[WIP] Pegasus Estate (second thread)

Post » Sat Dec 11, 2010 11:23 am

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

Heck, it's still an awesome mod. I'll be downloading once it's all fine n dandy :)

EDIT: ElricM is down? Hmm... To Google!
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Jason King
 
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Post » Sat Dec 11, 2010 2:57 am

Oh I'm sure your vampire accommodations are more than adequate and indeed I saw the beta thread which actually prompted me to come here and look at this thread to get an idea of what's actually in the house since there was no list of features in the beta release thread. What I'm really asking is does this house support a necromancer of the type allowed by Blasphemous Revenants? The house seems large and nice, with enough variety to be used by many of my characters except my necromancer. Having someone sort all there stuff and put it away alone is a great touch but NoM compatibility, Crafting compatibility and sorting scripts are out there in many lovely houses but to date no one has made a home for the necromancer with BR compatibility and that's what would really make me drool.

Sorry if I was unclear, trying to communicate around a migraine today, hopefully I'm doing a bit of a better job now.
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Latino HeaT
 
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Post » Sat Dec 11, 2010 5:33 am

I decided to post in this thread again since the house itself is pretty much built.

Here's the to-do list to complete the Pegasus Estate:

  • Make the house...

All done, still thinking of adding bridges and a couple of things around though.

  • Quests to have rooms built...

Arboretum
Servants' quarters ...DONE!
Crypt
Shrines ...DONE!
Display Hall ...DONE!
Menagerie
Mess Hall
Pool
Guest rooms

  • Quests to hire the staff...


Through the majordomo:
alchemist, bard, butler, housekeeper, cook, courtesans, dancer, farmer, fisherman, gardener, guards, herder, librarian, spellweaver, maid, merchant, necromancer and seamstress ==>no or little change planned from Staff Agency so... DONE!

Through quests:
Agent
Artist
Hairdresser
Guild guide ...DONE!
Healer ...DONE!
Hunter ...DONE!
Miner ...DONE!
Overseer ...DONE!
Sailor ...DONE!
Service mage
Smith
Thief
Gambler
  • Services and Better services...


Some npcs will have their service and/or better services while others get brand new ones (compared with Staff Agency):
healer (better service)

artist (new service: add paintings to the estate)

hairdresser (new service: makes wigs)

guild guide (new services: adds the topic 'travel' for the staff, can be summoned to travel back to the estate with all companions)

miner (old services will be completely replaced by a quest involving the mine on the Pegasus Grounds)

sailor (new service: sail to and from Sadrith Mora, new quest: smuggling operations)

gambler (offers mini-games and riddles)

hunter (tames an animal companion for you)

bard (new instruments, quest for the playable lute)

maid (pour bath, make tea)

librarian (new service: info on books)

Others keep the services and mini quests they had in Staff Agency.


  • Quests for house features...


These are features/quest that will be made available after some npcs have been hired

Muffin oven

Display Hall, second floor ...DONE!

Party time!

Blessed shrines

Populate the menagerie

Grow crops of your choice

Sort potions, scrolls and soul gems ...DONE!

Populate the river

Flourish the vestibule

Build your Igor

Create a familiar

Soul gem crafting ...DONE!

Ultimate gauntlet

Make and collect Blue weapons


  • Others

rumours. romance, conflicts between/about the staff

'where is...?' topic: asking the majordomo where an npc is will randomly place them in the estate. For example, if you ask where Likes-His Mead the sailor is, the majordomo might tell you he's on the docks, in the ship's cabin, in the mess hall discussing fish recipe with Brinn the cook or skinny dipping in the river with Shake-Her-Spear the guard.

'orders' topic: similar to the 'where is' topic: you may tell your staff to go to their quarters, go have lunch in the mess hall, head to the great hall for the upcoming party, go to work in the appropriate room or just stay where they are.

Dialogues and service dependant on the room the npc is.


  • Addons planned


an MTC addon that adds a new set of cards to collect and a new mini game with the gambler, hopefully.

a POTD addon that adds new paintings to collect and a nice gallery to display them all

a COM addon that adds the nursey, the page and new dialogues for Emma's MW family

a Pegas Ranch addom that provides easy travel to and from the Estate.

a Blasphemous Revenant addon that adds facilities to the crypt



  • To answer Fable's question about the staff in the BETA thread, here's a short introduction to all the staff


Roy, Imparial agent. No trait yet, but he has a baby face so I'm gonna use that at some point.

