[Early WIPz] House Redoran Expanded

Post » Sat Mar 19, 2011 8:02 am

Decided that it's about time to make one of these so here it goes.

House Redoran Expanded(name subject to change)

Dawn of House Redoran


This mod is meant to capture the essence of Building Up Uvirith's Grave, Uvirith's Legacy, and Rise of House Telvanni, and apply it to House Redoran. This mod will allow you to expand Bal Isra into a town, complete with Grand Plaza's, a Temple, Taverns, etc. It will also allow you to increase House Redoran's influence on Vvardenfell and possibly even all of Morrowind. How it effects it is up to you though. Our main goal is to create a storyline that can accommodate a variety of play styles, we want the player to feel in direct control of the action and the way the story progresses. For instance you can take a peaceful approach to things or a violent one, or maybe even a devious one that involves trickery. This means that you could play through the mod multiple times and experience a different story each time depending on how you handle situations.

Currently we have all of the major exterior items placed at Bal Isra and some of the interior cells done, previously it was just me working on it but now that wollibeebee has joined the team things should progress much quicker. We plan to have all of the interior cells for the hut's, guild's and temple done in about a week to a week 1/2. This mod is far from complete, and the main reason for this WIP thread is so that we can get feedback and suggestions from the people who are going to be playing the mod. So we encourage you to please share your thoughts and ideas on what you would like to see and how we could improve this mod.

Screenshots
http://s865.photobucket.com/albums/ab216/asapp152/Bal%20Isra%20InGame/ (In-Game Screenshots)
http://s865.photobucket.com/albums/ab216/asapp152/Bal%20Isra%20CS/ (CS screenshots)
http://s865.photobucket.com/albums/ab216/asapp152/Concept%20Art%20and%20Models/ (Concept Art and Models)
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Latino HeaT
 
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Post » Sat Mar 19, 2011 4:48 am

hehe, looking good :celebration:
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W E I R D
 
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Post » Fri Mar 18, 2011 4:06 pm

Will this be made to work alongside 'Pax Redoran' (and the other LGNPC mods) ?
Because those already do so much to make Redoran awesome.
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Kristina Campbell
 
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Post » Fri Mar 18, 2011 4:15 pm

I agree with Pluto, I'd be careful with dialogue implimentation. But other than that, good luck on this!
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Shelby Huffman
 
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Post » Sat Mar 19, 2011 2:41 am

Will this be made to work alongside 'Pax Redoran' (and the other LGNPC mods) ?
Because those already do so much to make Redoran awesome.

i didn't know there was a mod that already did stuff for house Redoran, isnt LGNPC just a mod that makes dialogue better? it doesnt change any quests or anything right?

EDIT: We'll most likely work out all that stuff later, like i said we haven't done anything with dialogue or quests yet, the only thing as of this moment that would be incompatible with this mod is something that alters Bal Isra/
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Dominic Vaughan
 
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Post » Fri Mar 18, 2011 7:44 pm

Love the Elite Redoran concept art!
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Ernesto Salinas
 
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Post » Sat Mar 19, 2011 2:11 am

i didn't know there was a mod that already did stuff for house Redoran, isnt LGNPC just a mod that makes dialogue better? it doesnt change any quests or anything right?

They add new quests and NPCs too.
Many of the important NPCs in House Redoran are have something new to say/do in the mod.
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JR Cash
 
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Post » Fri Mar 18, 2011 6:21 pm

Love the Elite Redoran concept art!

Really? i thought i did a crappy job drawing it, i have the basic pauldron models done but the cuirass is giving me hell, but i only just started using blender yesterday so a few weeks from now the models should be done.

They add new quests and NPCs too.
Many of the important NPCs in House Redoran are have something new to say/do in the mod.

hmm is there a site for this mod so i can check and see what all it changes?
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Chris Johnston
 
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Post » Sat Mar 19, 2011 2:59 am

http://www.lgnpc.org/
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Ross Zombie
 
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Post » Sat Mar 19, 2011 12:31 am

http://www.lgnpc.org/

Thanks, ill review that and make notes so that they don't conflict.

but if they do end up conflicting we can always make an LGNPC patch.

