[WIPz] Overhaul Patch for Razhkul's Reign of Fire v1.1

Post » Sun Aug 08, 2010 9:40 am

I have a request if your up to it Gluby, I have made some retextures for a white dragon which Razhkul had planned on creating but never did create, except for an ice breath texture. I'm curious if you are willing to possibly add this white dragon to ROF.

Here are some screens.

http://img266.imageshack.us/i/image2v.gif/
http://img141.imageshack.us/i/mgescreenshot1.png/
http://img519.imageshack.us/i/mgescreenshot5.png/
http://img688.imageshack.us/i/mgescreenshot6.png/

The texture the dragon uses is the high res blue dragon texture from Bahamut just recolored, the mesh is the blue dragon's mesh, and the ice breath texture is the only thing I'm aware of that Razhkul made for the white dragon.


The ice/white dragon textures are already in RoF
http://i6.photobucket.com/albums/y233/Bahamut_ZERO/Show/wh.jpg

To bad we cant have http://s6.photobucket.com/albums/y233/Bahamut_ZERO/Show/ud.jpg
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Ashley Hill
 
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Post » Sun Aug 08, 2010 3:43 pm

I've only got one real point I'd like to bring up, and due to the apparent difficulty experienced by others in Reign of Fire, I'm not sure anyone else has encountered it...

After I had completed Reign of Fire entirely, by raising the dragon to maturity, I used him to complete Bloodmoon in a timely manner. However, upon completion of bloodmoon, returning to my dragon produced an unusual error. Upon telling him to hunt, my dragon flies off, in the direction he was facing. Upon his return, he flew back. Still facing that direction. And upon landing, walks back in that direction, no matter what I tell him to do. I can still control him by mounting him, but the model wouldn't face the specified direction, despite him moving in that direction. My only clue as to what could have caused this is the time spent between getting dragged off to the Glacier and returning.

So, while you're working on this, Gluby, can you please keep an eye out for this error and what could have caused it?
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Ray
 
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Post » Sun Aug 08, 2010 10:11 pm

The ice/white dragon textures are already in RoF
http://i6.photobucket.com/albums/y233/Bahamut_ZERO/Show/wh.jpg

To bad we cant have http://s6.photobucket.com/albums/y233/Bahamut_ZERO/Show/ud.jpg

Fascinating... what is that one from? Is it something of yours?

Since you're here -- very nice retexes on the dragons! :D

I've only got one real point I'd like to bring up, and due to the apparent difficulty experienced by others in Reign of Fire, I'm not sure anyone else has encountered it...

After I had completed Reign of Fire entirely, by raising the dragon to maturity, I used him to complete Bloodmoon in a timely manner. However, upon completion of bloodmoon, returning to my dragon produced an unusual error. Upon telling him to hunt, my dragon flies off, in the direction he was facing. Upon his return, he flew back. Still facing that direction. And upon landing, walks back in that direction, no matter what I tell him to do. I can still control him by mounting him, but the model wouldn't face the specified direction, despite him moving in that direction. My only clue as to what could have caused this is the time spent between getting dragged off to the Glacier and returning.

So, while you're working on this, Gluby, can you please keep an eye out for this error and what could have caused it?

You know, that kinda sounds like the same problem I periodically have with Abot's Guars, though I am not sure it is limited to that mod. I'm not sure where, probably in his thread, but I know he talked about it. IIRC, it was something about teleporting or using fast travel while the companion is in follow mode. The companion would just keep trying to go back to my last pos before teleporting/fast traveling, and there wasn't much I could do about it. When I hopped on the guar to ride it, I could make it go the way I wanted, but it always faced the direction it wanted to go. That part right there makes me think it's the same problem.

For Abot's mod, he advised people to just keep trying to change the orders of the guar until it took (this is likely not wholly correct -- I'm going off of rough memory, but it is roughly along the correct lines). So when the guar starts going crazy, I keep trying to get it to swap positions with me, follow me, stay, whatever I can that affects its follow mode. Sometimes it is terribly aggravating and takes five or more minutes of difficulty, and sometimes it takes pretty quickly. It doesn't happen that often, but I'm not sure what the fix would be for RoF.

I wonder if using the console to force AIWander 0 0 0 0 would do the trick?

But, if it is a bug in the companion scripting itself, I'll definitely watch out for it and fix it if I can. So far, I have yet to decipher the companion scripts. I'm still getting all the quest, dialogue, other scripts, and other details in place. I'm saving that bit for last.

I'm really curious to know if that works, or if some other console AI command will fix it. Please do let me know if you get it figured out.
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Chenae Butler
 
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Post » Sun Aug 08, 2010 10:14 am

...snip...

