[WIP REL] Keening - Indie Expansion Series [4]

Post » Sat Jul 07, 2012 11:24 pm

You know I want it.


http://www.automatichamster.com/keening/screens/scrnapr18/seht.jpg

Sotha looks a lot better when he hasn't turned himself into a legless robot.
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Lovingly
 
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Post » Sat Jul 07, 2012 8:20 pm

You know I want it.




Sotha looks a lot better when he hasn't turned himself into a legless robot.

Personally, I love the robot form the most. ;P
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Monika Fiolek
 
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Post » Sun Jul 08, 2012 3:33 am

You know I want it.

I'm pm you on Friday, of course. I appreciate you taking the time to go through with a notebook.

Sotha looks a lot better when he hasn't turned himself into a legless robot.
Personally, I love the robot form the most. ;P

Tribunal Sotha Sil was seriously badass, even though he was... y'know... erm...

But yes! My depictions of ol' Sotha are as he appeared as a Chimer in IE 416, right before Resdayn was founded. While you'll see that he was still an odd guy, I'm depicting him as looking pretty normal. A first era Bill Gates, if you will. I'd love to take the story in directions where you get to see him in various stages of his life, but that would be a whole other mod entirely. I'm just following a certain little Dwemer shortsword from its birth as a prototype on the anvil to its eventual death in the hands of its creator - in a roundabout fashion.
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Sxc-Mary
 
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Post » Sun Jul 08, 2012 3:13 am

Nice amount of work here and wonderful screenies.
Best of lucks with the expansion, it looks interesting and enjoyable :biggrin:

Thank you, by the way. :) I hope it will be a lot of fun, if people don't mind playing my idea of fan fiction in game form.
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Jessie Butterfield
 
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Post » Sun Jul 08, 2012 3:13 am

Keening Chapter 1 Beta has been sent out to the Beta Testers that asked for it, and a few that I couldn't remember if they had asked. If I missed you, or you want the link, let me know - I'm a bit crosseyed by now, lol, so don't be offended if you didn't get your link. As far as I know, this thing is done, but I'm sure a missing texture or something sinking into the floor will be found. Feedback is welcome right here in this topic.
Gearmaster
neildarkstar
Jada
Sam Sanderson
Jocelyn Baxter
Melchior Dahrk
Derek Allen Robbins

I've updated the http://www.automatichamster.com/keening/ with a http://www.automatichamster.com/keening/screens/backcover.html and all the screenshots converted to desktop sized images, and the whole http://www.automatichamster.com/keening/downloads.shtml has been given an overhaul in preparation for release.

As long as no one comes back with some alarming problems within the next week or so, I'll fix up the missing texture I found and open a release thread. Since I'm new at this, cleaning the files will happen when it happens.
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Lisa
 
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Post » Sun Jul 08, 2012 6:31 am

Just got a report in from neildarkstar. Apparently if you did not update from MCA 6.1 to 7, and did a fresh install directly with MCA 7, it won't work. I have the list of objects that were deleted from MCA, and I will upload a patch after I delete the references to these items from Keening. Aaaand this is why we do beta testing, folks. :3

EDIT: For those that are beta-testing it, I've uploaded the corrected file with the references from MCA 6.1 removed to match MCA 7. Hopefully it will work, now.
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Jeneene Hunte
 
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Post » Sun Jul 08, 2012 12:11 am

Did I forget to mention our buddy http://www.automatichamster.com/keening/screens/kagrenac.jpg? - a sneak peek at some of the work I'm doing for Keening Chapter 5.
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Sarah Edmunds
 
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Post » Sat Jul 07, 2012 4:47 pm

That looks awesome. :D
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Taylrea Teodor
 
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Post » Sat Jul 07, 2012 4:08 pm

Thanks, Khan.

I have a request! I need someone who is experienced in installing mods with bsa files (you have to manually write them in - it looks like bsa reg doesn't work for this) to download keening and its required mods and tell me whether they can make it work or not. At this point, I only have two beta testers, and both of them have had trouble getting the game to recognize the bsa files properly for whatever reason. If I can confirm that bsa files aren't going to work, I'll just unpack them for the final release. However, two beta testers isn't enough to make that decision.

Even if you may not have a higher level character or the time to play a quest mod, I need a couple volunteers to test the installation of Keening - you'll be credited of course. Let me know here or in pm if you're willing to help out.