EDIT: crap, im going to have to play PAX Redoran, theres over 50 new quests, people just have to make things complicated for me :meh:

now that i think about it, ill ask who ever is on LGNPC about using PAX Redoran in this mod, kinda like an extra expansion 50 new quests and i didn't have to do any work :P

and also, if PAX Redoran only edits quests during the storyline this should have no conflicts, since this mod will add quests after you have already become archmaster.
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Eire Charlotta
 
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Post » Sat Mar 19, 2011 1:02 am

Thanks, ill review that and make notes so that they don't conflict.

but if they do end up conflicting we can always make an LGNPC patch.

EDIT: crap, im going to have to play PAX Redoran, theres over 50 new quests, people just have to make things complicated for me :meh:

As the original creator of LGNPC PAX Redoran I certainly endorse your House Redoran Expanded. There is a PAX Redoran walkthrough on the LGNPC website (download section) that can help you. Also, LGNPC INdarys Manor has dialogue for the stronghold NPCs and a few new quests as well (and a walkthrough).

Almost all the quests are new and don't rely on the "basic" quests, except for some only occur after specific basic quests or events. In general though, there's still plenty of room to expand upon Redoran. If you have any questions about PAX and compatibility just ask me.

There are 4-5 Archmaster quests in PAX as well, but only one of them really is "political" - Mages Guild Monopoly one.
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rae.x
 
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Post » Fri Mar 18, 2011 5:32 pm

This sounds awesome!
House Redoran could sure use more love. ;)

One thing though.
Would you please add a nice Necessities of Morrowind compatible kitchen to the stronghold?
(If you like, you could probably add a cook NPC who can serve you meals too, like UL does.)

Also, will it have display cases and BB mannequins?
That would be really nice.
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Samantha Mitchell
 
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Post » Sat Mar 19, 2011 8:48 am

Having done Uvirith's Legacy, it's not too difficult to make this kind of mod fully compatible with LGNPC and other major mods. You just have to be careful about not stepping on the other mod's toes. I had to take two into consideration, LGNPC Tel Uvirith and RoHT, and worked together with their respective modders to ensure full compatibility. The best way to make a mod like this compatible is to limit touching areas already fully covered by these mods, and work around them in other cases. Working on a massive Bal Isra expansion, it stands to reason that there should be lots of new quests for the Archmaster to do. However, I suggest you do play through LGNPC Pax Redoran to see where you can compliment it and where the LGNPC line ends so you have free reign. A lot of people use it, so full compatibility will be a major concern.

I'm not saying you have to tiptoe around LGNPC, but work with it so that you mod can either stand alongside it or alone and the player won't know the difference. When players can play both mods at the same time and feel they mesh together so seamlessly that it all seems like it should have been in the original game, then you have succeeded. Sure, you can have a successful mod, like BuUG, that pretends it's the only great house expansion out there and doesn't give a damn if it breaks LGNPC quests, but then someone's just going to come along and make a new version (BuUL) that does integrate with other mods and everyone will go play that instead. ;)

Here's an example: a while ago I altered the NPC Mallam Ryon, causing him to potentially attempt an assassination of the player. However, Mallam Ryon was also altered significantly by RoHT. Because Mallam Ryon was essential to RoHT, using this NPC at all would cause major conflicts. I decided to drop Mallam Ryon entirely, and instead made a new NPC to serve my purposes in UL.

Another example: LGNPC Tel Uvirith involves the outer Tel Uvirith retainers to such an extent that any dialogue I want to add to them is handled in self contained topics, to ensure their LGNPC greetings are not messed with in any way. I would not alter the actual NPCs or their scripting either. The greetings can also be handled by careful filtering, making sure your greetings are only overriding LGNPC greetings when certain quests are active for example. Loading LGNPC while ordering dialogue helps place your dialogue above or below theirs as appropriate as well.

