[WIP] Keening, TES:III Independent Expansion [2]

Post » Thu May 03, 2012 4:38 pm

Well, the Architect's rank is Grand Architect. A step below her is Tonal Architect. He's the dude that built the Dwemer Planeship. Also, he is the gatekeeper for Keening's own Daedric Portals to the Deadlands. So, Modder Tonal Architect vs Keening Tonal Architect - FIGHT!

KTA is going down...


I'm going to make some quick tweaks and then package up KN01_Keening City.esp for playtesters tonight or tomorrow. I'm going to submit it to the 10th anniversarry modding tourney at Great House Fliggerty od the 16th (I think) and then release it around May 1, with any corrections and a little more voice acting and textures, and completing some side quests.

If you don't win, it can only be because Vurt submitted his masterpiece: Treetopia, a mod that turns everyone and everything in Morrowind into trees. That gold can be harvested from. :P

1. I will need to move the landmass to make way for people who want to play Tamriel Rebuilt map 4 (or 3? I dont even know)

Eh, you know my opinion on TR compatibility.

2. Right now, when you steal something, the characters just yell - they don't do anything else. Not sure what's wrong.

Sometimes it helps to attach ownership of stuff to the guards themselves, rather than the actual owners.
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Angela
 
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Post » Thu May 03, 2012 7:00 am

That's it! Tonal, in the version that I send to you, maybe I should just make the Tonal Architect 100th level with instant kill spells or something.

Eh, you know my opinion on TR compatibility.

I do, lol. When I started work on this, I had no idea that the Morrowind modding community was even still alive, and after visiting several towns in the current Tamriel Rebuilt without finding very much that was new or useful to my 40th level character in the interiors, I did not realize how popular the project was. I'm getting the picture that map 3 is going to be a lot more advanced than the previous maps, and if I don't have to split the community into TR players and Keening players, I might as well avoid that problem. Granted, TR is very vanilla, very landmass first/ quests second, and Keening is very "massively modded" / quests first, landmass second - so people who like the one might not like the other, but I'd rather not force people into that. Now, for those that are working on or play TR, I'm not dissing you guys at all, just making observations on modding styles based on visits to only two TR towns. So, hopefully someone like Cider will step forward and move the landmass for me, maybe 4-8 cells south of the southernmost point that TR plans to use, whatever that may be. ie - if I can get a volunteer who plays/ works on TR to move keening, that would be ideal. Hopefully all my door-markers and stuff will move with it.

Sometimes it helps to attach ownership of stuff to the guards themselves, rather than the actual owners.

Hmmm... wasn't planning on having guards in every location... but I can add a few more. There must be another way to toggle it so that someone in a private home will do more than yell "hey!" if you steal their expensive helmet from the table.
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Dalton Greynolds
 
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Post » Thu May 03, 2012 2:45 am

That's it! Tonal, in the version that I send to you, maybe I should just make the Tonal Architect 100th level with instant kill spells or something.

Go ahead, I'll still win. I'm THAT good. :)

Hmmm... wasn't planning on having guards in every location... but I can add a few more. There must be another way to toggle it so that someone in a private home will do more than yell "hey!" if you steal their expensive helmet from the table.

I've forgotten whether or not I had this problem when I made Demolank's Shop, but there's a group of Orcs living in a manor in Caldera that only ever yell at you when you take stuff, so whatever's making them do that, maybe that's what's causing your NPCs to do the same thing.
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Invasion's
 
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Post » Thu May 03, 2012 1:09 pm

but there's a group of Orcs living in a manor in Caldera that only ever yell at you when you take stuff, so whatever's making them do that, maybe that's what's causing your NPCs to do the same thing.

