[WIPz/BETA] Firemoth Atoll

Post » Sat Oct 03, 2009 10:31 pm

I'll work on porting that expansion. ^_^

I might need to add scripts to the companions so that at the very minimum they drink their potions responsibly.
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Sun Oct 04, 2009 12:33 am

i notice some flickering on parts of the shore, is this because the island is too low?
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Sun Oct 04, 2009 12:07 am

I added scripts to the companions, they now drink health potions responsibly, which'll help their survival. The battlemage will now drink magicka potions when his reserves are low, so he won't run out of magicka as quickly. I've also raised the landmass and fixed some of the placement around the atoll, as well as tweaked the pathgrids. Overall this is a big improvement, aside from the bland texture job on the landmass. ^_^

I'm pleased with how this turned out, I'll wrap this up and have it released soon.
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Sat Oct 03, 2009 10:43 pm

can companions have companion share? good job!
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Sun Oct 04, 2009 6:17 am

I'm pleased with how this turned out, I'll wrap this up and have it released soon.

You can use MGE to generate textures which can then be applied to the mesh.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Sun Oct 04, 2009 7:42 am

You can use MGE to generate textures which can then be applied to the mesh.


I'll give that a try. ^_^
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Sun Oct 04, 2009 12:51 pm

To get around the issue of relying on the shipmaster to leave & return to Firemoth, I'm going to add a teleporting amulet to the lich, which'll give a choice to teleport either to the tomb or the courtyard of the fort. I'll also add a ruined altar, or something along those lines, that can cast divine intervention on activate somewhere in the fort.

It'll at least give some way to get on/off the island if the shipmaster happens to get killed.
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Sun Oct 04, 2009 6:37 am

can you add companion share?
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Sat Oct 03, 2009 10:55 pm

can you add companion share?


I won't add it, but feel free to mod it in. ^_^
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Sun Oct 04, 2009 8:02 am

Just spent a while dinking around with this, and I only encountered minor bugs, but a lot of new goodness.

The summary:
1) Companions were in the water drowning while I was talking to the Argonian shipmaster outside of the Seyda Neen Census office. Since I play an Argonian as well, it did not occur to us two lizards to be overly concerned about the softies taking a swim. As it turns out, High Elves may be a lot of things, but they are not good swimmers.

2) Reloaded and tried again, this time sprinting to see my Marshbrother, and getting to Firemoth in record time. All 3 companions made it. We commenced the assault on the weenie skellies. My companions were actually useful, and decently durable. YAY!. The mage played smart for once.

3) But the bloodthirsty Nord...the Nord. He would dispatch a few skeletons, then run at me with his axe out. And then just stare at me. But his axe was out. He would follow ok, even with his axe in hand. Just sort of odd.

4) Kitty was still useless.

5) Lich still killed me, even with TGM on. Ouchie.

So all in all, very positive play-through. Everything overall seemed to work as well, or better than the original. And to be honest, during the play-through I did not really notice the dearth of textures. It seemed to fit the idea of being a wet, muddy area.

:thumbsup:
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Sun Oct 04, 2009 10:28 am

Just spent a while dinking around with this, and I only encountered minor bugs, but a lot of new goodness.

The summary:
1) Companions were in the water drowning while I was talking to the Argonian shipmaster outside of the Seyda Neen Census office. Since I play an Argonian as well, it did not occur to us two lizards to be overly concerned about the softies taking a swim. As it turns out, High Elves may be a lot of things, but they are not good swimmers.

I'm not sure what causes the followers to end up in the water. In the editor, and when I test the plug-in bare-bones, the followers have no problems staying on the boat. I'm guessing that there could be some conflict if another mod affects the same cells as the boat (which due to placement is in four cells I think). One solution would be to put the companions on the dock behind the shipmaster.

2) Reloaded and tried again, this time sprinting to see my Marshbrother, and getting to Firemoth in record time. All 3 companions made it. We commenced the assault on the weenie skellies. My companions were actually useful, and decently durable. YAY!. The mage played smart for once.

3) But the bloodthirsty Nord...the Nord. He would dispatch a few skeletons, then run at me with his axe out. And then just stare at me. But his axe was out. He would follow ok, even with his axe in hand. Just sort of odd.

4) Kitty was still useless.

The mage and archer should keep at distance now, and whittle away at the skeletons while the warrior charges in with his axe. I changed the mage's attack spell to target just one skeleton, since any area spells would harm the warrior too (the original plug-in, the mage would likely kill the other followers before the skeletons would). I'm still playing around with what spells the mage should cast.
I think the Nord just gets bugged with all of the target switching in relation to disarming. It seems fitting though, he's just really into the moment. ^_^
The Khajiit should probably be weak as he's been living in a damp cavern eating mushrooms for however long it's been. I was thinking maybe the Khajiit would rather just be led out of the caves rather than join the fight, and rescuing him would increase the player's reputation.

5) Lich still killed me, even with TGM on. Ouchie.

Grurn is one of the toughest opponents in Morrowind. I was thinking of tweaking him to have a certain weakness along the lines of Karstaag.

So all in all, very positive play-through. Everything overall seemed to work as well, or better than the original. And to be honest, during the play-through I did not really notice the dearth of textures. It seemed to fit the idea of being a wet, muddy area.

