[WIP] Pegasus Estate (second thread)

Post » Sat Dec 11, 2010 2:54 pm

It should be the same looting stuff you may find in the vanilla game, for instance a daedric tower shield / ebony broadsword or a glass claymore (maybe enchanted).

I'll certainly do that and throw a little sthg extra in the levelled list, maybe some of the blueglass enhanced weapons I made. Weel, I'll finish the house itself and then get back to it.
Thanks for your suggestions!
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Melanie Steinberg
 
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Post » Sat Dec 11, 2010 1:19 pm

There is a training area with working dummies.
After you complete a short series of trials, you'll have also access to the thieves' lair that has doors for you to practice on and a short quest to poison throwing weapons.
You'll also have access to the duelling pit: every time you enter it, a mage, warrior or thief type npc of your level will be waiting for you. You opponents are equipped according to their level but you won't be able to loot any of it. Instead, you get a trophy (there are 5 different kinds to collect)
The bulkier content of the mod is:
* Quests to get the house
* Quests to hire employees
* Quests to improve your employees services
* Quests to build new rooms or get new features in the house


An ancient dwemer training room perhaps ?
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Tamara Dost
 
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Post » Sat Dec 11, 2010 8:43 am

Yay! More good news! :)

The servant's quarters look great, my servants are going to like it there.
As for the vestibule, great custom wallpaper!
(and I'm glad to see my book idea making it in. Thanks, and you're welcome, too!) :D

Nice job with the loo, too!

A small note though... I think it is spelled "Almanac", isn't it?
(without the "H".)

Also, what the person was saying about "Autistic" play, I do believe he just meant "Obsessive Compulsive Hoarding".
(I ought to know, I do it myself! Yet another reason to love this mod!) ;)
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lucile
 
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Post » Sat Dec 11, 2010 10:59 am

A small note though... I think it is spelled "Almanac", isn't it?
(without the "H".)

Yes, you're right.
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BEl J
 
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Post » Sat Dec 11, 2010 5:01 am

Also, what the person was saying about "Autistic" play, I do believe he just meant "Obsessive Compulsive Hoarding".


Oh, please! The correct term is Being Prepared. ;)
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Ricky Meehan
 
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Post » Sat Dec 11, 2010 5:23 pm

An ancient dwemer training room perhaps ?

Well, the training area is complete and I had no plans to add or modify anything. But again, I need a quest for the drillmaster: I can see a quest where you collect parts from various dwemer ruins and re assemble them to make a training centurion, maybe with a lever to select the difficulty?... Ah, yet another point on the to do list!

Yay! More good news! :)

The servant's quarters look great, my servants are going to like it there.
As for the vestibule, great custom wallpaper!
(and I'm glad to see my book idea making it in. Thanks, and you're welcome, too!) :D

Nice job with the loo, too!

A small note though... I think it is spelled "Almanac", isn't it?
(without the "H".)

Also, what the person was saying about "Autistic" play, I do believe he just meant "Obsessive Compulsive Hoarding".
(I ought to know, I do it myself! Yet another reason to love this mod!) ;)

Glad you like the servants' quarters. I tried to keep them fairly simple. I used 3 of Korana's wallscreens from her Provincial bath shop (that alone is a treat) and matched the beds to them.
The wallpaper in the vestibule, both ground floor and 1st floor come from KEY rug resource. I also used one of his rugs in the armory and the Wolven lodge.
Your book idea was just too good to pass ;) The linking scroll is there too.
Ah, thanks for spotting and correcting the spelling mistake!

Yes, you're right.

It's been rectified, thanks :)

Oh, please! The correct term is Being Prepared. ;)

Ah... PorrigeIsGood should have said that :), then yes, I believe the Pegasus Estate should be entertaining:)
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Monika Fiolek
 
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Post » Sat Dec 11, 2010 4:19 pm

For the drillmaster quest in mind, may I suggest that you don't select any famous or vanilla quest related locations. When you do your first fighter's guild for Hrundi, he send to Nehurdamz but I know there is so called 'twin' ruin with name of Nehurdumz, just a little northeast of Nehurdamz I think. The second could be the old ancient dwemer ruin Bthanchend, which is not a stronghold for Dagoth Ur, within the ghostfence close to the northern fence barrier. Maybe the last is the Mudan Grotto which is lore related though.
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Justin Bywater
 
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Post » Sat Dec 11, 2010 11:43 am

For the drillmaster quest in mind, may I suggest that you don't select any famous or vanilla quest related locations. When you do your first fighter's guild for Hrundi, he send to Nehurdamz but I know there is so called 'twin' ruin with name of Nehurdumz, just a little northeast of Nehurdamz I think. The second could be the old ancient dwemer ruin Bthanchend, which is not a stronghold for Dagoth Ur, within the ghostfence close to the northern fence barrier. Maybe the last is the Mudan Grotto which is lore related though.

