Painkiller's Forgotten mods...

Post » Mon May 16, 2011 1:34 pm

Well it does say "Updated April 12, 2009 by Monica21" at the top there... ;)

Well, since my last MW mod (AoWM) was released almost a year before the latest update of Telesphoros', then I can assume my mods aren't listed there due to Monica21's lack of personal interest in them - which is a subjective choice, of course. Nevertheless, although it probably hurts in some measure the number of downloads, it certainly doesn't hurt my feelings... ;)
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c.o.s.m.o
 
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Post » Tue May 17, 2011 2:49 am

I usually post updates and keep my promisses, but right now there isn't much new, besides the fact I've started designing the Arena add-on for AoW Museum... However, I've no idea when it is going to be finished, since RL is interfering quite a bit atm...

Or, should I just be in the right mood, it will be done over a weekend... :)
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jessica Villacis
 
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Post » Mon May 16, 2011 3:40 pm

All your mods svck, I wouldn't use them if you paid me. :flamethrower:

:bigsmile:

Back when I actually had MW on my comp I had Art of War and I think the septims. The other 2..... well I don't know, just not quite how I would prefer my game to look. :whistle:


Maybe I should start my own forgotten works thread. I have lots of junk that nobody uses or even heard of, probably at least partly due to them not being available on a major site like PES or Nexus (and some just straight up unavailable currently.) And maybe the other part is because I never really cared to advertise my own junk beyond one or 2 bumps (I hate double posting, and any beyond that drives me crazy). :D

Eitherway, maybe we can chat on MSN sometime. I have decided I wanna start making more useless junk for MW so proly see you around. :rock: :wave:
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Ray
 
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Post » Mon May 16, 2011 3:02 pm

Well, since my last MW mod (AoWM) was released almost a year before the latest update of Telesphoros', then I can assume my mods aren't listed there due to Monica21's lack of personal interest in them - which is a subjective choice, of course. Nevertheless, although it probably hurts in some measure the number of downloads, it certainly doesn't hurt my feelings... ;)

Monica recently made a thread here, where she asked for suggestions on new mods to include on the list, so I don't think it's a matter of her not liking it, it just don't think they were suggested to her.
Maybe they will be included next time she updates the list, if they are suggested.
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CArla HOlbert
 
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Post » Mon May 16, 2011 6:09 pm

All your mods svck, I wouldn't use them if you paid me. :flamethrower:

LOL, mate, good to see you around - missed your sense of humour! :)

:bigsmile:

Back when I actually had MW on my comp I had Art of War and I think the septims. The other 2..... well I don't know, just not quite how I would prefer my game to look. :whistle:

Yeah, I hear you, but you know what I always said: it is just a matter of taste... ;) Personally, I believe TFS and AoW go very well together, that's why I decided to add TFS to AoW as buyable shields, rather than an annoying replacer... ;)

Maybe I should start my own forgotten works thread.

You certainly should - actually, there was some talking recently on one of your threads, don't remember which one... I believe you were doing an outstanding job and was put off when I learned your comp went kaboom... Hope to see you back more often - moreover, hope to see you modding again! :)

Eitherway, maybe we can chat on MSN sometime. I have decided I wanna start making more useless junk for MW so proly see you around. :rock: :wave:

Aye, you know I'm always eager to talk. Phil will also be happy to hear from you!

Cheers,
PKR.

EDIT: @Zarnatheron: well, Telesphoros' was not updated for half a year, but it'd be nice to see any of my mods there (I used to use that list a few years ago, when it was more often maintained). Anyways, I won't suggest my own mods on her thread, I don't like doing that (I only suggest my mods to people asking for that specific style, for instance)... However, besides that, I don't mind much not being on that list, PES has an improved search method now, my mods can be found very easily... ;)
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Kortknee Bell
 
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Post » Tue May 17, 2011 2:34 am

Hi pkr -

Do you know if AoWM plays nicely with ps's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5535? Just wondering if I can use both or if this is an either/or situation.
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Vicki Blondie
 
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Post » Mon May 16, 2011 4:53 pm

Hi pkr -

Do you know if AoWM plays nicely with ps's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5535? Just wondering if I can use both or if this is an either/or situation.

Yeah, sort of... Before releasing it, I checked it together with the Princess herself, and found only minor conflicts related to the fact I replace one wall in the back with an archway (ie. some minor pathing issues, one bench missing, one floating book, etc.). Nothing major, though, both mods work fine together (just remember to change the load order, if the access archway doesn't show up ;))... However, whenever the add-on will be done, I will also prep a compatibility patch.
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Noraima Vega
 
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Post » Mon May 16, 2011 11:56 pm

Hi all,

I haven't been very active lately and, the way things are looking ahead, I'll probably be even less for the time being. My WIP MW and OB mods will be eventually finished, just that I have absolutely no idea when. However, the mods already published will benefit of full maintenance, so please post here anything related.