:thumbsup:


Thanks for the review! ^_^
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Sun Oct 04, 2009 7:46 am

one thing that always bugged me, if firemoth was a strategic hold, why isn't there a dock at the base of the fort? there's a ebony mine under the fort, yet there's no easy way to remove and ship the ebony. another thing was how the chargen captain just picks a random joe to lead a dangerous expedition.
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Sun Oct 04, 2009 9:51 am

I downloaded this and checked it, but the quest is already completed? Does this mean I have to start a new character? :confused:
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Sun Oct 04, 2009 1:38 am

Grurn is one of the toughest opponents in Morrowind. I was thinking of tweaking him to have a certain weakness along the lines of Karstaag.


Yar, I mentioned the lich merely as a flaw in the original mod, not your re-imagining it. Seriously, the Imperials probably could have saved themselves a lot of trouble if they just gave Grurn Firemoth in exchange for him heading up to Red Mountain to have a "chat" with Mr. Ur.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Sun Oct 04, 2009 9:38 am

one thing that always bugged me, if firemoth was a strategic hold, why isn't there a dock at the base of the fort? there's a ebony mine under the fort, yet there's no easy way to remove and ship the ebony. another thing was how the chargen captain just picks a random joe to lead a dangerous expedition.


I'm not sure how long Firemoth has been abandoned, it could be that the skeletons ruined much of the infrastructure, though it couldn't have been too long since there's a survivor.

I was thinking of having Sellus Gravius check if the player has enough experience to accept the mission, but couldn't come up with a good solution. I was thinking of a level requirement of 7 to be eligible, but this could conflict with any level progression plug-ins (like ones where the player doesn't progress in levels, which was likely the reason the Tribunal assassins attack at level 1 on the PC).

I downloaded this and checked it, but the quest is already completed? Does this mean I have to start a new character? :confused:


If your character has already completed the Firemoth mission, then you'll need to start a new character. Otherwise you could edit your save file to reset the quest. This plug-in uses the same journal entries as the original Siege of Firemoth.

Yar, I mentioned the lich merely as a flaw in the original mod, not your re-imagining it. Seriously, the Imperials probably could have saved themselves a lot of trouble if they just gave Grurn Firemoth in exchange for him heading up to Red Mountain to have a "chat" with Mr. Ur.


I've balanced Grurn so that he's more in line with the liches found in Tribunal. Grurn'll still be a difficult fight, but will be manageable. ^_^
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Sun Oct 04, 2009 2:08 am

I really am looking forward to this mod, quorn.

I never played the original because it was deemed 'buggy' by most posters.

sieboldii
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Sun Oct 04, 2009 5:40 am

I really am looking forward to this mod, quorn.

I never played the original because it was deemed 'buggy' by most posters.

sieboldii


In its original form, the Siege of Firemoth had a number of dirty references, and it shows in some areas it was hastily put together, which made it glitchy. Grurn, the protagonist, was way overpowered in relation to the rest of the mission, and the followers were a novelty rather than useful. I'm hopeing to address all these issues, as well as make the plug-in consistent and believable. Making the plug-in completely interior is a plus too. ^_^
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Sun Oct 04, 2009 5:06 am

I also never played the original for the same reasons as sieboldii. A quick question though, does the original plugin display the island on the map?
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Sun Oct 04, 2009 10:23 am

I also never played the original for the same reasons as sieboldii. A quick question though, does the original plugin display the island on the map?


In the original Firemoth plug-in, the exterior regions show on the regional map, the islands are roughly west-southwest of Seyda Neen and the Bitter Coast. This plug-in doesn't use exterior cells, so there's only the local map for the islands.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Sun Oct 04, 2009 6:25 am

I guess I have to start a new character then, it'll take me a while to train a character for the fights though. :sad:
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Sun Oct 04, 2009 3:03 am

I should have this ready this weekend. ^_^
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Sun Oct 04, 2009 1:51 am

I ran into a glitch where the local overhead map doesnt show the water throughout the whole map, only a small portion, it may be an engine limitation to the size of interiors. It doesn't affect the playthough at all, but it makes it difficult to discern the coastlines with the overhead map.
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Sun Oct 04, 2009 12:44 pm

Really looking forward to your work, quorn. The sole time I tried the plugin, I had "Big Yellow Boxes!" (as Grumpy put it) scattered about. Mystifying for an official plugin.

Also mystifying is fighting a lich for 30 minutes straight with my level 20, and getting nowhere. Here's to your good work, so I may finally plug the scumbag!
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Sun Oct 04, 2009 3:55 am

I'm going to postpone work on the interior version for now. However, I'll release an updated exterior version with all of the changes I've planned for this project. I've cleaned up the exteriors, removed/hidden all the seams I could find, and softened some of the jagged landscape. I've also added a few surprises. ^_^
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Sun Oct 04, 2009 2:00 am

Bump!

I've re-opened this project. As discussed http://www.gamesas.com/bgsforums/index.php?showtopic=1077296, the performance is now exactly the same as an exterior. The overhead map errors still exist, however, but aside from that, this is now perfectly playable! ( Special Thanks to Yacoby, Trunksbomb, and peachykeen for helping me understand collision and culling.)

Keep in mind that this is basically just the original Firemoth plug-in, and does not include any of the enhancements from my other Ward of Akavir project. I'm thinking I may just release this as it is for those that just want the Firemoth mission the same as the original, without the land conflicts of the original.

Let me know if you try this, and report the performance. ^_^
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

PreviousNext

Return to III - Morrowind