[RELZ] Gondoliers V1.0

Post » Thu Aug 26, 2010 8:26 am

that's a(nother) great mod!!

can the gondoliers move faster?
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Genevieve
 
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Post » Thu Aug 26, 2010 8:47 am

that's a(nother) great mod!!

can the gondoliers move faster?

you can adjust this in the options like the silt striders. i tried it. it works :)
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Heather beauchamp
 
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Post » Thu Aug 26, 2010 4:56 am

Abot => thanks for the link ^^
I succeeded to download all Masoxx's mods with the google function: Cached :foodndrink:

Maybe it's a PES bug ?
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Céline Rémy
 
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Post » Thu Aug 26, 2010 4:42 am

There is a bug causing the player to be considered still invisible when sneaking. I will fix it in a short time.
To everybody being unable to be caught sneaking correctly: at the moment you can open the game console and type
player->setinvisible 0
or make gondola trips with the option "Disable hostiles while travelling" set to OFF. That option should be not necessary if you don't have pickpockets following you swimming like with Vivec Expansion.
IIRC the arena gondolier/port and some cantons have been moved in that mod. At present there should be the trip to the standard arena gondolier port ending in water, and some routes passing through bridge statics. It should work the same because collision should be temporarily disabled, but it would certainly look weird. I will give it a try, maybe I can find alternate routes compatible with it and also vanilla Morrowind and Vivec Expansion.


Or perhaps just make an alternate version for redesigned vivec(with vivec expansion patch) and have both available, like the RV one could be in an extra's folder or something....either way, fantastic job as usual! :D
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Mark Hepworth
 
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Post » Thu Aug 26, 2010 7:37 am

it's also on that russian site we all know well. i found it over there also via google..
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Toby Green
 
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Post » Thu Aug 26, 2010 4:41 am

Just installed and tried this out. Fantastic trip! You don't know how long I've wanted to be able to take that ride.
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Neko Jenny
 
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Post » Wed Aug 25, 2010 7:31 pm

it would be cool to see random travelers out on Gondolas giving the appearance that other people use the travel servis too not just the player same for the stilt strider it would be nice to see them on some sort of scheduled system with random passengers, more could be done for this like making extra meshes for having the passengers sat down in the boats with various luggage it would add more realism to the views of morrowind
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Claire Mclaughlin
 
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Post » Thu Aug 26, 2010 4:31 am

Okay...that is it...this is the 2nd new mod that has got me really interested...I am going to start playing Morrowind again!
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Steven Hardman
 
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Post » Wed Aug 25, 2010 9:52 pm

Remarkable. So http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/9153/1305672847_fullres.jpg to the pre-release http://images.uesp.net//2/22/MW-Screenshot28.jpg.


It is, isn't it? Great work--as usual, from abot.
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brenden casey
 
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Post » Thu Aug 26, 2010 12:02 am

YES! :D

You are a modding genius. Just yesterday I was thinking about how much I love your Silt Strider mod and how I wished it would be implemented in other forms of transportation. I didn't actually think it'd be done! AWESOME work.
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Hayley O'Gara
 
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Post » Wed Aug 25, 2010 5:50 pm

It works with Vivec Expansion 2.0...at least the trip to the Arena. I will have to test the other 3 trips.

Edit 1...then I asked to go to Hlalu, and he took me to Redoran.

Edit 2...I asked for Telvanni, and he brought me there.
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Tai Scott
 
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Post » Thu Aug 26, 2010 3:44 am

:celebrate:
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Red Bevinz
 
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Post » Wed Aug 25, 2010 7:55 pm

Masoxx's retex part 3, canols, the masterpiece retexture for sewers IMHO. It was on PES but links seem to be all gone, and I can't find it anywhere else. I don't know if it is a problem with PES, with author removing files or with texture source legality, I will PM you a link for now.

Those textures are from Oblivion, that's probably why they're gone.