I had the same idea, but no ruins in mind, your suggestions are more than welcome :)

Today, I have fiddled with my great hall without achieving what I wanted, so, I worked on the workshop instead!

The workshop features:
= outdoor
= has MC facilites :smelter pottery wheel and anvil (you still have to buy the kits) --- The loom and spinning wheel are in the Lady's chambers, somehow I can't imagine a smith making pretty dresses...
= Nifty Containers for most of the MC materials (logs, clay, sand, ore and glass, resins and wax, hides and pelts, straw)
= Handy notes listing the items you can craft (with MC) in order of difficulty and their required components
= Normals containers (crates and cupboards)
= Some elements of decoration (even!)

Screens: http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/Workshop.jpg, http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/workshop1.jpg
http://www.youtube.com/watch?v=sMkxen_1BfU
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sw1ss
 
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Post » Sat Dec 11, 2010 5:05 am

A very nice setup, Danae! ^_^

I have been asked to do something like this for my mods,
but I had no idea how.

I have tried MC before, but never really used it much,
so I didn't know what I needed to put in to set up this sort of thing properly.

As you know, I've been working on other things, but after I have gotten that
out of the way, I want to do one more update for Wizard's Rest.

(I have recieved alot of requests to add an MC workroom to my mod...)

Edit: Do you remember that bit of script I sent you, that makes it so you can read a book, but not pick it up?
For the papers you have put on the walls, you could use that in a script.
That way they could be read, but not accidentally taken and lost.

(A regular "NoPickup" script wouldn't let you read them, either.
One could be used on the daggers and other things pinning them in place, though.)
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m Gardner
 
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Post » Sat Dec 11, 2010 6:22 am

A very nice setup, Danae! ^_^

I have been asked to do something like this for my mods,
but I had no idea how.

I have tried MC before, but never really used it much,
so I didn't know what I needed to put in to set up this sort of thing properly.

As you know, I've been working on other things, but after I have gotten that
out of the way, I want to do one more update for Wizard's Rest.

(I have recieved alot of requests to add an MC workroom to my mod...)

I haven't release the MC containers yet, but let me know if you want them, I'll pack them up nicely for you ;)
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Luis Reyma
 
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Post » Sat Dec 11, 2010 5:06 pm

Thanks, I'd like that! :)

(Oh, I edited my previous post, but I guess you ninja'd it... see above!) ;)
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Rude Gurl
 
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Post » Sat Dec 11, 2010 1:52 pm

Thanks, I'd like that! :)

(Oh, I edited my previous post, but I guess you ninja'd it... see above!) ;)

Indeed, I replied before your edit was done:) The little script you sent me has been put to good use, in the Vestibule, the training area, in the Lab and the workshop ;)

Ok, I'll start packing then! Well, more like zipping
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john palmer
 
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Post » Sat Dec 11, 2010 2:55 pm

Awesome! :)
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Marcia Renton
 
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Post » Sat Dec 11, 2010 1:25 pm

I have finally updated, well redone the OP, all with links to the videos and the screenies (some of them new). It took quite a while to make it but now it looks pretty and has all the info, please http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1068023&view=findpost&p=15520740:3

I put the info on the workshop again in case it went unnoticed

= outdoor
= has MC facilites :smelter pottery wheel and anvil (you still have to buy the kits) --- The loom and spinning wheel are in the Lady's chambers, somehow I can't imagine a smith making pretty dresses...
= Nifty Containers for most of the MC materials (logs, clay, sand, ore and glass, resins and wax, hides and pelts, straw)
= Handy notes listing the items you can craft (with MC) in order of difficulty and their required components
= Normals containers (crates and cupboards)
= Some elements of decoration (even!)

