[WIP] Pegasus Estate (second thread)

Post » Sat Dec 11, 2010 8:55 pm

okay I best explain then.. first though, yes that room is much better now! Thank you all the effort. :)

Please note that the following is not meant as a complaint, but is simply to help you gain an understanding of my view point, since it appears most don't know what I mean.


Now, you asked about the modern stuff snd I'd need to run through again, but in a nutshell, I guess it's too refined, too developed, and doesn't show the culture of the area or the pseudo time its in.

For example, let's say he did find a working toilet, it would still be a bit rough. It wouldn't be a well with a hole in it sure, but it would likely be more like a privy than the ones we have these days. Should the dwemer have invented them, why aren't they in most of the ruins? They wouldn't have kept it to just one or two of them. Even should the dwemer have such a developed toilet, it would not have been so amazing, or else would have had their own touch. (like coils that operate it) They don't live in our world, in essence we are living in theirs.

Next, mirrors.. glass is pretty well known and the knowledge to work glass is abundant, (glass cups are all over) yet the knowledge of how to work glass into a strong armor is rare. Despite this, there are no mirrors anywhere.. even in a glass worker's shop. So presumably for some reason, MW and OB don't have them. Although this is not explained, it ends up making the mirrors in your place stand out like a sore thumb saying "hey look, I was very clearly added to the game. I don't really fit in with my surroundings."

The pool table to me is a big one. I don't buy into the logic that because the dwemer where in between the steam age and the modern age they would have had a pool table. By that logic, they should have had fine cigars, playing cards and telephones too. But they didn't did they? Even assuming they had such a table, it would have had their method and culture reflected in it, and not have had a felt covering and an 8-ball.

Saying that these items where inventions that didn't catch on is strange too.. even if they for some reason didn't, they are so different that the empire would have snagged a few for research, and it would have changed the face of lore as we know it. Now, if these modern things were a little less modern, a bit rough around the edges, as though they have a lot of room for improvement, then maybe I could buy into it as the "whims of a wizard" or something, but as it is, it just doesn't blend in.

For all intents and purposes, it looks like you brought the modern day into a midevil world which took a different path, and then tried to have both worlds housed under the same roof.

Just to put something in perspective.. John Michael Kohler invented the fist enameled tub when he enameled a cast iron horse trough in 1883. That's not anywhere near the 16th century, so even modern timing is thrown off, with items coming from different ages. Your blending ages and concepts oddly, and it sticks out to much. If your going to add modernized items, it might be better if they embraced the dwemer concepts so it fits into the game. For example, with a mirror, maybe line it up in a metal that looks salvaged from the telescopes, which simply stands in the room in it's heavy frame, and doesn't appear to have the ability to turn.

I hope that helps.


EDIT:

Just realized I never mentioned anything about your dialogue idea. I think it's pretty neat, but the checks would have to be balanced right. For example, I am an Alchemist even though I am a warrior cuz I like being able to brew my own cures and health etc.. but this means I have high endurance, strength, and oddly enough, intel. Since I play an evil character, I have high speechcraft too, so I can leave dead bodies in my wake.

What this means is I could more or less use all the options you mentioned and win out, so if any depend on more than just speechcraft and the skill (outwit = intel, speechcraft, willpower) then that might be better. As a warrior, I am less likely to have leveled will power too, forcing me to stick to my strong point of rep or something else.. unless I have a high enough speech craft and intel to override the willpower.
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Benji
 
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Post » Sat Dec 11, 2010 7:03 am

I don't guess this is a mod for purists, then.

Personally, I don't buy into the 'If it isn't in the vanilla game, it shouldn't be in mods' idea since the modding community cranks out all sorts of mods which add items to the game. Not every mod has to be a retex of existing technology.

Point-by-point:

The toilet is a simple design. Just because there are no others in MW and OB, probably doesn't mean they never progressed past the use of buckets. If they do use buckets, then where is all the excrement? It should be a sludge which runs down every street in every town. Or perhaps the people of NIrn don't have bodily functions?