Cool - I'll find a vendor that gets upset without a guard present and compare it to ghorak manor...
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Alkira rose Nankivell
 
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Post » Thu May 03, 2012 3:59 am

Oh, and 3: I need to get a script to put on the doors for locations that will be developed in later releases. Right now, they are locked 100, but for an actual release, I don't want any "doors to nowhere" that can be unlocked and swung open to bare rock behind them. A script that would simply allow a message to come up preventing the door from being opened that reads "This location may not be entered at this time" or something. Future chapters would simply remove the script once an interior has been built that corresponds to the appropriate chapter.
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Rob Davidson
 
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Post » Thu May 03, 2012 12:27 pm

You should take a look at the script attached to the doors that lead to the chambers of King Helseth. They do the exact same thing you're looking to do.
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Sasha Brown
 
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Post » Thu May 03, 2012 10:36 am

I do, lol. When I started work on this, I had no idea that the Morrowind modding community was even still alive, and after visiting several towns in the current Tamriel Rebuilt without finding very much that was new or useful to my 40th level character in the interiors, I did not realize how popular the project was. I'm getting the picture that map 3 is going to be a lot more advanced than the previous maps, and if I don't have to split the community into TR players and Keening players, I might as well avoid that problem. Granted, TR is very vanilla, very landmass first/ quests second, and Keening is very "massively modded" / quests first, landmass second - so people who like the one might not like the other, but I'd rather not force people into that. Now, for those that are working on or play TR, I'm not dissing you guys at all, just making observations on modding styles based on visits to only two TR towns. So, hopefully someone like Cider will step forward and move the landmass for me, maybe 4-8 cells south of the southernmost point that TR plans to use, whatever that may be. ie - if I can get a volunteer who plays/ works on TR to move keening, that would be ideal. Hopefully all my door-markers and stuff will move with it.
:stare: I guess I'll have to break the news to you guys, The first maps? Even TR acknowledges that they...need work. They will have work done on them. And yes, release map 3 is a lot better and organized. Beats vanilla morrowind by a hell of a long shot. I strolled through the internal maps and almost cried at the beauty. Meh, I'll never convert you guys to the truth of TR, but I'll try! :devil: BUT, in relation to the problem here, I would advise moving Keening to the east. Mainland Morrowind goes south a LONG ways. You can quite literally fit a whole Vvardenfell down there. Two more by it's sides if you really try. East Is the way to go. :cool: Easy easty. Trust me.

@Tonal, we all know you can look at Alduin and make him [censored] himself.
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celebrity
 
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Post » Thu May 03, 2012 8:05 am

I guess Ill have to break the news to you guys, The first maps? Even TR acknowledges that they...need work. They will have work done on them. And yes, release map 3 is a lot better and organized. /;Meh, Ill never convert you guys to the truth of TR

Funny you should reiterate what you quoted me saying while prefacing it with a statement that implies that youre trying to convince or educate me of some fact that Im resisting. You quoted my statement, "I'm getting the picture that map 3 is going to be a lot more advanced than the previous maps." Im not sure how you so grossly misunderstood my comments about TR, so I'm hesitant to even discuss it in anticipation of my words being totally misunderstood again... Tonal and I do not share the exact same opinions (Much as I wub my Tonal).

I think that is is pretty cool that they plan to work on the previous maps, but I think that if there is a criticism it would be that the project boasts that its been worked on for ten years, but has not released anything completed (I have been told that map 1 and 2 are not completed). If it were my project, I would make a point to release at least one completed, fully-detailed city before moving on to a third release, in order to properly represent to the community what the entire project might look like when it is ALL completed. But, it is not my project and they are welcome to manage it in any way they see fit . I think it will be an amazing project when it's complete, and I look forward to it - but the fact that such a huge amount of real estate has been reserved for a ten year old project that hasnt released anything that is finished can make others modders who have a completed project to release, but are told to "get out of the way," feel quite frustrated and resentful. Am I happy that Ive been told to get out of the way? Of course not, but Ill work to have it moved anyways... I have no interest in attempting a popularity war - Id rather work with and get to know the fine people of TR. And also, yes, I would like to try out Map 3, but it had better be as good as people say it is! ;) I hope this clears things up once and for all. I have no intention of ragging on TR, Im simply discussing possibilities as to why someone would.