I wonder if this is possibly what is sometimes happening with most companions (as many tend to wander off at times...I have noticed a trend around teleports). In most cases I have seen that doing a startcombat player, close console, stopcombat, close console on the companion tends to fix it. I have not used ROF or Guars, but it may be worth a shot on these as well (since it is a common TS step to my knowledge for normal companions).
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Sakura Haruno
 
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Post » Sun Aug 08, 2010 2:21 pm

I wonder if this is possibly what is sometimes happening with most companions (as many tend to wander off at times...I have noticed a trend around teleports). In most cases I have seen that doing a startcombat player, close console, stopcombat, close console on the companion tends to fix it. I have not used ROF or Guars, but it may be worth a shot on these as well (since it is a common TS step to my knowledge for normal companions).


Do you find that to be a surefire fix, or not always? If there is a 100% effective method, I'll see if it would work well to incorporate it automatically into the dragon call ring script, so that if the dragon goes batty, all you have to do is use it.
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renee Duhamel
 
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Post » Sun Aug 08, 2010 2:00 pm

I've never played RoF but I've been kinda keeping half an eye on this thread, sorry if I've missed something...

If you're talking about the companion AI-going-wonky problem (you know when this happens because they head off in one direction and completely ignore you or anything else - if you check AI package it's usually -1 (no valid AI) when this happens) - this is just a MW AI bug, IIRC they're trying to return to their starting coords. The startcombat fix is as reliable as you get in MW, but sometimes you have to repeat it a few times. Trouble is: with creatures, if they're in combat and you're in a town, the guards will attack them. And creatures tend to be more susceptible to this bug too, in my experience.

I do have some companion scripting stuff that might be useful, if you want it. The AI fix I use may not be what you want for creature companions though - I've tried to make it quick as possible so guards won't have time to enter combat, but if they're close enough when it happens they can still attack, and you'll have all-out chaos if you have other companions - they'll attack the guard once he hits your creature follower.

Since I'm here, btw - I did write a script for a dragon companion a while back (part of a larger mod that never got released), so I might be able to help with the scripts a bit if you want. :)
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Ownie Zuliana
 
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Post » Sun Aug 08, 2010 12:51 pm

Those look like good possibilities for sure.

I can't actually find the original release of Phijama's staves, but Lady Rae released http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3880 that has them along with other things with a lot of great potential for use in this mod, especially for a white dragon's lair. As for Phijama's staves, http://www.mediafire.com/?sharekey=93138da1946b86c336df4e8dca141969d1da9cf003cf28e59b20786b9a6e1ed0 is a pic of them I took in the CS. I am particularly impressed by the lantern staff. (It would be really nice if we could have a separate mesh with either the large pearl or the hanging jewel part removed from it, use the removed portion as the Gem of Peryite (which we would appropriately rename), and then allow the player to fuse them later, which would then use Phijama's original mesh, as retextured by Lady Rae.


I've only half skimmed the thread because I'm feeling lazy today, but I think either of them would be a nice model for the staff.
Once you're sure about which one you're gonna use, if you want, I can seperate the jewel and the staff.

I was going to comment on the Gem of Peryite as having no basis in lore except being named after the http://www.uesp.net/wiki/Lore%3a%50eryite, the daedra prince whose form is a dragon.
It seems fitting to me, other than it may not suit Peryite's beliefs (he was presented as neat and orderly in Oblivion :shrug:).

The staff name I'm not sure of, I'm sure you'll think of something cool, I actually like the name 'Nemurian Staff'.
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marina
 
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Post » Sun Aug 08, 2010 10:18 pm

Great idea :D Love it! All the changes are great.

=MA=
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Nick Swan
 
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Post » Sun Aug 08, 2010 2:21 pm

I honestly don't know if it was the dragon attempting to go back to his starting position or trying to follow me. Before entering the Blodskall's house to initiate the final sequence of events for Bloodmoon, I specifically told the dragon to wait in one spot and that's what he did until I came back from the Mortrag Glacier, at which point the error became apparent to me. Alas, I am no longer able to work on the problem further, for that save file is no more. I had requested help with the error when it happened, but all I was told was that the others didn't know, and that I should go make a walkthrough for the mod since I'm practically the only one to complete it without any trouble whatsoever.
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josh evans
 
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Post » Sun Aug 08, 2010 3:57 pm

Whew... very tired. Will respond fully to everything later, but I thought I'd pop up a post to note that a beta can be downloaded http://www.mediafire.com/file/wie3qguditw/Reign%20of%20Fire%20v1.92BETA%20%5bRazhkul,%20Rev.%20Gluby%5d.7z. Play at risk. The full storyline is provisionally complete, all the way up to and including hatching a baby dragon. I haven't completed the documentation, nor have I implemented bbslayer's goodies yet (except for the white dragon egg and baby). And I haven't touched companion scripts yet.

