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

Post » Sun Aug 08, 2010 10:12 am

Why not just disable the chest all together, I mean.....I don't know about you, but I would think it would be easier to just drag the whole chest to my ship then to try to carry all the coins in my wooden leg. :P
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Natalie Harvey
 
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Post » Sun Aug 08, 2010 8:23 am

I don't see why dragons would [censored] with human-made chests anyway. Are there any models of treasure-piles you can use, make them like chests, and have them deactivate once they're empty?
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Lindsay Dunn
 
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Post » Sun Aug 08, 2010 10:19 pm

Why not just disable the chest all together, I mean.....I don't know about you, but I would think it would be easier to just drag the whole chest to my ship then to try to carry all the coins in my wooden leg. :P

Well, honestly, I hadn't thought of that, but it is an option. An even better option would indeed be to make it a carryable object to put 'inconspicuously' in one's modest home... I haven't messed with object placement/furniture scripting, but, hey, it's an option.

I don't see why dragons would [censored] with human-made chests anyway. Are there any models of treasure-piles you can use, make them like chests, and have them deactivate once they're empty?

Another good point. One might even ask why they value human currency. Here, we're playing totally to the old trope of the dragon's hoard -- the big lizard who, for reasons unknown, values precisely the sorts of objects humans consider representative of wealth accumulation. Kind of big, scaly, tasteful bower birds with a penchant for sturdy luggage. :D

But actually, that was what I was originally looking for. It doesn't seem so, though -- I sure haven't seen any treasure pile mesh. If anyone finds one, though, I would prefer it.
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Tamara Dost
 
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Post » Sun Aug 08, 2010 10:40 am

They have them in the Privateer's Hold mod on PES. Maybe you could PM the author for permissions??


EDIT:
That gives us the best of both worlds --

OMFG Hannah Montana reference, she's everywhere!
By the way, no-one on here would happen to know of any Hannah or Miley themed mods would they?
And anyone who starts flaming on here will be reported.....That's a valid question.
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Je suis
 
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Post » Sun Aug 08, 2010 1:42 pm

They have them in the Privateer's Hold mod on PES. Maybe you could PM the author for permissions??


EDIT:
OMFG Hannah Montana reference, she's everywhere!
By the way, no-one on here would happen to know of any Hannah or Miley themed mods would they?
And anyone who starts flaming on here will be reported.....That's a valid question.



With a post like that, threatening to report a fire before anyone lights a match, how much help do you really think you are going to get?

To answer the question though, not that I'm aware of.

Edit: Also, the "best of both worlds" is hardly a Hannah reference, the origins of that phrase are very old.
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Tiffany Holmes
 
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Post » Sun Aug 08, 2010 8:06 pm

They have them in the Privateer's Hold mod on PES. Maybe you could PM the author for permissions??

That one is just a little itty bitty treasure pile suitable for a small amount on a pedestal, and fairly easily made with separate meshes. I'm thinking something bigger, though not to the scale of those exaggerated piles often imagined (treasure by the metric tonne).

EDIT:
OMFG Hannah Montana reference, she's everywhere!
By the way, no-one on here would happen to know of any Hannah or Miley themed mods would they?
And anyone who starts flaming on here will be reported.....That's a valid question.

Eh? Who's Hannah Montana?


[ . . . ] Edit: Also, the "best of both worlds" is hardly a Hannah reference, the origins of that phrase are very old.

Shh! She might hear you!
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helliehexx
 
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Post » Sun Aug 08, 2010 8:29 am

Hmm... no feedback yet. Ah well.

Hey, on a side technical note -- these treasure chests of Starcon's -- has anyone made significant use of them, and been able to accomplish repeatable opening/closing?

It seems that opening it, closing it and then attempting to reopen it at best comes up with only one frame of opening animation (then it stops as if you've got skipanim going every frame), and at worst (far too often) produces a CTD.

Are animated containers (or other objects) unreliable in general?

If the problem is unavoidable, I may just shy away from the animated chests, unfortunately. As it stands, though, whether it's done with animated chests or not, the next release will allow you to pick up the treasure chests, take 'em home, place them anywhere, rescale them and so forth. (I found, to my amusemant, that I accidentally left the scaling increment too large, and found myself inside a town-sized chest after a few too many clicks.)
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Bonnie Clyde
 
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Post » Sun Aug 08, 2010 3:52 pm

Broke it. I used all 3 Hearts (Akhekhu, Dakgorim, Snidzog) on the Urns in Daggerloft, went up to the door with the pressure plate trap, and nothing happens. Can't get the doors to open at all or the trap to go off. And because i'm on a newer Vista Laptop, it considers the tilde key ` as a kanji key, so i can't open the console at all to fix it. Think i bugged it by saving the game after placing all 3 hearts in the urns, then reloading the game before opening the gate. Gonna try to find a way around it by using the Construction Set.
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Albert Wesker
 
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Post » Sun Aug 08, 2010 8:51 pm

Well, i was able to get through the wall with the use of the "Clipping" bug. With a high enough Speed, you can sometimes jump through solid objects, which i did through the wall.
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des lynam
 