BUT, in relation to the problem here, I would advise moving Keening to the east. Mainland Morrowind goes south a LONG ways. You can quite literally fit a whole Vvardenfell down there. Two more by its sides if you really try. East Is the way to go. :cool: Easy easty.

I appreciate the advice, but why east? I thought the moving process was simply using a program to move the entire contents/ data of one cell into another - so, why is the distance of the move of import to me? Is it because we do not know what their southernmost cell will be? Also, my landmass SHOULD be off the visible map, as it does not exist on Nirn/ in Mundus/ whatever. Ive never moved a cell before and I dont know how it works, so if there;s a reason why you say east, let me know. ;thanks!! :D
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Alexandra walker
 
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Post » Thu May 03, 2012 10:55 am

:unsure: ...now I am misunderstood...I'll leave this thread for awhile until I can get my words on TR right so no misunderstandings can happen. Oh, and it's a smaller move east than it is south to get off the map. Smaller moves are easier and safer. Plus, east leaves less probability of having future conflicts with mods. Who knows if someone will put together a team for Black Marsh?

P.S. Your message has some sort of screw up in it from my view...

~Ryu Hayabusa
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Steph
 
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Post » Thu May 03, 2012 2:48 am

so, why is the distance of the move of import to me?
- the more distant from the map center (0,0), the greater "trembling" effect of things due to math roundings (engine limit). This is not game breaking, still it is noticeable, and with no solutions at the moment
- current Morrowind code patch increases map area from original (-28,-28 - 28,28) to (-51,-64 - 51,38). Anything out of mappable area is less desiderable for players.
Having said that, it's not easy to accomodate a medium/large area compatible with future TR/Cyrodiil releases and commonly used landmasses. Assuming TR release order stay as planned, I'd use area probably touched last by TR, so mod can be enjoyed before related future TR updates/releases.
[EDIT]to-->from
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Adam Porter
 
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Post » Thu May 03, 2012 11:33 am

Plus, east leaves less probability of having future conflicts with mods. Who knows if someone will put together a team for Black Marsh?

My Architect could beat up your Argonian Land Mass. >_< It's all good, Ryu <3

Assuming TR release order stay as planned, I'd use area probably touched last by TR, so mod can be enjoyed before related future TR updates/releases.

Thanks for the in-depth explanation! It sounds like if I want to move it to make way for other mods (I really DONT want to, lulz), I may be sacrificing some stability of my own work. However, I'd prefer if my work could be considered an important part of someone's game, and not something that gets uninstalled to make way for another mod. I'll probably be offering expansions to Keening for some time to come. Time will tell, but ultimately I'm making this for myself, and if others enjoy it as well, then cool.

Do we know of any mods that have been placed to the east of TR? It would be just my luck to move it and then find out that there's a An Extremely Popular Mod that already exists in that space.

And meanwhile, I've sent files to Tonal Architect for playtesting. If his play-through shows no missing heads or anything, then I'll get the other play-testers involved. I'm hoping I remembered all the files that were needed, but I want to make sure before getting it out to a bunch more people. If all goes well, I could have a [REL] Release thread for KN01_KeeningCity.esp by May. the 7zip file right now is about 80 mb.
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Tasha Clifford
 
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Post » Thu May 03, 2012 10:42 am

Thanks! I think I realize what you mean about TR. It's unbelievable that after ten years, more work didn't go into maps 1 and 2. I finally get it!!! And I agree. And if you go east, no province mods will conflict. (duh!) Also, no popular mods that I know of take place off the map to the east anyway. Best bet is east.