Cheers,
PKR.
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Joe Bonney
 
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Post » Tue May 17, 2011 12:19 am

:hugs:

Not forgotten
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Ysabelle
 
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Post » Mon May 16, 2011 7:35 pm

... the mods already published will benefit of full maintenance, so please post here anything related.


Fine ... will do right on this spot ;)

I'm having some troubles with both Trajan's and Septimus' septims :
- the common colour of the icon is very much the same as that of the coin count font, making it hard to read. The icons could use a bit more darker, gold-red colour IMHO.
- from front and back everything is fine, but from 90? left and right there are some very bright egdes visible; this is most prominient with 50pts of nighteye (Khajiit), but exists with normal lighting as well :
http://home.arcor.de/stefan_weniger/forumpost/Catseye50_septims_front.png
http://home.arcor.de/stefan_weniger/forumpost/Catseye50_septims_90degRight.png
http://home.arcor.de/stefan_weniger/forumpost/Catseye50_septims_back.png
http://home.arcor.de/stefan_weniger/forumpost/Catseye50_septims_90degLeft.png
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Dina Boudreau
 
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Post » Mon May 16, 2011 7:38 pm

Fine ... will do right on this spot ;)

I'm having some troubles with both Trajan's and Septimus' septims :
- the common colour of the icon is very much the same as that of the coin count font, making it hard to read. The icons could use a bit more darker, gold-red colour IMHO.
- from front and back everything is fine, but from 90? left and right there are some very bright egdes visible; this is most prominient with 50pts of nighteye (Khajiit), but exists with normal lighting as well :
http://home.arcor.de/stefan_weniger/forumpost/Catseye50_septims_front.png
http://home.arcor.de/stefan_weniger/forumpost/Catseye50_septims_90degRight.png
http://home.arcor.de/stefan_weniger/forumpost/Catseye50_septims_back.png
http://home.arcor.de/stefan_weniger/forumpost/Catseye50_septims_90degLeft.png

Hi there,
First, thank you for your interest in my mod.

Second, your "problem" was actually meant as a *feature*: both these coins are using glow maps, as I meant them to slightly "glow" in the dark (makes them easier to find in those dark dungeons). There are 2 ways to "fix" this issue:
1. For Trajan's Septims, just download the resource and use the Bronze Coin instead (all you have to do is to rename the meshes, ie. PainBronze_001.nif to gold_001.nif, then copy the meshes to the Meshes\M folder and the related textures to the Textures folder - the textures don't require renaming). The coins will be a bit darker, as they are meant to be bronze, but hey, only Gold shines (hence me naming the mod "Shinny Septims")
2. If you are too keen to Septimus' Septims, have Nifskope, and know how to use it, open each mesh and remove the glow map (from each branch, which means it becomes a bit tedious for the 100 coins pile). This way you will retain the original shine, without the glow - if you want that indeed (never occurred to me to test it with Nighteye - actually, I never use that...).

I hope that helps. If you aren't satisfied with neither of the above solutions, then grant me a few days until my flu will pass and I might do it myself (though you will have to remind me), time and health permitting...

Cheers,
PKR.
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Siidney
 
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Post » Tue May 17, 2011 2:06 am

Second, your "problem" was actually meant as a *feature*: both these coins are using glow maps, as I meant them to slightly "glow" in the dark (makes them easier to find in those dark dungeons).

Hmmm... seems you missunderstood me ... I'm having 2 problems ... :P
I've done a new set of screenshots with comments http://home.arcor.de/stefan_weniger/forumpost/ShinySepTrouble.jpg

Icon
The icon provided with Trajans/Septimus' makes it very hard to read the number of coins given in the inventory interface, as coin and font colour are almost the same (at least on my rig, this might depend on graphics card/driver/colour settings etc.)
Interestingly, your screenshot of "Shiny Septims" shows the gold icon provided by "Morrowind Visual Pack" - which is much darker and more "golden" than the icons that come with your septims.
http://planetelderscrolls.gamespy.com/fms/Image.php?id=69071
Atm., I'm using that icon so I can at least somewhat read the font above the coin icon in the inventory...

Shining edges
I doubt that it's only the glow map running amok with nighteye 50 on those very bright shining edges on that uneven piles (like those very much, they're what basically made me look at Trajans/Septimus' in the first place .. can't stand that freshly-machined look of most other coin(replacer)s: Those edges look untextured to me, like if some "background colour" is shining through at full brigthness if the model is viewed 90? from the right or the left.
Maybe I should mention that I'm running quadratic lighting and Morrowind Code Patch (Increase Light Falloff Range and Bump/Reflect Map Local Lighting).
Could be the latter that screws things up in this case ...