As has been said, billiards and forms of it have been around for a long time in our own history, so have bathtubs. The reason these unique items might not be found in Morrowind is that they are imported from the mainland and it is quite possible the Emperor has declared only nobles may own them. This is a common practice when Royals feel the peasantry is getting uppity, to the extent that a Japanese Emperor made it illegal for the peasants to eat meat. Though enameled bathtubs were not invented in this world until late, it is certain ceramic, porcelain, and china were in use long before the dark ages of Western Civilization. There is no reason to assume the fixtures represented in this mod are enameled metal.

Mirrors are too simple to have not been invented in any place/time which has and uses metal in abundance. Before they were made from silvered glass (note: both silver and glass are readily available in Morrowind), they were made from simple polished metal. This polished metal was encased in elaborate frames just like our modern mirrors. Again I think it is an unwise assumption that the mirrors in this mod *must* be made of glass at all.

Pertaining to Oblivion lore: I don't play Oblivion. As far as I can see, this mod has nothing to do with Oblivion, so saying that because something doesn't appear in Oblivion, it shouldn't be added to Morrowind as an import is a poor argument. There are plenty of areas Bethesda hasn't introduced and any one of those could be a source of different technologies.

As I've said before, I'm not trying to be argumentative, but there is a line between assisting a modder in keeping things believable and burdening him/her with your own hangups about lore and realism. IMHO, if something can be reasonably explained so that it does not break immersion for the most likely audience, then it simply isn't a problem. But then again, I'm not a purist; I find and play mods which make *my* gaming experience more fun, and I *NEVER* forget how much work goes into the smallest mods.

Keep up the excellent work, Danae.

- Elaura

Edits for typos and readability.
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Jade Muggeridge
 
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Post » Sat Dec 11, 2010 9:57 am

No worries Maholix, I have no problem with anyone having different tastes than mine (I guess unless my mod gets badly rated for that, but huh).
I knew from the start that the very extravagant style of the house (even the tiny cave in Seyda) would not be to everyone liking. I mean even the big shots in Vvardenfell don't have such houses)

I'll keep in mind your remarks when I get to make a more simple house (THE ultimate challenge for me: only use vanilla resources cos the custom ones are so pretty!) but I'll get to it, eventually...

For the sake of argument, I'd like to give my point of view too:

The sanitaries I feel were not included in the vanilla game because it would have been too much of a hassle to add in every house sanitaries for the sake of realism. I can't believe however that everyone in Vvardenfell needs to find a bush somewhere every once in a while and a river to bathe in once in a blue moon. In fact, should anyone make a mod that adds sanitaries to MW, not matter how crude, I'd install it in a heartbeat.

As for mirrors, since it's impossible to make them work (i.e see yourself in them) there was no point including them either.
Feyiin, and even more so Eolya are way to refined to take a bath with slaughterfishes, and Eolya and all my chararacters are much too vain (I mean who's got a dressing with enough room for EVERY piece of clothing in the game that you can admire at leisure?!?) not to have mirrors. Since I like lore but I like myself better... mirrors and pretty bathtubs it is! ;)

I get that the pool table is too much out there, but I wanted the Lord's suite to have a male version of the boudoir. You do have a point about the 8-ball though...

Thanks for your encouragements Elaura. To be honest I never paused to wonder how I could explain this or that in my house, it's just a matter of me like me want and me like pretties...Simplistic, I know...I'm with you on the 'If it isn't in the vanilla game, it shouldn't be in mods'. I think some things were not included either because they clashed with lore, because the developers didn't think of it or because they couldn't be bothered with it. If would be nice if every novelty added to the game for the player was also added to the whole game, like for example the Pegas horse ranch is great, would be even better if the wealthiest houses had a stable with a horse in it. Not the Telvanni I guess, god forbid they embrace an Imperial custom! But I digress.

The dialogue options I want to use won't bring anything to a high level character or a well-rounded one, that's for sure but I want to give the PC a chance to be in character. In fact, I want to add options that do not depends on skills, like 'beg', or 'make a scene', 'sulk' "growl' (ahah)... I need to think more about it. So far I've only implemented this twice, with a check at 40 and the other which comes much later at 60. The servant's quest from Staff Agency will get a make-over so I'll be using this more often there.