Screens: http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/Workshop.jpg, http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/workshop1.jpg
http://www.youtube.com/watch?v=sMkxen_1BfU
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aisha jamil
 
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Post » Sat Dec 11, 2010 11:00 am

That outdoor workshop is great, with its recipes and hanging images! I also liked the display hall--but will it be possible for the user to replace the wooden-like mannequins with more realistic ones, assuming they have the appropriate mannequin shop mod loaded in the game? (I may have asked about this quite some time ago, but I don't recall doing so.)
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Dylan Markese
 
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Post » Sat Dec 11, 2010 5:32 pm

That outdoor workshop is great, with its recipes and hanging images! I also liked the display hall--but will it be possible for the user to replace the wooden-like mannequins with more realistic ones, assuming they have the appropriate mannequin shop mod loaded in the game? (I may have asked about this quite some time ago, but I don't recall doing so.)


Glad you like the workshop, building it made me want to use MC again :)
The mannequins can be picked up (and stored) and replaced by the ones of your choice. I remember you asked about them displaying weapons or not, it turns out they can't.
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Dean Brown
 
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Post » Sat Dec 11, 2010 5:52 pm

Glad you like the workshop, building it made me want to use MC again :)
The mannequins can be picked up (and stored) and replaced by the ones of your choice. I remember you asked about them displaying weapons or not, it turns out they can't.


I can certainly live with that, given the weapons displays you have. :)
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Gen Daley
 
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Post » Sat Dec 11, 2010 5:22 am

A last minute addition to the house!

You might remember how I planned a quest to have the arboretum built: you need to enlist the help of a Telvanni mage that will agree to grow the room for you. That, together with Fable2's remark about the central staircase of the arboretum that leads nowhere, gave me an idea: the staircase now leads to a small hum, growth, well, 3 small rooms for the said mage to live. she is in fact, the mage you could hire with Staff Agency.
It's nothing fancy: a bed, a small working room and a small storage
Here's the http://www.youtube.com/watch?v=lMn4pNHLtVM (still a WIP)

The quest to become the owner of the Estate is almost finished. In the course of this quest you will meet Feyiin of course, the current owner who still has troubles, the Majordomo , Likes-His-Mead the sailor is the one who 1st takes you to the Estate and Bother Jonas, a monk, healer and dear friend of Feyiin's. The majordomo, sailor and healer will stick around and perform services for you once you are their rightful master ==>They will be the staff manager, sailor and healer from the Staff Agency mod.

I'll add these to the BETA in a week or so.
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phil walsh
 
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Post » Sat Dec 11, 2010 2:49 pm

Nice! ^_^

Anyway, remember how you set the estate grounds as it's own region,
so rain wouldn't visibly fall through various external bits of the house, like the loo, and the workshop area?

While I was beta testing, I also decided to test various other mods & such as well.

I finally got around to testing the latest version of the Morrowind Code Patch.

When I went to see the house, I brought the weather changing spellbook from my "Forgotten Heresy" mod.
(Due to how you set the weather region, I had to leave the estate grounds to cast the spell, then walk back in, to get the script to work.)

I cast my rain spell, and went to the loo, and the MC workshop. Thanks to the Code Patch's "weather effects have collision" feature,
the rain didn't go through! You can stand in either place, and the roof will keep the rain out, and you can still see the rain through the windows.
(It's relaxing, to sit and watch the storm howl outside, while you are nice and dry inside.) ;)

I was thinking, maybe you could make a small addon plugin that leaves the estate grounds as it's own region,
but sets the region's weather to allow rain and storms.
(Perhaps something like 30% sunny, 20% overcast, 30% rain, 20% thunderstoms, or just "Azura's Coast" standard.)

Also, if you are interested, I could make a weather control script for you, that will allow the player to control the local weather. (On the estate grounds.)
I could design it for use on an activator.

Hmm, perhaps you could use it for a "Weather Control Crystal", that the player could earn as reward for a quest.
This crystal would be placed as an activator, outside on the estate grounds.

Weather control has a variety of practical applications, if you use certain mods.
Like mods that effect sneaking, vampiric weaknesses, and various other things.
(For example, with a mod that affects vampire sun damage based on weather,
you can could summon up a thunderstorm, and walk outside safely during daytime!)

This script would only affect the estate grounds, but due to the way Morrowind's weather system works,
the weather would keep going for a short while if you left the grounds into another region, but slowly change to that region's weather in a minute or so.
(That's how I was able to test it, I walked out of the grounds, to the "Azura's Coast Region", then cast the spell, and then walked back in.)

The "weather collision" feature of the Code Patch works really well. I didn't see any extra slowdown or anything.

So, what do you think? I could even make the script for you if you want, and it would be a nice quest reward.
(A fun feature for the house, too!)