Thanks for your modwork!
A.
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ImmaTakeYour
 
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Post » Mon May 16, 2011 3:30 pm

I certainly did not forgot about your mods! When you gave me permission to use some of your work, I think that was the biggest blessing ever! All of them are in my top mods list, except tapestries, since well, I don't really play as much as I make environmental mods.

My friend just got quite superior PC, he used to play Morrowind but quit. Now he wants to start again wit our new high end version of Morrowind, so I'm gathering replacers and mods and etc to completely replace his game, and all your mods are definitively in there, especially your shield, they are invaluable to any game.

Hope to see some more work of you soon. :)

Hmmm... seems you missunderstood me ... I'm having 2 problems ... :P
I've done a new set of screenshots with comments http://home.arcor.de/stefan_weniger/forumpost/ShinySepTrouble.jpg


I can see just perfectly the number 40 even without zooming the picture. How could you ever see number 6 in there, especially in full screen? :shrug:
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Kayleigh Mcneil
 
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Post » Mon May 16, 2011 10:36 pm

Hmmm... seems you missunderstood me ... I'm having 2 problems ... :P
I've done a new set of screenshots with comments http://home.arcor.de/stefan_weniger/forumpost/ShinySepTrouble.jpg

Icon
The icon provided with Trajans/Septimus' makes it very hard to read the number of coins given in the inventory interface, as coin and font colour are almost the same (at least on my rig, this might depend on graphics card/driver/colour settings etc.)
Interestingly, your screenshot of "Shiny Septims" shows the gold icon provided by "Morrowind Visual Pack" - which is much darker and more "golden" than the icons that come with your septims.
http://planetelderscrolls.gamespy.com/fms/Image.php?id=69071
Atm., I'm using that icon so I can at least somewhat read the font above the coin icon in the inventory...

Yeah, I see what you mean... Try to fiddle a bit with the brightness/contrast of your screen, I think it will solve the issue. I just took a look at the icons and they look fine on my screen - if I lower the brightness some more, it won't look "gold" anymore...

Shining edges
I doubt that it's only the glow map running amok with nighteye 50 on those very bright shining edges on that uneven piles (like those very much, they're what basically made me look at Trajans/Septimus' in the first place .. can't stand that freshly-machined look of most other coin(replacer)s: Those edges look untextured to me, like if some "background colour" is shining through at full brigthness if the model is viewed 90? from the right or the left.
Maybe I should mention that I'm running quadratic lighting and Morrowind Code Patch (Increase Light Falloff Range and Bump/Reflect Map Local Lighting).
Could be the latter that screws things up in this case ...

Thanks for your modwork!
A.

Hmmm, these coins are using a bump mapping technique developed before the MCP guys started to fiddle with the Bump Mapping, so unfortunately I've never had the chance to test with with MCP (I don't even have it installed :embarrass: ). It is very likely you may have an issue with that (the env map maybe is too strong for your settings). Alternatively, I still suspect it might be the glow map bothering things somehow - so please try to test any other coin (from the Resource Pack, any other than gold) and see if it does the same. If it does, then it's your bump map settings; if it doesn't, we found the culprit (glow mapping)... Are you using any of my other mods? I used the same technique for shields, weapons, armor, etc. - and most of them were screwed up when I tested them with TLM...

I certainly did not forgot about your mods! When you gave me permission to use some of your work, I think that was the biggest blessing ever! All of them are in my top mods list, except tapestries, since well, I don't really play as much as I make environmental mods.

My friend just got quite superior PC, he used to play Morrowind but quit. Now he wants to start again wit our new high end version of Morrowind, so I'm gathering replacers and mods and etc to completely replace his game, and all your mods are definitively in there, especially your shield, they are invaluable to any game.

Hope to see some more work of you soon. :)

Hvala, moj prijatelju! I honestly don't know when I will get back to modding, but I will certainly do some day. Right now, RL is too hectic and played a few foul acts on me, so I'm taking a break from everything...

Cheers,
PKR.
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Nathan Maughan
 
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Post » Tue May 17, 2011 12:06 am

Um, just a little bump not to let the thread get killed by the forum time-limiter... Nothing changed much from the last post, except I am about to finish playing FO3 (including a bunch of mods) and resume modding sometime soon. That likely includes the long-time promised update/upgrade of AoW Museum...

Until then, take care, stay sharp, game a lot! :)
PKR.
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Kayla Oatney
 
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Post » Mon May 16, 2011 9:31 pm

TFS-A and AoWM were designed to complement each other and add to a new - bump-mapped - MW...


Have you ever considered bumpmapping some (all?) vanilla armors? That would be my dream, especially because I don't like the designs that hedgehog uses for his armors.
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Jonny
 
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Post » Tue May 17, 2011 12:44 am

Have you ever considered bumpmapping some (all?) vanilla armors? That would be my dream, especially because I don't like the designs that hedgehog uses for his armors.