In cases where I need to do something scripted with an NPC that might be in conflict with LGNPC or other mods, there's a few ways to handle it so you don't need to alter their scripting: Placing an activator in the room targeted to the NPC for different purposes, starting scripts via dialogue (as I have done with one NPC to avoid conflicts with LGNPC Secret Masters), and using global instead of local variables to track things happening where a Journal Entry is not feasible.

Sometimes it's appropriate to claim an NPC as your own. In such cases, it's a good idea to check previous claims, but if this NPC is relatively free, stake your claim and make sure other major mods that target this area know about it. Another example, Fast Eddie is a major Telvanni player who is dominated by UL, and LGNPC has accommodated that while RoHT barely touches him. So even though LGNPC makes up the bulk of his new dialogue, his scripting is UL's as are almost all of his quests.

While you're taking a look at LGNPC, make sure to take a look at their dialogue. Check out LGNPC Indarys as Ostar suggested, and try to tailor your dialogue for those characters to match. It will make the immersion even stronger. :)

As Gaius mentioned, NoM compatibility is another major thing you'll want to consider, as is Bathing Mod compatibility. When adding a bathroom or a kitchen, it's actually quite simple to add these mod's resources, and a lot of realism players will appreciate it.

Bal Isra has needed an overhaul like this for a long time. I'm really glad someone's taking it on, with the intended scope of all the Telvanni mods available to boot! Godspeed gentlemen! If you ever want to use any scripting from UL, or just some specific advice, please let me know. I would be happy to help.

Now for some opinions. I think it would be a good idea to focus on expanding Bal Isra as the primary function of this mod, and gradually bleed your way out into the rest of the Redoran as you think of things to do and become more familiar with what's already available. That way, should you run into any problems (it's usually finding the time when RL stuff happens), you will still have a great stronghold expansion as a solid base that people will want to play regardless of massive sweeping questlines and such.
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Kortniie Dumont
 
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Post » Sat Mar 19, 2011 2:33 am

Great idea and looks a wonderful job so far:)
Might I suggest since Redoran is a warrior house that there should be a training area with practice dummies, archery targets etc
I shall certainly keep an eye at this since Redoran is my favourite GH
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Jeffrey Lawson
 
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Post » Sat Mar 19, 2011 5:30 am

As the original creator of LGNPC PAX Redoran I certainly endorse your House Redoran Expanded. There is a PAX Redoran walkthrough on the LGNPC website (download section) that can help you. Also, LGNPC INdarys Manor has dialogue for the stronghold NPCs and a few new quests as well (and a walkthrough).

Almost all the quests are new and don't rely on the "basic" quests, except for some only occur after specific basic quests or events. In general though, there's still plenty of room to expand upon Redoran. If you have any questions about PAX and compatibility just ask me.

There are 4-5 Archmaster quests in PAX as well, but only one of them really is "political" - Mages Guild Monopoly one.

ok, ill be sure to download it and play through to get an idea of what it does.

This sounds awesome!
House Redoran could sure use more love. ;)

One thing though.
Would you please add a nice Necessities of Morrowind compatible kitchen to the stronghold?
(If you like, you could probably add a cook NPC who can serve you meals too, like UL does.)

Also, will it have display cases and BB mannequins?
That would be really nice.

Thats all going to be later in development, i want to get the basic build done before i start going into a lot of detail, but we will definitely make it NoM compatible, and theres a high chance we're going to put in BB mannequins.



Thanks for the info, it really helped, and there shouldn't be to much interfering with any NPC's since most of the ones that are involved in quests are going to be added by the mod, Galsa Gindu will probably be one of the most altered NPC's since she has to do with the stronghold building.