I've been thinking about my gambler and his anagrams. I'll try and make the rewards in such a way that you get something randomly, ranging from a "well done you did it! *tap on the back*" (a 10% chance maybe?) to an enchanted item (just 5% prolly) with some gold or a drink in between.

Ah, almost forgot to answer your questions Elaura.
So, I don't want to mess with the book sorting scripts since I haven't written them myself and only understand a portion of them. I'm afraid you 'll have to give the Librarian books and take them back if she doesn't sort them cos they're already on the shelves. I could however add some dialogue along the lines of 'I'll shelves the new books, do what you please with the others.
The generic weapons racks have no particular use planned. They're here for custom weapons that I couldn't include in the script. I could change them to statics so their name doesn't appear tho.

I'm pretty sure Little Rupert is ingame in a dummy cell called 'Staff room". Anyway, he is already in my new dummy cell (Sandbox) together with Dante, the wolf companion.

I know some shelves are too high to place anything on them (me, I jump, open the menu and place things, a good thing we don't have to do that IRL). The winerack is scripted, just place bottles inside and they'll neatly appear. Multiple copies of a bottle/jug won't do anything. When he winerack is full, you'll know that you have found every type of bottle in the game, how rewarding is that!!? The same goes for the weapons in the display hall actually.

Right now I'm doing the guest rooms quest. It involves sending letters with the writing sets scattered around the house. The good news, it won't be a 'deliver this to that npc' type of quest cos you have a Majordomo who takes care of that sort of things ;) It's good to be a Lord/Lady!
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Quick Draw
 
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Post » Sat Dec 11, 2010 10:50 pm

I can respect that, and as someone who anolyzes most things I know that everyone has a point when it comes to this.

Elaura, I hope you don't misunderstand me. It's not because I wish to hinder Danae in any efforts. This was actually said because I respect the amount of work being done. This house adds far more than any other I can think of for a pack rat like myself, and with such possibility, with such a talent for homes, I felt it to be a disservice not to speak up. I know that in this case it is more of an opinion than anything, however the more a modder knows, and the more aware they are of the various view points, then more experienced they become. I do not see this as a bad thing, for it may aid them in learning something.

I have admonished Danae on this house on a few occasions, and have never once not thanked her for work she puts forth. Even my involvement is a form of thanks, because it's all I can give. Please keep in mind that these are not demands; heaven forbid. A modder should mod because they want to, and it should always be remembered they are doing us a favor when releasing a mod. Danae is more than welcome to make the house however desired, and that's the way it should be.

I hope you understand that I was giving feedback as to why I can not yet use the house, or at very least my hang ups for it and that I was simply expressing my concern that it clashes with the game. Believe me, I thought about toilets and such the first time I played, as well as many other things that don't exist in it. My problem with the toilet is the game design was not taken in account and that some items aren't elsewhere making them really conflict with immersion.



I am actually with Danae on the idea. I would like to see a mod add toilets and such, but if it was done I think it would be wise to remember a few things:

The imperials are a cross between a few cultures and races, but as far as tech wise, they are quite behind. See, from the beginning I noticed a trend.. if it's technology it's done by magic, otherwise it is more midevil. The exception were the dwemer, who used mechanics such as steam and to an extent electric current. Yes they used magic too, but unlike the rest, they leaned more on their tech.

Pocliean doesn't exist in the world, so a toilet would have been done in two ways. The dwemer would have had a metal one, with some sort of internal cog system that pumped it somewhere via pumps, and the imperials would have an advanced privy or chamber pot like item. I never said they always used the bushes. The tubs too would be a sort of protective metal, but would also make sense so long as it wasn't overly advanced.

A reflective metal would serve just fine as a mirror of course. My concern with the current mirrors is, being glass, it makes you question it since glass workers don't have any. And, Elaura, I was not trying to say MW should be like OB at all.. I was using it as a point of reference by saying that even in the newer game, mirrors weren't added.. and that one was all about graphics, so these mirrors really stand out.


