue May 03, 2011 6:22 am

Uploaded a little update file with the 3 re-encoded voice files to nexus (http://www.tesnexus.com/downloads/file.php?id=31203). Just unpack the file to your game directory. And don't forget to delete this three files after the next update comes out. Which will take a while, unless Johnn123 or Norinvaux spend more time on modding than I currently do :whistling:.

First it was Nehrim, and now it's New Vegas :twirl:.
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Lisha Boo
 
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Post » Tue May 03, 2011 4:19 am

Uploaded a little update file with the 3 re-encoded voice files to nexus (http://www.tesnexus.com/downloads/file.php?id=31203). Just unpack the file to your game directory. And don't forget to delete this three files after the next update comes out. Which will take a while, unless Johnn123 or Norinvaux spend more time on modding than I currently do :whistling:.

First it was Nehrim, and now it's New Vegas :twirl:.

ummm i've been taken in by playing too :whistling: I fixed Oblivion up and have been playing for a bit. Really gotta open up Rimmen again, i havent opened it in awhile now... and thx for the fixed voice files i couldnt figure out why they never played.
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KRistina Karlsson
 
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Post » Tue May 03, 2011 9:40 am

Weather in Rimmen was much better than in real world, so I did some screenshots from the new palace exterior:

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/812230_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/4791935_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/7374585_orig.jpg

Exterior meshes are finished so far; next thing will be overhauled interior passages matching the exterior textures.
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sophie
 
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Post » Mon May 02, 2011 10:57 pm

Weather in Rimmen was much better than in real world, so I did some screenshots from the new palace exterior:

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/812230_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/4791935_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/7374585_orig.jpg

Exterior meshes are finished so far; next thing will be overhauled interior passages matching the exterior textures.

Just when I thought Elsweyr the Deserts of Anequina was pulled out for good, you as a team keep working on the charm of Rimmen. A very interesting design, by the way!
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Jack Moves
 
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Post » Tue May 03, 2011 7:06 am

Just when I thought Elsweyr the Deserts of Anequina was pulled out for good, you as a team keep working on the charm of Rimmen. A very interesting design, by the way!

Thanks! I'm still working on it, althought my time for it is quite limited. Even more limited now playing New Vegas :P.
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Donald Richards
 
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Post » Tue May 03, 2011 10:39 am

Thanks! I'm still working on it, althought my time for it is quite limited. Even more limited now playing New Vegas :P.

No need to worry, I'm also being kept scrutiny...all right that maybe is an exaggeration but there are simply too many awesome games beside the four-years old Oblivion out there ;)

Not to mention something called: Real Life?
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Jah Allen
 
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Post » Mon May 02, 2011 6:31 pm

No need to worry, I'm also being kept scrutiny...all right that maybe is an exaggeration but there are simply too many awesome games beside the four-years old Oblivion out there ;)

Not to mention something called: Real Life?

Oh yes, and the greatest waste of time is the 'work' part of this Real Life? game :banghead:. At least somebody should do a 'Fast travel' extension to the Real Life? work section :bolt:
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Rachell Katherine
 
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Post » Tue May 03, 2011 1:55 am

Weather in Rimmen was much better than in real world, so I did some screenshots from the new palace exterior:

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/812230_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/4791935_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/7374585_orig.jpg

Exterior meshes are finished so far; next thing will be overhauled interior passages matching the exterior textures.


ow how did i miss these? great job commander, those look awesome :goodjob:
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Janeth Valenzuela Castelo
 
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Post » Tue May 03, 2011 1:04 am

ow how did i miss these? great job commander, those look awesome :goodjob:

May be too many LL problems? ;)
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Ria dell
 
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Post » Tue May 03, 2011 1:53 am

May be too many LL problems? ;)

:rofl:
problems? try headaches! anyways i dont think i do those modeling taks you assigned me, i tried but failed. gonna move back into the CS, make some houses and do path gridding, i need a break from blender and the leveled list form
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Laura Richards
 
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Post » Tue May 03, 2011 5:56 am

Even more limited now playing New Vegas :P.


It seems bethesda's games get around pretty fast :P
I've been playing new vegas for a day or two now, and I love it. In fact, this is the first game that I enjoy being evil. Usually I'm a good guy, but here... I can't help but shoot people and steal things.
Anyway, sadly I haven't done anything recently (what a surprise :P), and haven't even seen the new rimmen yet as I've had to temporarily remove oblivion to free up space (I have three seperate operating systems on one computer, with only 250 gigs total, so I don't have much room for games that usually don't even work right because it's a slow laptop).

