Razhkul's Reign of Fire v1.1
STATUS: Nov. 5, 2009. Version 1.92BETA is up at PES, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8011. Companion scripting untouched as of yet. Not everything in place, though the quest itself is fully-playable (wait for the treasures in the update!). More changes, have been made, and many more to be made, including adding in some additional modding community work, as well as implementing bbslayer's white dragon's lair (thanks, bbslayer, for the white dragon egg, alternate model, and the dungeon!) and Dirnae's custom-tweaking of Star Boi's staff.
As anyone who has read my dragon mods guide entry on http://usuarios.lycos.es/razhkul/ can see, I have long had a request dangling out there to fix Reign of Fire once and for all. No one took it up, though a number of people said they wanted it fixed. Razhkul appears to be inactive in the modding community, though he left his gorgeous dragon modeling work to us as freeware.
So, as a sort of learning project over the last month, I have finally delved into scripting, and have been fixing up RoF. The project is now in a sort of rough beta status. The following is a list of changes, though it has not been updated with my more recent ones (that will come soon):
- Bug Fixes and Scripting Optimization: Fixed the bug where Illwing never does give the player back the staff and gem so the player can hatch her dragon. (Day will never equal ( CurrentDay + 2 ) if it's the second-to-last day of the month.) Fixed a number of minor bugs throughout the scripts, and tightened up or simplified others (including reducing reliance on global variables). For example, the Daggerloft urns puzzle no longer relies on five global variables; the scripts interlock, adjusting each other's variables directly (thanks, Regaez and Trunksbomb, by the way, for helping me end my head-to-wall relationship on this part).
- Textual Corrections and Rewriting: The author was clearly not a native English speaker (Spanish, I believe), and the dialogue naturally suffered from a lot of errors and gaffes. (No dig on Razhkul, of course -- kudos on writing so much dialogue in another language. That's damned hard. I would do just as bad in another language.) I have corrected, and in many cases rewritten, all dialogue and other in-game text to clean it up, polish it, and make for a more compelling storyline. The storyline itself is changed somewhat to make it fit better into the existing game world and add some grey to it. (Example: Illwing is a high-ranking member of the Imperial Court? You don't think he knows you're an Imperial agent? That old codger will pull rank on you if you try to shirk out of this whole dragon thing.) Also corrected some storyline and dialogue inconsistencies, and filled in some dialogue gaps (example: having trouble getting the reluctant guards in Balmora to cough up the info, but are a member of House Hlaalu? -- now you can go to a fellow faction member and he'll clue you in). Little details go far. Hopefully, I have made it more enjoyable.
- Improvements of Dragon Scenes and Puzzles: It took a surprising amount of time, but I have, I think, improved the animation of the "cut scenes" of sorts that occur when you go into a dragon's lair. Before, there was a lot of jerkiness and sudden switches. Now, animations should be relatively smooth, the dragon roars timed properly with the animations, and some niceties improved. Overall, the dragons should appear more dangerously intelligent (the last one doesn't bother roaring at you, unless you're unexpectedly disrespectful...) I have also made minor improvements to puzzles, hopefully making them more informative and immersive.
- Improvements Still to Be Done: I am still working on it, and plan on:
- Improving companion scripting, including allowing the dragon to feed on meats added by Tamriel Rebuilt, Morrowind Crafting and other mods.
- Possibly adding a slightly humorous plotline involving getting that awful Faric Minoran character (with some poetic justice).
- New meshes/textures for the custom items (I have no 3D design or art skill, so it'll be using existing modder resources out there.).
- Providing a non-FPS-thrashing version that eliminates the visual huge treasure hoards in the dragon's lair, instead placing them in the chests. (I have a fairly decent system, and they brought it to slideshow quality -- 20 or 30 coin meshes using high-poly gold replacer... ouch. Trust me, it makes the fight abnormally difficult, since you're fighting the UI at the same time as you're fighting the dragon.)
- More dialogue development and variation.
- Possibly modify the storyline away from the lore-problematic connection to Jagar Tharn.
- And more.
- Improving companion scripting, including allowing the dragon to feed on meats added by Tamriel Rebuilt, Morrowind Crafting and other mods.
Requests for Support and Ideas
- They're not bad, but they're low-res: if anyone can take Razhkul's faces for Norwa, Salus and Illwing and jazz them up a bit, hi-res style, I'd be much obliged. That stuff is beyond my skill.
- If any skilled 3-D modeler could fix a couple of problems with the dragon meshes, it would be much appreciated. In particular, the teeth going through the bottom of the lower jaw, and bounding box problems (I think that's what it is? -- try to cast a touch spell on a dragon to see what I mean). C Mireneye also mentioned UV map problems, though I'm still fuzzy on what UV maps are all about.
-
(Considering the idea of detaching part of the lantern staff, using it for the gem, and having the eventual culmination be the joining of the items into the original mesh.)Thanks, Dirnae!