Now, since this seems like a heated issue for some, and I've said my piece, which was graciously accepted by Danae, I will step away from the topic now. It was just supposed to be food for thought. Danae, it might be cool if the gambler had something to do with luck, like carrying a luck based reward if play for awhile. Maybe a buff or something if you win a couple.
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Meghan Terry
 
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Post » Sat Dec 11, 2010 1:54 pm

Although I don't see how the discussion has become heated, I do believe it has run it's course. Danae has stated what she intends to do with the aforementioned items and why, which is all that truly needs to be said.
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Lori Joe
 
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Post » Sat Dec 11, 2010 9:47 am

Before we do put this line of inquiry to bed , I did a bit of research and tracked down the mods I had in my archive that added toilets and bathroom facilities . Starting with Savants " The Crappy Mod " which adds the need to er, use the " facilities " once a day or suffer penalties of burden and to personality . Killgore Killack's "Killgores Home Furnishings " which adds a functioning toilet . Castle Vianden by ReflectioN also has a toilet in its out-house . And finally , Korana's Provincal Bath Shop and the BathMod by grVulture recently updated by Gaius Atrius . ( Probably should mention Morrowash by Elynda and Pekka which adds laundry items to a couple of locations ) Lots to choose from really . I don't mention this to rub Maholix up the wrong way , but rather because people reading this thread may get the idea that we think toilets and bathrooms are unique to Danae's wonderful Pegasus Estate . The number of mods that add these particular functionalities should indicate that other people have missed these concepts and wanted to enhance their game with their inclusion . And Maholix , I don't think anyone assumed you were being overly critical : my impression was that you quite liked Pegasus but had reservations about the inclusion of certain items . ( Which you clearly state in your response above ) . Cheers all .
PS Danae , with regard to the Lady's Suite , I'm having second thoughts . Maybe just leave the ceiling as wood panel but return the carpet to the original shade . Eolya chose a certain decor and the room should reflect that choice . Cheers . Greg
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Kelvin
 
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Post » Sat Dec 11, 2010 12:01 pm

I think the key to using 'modern' stuff in a mod is to give a story. If you just drop in an xbox 360 model in the game, it's going to be pretty obviously dumb. Specifically, how are you supposed to play it with no TV, or electricity for that matter.

The Dwemer are an easy out, because they invented so much - and so much of it was lost. However, it can't be that easy. Frankly, I tend to agree with Maholix on some stuff. Pool tables are a bit over the top for a lore-friendly mod. Flush toilets, though, could be explained. It is fairly clear from most ruins that only a very small fraction of most strongholds are accessible. There really aren't that many 'living quarters' either, more like guard houses and break rooms. It's quite possible that there were technologies in use among the women and kids that the workshops might have lacked.

I'm working on a mod that brings in some seriously advanced technology, but still Dwemer in origin (sort of). I'm trying to be as lore-friendly as possible, while suggesting an alternate, parallel lore that dovetails with the primary one. It can be done, but it requires some thought.

Of course, if you don't care about lore, you can always have pink bunnies shooting lightning bolts out of their backsides... ;)
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No Name
 
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Post » Sat Dec 11, 2010 1:48 pm

I vote for the bunnies. Because I like bunnies.

Lore is a modding tool that can be used - or not :shrug: Personally if a mod works well, provides something I need or want and is aesthetically pleasing - I'll take that mod and say thankee sai. Some people might not like it but that old saying will always be true 'you can't please everyone all the time.' If the modder is happy and the majority of the people who download and play the mod are happy then the rest is just [censored] and giggles for the lore forums.

Please just try and enjoy yourselves, though of course some people do enjoy arguing about lore :shrug:
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Jordan Fletcher
 
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Post » Sat Dec 11, 2010 4:46 pm

A tiny update and a plea for help!

The quest for the arboretum and the mage is done. (I'm left with the quest for the menagerie and the workshop)
I've added some dialogues/quests so that rooms and features are gradually availble (even before you get your overseer to enlarge the estate and before the majordomo can hire new staff)

I've decided to add the art gallery to the house: I need a place for my artist and a place to display things other than weapons and armour, so this room will have displays and bare walls....