If you don't have a copy of the Code Patch, but want to try it, look here: http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008
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Mashystar
 
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Post » Sat Dec 11, 2010 6:11 am

Nice! ^_^

Anyway, remember how you set the estate grounds as it's own region,
so rain wouldn't visibly fall through various external bits of the house, like the loo, and the workshop area?

While I was beta testing, I also decided to test various other mods & such as well.

I finally got around to testing the latest version of the Morrowind Code Patch.

When I went to see the house, I brought the weather changing spellbook from my "Forgotten Heresy" mod.
(Due to how you set the weather region, I had to leave the estate grounds to cast the spell, then walk back in, to get the script to work.)

I cast my rain spell, and went to the loo, and the MC workshop. Thanks to the Code Patch's "weather effects have collision" feature,
the rain didn't go through! You can stand in either place, and the roof will keep the rain out, and you can still see the rain through the windows.
(It's relaxing, to sit and watch the storm howl outside, while you are nice and dry inside.) ;)

I was thinking, maybe you could make a small addon plugin that leaves the estate grounds as it's own region,
but sets the region's weather to allow rain and storms.
(Perhaps something like 30% sunny, 20% overcast, 30% rain, 20% thunderstoms, or just "Azura's Coast" standard.)

Also, if you are interested, I could make a weather control script for you, that will allow the player to control the local weather. (On the estate grounds.)
I could design it for use on an activator.

Hmm, perhaps you could use it for a "Weather Control Crystal", that the player could earn as reward for a quest.
This crystal would be placed as an activator, outside on the estate grounds.

Weather control has a variety of practical applications, if you use certain mods.
Like mods that effect sneaking, vampiric weaknesses, and various other things.
(For example, with a mod that affects vampire sun damage based on weather,
you can could summon up a thunderstorm, and walk outside safely during daytime!)

This script would only affect the estate grounds, but due to the way Morrowind's weather system works,
the weather would keep going for a short while if you left the grounds into another region, but slowly change to that region's weather in a minute or so.
(That's how I was able to test it, I walked out of the grounds, to the "Azura's Coast Region", then cast the spell, and then walked back in.)

The "weather collision" feature of the Code Patch works really well. I didn't see any extra slowdown or anything.

So, what do you think? I could even make the script for you if you want, and it would be a nice quest reward.
(A fun feature for the house, too!)

If you don't have a copy of the Code Patch, but want to try it, look here: http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008


Hi Gaius :) I really prefer the weather to be standard Azura coast weather, with a little extra sun , so I think I'll just change it (I have to redo the exterior anyway, TR conflit :( and specify in the read me that without MCP it may rain the the loo (massive leak, pun intended). MPC is pretty much a must have anyway. I don't remember right now, does the option to give collision to weather effect have any impact on fps?

I'll think I'll take you up on your offer, a weather controlling device (rather than a crystal) working on the Pegasus grounds only would be a very nice quest reward. I can imagine my farmer or gardener complaining about the weather and the disastrous effect it has on the crops/plants. You'd need to enlist the help of the librarian (research), dwemer ghost (clues on the how to) and smith (actual construction of the device). There's no rush for the script thought, Is till need to finish the quest to own the Estate, then add those to build the rooms before I move to the staff related quests.
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Chloe Yarnall
 
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Post » Sat Dec 11, 2010 2:22 pm

Wow, good job, I especially like the workshop building and the fences. Did you create those yourself?
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Nicole Elocin
 
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Post » Sat Dec 11, 2010 3:51 pm

Wow, good job, I especially like the workshop building and the fences. Did you create those yourself?

Thank you :) The workshop is part of a rhttp://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4264 as well as all the pieces of the house and the fences are vanilla.
Feel free to get the http://www.4shared.com/file/229678213/ff5694f/PegasusHouse0pt6.html and post your remarks (if any) http://www.gamesas.com/bgsforums/index.php?showtopic=1078554
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Jordyn Youngman
 
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Post » Sat Dec 11, 2010 12:14 pm

Yeah, standard Azura's Coast weather is good.

As for the MCP, I haven't noticed any slowdown at all.
(My vista laptop is a few years old, so Pegasus Estate itself runs slowly with it. But the weather collision caused no additional slowdown.)
(Exterior only, the interiors are just fine.) :)

According to the maker of the MCP, weather collision can slow things a little bit.
However, it would only be taking up a bit more RAM, and if your computer is strong enough for Pegasus Estate,
it is FAR more than enough for the weather collision feature.