P.S. Heh, it ain't MY Argonian land-mass. I don't even think a team is on Black Marsh yet but maybe in the future? I have Elsweyr. Superkitties? :biggrin:

P.P.S. Pumped for Keening as well! :drag:
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RaeAnne
 
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Post » Thu May 03, 2012 1:59 pm

in preparation for the Keening download page, I'm creating banners for the required mods to go along with detailed information about the mods and why they are essential to Keening as a project. Most people think that Morrowind Comes Alive is a simple NPC-placer mod, but it isn't, and I'll have a write-up on the Keening website shortly.

http://www.automatichamster.com/keening/downloads/MCA-banner.jpg Banner
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Timara White
 
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Post » Thu May 03, 2012 5:55 am

The downloads/ required mods page is complete. This should make installation both exciting and simple, as well as putting to bed any questions as to why I have selected certain required mods, rather than going vanilla. So, I'm just about ready to have my other play-testers try out Keening now that this page is set up. I'm not much for read-me files... I prefer a solid, colorful website.

http://www.automatichamster.com/keening/downloads.shtml
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Nina Mccormick
 
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Post » Thu May 03, 2012 2:09 am

For my personal use, I don't want the gothic attire shop appearing in Caldera interfering with other mods (or breaking immersion with clothes I'm not sure belong in Morrowind). I think I'm going to edit my copy of the mod locally and just delete any references to cells in Caldera.

If you haven't done the atmospheric sound effects in the city yet, I'd urge you to consider Atmospheric Sound Effects (ASE) over Ambient town Sounds.

http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1463
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kiss my weasel
 
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Post » Thu May 03, 2012 9:41 am

For my personal use, I don't want the gothic attire shop appearing in Caldera interfering with other mods (or breaking immersion with clothes I'm not sure belong in Morrowind). I think I'm going to edit my copy of the mod locally and just delete any references to cells in Caldera.

I would make patches like those myself if it were in good taste for me to do so. Being new to the modding community, I'm leaving that kind of thing to the players for fear of offending the other modders. Feel free to make that patch available. Same with Clothiers of Vvardenfell (though, on that one, with the permissions I've acquired, I could probably make a patch for that.)
There is a hidden location with books that include full credits, and doors to all of the interiors of the shops... so, if someone removes their exterior locations, a player can still enter the secret location if they simply want to check out the workmanship and history of these mods. But this location will be more of an easter egg to be accessed as an unofficial part of Keening. I'll probably hide the key under a rock somewhere that you'd only find it if you looked it up on the readme or on the website.
The clothing selections that I actually include in Keening are all items that fit into my vision of the place. There is a new faction of mages that has a different history, attitude, and powers, so the more powerful members of that group are a little bit more unusual. Within the city, I have very well dressed, but more normal characters, and then finally as you go further out into the dirt and wild of the island, you run into people with even more vanilla hairstyles and clothing.

If you haven't done the atmospheric sound effects in the city yet, I'd urge you to consider Atmospheric Sound Effects (ASE) over Ambient town Sounds.

I'll check it out - I made the file for ambient but it needs to be stripped down somewhat. I have no problem with doing an option file for both of them. Thanks!
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Céline Rémy
 
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Post » Thu May 03, 2012 5:01 am

QUESTION
-----------------
I have a question for the community. I originally placed my Prison Marker in the jail interior, but they guards would just send your character to ebonheart if you did jail time. So, I deleted that marker and placed it in the next exterior cell over from the city. Now, the game just crashes if you get arrested and are sent to jail. Is there more to telling guards where to send you than placing a prison marker?
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Sunny Under
 
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Post » Thu May 03, 2012 9:05 am

QUESTION
-----------------
Another thing I've put off that I want to bring home now that I'm close to the first release is renting rooms. Can anyone tell me how this should be set up? Seems like Bethesda has it set up differently in various locations. I don't often rent rooms while playing the game myself, but I know that some people do, and I want to keep things consistent with Morrowind's options. Right now, the rooms are just... available... which isn't so bad, but I can do better.
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Kayleigh Williams
 
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Post » Thu May 03, 2012 3:00 pm

QUESTION
-----------------
Another thing I've put off that I want to bring home now that I'm close to the first release is renting rooms. Can anyone tell me how this should be set up? Seems like Bethesda has it set up differently in various locations. I don't often rent rooms while playing the game myself, but I know that some people do, and I want to keep things consistent with Morrowind's options. Right now, the rooms are just... available... which isn't so bad, but I can do better.