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Post » Sun Aug 08, 2010 10:27 am

Well, gave Redwood Illwing the staff and gem, did some other stuff for several game days, go to Shenk's Shovel, and he's not there. So i went to the Vivec Library, he's still there, and doesn't have crap to say to me about the staff. Questline seems broken.
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CSar L
 
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Post » Sun Aug 08, 2010 1:18 pm

Hmm... I've cleaned up the scripting a bit more for the urns puzzle in Daggerloft, and have tested it again -- it seemed okay by my tests, so the next update should hopefully not see problems. It's too bad you can't get away with using the tilde key, as I'd be curious to know about the variable settings on a few of the objects (specifically, whether the urns are properly setting the correct variables remotely and so forth). Did the glowing orbs go up into the air when you put the dragon hearts in?

Either way, I'll take another look at the scripts and do another run-through to make sure it works. (I've done some pretty heavy revision since the first release.) It's pretty easy to test with player->setspeed 500, player->setathletics 500, tai, and toggleclipping. (And player->additem raz_akhekhu_heart, player->additemraz_dakgorim_heart and player->additem raz_snidzog_heart.)

EDIT: Almost forgot to address the second issue. I'll take a look at the scripting for Illwing and the staff to double-check it. Again, it's too bad about the lack of access to the console. I'd be curious about a couple of variables (console command sv) -- particularly raz_dr_attack and the raz_rof_script variable, ResearchTime.
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Amy Masters
 
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Post » Sun Aug 08, 2010 4:22 pm

Hmm... I've cleaned up the scripting a bit more for the urns puzzle in Daggerloft, and have tested it again -- it seemed okay by my tests, so the next update should hopefully not see problems. It's too bad you can't get away with using the tilde key, as I'd be curious to know about the variable settings on a few of the objects (specifically, whether the urns are properly setting the correct variables remotely and so forth). Did the glowing orbs go up into the air when you put the dragon hearts in?

Either way, I'll take another look at the scripts and do another run-through to make sure it works. (I've done some pretty heavy revision since the first release.) It's pretty easy to test with player->setspeed 500, player->setathletics 500, tai, and toggleclipping. (And player->additem raz_akhekhu_heart, player->additemraz_dakgorim_heart and player->additem raz_snidzog_heart.)

EDIT: Almost forgot to address the second issue. I'll take a look at the scripting for Illwing and the staff to double-check it. Again, it's too bad about the lack of access to the console. I'd be curious about a couple of variables (console command sv) -- particularly raz_dr_attack and the raz_rof_script variable, ResearchTime.


Yep, the glowing orbs floated up into the air after i placed the hearts into the Urns. I used the Construction Set to place a Baby Black Dragon outside of Seyda Neen, and i raised it to advlthood, however, i'm encountering the same bug as i did years ago when RoF first came out. While mounted on the dragon, i have a hard time activating the dragon in mid flight to make him breath Poison (Only way i can currently is by holding the back (S) button and hitting spacebar, which stops his flight), and i cannot "Activate" him at all while on land in order to dismount. Years ago, i was able to get around this by opening the console, clicking on the dragon, and typing "Set Dismount to 1". But now, i'm unable to use the console with Vista.
Trying to figure out an alternative way to access the console, thinking about seeing if there's a script command for it, and using the Construction Set to make a book that when read, opens the console.
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kevin ball
 
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Post » Sun Aug 08, 2010 2:59 pm

But now, i'm unable to use the console with Vista.
Trying to figure out an alternative way to access the console, thinking about seeing if there's a script command for it, and using the Construction Set to make a book that when read, opens the console.

You can't open the console through scripting.
You could just fix your Vista problem.
http://www.gamesas.com/bgsforums/index.php?showtopic=781497&st=0&p=11389133&#entry11389133 This seems to work for the majority of people.

You can also use http://www.gamesas.com/bgsforums/index.php?showtopic=1053524 and set the console to another key of your choice.
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jaideep singh
 
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Post » Sun Aug 08, 2010 12:47 pm

You can't open the console through scripting.
You could just fix your Vista problem.
http://www.gamesas.com/bgsforums/index.php?showtopic=781497&st=0&p=11389133&#entry11389133 This seems to work for the majority of people.

You can also use http://www.gamesas.com/bgsforums/index.php?showtopic=1053524 and set the console to another key of your choice.


Lol, yep. I was just looking for a script command to open the console, and stumbled upon the MGE fix. I kept getting errors when attempting to re-map the Console key, so i deleted a 109 keyboard driver, and it fixed it. I can now use the tilde key to open the console again.
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Alex [AK]
 
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Post » Sun Aug 08, 2010 9:45 pm

Any progress?
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quinnnn
 
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Post » Sun Aug 08, 2010 12:12 pm

Bit of a fever here, but I seem to recall Korana having piles of treasure in one of her mods. Either CoV or Pearl Palace. I don't think they were actually touchable more like scenery additives and therefor as low poly as she could get them. All of that is iirc of course, fever and all.
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Rex Help
 
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Post » Sun Aug 08, 2010 12:46 pm

Have been playing and enjoying this one over the past few days. It's a very good quest mod and the dragons can be a real challenge. Many thanks to Razkhul and Gluby.