But, if you want to begin playing the main quest of it, that part is, cross-my-fingers, stable. (I have run through once with it in its current state, and hatched a dragon.)

More importantly, perhaps, from some perspectives, there is... A WALKTHROUGH. It's tailored to my version, but much is applicable to the Razhkul's original. :)

But... question. Is including the walkthrough in the readme just way too much of a temptation?

I'll post the link in the OP shortly.
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Marcus Jordan
 
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Post » Sun Aug 08, 2010 2:40 pm

[ . . . ]
I do have some companion scripting stuff that might be useful, if you want it. The AI fix I use may not be what you want for creature companions though - I've tried to make it quick as possible so guards won't have time to enter combat, but if they're close enough when it happens they can still attack, and you'll have all-out chaos if you have other companions - they'll attack the guard once he hits your creature follower.

Since I'm here, btw - I did write a script for a dragon companion a while back (part of a larger mod that never got released), so I might be able to help with the scripts a bit if you want. :)

That would be very welcome and appreciated, melian. :)

I've only half skimmed the thread because I'm feeling lazy today, but I think either of them would be a nice model for the staff.
Once you're sure about which one you're gonna use, if you want, I can seperate the jewel and the staff.

Sounds good! Much appreciated.

I was going to comment on the Gem of Peryite as having no basis in lore except being named after the http://www.uesp.net/wiki/Lore%3a%50eryite, the daedra prince whose form is a dragon.
It seems fitting to me, other than it may not suit Peryite's beliefs (he was presented as neat and orderly in Oblivion :shrug:).

The staff name I'm not sure of, I'm sure you'll think of something cool, I actually like the name 'Nemurian Staff'.

Well then! Sounds like it works.

As for the gem, yeah, I had similar thoughts. It seems weaselable enough, though I'd definitely be open if there was some other thing that comes up that is better.

My first idea has been to make a "Tear of Peryite," with the concept being that there can be a number of those, but tears didn't fit in thematically.

Great idea :D Love it! All the changes are great.

=MA=

Thanks, MA. :)

[ . . . ] I had requested help with the error when it happened, but all I was told was that the others didn't know, and that I should go make a walkthrough for the mod since I'm practically the only one to complete it without any trouble whatsoever.

Ah well. I'll watch out for it.
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Fiori Pra
 
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Post » Sun Aug 08, 2010 10:28 pm

That would be very welcome and appreciated, melian. :)

OK, I'll see if I can remember where I put it - I think I can remember all the important stuff though. A few questions for you: how large is the companion dragon, and does it fly or walk?
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Ellie English
 
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Post » Sun Aug 08, 2010 9:39 am

A few questions for you: how large is the companion dragon, and does it fly or walk?


Yes.

:)

(Longer answer: They start out as baby dragons, about the size of ponies, eventually growing to pretty huge. Off the top of my head, I'm thinking 2.5 to 3 times human height. They walk and fly, though their running animation looks like their flying as well. They can be ridden and flown.)
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Bones47
 
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Post » Sun Aug 08, 2010 9:33 pm

I guess working out the right z-pos is going to be interesting then :lol:
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Myles
 
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Post » Sun Aug 08, 2010 11:48 am

Ouch. I hadn't even gotten to thinking about that yet. :hehe:

Man... I really need to make a stripped-down test-game installation so that I don't have to wait so long to fire up the game to test and fine-tune 8 seconds of script behavior.


Oh, while I'm posting again. Two related questions:

1) Should I include Bahamut's texture replacer, either used by default or in a separate folder optionally installable automatically by Wrye Mash?

and...

2) Bahamut, would this be okay with you? :)
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teeny
 
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Post » Sun Aug 08, 2010 9:02 am

Just aproved this on PES ;) - nice work gluby!
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Nick Jase Mason
 
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Post » Sun Aug 08, 2010 4:56 pm

Just a quick heads up - I've only skimmed through the thread but noticed that I was being credited for modelling one of the staves, the crescent stave with the lantern. This model is not one of mine but I have a feeling that it may have been AOF's, though I may be wrong. Lady Rae may be able to provide some insight into its maker.

Regards,

Phil
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Jade
 
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Post » Sun Aug 08, 2010 2:07 pm

Gluby there are no files on the PES upload......

let me know when you have uploaded the files and i will make the mod public again.
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Jordyn Youngman
 
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Post » Sun Aug 08, 2010 8:54 pm

Just a quick heads up - I've only skimmed through the thread but noticed that I was being credited for modelling one of the staves, the crescent stave with the lantern. This model is not one of mine but I have a feeling that it may have been AOF's, though I may be wrong. Lady Rae may be able to provide some insight into its maker.