And yes, we're just going to start out working with Bal Isra and around it, then after most of that is completed we will start implementing quests that effect things outside of that area, such as quests that involve politics and NPC's/Factions outside of Bal Isra.

I will also probably be needing a little help when it comes to the super complex dialogue stuff that you mentioned with all the scripting and stuff, so dont be surprised if i PM you and have no clue what to do :P

ohh and also i just have to say i loved Uvirith's Legacy, i have the old version installed but im going to download the newest one you have out pretty soon.

Great idea and looks a wonderful job so far:)
Might I suggest since Redoran is a warrior house that there should be a training area with practice dummies, archery targets etc
I shall certainly keep an eye at this since Redoran is my favourite GH


there is a small training room in the guard barracks, but i will definitely take this into consideration when i make the Grand Plaza, i was thinking about adding a Guard Academy wing were the Recruits for the Redoran Guard train, so there will definitely be a large training area in there.
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Dean Ashcroft
 
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Post » Sat Mar 19, 2011 6:44 am

Feel free to use my http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=203415&id=5906 for the training room. I didn't make the actual practice dummy, it just uses my own version of the scripting, which you could also alter as you see fit. If you do use them make sure to credit the original practice dummy creators mentioned in the readme. :)

Oh, and another thing I forgot to mention is basic compatibility for non-Redoran players. It's always up to the player to decide if they want to rampage through an expanded stronghold that is not their own. In such a case, making more NPCs hostile or unwelcoming is a great idea, so you'll want to add at least a greeting or something at the top that makes a check for them not being a member of the faction. Also, make sure a non-Redoran cannot start any quests by picking up any scripted objects you may add to the stronghold. A non-Redoran player cannot expect to see all your added content of course, but making a better challenge for them will keep people playing your mod even if they decide to play a different great house.
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Steven Hardman
 
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Post » Sat Mar 19, 2011 3:40 am

Feel free to use my http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=203415&id=5906 for the training room. I didn't make the actual practice dummy, it just uses my own version of the scripting, which you could also alter as you see fit. If you do use them make sure to credit the original practice dummy creators mentioned in the readme. :)

Oh, and another thing I forgot to mention is basic compatibility for non-Redoran players. It's always up to the player to decide if they want to rampage through an expanded stronghold that is not their own. In such a case, making more NPCs hostile or unwelcoming is a great idea, so you'll want to add at least a greeting or something at the top that makes a check for them not being a member of the faction. Also, make sure a non-Redoran cannot start any quests by picking up any scripted objects you may add to the stronghold. A non-Redoran player cannot expect to see all your added content of course, but making a better challenge for them will keep people playing your mod even if they decide to play a different great house.


thanks for the link, and i do absolutely no scripting at all (i have no idea how to write one) so I'm not going to mess with it, and most of the quest objects will be scripted to only appear once the quest is started or the cell will only be accessible once the quest is started, for instance Cave "x" with weapon "x" can only be entered once you get the key from "x" NPC, of course the door will be scripted to not open unless the key is in your inventory. How im going to script all of this i have no idea, wollibeebee said he has some friends that are pro's at scripting so most likely they're going to be doing the scripting.....that is unless you would like to help out :P

of course i know thats not really a possibility because of UL.
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James Shaw
 
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Post » Sat Mar 19, 2011 1:59 am

Love the idea, as I said in the other thread, and it sounds very ambitious. I like the idea of having different solutions to each quest and different 'paths' through the mod (as long as you make all of them equally viable and rewarding, of course). I don't know anything about modelling or scripting, but I'd be willing to help out with dialogue if you need it - the story I'm writing focuses quite heavily on the House Redoran questline, so I'm used to writing dialogue for Redoran characters.
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Dark Mogul
 
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Post » Fri Mar 18, 2011 11:05 pm

I can give any scripting advice if you need it, but you're correct, with UL and a few other mods on the go, I've got a bit much on my plate to join in on this mod.
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x_JeNnY_x
 
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Post » Sat Mar 19, 2011 12:44 am

