[WIPz/BETA] Firemoth Atoll

Post » Sun Oct 04, 2009 3:53 am

Official release: http://www.gamesas.com/bgsforums/index.php?showtopic=1077863
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Bonnie Clyde
 
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Post » Sun Oct 04, 2009 1:24 am

Interesting idea. This would certainly aid in avoiding any conflicting landmasses such as Sea of Destiny!

I haven't tested it out in game yet, so I can't comment on the FPS hit. But from what I see it looks well put together.

Thanks quorn :)
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Amanda savory
 
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Post » Sat Oct 03, 2009 11:01 pm

So the boat in seyda neen brings you to that interior cell? That's nice. :)
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Chloe Mayo
 
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Post » Sun Oct 04, 2009 6:39 am

I also need to make the pathgrid for the atoll, which'll help out the AI transversing the islands. The interior of Fort Firemoth and the caverns haven't changed.
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Lizzie
 
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Post » Sun Oct 04, 2009 9:08 am

cool! i tried this on my desktop and there wasn't any performance issues, but on my laptop most combat was a slideshow around the skeletons, and sometimes crashed. the pathfinding was sort of bad, but you said you're working on it.

overall this works a lot better than i expected. :goodjob:
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Oceavision
 
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Post » Sat Oct 03, 2009 11:46 pm

It seems the biggest hit in performance is from collision, as it runs smooth in clipping mode. Maybe I need to play around with bounding boxes. I'll work on the pathgrid too. Swapping out the landmass for a more high def one would be easy, just replace the statics.

Anyone else try it out? How was the performance and experience?
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Gavin Roberts
 
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Post » Sun Oct 04, 2009 1:25 pm

i like that the archer of the group is now an archer, lol. oh yeah, and the argonian is now longer naked, that's good too.
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jeremey wisor
 
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Post » Sun Oct 04, 2009 9:58 am

Yep, I changed some of the equipment of the NPCs involved, mainly giving the archer appropriate equipment, changing the spells of the battlemage so that he doesn't kill team members, and making the warrior a little more hardy. The shipmaster now wears clothing and identifies himself as a shipmaster rather than a commoner. I've also cleaned up a lot of the bad references from the original plug-in.
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Emma Louise Adams
 
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Post » Sun Oct 04, 2009 7:40 am

I am trying to understand what this is. It is to add Firemoth to Morrowind and reduce that mod's conflicts with other things by making it an interior cell, is that correct? It has no chance to have distant land from MGE, but better NPC equipment layout?

Firemoth of all the official mods really does need cleaned up, I am glad you are working on it Quorn. :)
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Daniel Brown
 
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Post » Sat Oct 03, 2009 11:43 pm

I am trying to understand what this is. It is to add Firemoth to Morrowind and reduce that mod's conflicts with other things by making it an interior cell, is that correct? It has no chance to have distant land from MGE, but better NPC equipment layout?

Firemoth of all the official mods really does need cleaned up, I am glad you are working on it Quorn. :)


That's correct, this makes the Firemoth regions all interior cells, so it's one big interior for the atoll (equivelent of 20 cells[!]). It would make Firemoth extremely compatible as it no longer affects any exterior cells outside Seyda Neen. Distant land won't work, but it should be ok as the atoll is stormy and there isn't much beyond the horizon. I did tweak the companions and their equipment so that they are more useful. ^_^

They might be a performance hit using this plug-in, especially around a lot of skeletons. I've included a patch that reduces the ammount of skeletons which helps some. ^_^

I do still need to work on the pathgrid, while the plug-in works without it, some of the actors get stuck or take some unintelligent paths to the player... I want to see if this is viable before I put too much work into it.
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liz barnes
 
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Post » Sun Oct 04, 2009 4:23 am

It is an interesting idea and is good for mod compatibility. But I will not be using it because I use MGE distant land which requires fog to be turned off and walking around the area you made would make everything sharply pop up. Also due to it being an interior area it looses out on the nice MGE water.

I did notice a small bug when I was checking it out, Mara and Aronil spawn on top of each other, Aronil's head pokes through Mara's chest.