Also, those screenshots look really nice, auryga! Round palace part looks awesome, although the entrance part looks somewhat out of place, like it was stuck on last minute by the architects or something. Anyway great job!
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El Khatiri
 
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Post » Tue May 03, 2011 6:26 am

It seems bethesda's games get around pretty fast :P
I've been playing new vegas for a day or two now, and I love it. In fact, this is the first game that I enjoy being evil. Usually I'm a good guy, but here... I can't help but shoot people and steal things.
Anyway, sadly I haven't done anything recently (what a surprise :P), and haven't even seen the new rimmen yet as I've had to temporarily remove oblivion to free up space (I have three seperate operating systems on one computer, with only 250 gigs total, so I don't have much room for games that usually don't even work right because it's a slow laptop).

Don't like New Vegas that much, as I hate post-apocalyptic landscapes. They are easy to do for the game developer, think that's why they are so common, but they are boring. That's why I didn't mod Fallout, although I prefer 'Sci-Fi' games normally. Fallouts ugly looking sceneries is what I have all around me already enough in Real Life ?...

Also, those screenshots look really nice, auryga! Round palace part looks awesome, although the entrance part looks somewhat out of place, like it was stuck on last minute by the architects or something. Anyway great job!

Your right with the entrance part, it's not so much part of the palace as an exit for the passages below. I already thought of enlarging it all around the 'cylinder' to get a more complete building. But there's not enough space for that and the water around it, and further 'reducing' the mountain to get more space looks weird. And I already spent too much time on it, there's so much more to do :twirl:,

Edit: e.g. the lower class house modifications I hoped Johnn123 could finish :P ...

:rofl:
problems? try headaches! anyways i dont think i do those modeling taks you assigned me, i tried but failed. gonna move back into the CS, make some houses and do path gridding, i need a break from blender and the leveled list form

No problem with that, except that path grids is no good idea, as the lowerclass houses will change. What about stealing some broken clutter from Orcrest's slums? We need more 'lower class atmosphere' ...
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Andrew Perry
 
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Post » Tue May 03, 2011 4:56 am

Hi, popping in to request a bit of care in order to ensure future compatibility with my Enhanced Economy mod.

As you may (or may not) know, Enhanced Economy adds the feature of having prices for various item types differ from town to town. As discussed recently in EE's thread, this can easily be expanded to mod-added cities as well. But for EE to recognize the merchants as belonging to a city, the Cell Id where the merchant sells his wares, must follow the rule of vanilla cells: that they all start with the name of the city (or at least start with the identical, unique part). E.g. in Anvil, the outer cells, and all cells where merchants sell their wares are named AnvilSomething, and in the Imperial city, they're all named ICsomething.

I don't know if you already follow this standard by custom, but if not, is there any chance that you switch to this standard, and (preferably) names all the cells RimmenSomething? This will make it easy for me to make the merchants in Rimmen behave like vanilla merchants, with Rimmen's local unique prices (and price dialogue), and maybe also some merchant quests.

Btw, if you have any thought of what kind of items that should be more or less valuable in Rimmen than elsewhere, please tell me :)
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Danger Mouse
 
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Post » Mon May 02, 2011 6:41 pm

Hi, popping in to request a bit of care in order to ensure future compatibility with my Enhanced Economy mod.

As you may (or may not) know, Enhanced Economy adds the feature of having prices for various item types differ from town to town. As discussed recently in EE's thread, this can easily be expanded to mod-added cities as well. But for EE to recognize the merchants as belonging to a city, the Cell Id where the merchant sells his wares, must follow the rule of vanilla cells: that they all start with the name of the city (or at least start with the identical, unique part). E.g. in Anvil, the outer cells, and all cells where merchants sell their wares are named AnvilSomething, and in the Imperial city, they're all named ICsomething.

I don't know if you already follow this standard by custom, but if not, is there any chance that you switch to this standard, and (preferably) names all the cells RimmenSomething? This will make it easy for me to make the merchants in Rimmen behave like vanilla merchants, with Rimmen's local unique prices (and price dialogue), and maybe also some merchant quests.

Btw, if you have any thought of what kind of items that should be more or less valuable in Rimmen than elsewhere, please tell me :)

First, I love your mod, even more since you can ask people for the specials, GREAT feature!!! :thumbsup:. Of course I'll try my best to support EE.

Our prefix is ANQRimmen..., as we started as an extension to Ilianas famous Elsweyr Anequina mod (and she's done another update, hurray :celebration: :celebration: :celebration: ). And all cells, even "wilderness" exterior types are named accordingly. Or should be, unless I forgot to ;). Hopefully your script is not case sensitive, as it's either ANQRimmen or ANQrimmen ;). Still working on this ...