Thanks!
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Vicki Blondie
 
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Post » Sat Jul 07, 2012 9:35 pm

Check the utility to register bsa made by Kingpix this year.
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Conor Byrne
 
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Post » Sun Jul 08, 2012 1:45 am

Check the utility to register bsa made by Kingpix this year.

Thanks, but yes, I used it, and it wrote the spacing into the ini incorrectly. I downloaded the updated version of his utility and it still didn't work (Note: not trying to fault kingpix's utility - I chose to write them in myself rather than explore why bsareg didnt work, since the goal was to test Keening, not bsareg). My beta tester told me that he used three different methods to register the bsa files, and they all failed to do so. However, writing the archives into the ini file is a very simple process and that worked perfectly for my test of the Keening files on a fresh install on my end. I'm looking for someone to tell me whether they can make it work on their end, since I'm being told otherwise. Since editing the ini is such a simple process, and I have visual instructions on my downloads page that show exactly what things should look like, I'm less concerned about having a bsa registration tool that works and more concerned with finding out why the bsa files work for me but not for my two beta testers.

These are the instructions on my downloads page:

http://www.automatichamster.com/keening/keening-ini.jpg

http://www.automatichamster.com/keening/keening-datafiles.jpg
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Shannon Lockwood
 
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Post » Sun Jul 08, 2012 2:28 am

Found the problem, you're going to kick yourself when you read this: I noticed the Keening BSA is literally named just "Keening", so I changed my ini file to reflect that, and most of my old errors went away. Only things not loading are some Dwemer meshes/textures, and foot parts. I can probably fix that.

City's even more laggy for me than before. :P
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Anne marie
 
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Post » Sun Jul 08, 2012 5:55 am

Found the problem, you're going to kick yourself when you read this: I noticed the Keening BSA is literally named just "Keening", so I changed my ini file to reflect that, and most of my old errors went away. Only things not loading are some Dwemer meshes/textures, and foot parts. I can probably fix that.

Thanks for figuring that out :smile: I was hoping it was something like that. I'll just change the file name when I release it. Or, better yet, just change the install instructions.

As for the dwemer textures and such, there is an update on the downloads page that fixes that - just a 1.5 mb download.

Notes on that issue:
Spoiler

Error report from neildarkstar, broken down and addressed

-----------------------------------------------------------------
Not able to find Foot part in KO_Pink_Boot_Stockings_BP.
Not able to find Foot part in KO_Pink_Boot_Stockings_BP.
Not able to find Foot part in KO_Brown_f_boot_f.
Not able to find Foot part in KO_Brown_f_boot_f.
Not able to find Foot part in KO_Brown_f_boot_f.
Not able to find Foot part in .ranger_boots.
Not able to find Foot part in .pirate_boots.
Not able to find Foot part in .pirate_boots.
Not able to find Foot part in KO_leather_boots_long.
Not able to find Foot part in .pirate_boots.
Not able to find Foot part in .pirate_boots.

- ANSWER: known errors from clothiers of vvardenfell. Game should function properly. Added to the to-do list.
-----------------------------------------------------------------
TES3Stream Warning: Model "Meshes\KN\Dwrv\door_dwrv_load00.nif" tex not found "Textures\KN\Dwemer\KN_Tx_metal_iron_rusty.dds"!
Texture Load Error!: Textures\KN\Dwemer\KN_Tx_metal_iron_rusty.dds
TES3Stream Warning: Model "Meshes\KN\Dwrv\ex_dwrv_ruin30.nif" tex not found "Textures\KN\Dwemer\KN_tx_dwrv_wall50.dds"!
Texture Load Error!: Textures\KN\Dwemer\KN_tx_dwrv_wall50.dds
TES3Stream Warning: Model "Meshes\KN\Dwrv\ex_dwrv_observ00.nif" tex not found "Textures\KN\Dwemer\KN_tx_dwrv_lens00.dds"!
Texture Load Error!: Textures\KN\Dwemer\KN_tx_dwrv_lens00.dds