Love the idea, as I said in the other thread, and it sounds very ambitious. I like the idea of having different solutions to each quest and different 'paths' through the mod (as long as you make all of them equally viable and rewarding, of course). I don't know anything about modelling or scripting, but I'd be willing to help out with dialogue if you need it - the story I'm writing focuses quite heavily on the House Redoran questline, so I'm used to writing dialogue for Redoran characters.


it's not so much as writing the dialogue, but scripting it and determining when it shows up, the dialogue editor is a very confusing tool, but your welcome to help out in anyway you can. :)
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Gen Daley
 
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Post » Sat Mar 19, 2011 4:14 am

-snip-

wollibeebee said he has some friends that are pro's at scripting so most likely they're going to be doing the scripting.....that is unless you would like to help out :P




i dont think they'll actually DO the scripts, i meant that if we ever came across some problems i could see if they could see what i've done wrong, or give me a tip, because there VERY busy :violin:

but i'm gonna try and figure out more of this scripting anyway :goodjob: so i might be able to do stuff anyway.

i can understand syctanx's and all that (syctanx? thats nt how you spell it, is it?)
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Andrew
 
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Post » Fri Mar 18, 2011 10:45 pm

i dont think they'll actually DO the scripts, i meant that if we ever came across some problems i could see if they could see what i've done wrong, or give me a tip, because there VERY busy :violin:

but i'm gonna try and figure out more of this scripting anyway :goodjob: so i might be able to do stuff anyway.

i can understand syctanx's and all that (syctanx? thats nt how you spell it, is it?)

syntax....i think.
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Etta Hargrave
 
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Post » Fri Mar 18, 2011 10:17 pm

UPDATE:

We are postponing working in the CS until around next Monday, as we are currently still in the process of creating some models for a few sets of armor. Therefore completion of the interior cells and the rest of Bal Isra will be delayed.
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Eilidh Brian
 
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Post » Sat Mar 19, 2011 8:36 am

Thats all going to be later in development, i want to get the basic build done before i start going into a lot of detail, but we will definitely make it NoM compatible, and theres a high chance we're going to put in BB mannequins.


Cool, thanks!

When you do get around to that stuff, you could use these:

Calislahn's Better Bodies Mannequins:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6612

Chron Ventri's CV Display Cases:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=652

For CV Display Cases, no script is provided.
The mod's author expects the user to provide one themselves.
Here is a copy of the script I use:

begin display_case_script

float timer
short open ; 0 = closed, 1 = opened
short state ; 0 = dormant, 1 = start animation, 2 = animating


if ( MenuMode == 1 )
return
endif

if ( OnActivate == 1 )
if ( state == 0 )
set state to 1
endif
endif

; dormant
if ( state == 0 )
return

; start animation
elseif ( state == 1 )
if ( open == 0 )
PlaySound "Door Stone Open"
else
PlaySound "Door Stone Close"
endif
set timer to 0
set state to 2

; animate
elseif ( state == 2 )
set timer to ( timer + GetSecondsPassed )

if ( timer < 1.65 )
;slide lid up or down
if ( open == 0 )
Move Z, -20 ; open
else
Move Z, 20 ; close
endif
else
; stop animation
set state to 0
if ( open == 0 ) ; flip open state
set open to 1
else
set open to 0
SetAtStart ; ensure it is exactly at the start position again
endif
endif

; unknown state!
else
SetAtStart
set state to 0
endif

end display_case_script


This script works perfectly. I hope this will be useful to you.
Regardless, good luck with your project! :D
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Matt Terry
 
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Post » Sat Mar 19, 2011 10:26 am

http://i740.photobucket.com/albums/xx49/wollibeebee/somenewhelm.jpg?t=1280289140

we plan on adding various armor and weapons etc, to the mod. i've just made that helmet :celebration: though, it looks shaby with vanilla textures :shrug:
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x_JeNnY_x
 
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