[RELZ] Gondoliers V1.0

Post » Wed Aug 25, 2010 1:52 pm

The Elder Scrolls III MORROWIND: Gondoliers

VERSION HISTORY:

1.1
- invisibility effect removement fixed
- moved dark elf BB texture reference to a subfolder to avoid replacing BB dark elf texture in use


1.0/beta - first release


USAGE:
abotGondoliers.esp:
Tribunal or Bloodmoon scripting engine required
Tribunal and/or Bloodmoon.esm loading not required


INFO:
Using a mix of my water life & silt strider mod tech, I'm happy to
introduce you to real time travel Vivec gondoliers.

To enjoy the scenic trips use the gondolier "- scenic travel" dialog
topic.

To dismount from the gondola or reach destination immediately activate
the gondolier while sailing. From the same menu you can also configure
the mod.

To fully enjoy the mod as intended, you should have last MGE/MGE XE
distant land, some MGE macro keys set to move the 3rd person view
camera, and last MCP (Morrowind Code Patch) Vanity camera lock option
checked. This will allow you to pan the camera and enjoy a much more scenic
experience during the trips.

As usual, I tried to be as compatible as possible, so routes are not so
straight but it is fully compatible with Vivec Expansion
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1534
(which is a great addition for this mod if your computer is powerful enough).


TECH NOTES: Speed change selected using the configuration menu is
effective when next waypoint with different scheduled speed is reached.


KNOWN GLITCHES:
Light lantern on nocturnal gondoliers can flicker during cell changes.
If you can't bear with it, just disable it from the configuration menu.

To avoid hostile attacks/Vivec Expansion pickpockets following you when
sailing, player by default is set invisible by script (a ...invisible
invisibility effect). Don't use a constant invisibility item while
riding, you don't need it and probably you will have to wait the end of
the trip before the invisibility transparency of your spell is reset
unequipping the enchanted item.


TESTING ONLY:
set ab01debug to 25 will enable some debugging messages.


CREDITS
Kudos to Arcimaestro Antares for the original gondolier animation and mod,
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7518
I think I found the right code tools to use for the job instead of the limited
Morrowind AI.

As usual, feel free to use anything done by me, just give credit when
credit is due and be sure to be compatible with this mod (that usually
means: always use different ids, not super-easy but if you are a modder
capable to tackle with the code you should know how to do it).


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7636&id=9153

http://youtu.be/_AEzA1rS510

[EDIT]PES upload form is giving me problems lately,,,
http://www.mediafire.com/?olf5llg7qr22n38
User avatar
BlackaneseB
 
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Post » Wed Aug 25, 2010 4:42 pm

As usual, great job by Abot, will download and try it out. Would it be possible for a mod of real time boat travels driven by the boat masters?
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Catherine N
 
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Post » Wed Aug 25, 2010 11:38 am

Nice! :)
Another abot mod permanently stuck in my load order
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{Richies Mommy}
 
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Post » Wed Aug 25, 2010 3:02 pm

As usual, great job by Abot, will download and try it out. Would it be possible for a mod of real time boat travels driven by the boat masters?
Technically speaking? yes. Routing tech should be ok, there are probably some nearly impossible routes without changing existing landscape/bridges though, this is something I usually don't like to do. Also, if moving a real NPC boat master is not fast/reliable enough, a different boat master for each boat would need a different mesh for each boat and for each possible head replacer used, so probably like with striders it would be more feasible a single general purpose driver. Anyway, I am exploring possibilities for now, also not sure I want to tackle with another (albeit simpler) 40+ routes in a short time...
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Sxc-Mary
 
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Post » Wed Aug 25, 2010 5:43 pm

Was there supposed to be a bb skin texture in there or was that a mistake? I noticed a few corpses were no longer wearing underwear lol
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OJY
 
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Post » Wed Aug 25, 2010 7:23 pm

the male bb skin for dark elves is subtituted. so you have to copy your original skin into the bb folder again :)

and btw: thanks abot

http://s974.photobucket.com/albums/ae224/mwscreen/MGEScreenshot19-1.png
http://s974.photobucket.com/albums/ae224/mwscreen/MGEScreenshot33-1.png
http://s974.photobucket.com/albums/ae224/mwscreen/MGEScreenshot41.png
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Albert Wesker
 
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Post » Thu Aug 26, 2010 3:49 am

I really did not think about nvde/not nvde BB, sorry, never used the underwear version. If I make a update, I will move the texture to another folder to avoid problems.
Nice screenshots :)
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JD bernal
 
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Post » Thu Aug 26, 2010 1:52 am

Nice screenshots :)

i travelled through vivec for hours :foodndrink:
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Bambi
 
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Post » Wed Aug 25, 2010 9:12 pm

Beautiful work as always, Abot.