- ANSWER: problems with incomplete rexture conversion to a new tileset. The following dummy textures have been added:
Textures\KN\Dwemer\KN_Tx_metal_iron_rusty.dds (copy of metal00)
Textures\KN\Dwemer\KN_tx_dwrv_wall50.dds (copy of wall60)
Textures\KN\Dwemer\KN_tx_dwrv_lens00.dds (copy of lens00b)
-----------------------------------------------------------------
TES3Stream Warning: Model "Meshes\f\flora_tree_wg_08_KNa.nif" tex not found "textures\vurt_wgdeadleaf2.dds"!
TES3Stream Warning: Model "Meshes\f\flora_tree_wg_08_KNa.nif" tex not found "textures\vurt_btree01.dds"!
Texture Load Error!: textures\vurt_wgdeadleaf2.dds
Texture Load Error!: textures\vurt_btree01.dds
TES3Stream Warning: Model "Meshes\f\flora_tree_wg_08_KNa.nif" tex not found "textures\vurt_wgdeadleaf2.dds"!
TES3Stream Warning: Model "Meshes\f\flora_tree_wg_08_KNa.nif" tex not found "textures\vurt_btree01.dds"!
Texture Load Error!: textures\vurt_wgdeadleaf2.dds
Texture Load Error!: textures\vurt_btree01.dds

- ANSWER: missing files from adding vurt's trees. The following textures have been added:
textures\vurt_wgdeadleaf2.dds
textures\vurt_btree01.dds
-----------------------------------------------------------------
Texture "Textures\Tx_rockyscrub_01.tga" count 3.
Texture "Textures\enviro 01.dds" count 3.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\Tx_A_Silver_cuir_duke01.dds" count 4.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.
- ANSWER: origin of missing files is unknown.

City's even more laggy for me than before. :tongue:

Yep - I'm proud of the level of detail, and I'm aware that Keening technically has higher system requirements than vanilla Morrowind - but seeing as it's ten years later, I made the decision to try to move my content forward, especially with Open MW coming up soon, and the fact that computers themselves have moved forward as well. My own computer is not powerful enough to run shadows in MGE XE, or any kind of distant land, but I can run Keening, so I used that as a guide when building it. Let the pieces fall where they may.
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Harry-James Payne
 
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Post » Sun Jul 08, 2012 6:47 am

It's cool, I just need to remove some unimportant NPCs I think.
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Ana Torrecilla Cabeza
 
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Post » Sat Jul 07, 2012 4:04 pm

It's cool, I just need to remove some unimportant NPCs I think.

Make a patch esp and send it to me if it helps. :) I may have two middle fingers, but I have no reason to use them on people who want to play Keening but have older computers. If removing "Commoner" and "Bounty Hunter" makes a difference, go for it. Just don't remove Keenie Bright - Keenie Bright loves you. <3
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Scott Clemmons
 
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Post » Sat Jul 07, 2012 8:06 pm

Keening now has it's own sub-forum at http://www.gamesas.com/redirect.php?site=http://www.wolflore.net/viewforum.php?f=104. It's an intelligent, yet small community, and they were nice enough to give me my own forum that I'm in charge of moderating.
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Lyndsey Bird
 
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Post » Sat Jul 07, 2012 9:54 pm

Thanks to Jac and Fliggerty, Keening now has hosting space. And thanks to neildarkstar and Gearmaster for some beta testing. So, now I can drop the link to download the Keening Chapter 1 Beta ever so quiety here in my WIP thread.

BETA - [RELz] - Keening Chapter 1 - Keening City

Keening Downloads and Installation: http://www.automatichamster.com/keening/downloadsportal.shtml

Door's open for feedback on my first mod release - I hope it's a little bit of fun for some people, and enough to get people interested in helping out with the project going forward. I'm especially interested in technical issues and anything "game-breaking," if you find anything. Thanks!

[WIPz] - Keening Chapter 2 - Keening City Expanded / The Ingenium

Chapter Two will expand the general experience of the city, mostly through more content, and adding side quests to the NPCs. I'm interested in hearing from players what they would like to see changed or added to the City, including feedback on the cost and attributes of items that were added by the required mods. Chapter two will add the next step in the Keening Main Quest, which will involved The Ingenium. All the lore from the novels will be considered, and an early version of the device will be built, so I'm either going to need a modeler or take some time off to learn to work blender myself. Ambient townsounds, Children of Morrowind, and Needs of Morrowind patches will be made as well.
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X(S.a.R.a.H)X
 
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