It is a good mod, nice concept. :)
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Jani Eayon
 
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Post » Sat Oct 03, 2009 10:12 pm

Yep I fixed their positioning, and I'm working on changing the script so that time passes when travelling between Seyda Neen and Firemoth.
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Victoria Vasileva
 
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Post » Sat Oct 03, 2009 11:25 pm

Wonderful idea. I have not yet the chance to try it out but I just have a small request. Since you did use a ESM could you maybe add an optional esp patch that changes the skeletons to a leveled skeleton creature? It's simple matter of using the search and replace feature in the CS. Higher level characters are not challenged by the puny standard skeletons and i think some players may like the idea. :unsure:

anyways thanks for the work so far i'll await the finished version, with or without my little request :)
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Jah Allen
 
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Post » Sun Oct 04, 2009 1:14 am

That was the plan, since it's an .ESM, it would be very easy to make and release patches to change the mission. ^_^
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Joanne
 
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Post » Sun Oct 04, 2009 5:15 am

I've finished the pathgrid for the atoll, and posted the new files. ^_^

This does noticably help the AI navigate the landmass, and prevents most of the actors from getting stuck.
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chloe hampson
 
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Post » Sun Oct 04, 2009 4:40 am

better firemoth? no conflicts? must have!
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Gwen
 
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Post » Sun Oct 04, 2009 1:04 am

The next changes on the agenda is to raise the landmass a little higher as it sinks into the water lower than the original, and also work on the landmass static, see if I can tweak it. Anyone run into any issues or performance issues?
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carly mcdonough
 
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Post » Sun Oct 04, 2009 4:19 am

the pathfinding is MUCH better. thanks!
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Milad Hajipour
 
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Post » Sat Oct 03, 2009 11:21 pm

It is an interesting idea and is good for mod compatibility. But I will not be using it because I use MGE distant land which requires fog to be turned off and walking around the area you made would make everything sharply pop up. Also due to it being an interior area it looses out on the nice MGE water.

I did notice a small bug when I was checking it out, Mara and Aronil spawn on top of each other, Aronil's head pokes through Mara's chest.

It is a good mod, nice concept. :)


Actually the newest MGE betas can do the nice MGE water and everything in interiors as well. Also, it doesn't require fog to be turned off.
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Doniesha World
 
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Post » Sun Oct 04, 2009 12:41 pm

I want to try this, but what does it mean that it's interior?
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STEVI INQUE
 
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Post » Sun Oct 04, 2009 12:36 pm

I want to try this, but what does it mean that it's interior?


It just means it's an interior cell that behaves like an exterior cell, like how Mournhold is set up.
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Bedford White
 
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Post » Sun Oct 04, 2009 8:58 am

What are some variants that should be included with the release? Since the main plug-in is a master file, this means it's easy to modify the mission without having to rebuild the plug-in for each change.

I'm going to include one .ESP that will reduce the total ammount of skeletons around the islands, but increase their individual difficulty, which'll help slower machines on the atoll.

I'll also include another .ESP that changes the skeletons to levelled lists, which will amp the difficulty of reaching the fort, and probably means the companions won't make it very far to the fort alive.

Any suggestions? Also, is there any mods that improve Firemoth? I want to get in contact with the authors if I can port the changes to an add-on. ^_^
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Facebook me
 
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Post » Sun Oct 04, 2009 3:21 am

What are some variants that should be included with the release? Since the main plug-in is a master file, this means it's easy to modify the mission without having to rebuild the plug-in for each change.

I'm going to include one .ESP that will reduce the total ammount of skeletons around the islands, but increase their individual difficulty, which'll help slower machines on the atoll.

I'll also include another .ESP that changes the skeletons to levelled lists, which will amp the difficulty of reaching the fort, and probably means the companions won't make it very far to the fort alive.

Any suggestions? Also, is there any mods that improve Firemoth? I want to get in contact with the authors if I can port the changes to an add-on. ^_^

Firemoth Expanded http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=620

Though I think it may be compatible already as it only changes the interior after the quest is complete and your mod probably doesn't touch the castle interior.
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jason worrell
 
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Post » Sun Oct 04, 2009 5:38 am

Firemoth Expanded http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=620

Though I think it may be compatible already as it only changes the interior after the quest is complete and your mod probably doesn't touch the castle interior.


I didn't touch the interiors per se, but I would need to change the door markers to point to the right cells. It would be a very easy fix.
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Add Meeh
 
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Post » Sun Oct 04, 2009 12:43 am

Firemoth Expanded's the only one that springs to my mind too. There're number of mods that bundle up the official mods into one, there's also one on PES that move the atoll out of the way for Sea of Destiny. Slowride's though seems to be the only one that makes any changes needing reflecting in your version.

Nice work, btw :thumbsup:
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xemmybx
 
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