I just don't know what to call the room! Any ideas?
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roxanna matoorah
 
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Post » Sat Dec 11, 2010 2:04 pm

Pegasus Studio?
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D LOpez
 
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Post » Sat Dec 11, 2010 7:18 am

-clip-
I just don't know what to call the room! Any ideas?

How about pinacotheca - an art gallery (especially a picture gallery).
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brian adkins
 
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Post » Sat Dec 11, 2010 11:02 pm

How about pinacotheca - an art gallery (especially a picture gallery).

That sounds just extravagant enough for the Pegasus Estate, thanks Tetchy :)
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Klaire
 
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Post » Sat Dec 11, 2010 12:50 pm

Update on this WIP!

The quest for the crypt, the menagerie, the arboretum and the workshop are all done, pheww... That means that all the quest to have all the rooms built/restored are done.

All the quest for the non-hirable via Majordomo staff are done was well (miner, guild guide, mage, overseer, hunter, artist and gambler). Might change the one to get Magpie the thief though.

The next step is to create services for the new staff (gambler, thief, artist) and re-work some of the old ones (librarian, miner, smith, healer)

I'm still undecided about how the staff will move around the Estate:
option 1: the staff has the usual 'follow/stay' dialogue topic so you can have them where you want.
option 2: the staff won't follow you but will have their own schedule (20 hours of work, 4 of rest, I'm a slave-driver) but keep the companion share.

I'm leaning towards option 2 because it's more realistic but am open to suggestions.
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sunny lovett
 
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Post » Sat Dec 11, 2010 7:54 pm

I certainly like option 2 better. It's too much trouble to move them around all the time and it's so sad to go into your lovely staff bedrooms and find them empty. Do remember to make the schedules configurable if possible, though. If I'm a nightwalker, I might want my staff keeping my hours, rather than it being as if I didn't have staff at all.
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Amy Masters
 
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Post » Sat Dec 11, 2010 12:28 pm

I, too, like two. ;)

The mod's really looking awesome, Danae! Last I was here was March and it's gone a long ways from there.. You modders always amaze me with the things you can do.
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Mason Nevitt
 
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Post » Sat Dec 11, 2010 5:10 pm

Awesomeness Danae ! Getting close to a release then ( he say hopefully :whistling: ) .
Greg
PS. "2" also . Seems like we're all little slave drivers at heart !
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R.I.P
 
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Post » Sat Dec 11, 2010 6:47 pm

Okay, I downloaded the Beta and it's.. well, it's pretty damn impressive. I found only two things so far I can complain about, and only one is really notable.
I noticed the weapon racks do not seem to sort some of the weapons they should. For instance, the Daedric club, mace, longsword, Tanto, shortsword and claymore all do not appear visually, whereas the Katana, Wakizashi and Dai-Katana do. The Riekling Lance also does no appear in the proper rack. Still, what does work is incredible and pretty. I'll have to pick up Weapon Rotate to shelve my homemade weapons and artifacts on the couple 'spare' racks.^_^

The other thing my be a scripting thing that cannot be fixed, but.. it'd be nice to not need to 'tcl' and walk through the wall to place the mannequins on the stands in the display room in such a way that they face outward and are roughly centered. It's minor, but perhaps something like the weapon racks could be used here? You put the mannequin 'in' the base and it sets it on top just the same as the rest, detecting via script if you placed a male or female one in the container? Obviously this would only work with the 'in-house' mannequins as you can't account for every mannequin mod out there and script them to be compatible, but it'd be better than the current way it works. And, as I said, I have no idea how this stuff works, so if this is impossible, ignore me. :P

I love the curtain 'doors' in the bedrooms, the opening shelves with clothing containers inside, the openable chests and the sheer awesome size of the place, as well as the 'achievements' rack. It feels very natural, as if it should have been in the game from the start rather than 'forced.'