You never cease to amaze. :D

Only one question...

What do I do when my "must have" list exceeds 255? :shrug: (JK)

Thanks for adding another piece of life to my MW. :foodndrink:





KF
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Kim Kay
 
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Post » Thu Aug 26, 2010 6:00 am

Only one question...

What do I do when my "must have" list exceeds 255? :shrug: (JK)

merge. first merge plugins that come in parts like aleanne or features of vvardenfell and then go further...
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Tanya
 
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Post » Thu Aug 26, 2010 2:49 am

i travelled through vivec for hours :foodndrink:


My plan exactly. Thanks abot :goodjob:
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John N
 
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Post » Thu Aug 26, 2010 3:40 am

Woa, this is awesome, will there be an expansion in which you can travel further waterways like Odai river or along Bittercoast. I could imagine this would be pretty neat. :)
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Batricia Alele
 
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Post » Wed Aug 25, 2010 11:52 pm

Thank you so much, abot -- between this and the Silt Striders traveling in Morrowind is so much better. Wonderful experience!
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Kellymarie Heppell
 
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Post » Wed Aug 25, 2010 2:48 pm

Can't wait to use this, ab0t! I think I have every mod you've released and they are all must haves to me.
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aisha jamil
 
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Post » Thu Aug 26, 2010 12:57 am

this is awesome abot, but I'm curious, would you by chance be willing to make one that is compatible with Piratelord's Redesigned Vivec?
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Agnieszka Bak
 
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Post » Wed Aug 25, 2010 8:29 pm

I really did not think about nvde/not nvde BB, sorry, never used the underwear version. If I make a update, I will move the texture to another folder to avoid problems.
Nice screenshots :)

No biggie I just noticed the change and was wondering if it being included was merely an accident or if it was necessary for something.
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Enny Labinjo
 
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Post » Thu Aug 26, 2010 1:50 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.
this is awesome abot, but I'm curious, would you by chance be willing to make one that is compatible with Piratelord's Redesigned Vivec?
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.
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Jessica Lloyd
 
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Post » Wed Aug 25, 2010 11:55 pm

I had the "invisible bug" where, after the boat ride, everyone said "Who's there?" half the time, whether or not I was sneaking.

I also found a minor bug: I think I asked for a scenic boat trip and it didn't take place right away. Within a fraction of a second, I asked for a scenic boat trip again.
I then found myself on a boat but there ended up being a second, unmanned boat moving around on its own in a different direction.

Overall this is really an awesome mod though. There is no jitteriness at all, the views are really breathtaking, and at one point there was a shark following the boat for a while which was kind of scary.
This would be even cooler if the oar could leave water ripples behind it (right now only the boat leaves a wake), and if MGE XE had vertex-animated water :)
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Allison C
 
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Post » Wed Aug 25, 2010 10:32 pm

I love both this and the Silt Strider mod but I do have a question.

How do these work with companions? Would your companions either follow you onto the boat, or teleport to where you are going? Or do they get left behind?
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Jinx Sykes
 
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Post » Wed Aug 25, 2010 9:02 pm

I have just uploaded the update with the invisibility fix :)
I love both this and the Silt Strider mod but I do have a question.How do these work with companions? Would your companions either follow you onto the boat, or teleport to where you are going? Or do they get left behind?

Striders would provide enough room, but they are so big and fast that moving a companion by script fluently in sync with the strider with collision enabled is nearly impossible (I tried), sorry, fast travel/MWSE teleportation as usual.
Gondolas have little space, but being slow and on water plane, movement can be fluid. I'll give it a try but I'd like to be compatible with Redesigned Vivec before...
and I realized that it will require a lot of route changes, as that mod moves/changes a lot of base canton walls, I think I will do a separate .esp.

By the way, anybody has any notice from Silgrad Tower? main domain and hosted subsites seem all to be gone for good suddenly
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biiibi
 
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Post » Thu Aug 26, 2010 3:21 am

Alright thank you :) I was just curious.
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Rachael
 
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Post » Thu Aug 26, 2010 12:15 am

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.
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victoria gillis
 
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Post » Wed Aug 25, 2010 7:35 pm

Abot => where did you get this waterfall's texture :shocking: ? please
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/9153/1305672847_fullres.jpg
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Maya Maya
 
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Post » Thu Aug 26, 2010 5:28 am

Bravo! Another exceptional mod! Ive installed it and love it!
:tops:
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Chris BEvan
 
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Post » Thu Aug 26, 2010 4:21 am

Abot => where did you get this waterfall's texture :shocking: ? please
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/9153/1305672847_fullres.jpg
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.
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Chloe :)
 
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