GHF Census and Excise Office

Post » Sun May 01, 2011 9:29 pm

So far the mod seem wonderful. This will be an instant DL when it's released.

Could there be a badge for each of the Legendary items like the Bow of Shadows and such? I realise that some deadric quests' reward are Legendary items but, most are not.

Will this mod require MWSE, MGE, or MWE or a combination?

Chaka ZG, there is an engine replacement under construstion that will allow online play. I havn't been on the forums for a while do to school, work, and trying OB for the first time(it was alright I guess). So I don't know if it has been droped or not.

Oz
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sharon
 
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Post » Mon May 02, 2011 1:29 am

I've been trying to decide if I want to have a badge for each of the great artifacts. I haven't yet settled one way or another. As you said, some of them are involved with other quests that will already provide a badge. I'm actually leaning more towards just including a few select artifacts. Although there will be a badge for completing the museum quests.

This will require MWSE, as well as a custom program called GHFCensus. That will only need to run when you wish to update. I do hope to eventually provide a way to upload in the game, but as of yet it is still manual.

I've pulled data for these badges:

*All Daedric Quests complete
*White Guar Quest
*Complete all misc wilderness escort quests
*Helped all three "naked nords"
*Became Thirsk Chieftan
*Returned all artifacts to museum
*Killed Umbra
*Romanced Ahnassi

And some others I can't think of right now. I have also enabled the display of several of the other badges that have not before worked on the site.
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Susan Elizabeth
 
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Post » Sun May 01, 2011 7:02 pm

I'm wearing Greaves, but they don't appear on my armour list.

Another good quest to feature, since it's a bit of an Easter egg, http://www.uesp.net/wiki/Bloodmoon:The_Sad_Seer (who doesn't love Oddfrid White-Lip :P)
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Cartoon
 
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Post » Mon May 02, 2011 2:37 am

Ah, shoot. I miscounted the armor pieces. I completely forgot about the shield. I'll add it right away. Guess I better double check my clothing count as well.

Nice quest idea. I like it. :hehe: Hmm, suppose I ought to add something for Maiq the Liar as well.
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Sarah Bishop
 
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Post » Sun May 01, 2011 2:23 pm

It notices greaves now, but not my greaves. :P
Currently I am wearing Wooden Greaves from Westly's Mang'Chu mod, but it says I have DB greaves on. Even after updating again.
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CxvIII
 
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Post » Sun May 01, 2011 11:28 pm

Yeah, that's because I added the extra armor slot on the site, but not in the mod yet. So I just filled in an arbitrary value there. :hehe:
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Causon-Chambers
 
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Post » Sun May 01, 2011 8:00 pm

I've decided to finally sit down and figure out something I've been meaning to work on for some time. Not every spell effect in the game can be detected with GetEffect. This has prevented me from adding such detection to this project. I'm finally going to determine exactly which can be detected, and incorporate it here. It won't have any details, but it will show the icons much in the way they are displayed on the HUD.
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Wayne W
 
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Post » Mon May 02, 2011 4:30 am

I have to say, the screenshots look nice -- the soft parchment background is a nice touch that you've managed to add without making the layout too busy or distracting from the data areas.
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suzan
 
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Post » Sun May 01, 2011 3:05 pm

Been following this for quite awhile without so much as a comment on it, and I must say that I am very impressed with this project. A very interesting idea, Fliggerty, and so far it looks very well applied from what I have peeked at.
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Mike Plumley
 
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Post » Sun May 01, 2011 8:55 pm

I've got three more types of data to add, then we are going to be ready for the final testing stage. :goodjob:
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Nicole Coucopoulos
 
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Post » Mon May 02, 2011 4:47 am

Okay, one more update for today. After about 8 hours of working on this today, I finally have implemented the spell effects. They are all (as far as possible) detected and uploaded. I haven't worked out the display details for the icons yet though, so they won't show on the site.

New esp is available for this now.

The last thing I have to determine is the number of humanoid and creature kills.
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Jessie Rae Brouillette
 
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Post » Sun May 01, 2011 1:12 pm

when you have a badge for 1000 opponent kills, are there even 1000 nocs on vvardenfell?
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Lisha Boo
 
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Post » Sun May 01, 2011 11:36 pm

when you have a badge for 1000 opponent kills, are there even 1000 nocs on vvardenfell?