Just giving you some beta feedback as, well, that's the point of a beta, yes? In any case, I'll await the big one-point-oh release and continue using the beta until then. You're a very talented man, Danae. Keep up the good work.
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liz barnes
 
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Post » Sat Dec 11, 2010 10:39 am

Okay, I downloaded the Beta and it's.. well, it's pretty damn impressive. I found only two things so far I can complain about, and only one is really notable.
I noticed the weapon racks do not seem to sort some of the weapons they should. For instance, the Daedric club, mace, longsword, Tanto, shortsword and claymore all do not appear visually, whereas the Katana, Wakizashi and Dai-Katana do. The Riekling Lance also does no appear in the proper rack. Still, what does work is incredible and pretty. I'll have to pick up Weapon Rotate to shelve my homemade weapons and artifacts on the couple 'spare' racks.^_^

The other thing my be a scripting thing that cannot be fixed, but.. it'd be nice to not need to 'tcl' and walk through the wall to place the mannequins on the stands in the display room in such a way that they face outward and are roughly centered. It's minor, but perhaps something like the weapon racks could be used here? You put the mannequin 'in' the base and it sets it on top just the same as the rest, detecting via script if you placed a male or female one in the container? Obviously this would only work with the 'in-house' mannequins as you can't account for every mannequin mod out there and script them to be compatible, but it'd be better than the current way it works. And, as I said, I have no idea how this stuff works, so if this is impossible, ignore me. :P

I love the curtain 'doors' in the bedrooms, the opening shelves with clothing containers inside, the openable chests and the sheer awesome size of the place, as well as the 'achievements' rack. It feels very natural, as if it should have been in the game from the start rather than 'forced.'

Just giving you some beta feedback as, well, that's the point of a beta, yes? In any case, I'll await the big one-point-oh release and continue using the beta until then. You're a very talented man, Danae. Keep up the good work.

Thanks for your feedback Aulakauss :)

So, about the weapon display, there were so many Daedric weapons hat they wouldn't fit onto 1 display so, not far from the display called 'Daedric weapon' should be another display (simply called weapon display I think). I did the same thing for the iron weapons (in the Vestibule). Let me know if that's it. The Riekling lance should appear on the display called 'Riekling Imperial Bonemold Arms'. Looking at it again now, I realize I didn't put the rusted Riekling sword tho... Also, some unique weapons are not included, like the rusty dagger you first get in Seyda Neen. Anyway, let me know if the weapons still don't appear.

As for the mannequins, I decided to use simple moveable ones so that they can be changed by the player if necessary. There's a bunch more of them in the storage of the display or you can bring in any mannequin you like (I like House of Mannequin and Fligg's mannequins--> they look just like me!)
I'm so glad you like the achievement cups, I've had no coments about them so far. I was toying with the idea of having Pegasus Estate award like all staff hired, all rooms restored, all features added, etc... but only kept the 'Master of the Estate' cup (on the faction shelves).

I should have a new beta soon with a few minor additions to the house, all the quest to gain access to the room and become the owner of the Estate as well as the staff you can hire (still very basic for now:mini-quest to hire them, they perform some service for you, mini-quest to get better service --> will be re-work for the next next update)

Right now I'm struggling with the schedule for the npcs, grrr. SO yeah, I'm going with option 2 ;)
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Reven Lord
 
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Post » Sat Dec 11, 2010 10:57 am

Gladly, sir! Happy to help. I'll go test those out now and give you an update on them. And I found the extra boxes of mannequins by accident while 'tcl'-ing, hehe. Kudos on how well hidden it was.. I'll edit feedback into this post.

EDIT1: Checked the lance. The one that I've got that won't work is BM_ice_minion_lance according to the console, and I got it off your average mounted evil smurf. :P I tried it on several others and it does not work. Also.. I.. do need Weapon Rotate for the rack by the Daedric one, yes? Because if I am not supposed to, it does not open like the others, though I doubt it was intended to function as a container like the others, correct? (hopefully my convoluted wording did not confuse you there.. =/)

Another thought: I know it'd be a stretch, but it'd be kinda neat to see a pouch of arrows/throwing stars or a quiver of arrows hanging off the appropriate rack when you put some in it. Just a random idea for you if you want it, though I do realize the amount of work it'd take for that and understand it'll probably not be done. 'Tis just a thought. ^_^

EDIT2: Another thought that'd probably be easier than the arrows/throwing weapons: A rack for Sunder/Keening/Umbra/Sixth House Hammers (the latter most could be just leaned against the stand for easy awesomeness, lol) and various other artifacts like the Daedric Crescent Blade and the Ice Blade of the Monarch. Again, just an idea. Also, a quick inquiry: what are the small chests at each mannequin's feet intended for? I found them an unexplained curiosity and wondered what their 'author-sanctioned' use was.