Everything went pretty smoothly up until the end with only a few tiny mistakes in some of the text - saying queen dragon and then referring to her as a he for example this journal entry...

I have found and slain Dakgorim, the queen of the @green dragon#s, but I failed to get any @information #from him. I should @report# back to Illwing Redwood immediately.


Biggest problem I had was at the end with the eggs. The power of the staff spell only seemed to fire the raz_eggborn_detect_script when cast on the white dragon urn. You could see the spell effects last for a few seconds with all of them but there was no little tell tail explosion at the end and no msg box came up. It was only when cast on the white urn, even if I selected one of the other colours as my dragon of choice and there was no white egg in the urn. I tried all but the green and I tried multiple times by reloading my game. Secondly when the script did fire it seemed to do everything except place the baby dragon in the cell. I had a look at the script and I did see the quick fade out, the final msg box about the dragon appearing and looking hungry and the journal entry saying the process worked and then musing about naming the critter. It never actually appeared though. So at a guess either the setup of the invisible critters in the urns and/or the logic for the placement of the child dragons needs a little looking at :shrug:

Also Illwing's ring doesn't seem to do anything (well not yet, I used the console and have only had the baby dragon for 2 in game days).

But in the end it's a great mod and I can see why you call it the cadillac of dragon mods having played both dragon riding mods now.

Big thank you for sharing. If any queries on the above let me know.


Cheers
-kwm
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Amysaurusrex
 
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Post » Sun Aug 08, 2010 10:26 am

I got to the end of the quest. I try to pick a dragon egg, but when I cast the spell on it, nothing happens. I cast it on the pillar-thing holding the egg and got like a magic effect, but nothing else happens! :nope: When I used it on the White egg it hatched and gave me the message about the dragon, but it wasnt there! I checked on the Construction Set and it was in the room, but it never appears when I hatch the egg. ANY help would be great, Im no modder so Idk how to fix it. :brokencomputer:

There was also a glitch with the door and the inst-death. I put all the hearts in the urns and the door was gone. I saved and reloaded my game, and the door was there again. I had a levitate spell, and managed to glitch out of the dungeon and simply float around the door though.
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xxLindsAffec
 
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Post » Sun Aug 08, 2010 5:11 pm

It has been absolutely forever since I've played Reign of Fire, but I remember a big bug. If you have already fixed it, I apoligize for not reading it. :P

But the one time I played, when my baby dragon grew up and flew to Dagerloft, he would just disappear and I'd be stuck. :(
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Kayla Oatney
 
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Post » Sun Aug 08, 2010 8:00 pm

This mod is a must-have. And with those fixes, even more :)
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Harry Leon
 
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Post » Sun Aug 08, 2010 2:11 pm

I was advised to use this mod cause I want to fly a dragon, and I have debated it for a while now.

I am curious if all the bugs have been ironed out or if some of them remain.
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Noely Ulloa
 
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Post » Sun Aug 08, 2010 8:04 pm

I've ran into a bug where
Spoiler
I couldn't open any egg at the end of the quest, except the white dragon' one (I kept launching the spell at any eggs, but they wouldn't open). But then, when the white dragon finally hatched, it appeared like the egg was open, but there was no dragon at all.
That didn't happened (AFAIK) with the unpatched version when I tried it a long time ago.

Also, when you go to kill the last of the dragons, the quest-giver mage (don't remember his name now) should be disabled from Vivec's Library, as he ageed on meeting you in Shrenk's Shovel in Caldera (I didn't noticed it, and after killing him I went back to Vivec, where he still was, but he didn't gave any quest update when I talked to him, and that confused me until I realized where we acknownedged to met).

Anyway, and sadly, I doubt this patch is still in development...too much time without any update. A real pity.
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sas
 
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Post » Sun Aug 08, 2010 4:16 pm

any progress?
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Oscar Vazquez
 
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Post » Sun Aug 08, 2010 10:17 pm

Hmm, Gluby hasn't been on the forum since 13th of april. Seems like it's getting abandoned? Maybe someone should ask if they may continue his work?
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David Chambers
 
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Post » Sun Aug 08, 2010 7:16 pm

I was compressing meshes/textures and I found this is the output log:

REF. IN: meshes\ra\raz_whtdrgn.NIF
... NOT FOUND: textures\rof_w_dragon\wht_drgn_body.tga
... NOT FOUND: textures\rof_w_dragon\wht_drgn_wings.tga
... NOT FOUND: textures\rof_w_dragon\wht_drgn_hands.tga
... NOT FOUND: textures\rof_w_dragon\wht_drgn_head.tga
... NOT FOUND: textures\rof_w_dragon\wht_drgn_headg.tga
... NOT FOUND: textures\rof_w_dragon\raz_ice_vfx.tga

Textures are in the textures folder but not in a subfolder \rof_w_dragon.

-MA
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alicia hillier
 
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