My own thoughts for the prices:

High prices for things Khajiit like: blades, bows, light armor. Tsaesci would prefer the same, and the humans in Rimmen are still influenced by Tsasci traditions.
Also high: UC cloth, lockpick, gems and jewelry.

If possible: Khajiit like sweets of any kind, moon sugar and skooma would get high prices in Rimmen too. Not sure if your scripts allow fine tuning of that kind ...

Low prices for heavy armor, heavy weapons and pelts. To me both Khajiit and Tsaesci-influenced humans are too good in alchemy themselves to pay much for potions and alchemy ingredients.
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Laura Mclean
 
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Post » Tue May 03, 2011 10:35 am

I suggest you (or somebody, maybe me if I get the time) make another, separate moonsugar/cane sugar/skooma. Give it a name, like "Rimmenian Sweet Skooma" or something, and charge more for it. Have it so the drug lords in Rimmen are the only ones who sell it, and maybe even put a quest in where the player gets asked to "remove" some of the competition, who are selling rip offs by the same name or something.

Also, if you can't make more space for the palace entrance, maybe instead of making it bigger, make it smaller and more attached to the main palace part. That would free up more room for the mountain and the water, too.
Also also, Iliana's released another update? :D Awesome! Those updates are always great.
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Ilona Neumann
 
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Post » Mon May 02, 2011 7:50 pm

First, I love your mod, even more since you can ask people for the specials, GREAT feature!!! :thumbsup:. Of course I'll try my best to support EE.
That's good :)

Our prefix is ANQRimmen..., as we started as an extension to Ilianas famous Elsweyr Anequina mod (and she's done another update, hurray :celebration: :celebration: :celebration: ). And all cells, even "wilderness" exterior types are named accordingly. Or should be, unless I forgot to ;). Hopefully your script is not case sensitive, as it's either ANQRimmen or ANQrimmen ;). Still working on this ...
That sounds good. The script uses sv_Find to look up the data, and that one is by default case insensitive. Using the same for wilderness cells mean that any merchant found there will use Rimmen's prices and price dialogue, which I guess is find. Similar, any Tamriel Traveler merchant will use the local city's prices if close to a vanilla city since the closest exterior cells are named after the city :)

My own thoughts for the prices:
...
That sounds good, but even better (for me) is if you could take your time to fill in the exact price info. I have worked a bit on EE 5.1 today, and it will have a new ini file named "Enhanced Economy - Location Prices.ini". Below is how it looks (for one city). As you see, the price lines have a structure shown by indentation. What this means is that if you leave out a line, the price for that item type will be inherited from its parent type. E.g. if you leave out the "p_Arrow" line, all arrows will use the "p_Weapon" modifier, and if you leave out "p_Weapon" too, the arrows will use the "p_All" modifier. So you only need lines for items that use a different price than their parent type. So setting p_All to 0.9, and nothing more, will make all items be worth 90% of standard in the city.

High prices for things Khajiit like: blades, bows, light armor. Tsaesci would prefer the same, and the humans in Rimmen are still influenced by Tsasci traditions.
Also high: UC cloth, lockpick, gems and jewelry.

This should transfer to something like (you'll probably want to not use 1.2 for all):
set tnoEEP.p_All to 1.0set tnoEEP.p_LiShield to 1.2set tnoEEP.p_LiArmor to 1.2set tnoEEP.p_Blade to 1.2set tnoEEP.p_Bow to 1.2set tnoEEP.p_Jewelry to 1.2set tnoEEP.p_ClothesUp to 1.2set tnoEEP.p_LockPick to 1.2set tnoEEP.p_Gems to 1.2
...and then similar for the item types with lower prices as well. Setting a modifier to 0 means that the merchants there will never sell the item, and will only accept it as a gift.

The types should hopefully be self-explainable.

If possible: Khajiit like sweets of any kind, moon sugar and skooma would get high prices in Rimmen too. Not sure if your scripts allow fine tuning of that kind ...
No, it doesn't. You see all the type categories below.


For price dialogue (if you want that), you need 5 lines for high prices (the first may be more of an intro), and 4 lines for low prices. If you want examples, look up EE's EElocalEconomySpecialTopics script. As an example, here is the dialogue for Anvil:
Spoiler
let h1 := "The prices here in Anvil is above average, though we cannot compete with the Imperial City or Skingrad."let h2 := "You will find that gems, jewelry and clothes, especially fine clothes, are priced higher than anywhere else."let h3 := "But more than anything, you can really get a high price for pelts, which we export to the rest of Tamriel."let h4 := "With the large fighter's guild here in Anvil, armor and non-ranged weapons are valued highly too."let h5 := "And don't forget that with all the thirsty sailors, prices for drinks tend to be high."let l1 := "Don't come to Anvil if you plan to sell anything related to magic. We rather rely on a good fighter's skill."let l2 := "And with all the nearby Ayelid ruins, we have more than enough Ayleid junk already."let l3 := "Food and other ingredients are cheap, and I guess the same can be said for lockpicks and arrows."let l4 := "Also, books and miscellaneous clutter are better sold elsewhere."