EDIT3: I'm going to guess the harvestable fruit is for NOM, yes? I.. must wonder.. what the crystal pieces are for, though. Y'know besides looking pretty on a shelf. I assume we'll find out in the final, I suppose, but.. I is curious now. xD

Anyway, going to round up a full collection of vanilla weaponry and test the racks fully, but the Riekling Lance did not work in any of them (I tested just to see if it was a misplaced script or somesuch)
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Claudz
 
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Post » Sat Dec 11, 2010 12:56 pm

Ah ! The blue crystal pieces ! I won't spill the beans and I hope no-one else does too but Danae has something planned for them ! Its good though !
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Richard
 
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Post » Sat Dec 11, 2010 6:10 pm

Gladly, sir! Happy to help. I'll go test those out now and give you an update on them. And I found the extra boxes of mannequins by accident while 'tcl'-ing, hehe. Kudos on how well hidden it was.. I'll edit feedback into this post.

EDIT1: Checked the lance. The one that I've got that won't work is BM_ice_minion_lance according to the console, and I got it off your average mounted evil smurf. :P I tried it on several others and it does not work. Also.. I.. do need Weapon Rotate for the rack by the Daedric one, yes? Because if I am not supposed to, it does not open like the others, though I doubt it was intended to function as a container like the others, correct? (hopefully my convoluted wording did not confuse you there.. =/)

Another thought: I know it'd be a stretch, but it'd be kinda neat to see a pouch of arrows/throwing stars or a quiver of arrows hanging off the appropriate rack when you put some in it. Just a random idea for you if you want it, though I do realize the amount of work it'd take for that and understand it'll probably not be done. 'Tis just a thought. ^_^

EDIT2: Another thought that'd probably be easier than the arrows/throwing weapons: A rack for Sunder/Keening/Umbra/Sixth House Hammers (the latter most could be just leaned against the stand for easy awesomeness, lol) and various other artifacts like the Daedric Crescent Blade and the Ice Blade of the Monarch. Again, just an idea. Also, a quick inquiry: what are the small chests at each mannequin's feet intended for? I found them an unexplained curiosity and wondered what their 'author-sanctioned' use was.

EDIT3: I'm going to guess the harvestable fruit is for NOM, yes? I.. must wonder.. what the crystal pieces are for, though. Y'know besides looking pretty on a shelf. I assume we'll find out in the final, I suppose, but.. I is curious now. xD

Anyway, going to round up a full collection of vanilla weaponry and test the racks fully, but the Riekling Lance did not work in any of them (I tested just to see if it was a misplaced script or somesuch)

Ah, I don't think Bm_ice_minion is a vanilla weapon (not in the CS at least) , the Riekling lance is 'BM riekling lance'. You don't need weapon rotate on any of the vanilla weapons, the basic weapon rack next to the Daedric weapon rack doesn't do anything, Daedric weapons will appear on it when placed in the Daedric weapon rack. I did have 2 script at first but having a 50% chance of putting the daedric weapon in the wrong daedric rack was annoying.

The ammo and throwing weapons could not be displayed like the rest but I didn't think of having a pouch for them. On the other hand, it's a display hall, so simply having a container for them kinda would defeat the purpose. I'll try and think of something.

I didn't put a weapon display for the unique weapons because they have a spot in the Museum of Artefacts. I couldn't bear to leave an empty spot there or in my Display Hall.

Ah, the small boxes... Here's the think, I like to collect everything, so if I have a set of armour on display but also have some variant of that set, I like to keep them together. Sometime I'd put all the clothes from one shop and occasionally change the one on display.

Did you mean the blue crystal fragment in the Syrabane room? (also harvestable from blue crystals in the pool and mine). Those are already working in the BETA and not my work but http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6119'. They are used to craft soul gems (depending on your enchant skill).

Ah ! The blue crystal pieces ! I won't spill the beans and I hope no-one else does too but Danae has something planned for them ! Its good though !