Awesome mod btw.
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Jason King
 
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Post » Wed Aug 25, 2010 6:49 pm

Those textures are from Oblivion, that's probably why they're gone.
Yes, that is probably the reason, I have found the original landscape water texture. Are the sewer wall textures in the package also from Oblivion? I can't find them apparently.
Awesome mod btw.
Thanks. I'm (slowly) making a version compatible with Redesigned Vivec.
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Myles
 
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Post » Wed Aug 25, 2010 11:58 pm

It works with Vivec Expansion 2.0...at least the trip to the Arena. I will have to test the other 3 trips.

Edit 1...then I asked to go to Hlalu, and he took me to Redoran.

Edit 2...I asked for Telvanni, and he brought me there.
:o There should not be a Redoran destination. Also, reporting the gondolier name/surname and chosen destination could help.
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A Dardzz
 
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Post » Thu Aug 26, 2010 2:24 am

:o There should not be a Redoran destination. Also, reporting the gondolier name/surname and chosen destination could help.

This was the gondolier that is located just east of the Hlalu canton. The closest to Seyda Need. I gave the chosen destinations.

Also, would it be possible to also give him more lines to say as he rows you along, like perhaps "Isn't it a wonderful day" or "I have to get you there fast...the wife's been a [censored]in"...or something like that? Truthfully, I don't mind if you have it voiced or non-voiced.
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:)Colleenn
 
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Post » Thu Aug 26, 2010 1:41 am

Yes, that is probably the reason, I have found the original landscape water texture. Are the sewer wall textures in the package also from Oblivion? I can't find them apparently.

I don't know, I just looked at a few screenshots on tesall, and many of the textures in those packs are clearly from Oblivion.

Back to your mod, is there any possible way to better intergrate the "-scenic travel" option? It is the only part of this and the Silt Strider mod that I find out of place.

Also, I would be interested to see a map of all the routes, I wonder if there would be a way to automate the creation of that.
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Christie Mitchell
 
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Post » Thu Aug 26, 2010 5:38 am

Back to your mod, is there any possible way to better intergrate the "-scenic travel" option? It is the only part of this and the Silt Strider mod that I find out of place.
If you mean using the dialog refusals to access the travelling options via the standard travel topic, it would complicate things a lot (I tried, dialog refusal does not work well with choice; I don't know if last MCP option could help, but it would require MCP and I'd prefer it to work even without MCP installed) with no real advantages IMO; you would still have to click something/somewhere else to choose if you want a standard teleport-like trip of a scenic trip, so the only difference would be to have standard travel topic on top right and a button/topic apperaring somewhere else after service refusal instead of having both standard 'travel' topic on top right and '-scenic travel' topic near the top right (depending on other mods loaded) like present situation.
I you mean a different kind of integration, for instance making more plausible/explaining in game why you have a caravaner on port and another one carrying you around (which is due to complexity reduction (how many different heads could have the caravaner mesh?)/compatibility with other mods in reality), I am open to suggestion, at the moment you role play it as you see fit (he is a employee of the land caravaner, he is a free lance caravaner ready to start the trip with first client...)
Also, I would be interested to see a map of all the routes, I wonder if there would be a way to automate the creation of that.
If you mean http://www.uesp.net/wiki/File:FullMap_TravelRoutes.png, it should be like standard routes.
If you mean detailed routes (follow that canol, turn east, turn north...), for speed (one script running)/simplicity waypoint coordinates are hardcoded in the strider/gondolier script, there are invisible static markers in the mod to ease finding/testing waypoint coordinates, but they are just for aiding copying/pasting coordinates and could/will be stripped from the mod when it is stable enough, the real thing is in the script.
Simpler thing maybe would be extracting/exporting from the relevant (ab01gondXXScript, ab01striderXXScript...) script source the coordinates used in the Face X Y commands for each route.
I don't know if it makes sense trying to automate (for instance using tes3cmd regular expression parsing on .esp,) or copying/pasting from the scripting source code in Mash .mws format, probably the second way is not automatic but more feasible.
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Jordan Moreno
 
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Post » Wed Aug 25, 2010 9:02 pm

It works with Vivec Expansion 2.0...at least the trip to the Arena. I will have to test the other 3 trips.