I believe so. Certainly if you include the two expansions, and mods.
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Bethany Watkin
 
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Post » Sun May 01, 2011 5:51 pm

when you have a badge for 1000 opponent kills, are there even 1000 nocs on vvardenfell?

There are over 1275 NPCs
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Andrew Lang
 
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Post » Mon May 02, 2011 4:43 am

quicky suggestion, Flig:
change " *Badge Legend" to "View Badge Legend"
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John N
 
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Post » Sun May 01, 2011 2:02 pm

I noticed that the "View Active Mod List" page has become jumbled up.
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Taylah Illies
 
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Post » Sun May 01, 2011 11:16 pm

when you have a badge for 1000 opponent kills, are there even 1000 nocs on vvardenfell?

MCA alone can provide that many NPCs for you to kill.

quicky suggestion, Flig:
change " *Badge Legend" to "View Badge Legend"

Good suggestion. Thanks.

I noticed that the "View Active Mod List" page has become jumbled up.

So it has. Seems odd, it was working the other day. Haven't changed anything. Oh well, tis the world of web design.



Marbred, when you select your save file in the Uploader, does it display "Read ext data" for each value in the _data.cne file in the console window?
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Elle H
 
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Post » Sun May 01, 2011 2:15 pm

All right, I've found the problem with the mod list display. It was just a missing ' in the uploader script. Stupid little typos. It won't be updated until the character is uploaded again.
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Julia Schwalbe
 
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Post » Sun May 01, 2011 7:47 pm

Any issues come up with the uploader, Fligg, or anything you need changed on that side of the house?

Once the beta is done, I'll remove the console window for shiny-ness, but so far it seems good for testing.

And heh, that upload script is a pain in the [censored]. And all the little details... Serious props to you for adding to it. :P
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Roberta Obrien
 
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Post » Sun May 01, 2011 2:21 pm

Lol...I've not only added to it, I've easily quadrupled. It not only accepts the data and sticks it in the database, but it provides quite a few levels of security. It also handles the points awarded for badges earned. I hate it. ;)


Actually I did have two ideas that I wanted to run past you. I'd like it to be able to do a version check. I can easily handle that with updating a database value and a value in the extended data of the mod. Then the post script will just compare them, if it they don't match it ought to return an error code directing the person to download the new version. Also, could we embed the URL for the CNE main page into the program? So that it displays on the grey part of the program's footer?

Thanks. :hehe:
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ONLY ME!!!!
 
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Post » Sun May 01, 2011 2:05 pm

A version check should be possible, it may take a separate script though (when the app starts it calls that page/script and gets back a version number, which it then checks against itself, and can pop a message directing you to update). That shouldn't be hard, I just have to check back on cURL's data return functions. I haven't played with them in a while.
As for the URL, I think that should work. Not sure about hyperlinks in the window, but if I can't make it a text-link, it can be a button or an image or something. That's possible, but I'll play with the looks of it.
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joseluis perez
 
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Post » Mon May 02, 2011 2:49 am

^ My Vote ^

mine as well
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Tai Scott
 
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Post » Sun May 01, 2011 6:40 pm

Marbred, when you select your save file in the Uploader, does it display "Read ext data" for each value in the _data.cne file in the console window?

this is what the console http://i53.photobucket.com/albums/g60/Kagouti_MW/cneupload1209.jpg.
It's still not writing that one data file. The only files it's writing are the same 3 files it wrote one my last test.
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Steve Bates
 
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Post » Sun May 01, 2011 2:09 pm

So Marbred, just to verify some basics (practically just grasping at straws here,) what directory is GHFCensus.exe in? I assume it's the MW base directory since it is getting the save files correctly. The file Data Files/MWSE/Drink-Me_data.cne does exist. I think the path is case sensitive, do the folders and filename match what the loader is looking for? Also, you aren't running Vista, right? I don't recall if we established that fact; if so, perhaps it has something to do with permissions? Are you running as an administrator?
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celebrity
 
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Post » Sun May 01, 2011 12:43 pm

The CnE exe is in my Morrowind folder, with the Morrowind.exe, etc.
I'm running XP.
I haven't changed any folder names, so it should be the default case naming structure.
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naana
 
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