That's for the blue glass ;) and still not implemented in the BETA

Spoiler
http://media.photobucket.com/image/morrowind%20pegasus/Danae123123/WIP%20Pegasus%20Estate/screen_blue_weapons.jpg?o=84


Oh, almost forgot, I'm not a guy!
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Gen Daley
 
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Post » Sat Dec 11, 2010 7:48 pm

Ahh.. I get it now.. Steel does the same. Nice! I didn't notice that before. Daedric all works fine. However, I may have found out why my lance does not work. I put some Nordic weapons on the rack.. and they showed up on the Riekling/Imperial/Bonemold rack to the right of the proper rack. The lance does not show on the Nordic rack, however. And I'm not sure what would've changed my CS ID for the lance.. I know I got that lance off a run of the mill mounted one.. hmm.. I'll look into that one later.

That's it for now, it all still looks good so far. And I thought that was what the chests were for.. Also, I totally forgot the museum as I refuse to give up my stuff just to have it displayed.. :P

Oh, and.. my apologies for calling you sir, ma'am. XD

EDIT: Oh, what's the function of the Weapon Racks scattered about the Lord's Bedroom and the Armoury? WR-only, or are they secretly linked to something? :P

And one last question: Is it safe to set stuff up on the Beta, or will it vanish when I switch to newer ESPs? I ask only because Westly's genie lamp shop/home Alkazar's Lamp reset the contents of the mannequins in the house when I flipped over to the no music ESP.

Sorry for all the questions. I'm just a curious person, lol. Also, I just found the Museum-style pedestals in the storage. I think, for the most part, those'll cover displaying the artifacts I've got, and the longer weapons can go in cases.
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K J S
 
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Post » Sat Dec 11, 2010 7:27 pm

Ah, I don't think Bm_ice_minion is a vanilla weapon (not in the CS at least) , the Riekling lance is 'BM riekling lance'.

http://i768.photobucket.com/albums/xx325/karpik/bm-1.jpg There are two Riekling lances in my CS - one with the ID you provided and the problematic ice_minion one ;)
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Dezzeh
 
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Post » Sat Dec 11, 2010 10:22 am

http://i768.photobucket.com/albums/xx325/karpik/bm-1.jpg There are two Riekling lances in my CS - one with the ID you provided and the problematic ice_minion one ;)

Aha, I'll look again, better this time ;) Thanks!
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Monika Krzyzak
 
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Post » Sat Dec 11, 2010 10:45 am

Long time no see.
Back from holidays and not quite working yet, I've had some time to work on Pegasus Estate.

**I've almost nailed down the NPC schedules (that involved a great deal of *grrr?* GRRRR!!!!* *Arfff...* etc...) so now most of the staff moves around the Estate.

They'll be in their respective quarters between 23.00 and 5.00 and have a 2 hour break during the day. With very few expection, services will be performed at any time of the day or have a lesser version (for e.g the alchemist will give a lower quality potion at night).

As soon as I'm satisfied with the schedules, I'll work on the cell specific dialogues which will add a lot to the staff personalities and background stories.


**Other than that, I've made small changes here and there to the Estate:

---The indoor glass windows now match the outdoor ones, they're no slighly yellow rather than green. I've also changed the tint of the red glass in the Syrabane Room to yellow and the green glass from the display cases to a see-through one.
---Added a shop-like room at the back of the Estate (basically under the Lady's bathroom) for the merchant with extra storage as well.
---Changed the land textures on the Pegasus Grounds: they were seamless with the vanilla textures and not with Vurt's AI textures.
---Added new section to the Mine and to the Crypt (available after yet another mini-quest.
---Some rooms can only be built after a find a new staff member, or, some employees can only be hired if a particular room has been built. (e.g: you need to find J'ana the guild guide and convince her to join if you want the upgraded Shrines and the Majordomo won't hire a cook for you until the mess hall has been improved.)

**In the end and with regrets I have decided against using AA npc animations for the staff because if my smith looks real cool working in the workshop, he's plain silly hammering the air in his quarters. :facepalm:

That's all folks!
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joeK
 
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