(Mine BARELY handles Pegasus Estate, and it runs the MCP just fine. Anyone who can use your mod can use this, so don't worry.) ;)

Oh, despite that, don't worry about me, I can also use Exeopt, and the FPS Optimizer.

For anyone curious, the FPS Optimizer can be found here:
http://www.lowgenius.net/post/2008/05/23/Morrowind-FPS-Optimizer.aspx

Exeopt is a patch for the Morrowind.exe, like the MCP is, however to use them together, you must use the MCP first, then use Exeopt.
(Exeopt patches the EXE itself, to clean and streamline it, to make the game run more efficiently. Slightly higher FPS, faster loading, less CTDs.)

However, Timeslip's site which had Exeopt is down, and I can't find a download link for it anywhere, sorry.
(Glad I still have my copy, though!) ;)

Oh, and I'll be happy to make the script, just tell me when you are ready. ^_^
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Gill Mackin
 
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Post » Sat Dec 11, 2010 1:25 pm

I've a few questions. It looks like there's a space for a necromancer using Blasphemous Revenants to bring their craft home, which would be awesome since necromancy is frowned on carting bodies all over the island isn't always happy fun. Also you mentioned that the quests will allow building on of the house, is this in a modular way? For example my necromancing vampire has many slaves but doesn't eat or craft much of anything, so the crafting area's would mostly be lost on her as well as the kitchen and pantry and quite a bit else, while my nobler living characters would love to have all of those things and one would be actively frightened by the cemetery etc as her people handle death in a far different way. So some might want this room but not that room, if you get my drift and the whole thing is altogether more huge than any of them could ever use entirely. Oh and how is the shrine determined? My vamp would love to have a place to replenish herself without having to drain a slave all the dang time but can't use normal shrines and worships no god but herself so if the room of contemplation would let her recharge her skills, health and magicka she'd probably choose it over the others (but of course she's a vamp so she'd only be able to use it after dark or fry).

Questions aside it looks like a wonderful achievement you've got there! It's always so hard to find a home that really suits my characters exact needs and personalities without building them each a place of their own.
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Kelsey Anna Farley
 
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Post » Sat Dec 11, 2010 4:18 am

Oh, and I'll be happy to make the script, just tell me when you are ready. ^_^

Great, thank you!

I've a few questions. It looks like there's a space for a necromancer using Blasphemous Revenants to bring their craft home, which would be awesome since necromancy is frowned on carting bodies all over the island isn't always happy fun. Also you mentioned that the quests will allow building on of the house, is this in a modular way? For example my necromancing vampire has many slaves but doesn't eat or craft much of anything, so the crafting area's would mostly be lost on her as well as the kitchen and pantry and quite a bit else, while my nobler living characters would love to have all of those things and one would be actively frightened by the cemetery etc as her people handle death in a far different way. So some might want this room but not that room, if you get my drift and the whole thing is altogether more huge than any of them could ever use entirely. Oh and how is the shrine determined? My vamp would love to have a place to replenish herself without having to drain a slave all the dang time but can't use normal shrines and worships no god but herself so if the room of contemplation would let her recharge her skills, health and magicka she'd probably choose it over the others (but of course she's a vamp so she'd only be able to use it after dark or fry).

Questions aside it looks like a wonderful achievement you've got there! It's always so hard to find a home that really suits my characters exact needs and personalities without building them each a place of their own.

Well, I made the crypt large enough that I could stay there during my vampire days so it has a master bedroom, a small bedroom, a large room with additional coffins, and another large room for cattle. There is also a small alchemy lab with its jars and sorters.
Most of the house is modular yes. It comes with the most basic things (bedrooms, armoury, study, lab and some of the crypt. The workshop and NOM kitchen can be built as well as the library, arboretum, guest room, menagerie, shrines (including one to Molag Bal), display room, and a couple more things.
The door to the shrine asks you what faith you follow and take you to the corresponding shrine. I do have plans to make the shrine VE compatible but it's not done yet. The place of comtemplation make you feel enlightened for a while (bonus to int and some magicka restored.
In the end, the crypt is a small part of the mod, but, all of the staff once, hired won't mind you being a vampire, they might comment on how pale you are but that's it.
It is my goal to make a house I can use with all my chars, even thought it means that some rooms with get dusty real fast!

You can try the beta of the house, it is not a modular version because everything is already built but you might like it anyway.
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oliver klosoff
 
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