Regards,

Phil

Ah, bad assumption on my part. Thanks for clearing that up, Phijama.

Gluby there are no files on the PES upload......

let me know when you have uploaded the files and i will make the mod public again.

This is my first 25MB+ upload, so that thing about needing to e-mail the administrators threw me off. I'll get it up shortly.
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Tai Scott
 
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Post » Sun Aug 08, 2010 3:56 pm

This is my first 25MB+ upload, so that thing about needing to e-mail the administrators threw me off. I'll get it up shortly.

no worries, just drop APY an e-mail or a PM about it and i am sure he will help you. :)
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Justin Hankins
 
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Post » Sun Aug 08, 2010 7:32 pm

Done. I uploaded a smaller upgrade version, and will be putting up the full version 1.93 when I get it together shortly.


EDIT:
Now, some questions I'd like some feedback on.

1) I am basically going to be getting rid of the huge-pile-of-gold dragon's hoards in the back of the lairs, simply because of the unacceptable FPS hit that 50-100 medium-to-high-poly, reflection mapped coin meshes (if you use a replacer) incurs. In effect, I'll leave a few stacks out, maybe 5 to 10, along with smaller stacks for the visual appeal, and just put the bulk of any remaining gold treasure in the chests, along with randomizing the contents (instead of the set, clean numbers of rubies, emeralds and diamonds). The rest of the treasure would be more traditional mishmash of valuable items here and there, along with perhaps a high-end or artifact-quality item or two (there will probably be only 2-4 artifact-quality items in the whole of the mod, as I do want to make this a dragon's treasure, but I do NOT want to make this uber/monty haul).

2) For one or two of the artifact-quality items, I am thinking of (SPOILER ALERT)
Spoiler
Phijama's Peace and Tranquility Blades
as one of a few high-end treasures in the dragon's hoards. Is a scripted-sheathing sword a universally desirable enough thing that there wouldn't be objections to one of them (or two dual-wielded) in the dragon's treasure? Or would it be best to stick to a standard, non-scripted one with no sheaths?

3) Does anyone know who made that lantern staff in the image I put up?
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Katie Samuel
 
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Post » Sun Aug 08, 2010 10:20 am

What about using http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4545 and/or http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4572 for the hoard(s)?

Suitably luscious loot without the FPS hit from loads of objects.

[Edit: Out damned typo!]
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Chris Guerin
 
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Post » Sun Aug 08, 2010 8:39 am

What about using http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4545 and/or http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4572 for the hoard(s)?

Suitably luscious loot without the FPS hit from loads of objects.

[Edit: Out damned typo!]



Ooh, perfect! I love it. :nod:

That gives us the best of both worlds -- the true appearance of a hoard, and no awkward and FPS-killing (and slightly tedious) stack of 100 meshes. I'll get that put in.

Thanks for pointing those out, Dragon32! :foodndrink:


Oh, and I was just about to post here on another note: any feedback so far? Thoughts? Complaints? This-or-that could be improved? Everything's welcome. Well, almost everything.
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Beulah Bell
 
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Post » Sun Aug 08, 2010 9:48 am

It's up on PES now, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8011.

I think I'll keep it listed here in WIPz status, to make sure no one thinks of this as a completed work, but the beta download is up.
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Amy Cooper
 
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Post » Sun Aug 08, 2010 5:26 pm

A couple of things.

1) Problem with Starcon's chests. I want to avoid the undesirable appearance of a glistening, gold-filled treasure chest that actually has nothing in it, so I want to swap it out via script when it is reliably determined to be empty.

However, the non-animated version of Starcon's chests does not include an empty chest, which means I need to use the animated version. No problem with using the animated chests, except there is only an Idle animation (closed) and an Idle1 (in the process of opening). You basically have to run a timer and skipanim to get it to stop at the open state. But this limits its purpose as a Disable/Enable replacement for the full treasure chests, as it replaces it with a closed (Idle) chest.

So, is there any way to start an object/actor out in a certain frame of a certain animation? Or, if it is easy enough and there are any erstwhile 3D modelers/animators out there, would anyone be interested in making a fix for Starcon's chests that make them practically useful in this way? It would be nice if, say, Idle was open, Idle1 is closing, Idle2 is opened, and Idle3 is opening, for example. As it stands now, it's somewhat limited in use to eye candy.

2) The lantern staff is Star Boi's (thanks for clearing that up, Lady Rae) -- with Dirnae's work, it is perfect for the idea of an artifact staff augmented by large artifact gem.

3) If anyone has any other suggestions for nice resources to use to jazz up the treasure hoards or other aspects of the mod, I'm open to it.
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Erika Ellsworth
 
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