I think it has something to do with the dialogue or something. Not quite sure.
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Javaun Thompson
 
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Post » Thu May 03, 2012 9:24 am

You might be better off asking those two questions in the Construction Set forums.

http://www.gamesas.com/forum/11-construction-set-morrowind/
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April D. F
 
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Post » Thu May 03, 2012 11:41 am

You might be better off asking those two questions in the Construction Set forums.

http://www.gamesas.com/forum/11-construction-set-morrowind/

If I don't get an answer here in my own thread from people who are interested my project, then I'll shoot it out there. If you'll notice, half of this thread has been about troubleshooting and solving problems with my project, and I have had great success in solving pretty much everything I needed to know from people who are interested in my project specifically. Keeping the solutions in one thread has been a big help for me.
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Eire Charlotta
 
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Post » Thu May 03, 2012 12:50 pm

QUESTION
-----------------
I have a question for the community. I originally placed my Prison Marker in the jail interior, but they guards would just send your character to ebonheart if you did jail time. So, I deleted that marker and placed it in the next exterior cell over from the city. Now, the game just crashes if you get arrested and are sent to jail.
tried with a clean save?


QUESTION
-----------------
Another thing I've put off that I want to bring home now that I'm close to the first release is renting rooms. Can anyone tell me how this should be set up? Seems like Bethesda has it set up differently in various locations. I don't often rent rooms while playing the game myself, but I know that some people do, and I want to keep things consistent with Morrowind's options. Right now, the rooms are just... available... which isn't so bad, but I can do better.
look for this script.
Pub_Balmora_South
It is explained there how to do that. You can simpl modify that one for your purpose.
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ZzZz
 
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Post » Thu May 03, 2012 12:42 pm

look for this script.
Pub_Balmora_South
It is explained there how to do that. You can simpl modify that one for your purpose.


Thank you - you rock! I might need to tweak the script a little bit more before FINAL release, but it works now. It still mentions balmora in there but it is its own script name to match the new door name, so that's probably all that really matters.
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Marilú
 
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Post » Thu May 03, 2012 4:55 pm

tried with a clean save?

Yes, I synced to load list and repaired all. I looked into it a little more and then followed example to link teleport to an interior and it works now. I'm not sure why I have to do that, as it drops you outside, but it worked. You can now rent room and serve jail time in Keening. I feel all growed up. ;)
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Tracey Duncan
 
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Post » Thu May 03, 2012 8:41 am

I did some mock-ups of chapter covers for the ten upcoming Keening mods in the series. Chapter One is almost done (The others are all in various states of completion).

------------------------------------
CHAPTER COVERS
------------------------------------

KN01 - http://www.automatichamster.com/keening/covers/KN01-500.jpg
KN02 - http://www.automatichamster.com/keening/covers/KN02-500.jpg
KN03 - http://www.automatichamster.com/keening/covers/KN03-500.jpg
KN04 - http://www.automatichamster.com/keening/covers/KN04-500.jpg
KN05 - http://www.automatichamster.com/keening/covers/KN05-500.jpg
KN06 - http://www.automatichamster.com/keening/covers/KN06-500.jpg
KN07 - http://www.automatichamster.com/keening/covers/KN07-500.jpg
KN08 - http://www.automatichamster.com/keening/covers/KN08-500.jpg
KN09 - http://www.automatichamster.com/keening/covers/KN09-500.jpg
KN10 - http://www.automatichamster.com/keening/covers/KN10-500.jpg

and for fun, as a thanks to my future filehosts at gtagaming.com....

http://www.automatichamster.com/keening/covers/keening-gta.jpg

Right now I'm mostly just working on some retextures, finishing up existing quest dialogue, making icons, and tweaking. We're going to go into the studio to do another voiceover session, and then I just have to move the landmass and clean the file. I'm going to take like... oh I dunno... a week off after the first chapter is finally tied up! Been working on this like mad since December.
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Rich O'Brien
 
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