I did consider bumping the better vanilla armors (some are awfully made, imho); however, unfortunately, it is not possible to do it the way I know, due to an engine limitation (rigged upper body armor cannot accept env-mapping, so bump mapping is possible only via using the magic effect of an enchantment - see the Golden Armor from my own AoW Museum). I know there were some progresses made in the field of bump-mapping since I finished my mods, but I'm afraid I'm not much updated on those - and still not sure they solved the aforementioned problem...

Cheers,
PKR.
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Stefanny Cardona
 
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Post » Mon May 16, 2011 6:43 pm

I have all 4 installed. ;)
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Robert Bindley
 
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Post » Mon May 16, 2011 1:18 pm

Hey, PKR, I was thinking of this thread just yesterday, since it's bumped I'll ask, do you have any other wip for morrowind at the moment?

I did consider bumping the better vanilla armors (some are awfully made, imho); however, unfortunately, it is not possible to do it the way I know, due to an engine limitation (rigged upper body armor cannot accept env-mapping, so bump mapping is possible only via using the magic effect of an enchantment - see the Golden Armor from my own AoW Museum). I know there were some progresses made in the field of bump-mapping since I finished my mods, but I'm afraid I'm not much updated on those - and still not sure they solved the aforementioned problem...

Cheers,
PKR.

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Nice one
 
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Post » Tue May 17, 2011 2:44 am

I did consider bumping the better vanilla armors (some are awfully made, imho); however, unfortunately, it is not possible to do it the way I know, due to an engine limitation (rigged upper body armor cannot accept env-mapping, so bump mapping is possible only via using the magic effect of an enchantment - see the Golden Armor from my own AoW Museum). I know there were some progresses made in the field of bump-mapping since I finished my mods, but I'm afraid I'm not much updated on those - and still not sure they solved the aforementioned problem...

Cheers,
PKR.


We just had a long talk about bumping in another thread. I was trying to explain that the bump ( or normal map ) needs to be on the env-map.

Here's the link can you explain it to them as I'm dyslexic and can't write too well.


http://www.gamesas.com/bgsforums/index.php?showtopic=1076632
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Danel
 
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Post » Mon May 16, 2011 6:54 pm

I have all 4 installed. ;)

Cheers! :foodndrink:

Hey, PKR, I was thinking of this thread just yesterday, since it's bumped I'll ask, do you have any other wip for morrowind at the moment?

Nope, not at the moment. However, I have something in my mind for a couple of years and it will be done eventually - or, better said, when RL will turn its sunny side to me again... ;)

We just had a long talk about bumping in another thread. I was trying to explain that the bump ( or normal map ) needs to be on the env-map.

Here's the link can you explain it to them as I'm dyslexic and can't write too well.


http://www.gamesas.com/bgsforums/index.php?showtopic=1076632

Yup, I read it, quite entertaining. You were right, mate, too much clever wording with too little to show... I posted my piece there, but I have little doubt it will just go unobserved by most... ;)

Cheers,
PKR.
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Pumpkin
 
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Post » Tue May 17, 2011 12:44 am

I have installed many different mods to my morrowind game. But for some reason When I try to install any of the shiny septim mods. They dont work. I do not understand what the problem is. I copy/pasted all the files to where they are supposed to go. but it still shows the lame original gold. What is going on? Like I said I have other mods going, I know how to install them and they all work fine. Except this mod. Please help.
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Eddie Howe
 
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Post » Mon May 16, 2011 8:48 pm

I have installed many different mods to my morrowind game. But for some reason When I try to install any of the shiny septim mods. They dont work. I do not understand what the problem is. I copy/pasted all the files to where they are supposed to go. but it still shows the lame original gold. What is going on? Like I said I have other mods going, I know how to install them and they all work fine. Except this mod. Please help.

I've sent you a PM.
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laila hassan
 
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Post » Tue May 17, 2011 1:19 am

I've sent you a PM.


Do you have any w.i.p out there right now?
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glot
 
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Post » Mon May 16, 2011 2:45 pm

Do you have any w.i.p out there right now?

Nope. I actually have a WIP for Oblivion, going for nearly 2 years now, but I've suspended it a.t.m. indefinitely. This month I am going to relocate back to my native country and that includes enough trouble as it is. Will probably restart working on various projects this Autumn, finishing what I was doing for Oblivion and updating all my MW stuff to be compatible with MCP's newest achievement (a true breakthrough, awaited for so many years - should have come from Bethesda, but oh well... ;) ) - then will probably think of something new (even the long planned update for AoW Museum was supposed to be more than an update).

Great work on the Vibrant stuff, btw, I'm really impressed. :thumbsup: The game reminds now of a bit of a classic painting or, even better, the "Paint World" from Oblivion.
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Ana Torrecilla Cabeza
 
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