Edit 1...then I asked to go to Hlalu, and he took me to Redoran.

Edit 2...I asked for Telvanni, and he brought me there.

This was the gondolier that is located just east of the Hlalu canton. The closest to Seyda Need. I gave the chosen destinations.

I'm trying to translate what you say in something useful as debugging report:
It works with Vivec Expansion 2.0...at least the trip to the Arena. + This was the gondolier that is located just east of the Hlalu canton

1) speaking with Aren Maren gondolier in Hlaalu Canton, I asked a scenic trip to Arena Canton, it worked
Edit 1...then I asked to go to Hlalu, and he took me to Redoran.

2) speaking with Aren Maren gondolier in Hlaalu canton, I asked a scenic trip to Hlaalu canton???, he took me to Redoran Canton???
Edit 1...then I asked to go to Hlalu, and he took me to Redoran.

3) speaking with Aren Maren gondolier in Hlaalu canton, I asked a scenic trip to Telvanni canton, it worked

As 2) should not happen, could you please re-try, posting the name/surname of gondolier, proposed destinations and destination cell name on game map where you are carried by him?
Also, would it be possible to also give him more lines to say as he rows you along, like perhaps "Isn't it a wonderful day" or "I have to get you there fast...the wife's been a [censored]in"...or something like that? Truthfully, I don't mind if you have it voiced or non-voiced.
Not voiced, I don't have dunmer actors at disposal. There should be random comments related to weather/dawn/sunset already, and some situational random comments. Like done with striders mod, I am open to suggested new comments to integrate, feel free to PM/mail (to avoid ruining the surprise to other players) me with new comments you would like, they may be included in the mod similar to Athirena's work in the striders mod.
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chinadoll
 
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Post » Thu Aug 26, 2010 12:24 am

This is such a fun mod! I have been gliding about Vivec admiring the scenery while the gondolier does all the hard work. It's a great way of seeing the city, particularly since I've got Vivec Expansion installed and I am appreciating the work on that anew from the waterline. Thank you for making it compatible, abot. It must have taken some time to get the routes correct through all the added walkways and posts.

I really like the idea of adding a lantern for night time travel and you see other gondoliers passing with their own lanterns. I notice that you've put the lantern on a seat, which makes sense. Would it be possible to have two lanterns - one on the front little 'deck' part and one at the rear, by the stern, or would that look like they would just slide off?

I think I'm going to be spending most of my game play time now simply traveling about Vvardenfell and Vivec! Quests? Who needs them?!
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FoReVeR_Me_N
 
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Post » Wed Aug 25, 2010 10:30 pm

This is such a fun mod! I have been gliding about Vivec admiring the scenery while the gondolier does all the hard work. It's a great way of seeing the city, particularly since I've got Vivec Expansion installed and I am appreciating the work on that anew from the waterline. Thank you for making it compatible, abot. It must have taken some time to get the routes correct through all the added walkways and posts.
I am glad you are having fun with it. Yes, working the routes compatible with Vivec Expanded has been a lot of work, but current work with Redesigned Vivec compatibility is even worse because a lot of things have been moved. Oh well, it will be done when it will be done.
I really like the idea of adding a lantern for night time travel and you see other gondoliers passing with their own lanterns. I notice that you've put the lantern on a seat, which makes sense. Would it be possible to have two lanterns - one on the front little 'deck' part and one at the rear, by the stern, or would that look like they would just slide off?
The lantern is part of the gondolier mesh, to avoid script complexity/possible jerkiness on rotating. Problem is, the real light is emitted at the rotation center of the creature which is the same as player position. I will see if 2 lanterns meshes at the edges look credible with this light coming from the center.
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Marcus Jordan
 
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