Anyway, here's the example ini file. I would really appreciate if you took the time to fill in the data, and then I can add it to the default ini file for EE 5.1
Spoiler
; Enhanced Economy - Location Prices.ini; =====================;; Version: 5.1; Author: Ole Boe / TheNiceOne; ; Defines Local price variations for mod-added citiesset tnoEEP.p_All to 1.0	set tnoEEP.p_Armor to 1.0		set tnoEEP.p_LiShield to 1.0		set tnoEEP.p_LiArmor to 1.0		set tnoEEP.p_HeShield to 1.0		set tnoEEP.p_HeArmor to 1.0		set tnoEEP.p_RprHammer to 1.0	set tnoEEP.p_Weapon to 1.0		set tnoEEP.p_Blade to 1.0		set tnoEEP.p_Blunt to 1.0		set tnoEEP.p_Bow to 1.0		set tnoEEP.p_Arrow to 1.0	set tnoEEP.p_Magic to 1.0		set tnoEEP.p_Staff to 1.0		set tnoEEP.p_Scroll to 1.0		set tnoEEP.p_SoulGem to 1.0		set tnoEEP.p_Ayleid to 1.0	set tnoEEP.p_Furniture to 1.0	set tnoEEP.p_Book to 1.0	set tnoEEP.p_Ingredient to 1.0		set tnoEEP.p_Food to 1.0	set tnoEEP.p_Drink to 1.0	set tnoEEP.p_Potion to 1.0	set tnoEEP.p_Apparatus to 1.0	set tnoEEP.p_Jewelry to 1.0	set tnoEEP.p_Clothes to 1.0		set tnoEEP.p_ClothesLo to 1.0		set tnoEEP.p_ClothesMi to 1.0		set tnoEEP.p_ClothesUp to 1.0	set tnoEEP.p_Misc to 1.0		set tnoEEP.p_LockPick to 1.0		set tnoEEP.p_Gems to 1.0		set tnoEEP.p_Cloth to 1.0		set tnoEEP.p_MiscLower to 1.0		set tnoEEP.p_MiscMiddle to 1.0		set tnoEEP.p_MiscUpper to 1.0		set tnoEEP.p_Pelt to 1.0set tnoEEP.p_cellPrefix to sv_Construct "ANQRimmen"set tnoEEP.p_hdl1 to sv_Construct "High Prices topic line 1"set tnoEEP.p_hdl2 to sv_Construct "High Prices topic line 2"set tnoEEP.p_hdl3 to sv_Construct "High Prices topic line 3"set tnoEEP.p_hdl4 to sv_Construct "High Prices topic line 4"set tnoEEP.p_hdl5 to sv_Construct "High Prices topic line 5"set tnoEEP.p_ldl1 to sv_Construct "Low Prices topic line 1"set tnoEEP.p_ldl2 to sv_Construct "Low Prices topic line 2"set tnoEEP.p_ldl3 to sv_Construct "Low Prices topic line 3"set tnoEEP.p_ldl4 to sv_Construct "Low Prices topic line 4"SetStage tnoEEP 10

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Tom Flanagan
 
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Post » Tue May 03, 2011 2:02 am

High prices for things Khajiit like: blades, bows, light armor. Tsaesci would prefer the same, and the humans in Rimmen are still influenced by Tsasci traditions.
Also high: UC cloth, lockpick, gems and jewelry.


Those sound like things Khajiit would have an abundance of. Shouldn't the prices be lower then?

Just for example, lets say there is an Alchemist living in Rimmen, selling various ingredients. He's bound to sell things like Durzog meat and Barrel Cactus Juice much more cheaply than, say, Clouded Funnel Cap or Wormwood Leaves (found in the Jeralls), which would be expensive, seeing that they're difficult to obtain and rare (for those living in Elsweyr, at least).

Likewise, for a weapons dealer, Akaviri artifacts (rare elsewhere in Tamriel) you can obtain quite cheaply in Rimmen. You'd be hard pressed to find things like maces or axes in Rimmen though, since the Khajiit prefer daggers and bows. As such, any maces being sold in Rimmen would be quite expensive..
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jessica sonny
 
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