Pikassau, high elf artist. I see him quite pedantic, he should be using art related jargon

Calissa, imperial hairdresser. She's the butler's overbearing Mum.

J'ana, a playful Khajiit guild guide.

Brother Jonas, Breton healer, more like a monk actually and not the fighting type.

Gahrma, orcish hunter. No trait yet other than being a pretty orc. She might have unresolved issues about that, being the pretty ducking of the family

Elorn, darf elf miner, very much into himself and fascinated with new and rare ores.

Laghum Dar, orc overseer. No trait (yet?)

Likes-His-Mead, an Argonian sailor, friends with everyone but guards and yeah, he likes mead.

Modra, dark elf service mage and renegade Telvanni.

grom, nord smith, no trait yet.

Magpie, wood elf thief (that's a shocker), she;s got a thing for shinies.

A Khajiit gambler with no name! and no personality!

Brews-Much the Argonian alchemist. No trait, besides hissing a lot.

Basnik the wood elf bard who can be annoying at time, like wood elves can be.

Louis the Imperial butler who's finally escaped from his mother, or so he thought.

Patience, a wood elf housekeeper with a temper and no patience at all.

Brinn, a Breton cook. No trait really, but she's not a trouble maker.

Helen the Redguard courtesan. Might change her race, give her an asian face and make her speak in haiku.

Emil, high elf courtesan, romantic and sensitive, could recite short poems

Nina, a Breton dancer who is very into her looks and rumours.

Orille, a dark elf farmer. I have no trait for him yet, but I gave him one of my favourite dark elf faces (one of Ren's) and I like him very much so I want him to be more than just a farmer, just don't know what.

J'Rissh, a Khakiit fisherman who enjoys a good smoke after work. No sure what he puts in his pipe though...

Thalya, a breton gardener. No trait yet.

Braggi, a nord guard. No trait yet

Shake-Her-Spear, an Argonian guard, good with a spear I hear.

Mirs the wood elf herder with a fondness for guars.

Eliza the high elf librarian, in Fable's words, a spunky old stick, she's not that old though.

Mistral the high elf spellweaver, no trait yet.

Sophie the French Imperial maid, she has a funny accent, says 'oui' a lot and has the worst taste in men.

Kaya is shrewd dark elf merchant. her motto: nothing is for free


Skar, a Redguard necromancer. Trait: err, evil?

Alice, a Redguard seamstress, no trait yet.

And the majordomo, a dark elf, very proper and all.



That's it, phew. Any personality quirks you can think of? A while back I offered to name npcs after people who helped me, the offer still stands ;)
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Tiffany Holmes
 
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Post » Sat Dec 11, 2010 4:05 am

You mean Westly's "Exiles of Akavir", right?
It would be perfect for the female courtesan.

(If needed by anyone, it can be found here:)
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7364
She would be awesome as a geisha. :D

(Also, as for naming an NPC, an Imperial named Gaius would be nice!) ;)
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Tracy Byworth
 
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Post » Sat Dec 11, 2010 8:25 am

-snip- ... A while back I offered to name npcs after people who helped me, the offer still stands ;)

I'd rather not see NPCs named after forum goers - that would take me out of the moment. We spend enough time with each other here already. :P
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Charlotte Buckley
 
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Post » Sat Dec 11, 2010 8:11 pm

You mean Westly's "Exiles of Akavir", right?

(Also, as for naming an NPC, an Imperial named Gaius would be nice!) ;)


I won't include a whole new race since PE is going to be very very large already. Also Westy's faces aren't resources.
How would you feel about Gaius the agent?
I'd rather not see NPCs named after forum goers - that would take me out of the moment. We spend enough time with each other here already. :P

True true, though in this case, Gaius will blend in better than Roy ;)
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Niisha
 
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Post » Sat Dec 11, 2010 3:50 pm

I won't include a whole new race since PE is going to be very very large already. Also Westy's faces aren't resources.
How would you feel about Gaius the agent?

True true, though in this case, Gaius will blend in better than Roy ;)


Sounds good to me! ;)
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Matt Bee
 
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Post » Sat Dec 11, 2010 1:42 pm

Hi Danae ! :wave: I'm back to this thread. :foodndrink:

I won't include a whole new race since PE is going to be very very large already. Also Westy's faces aren't resources.
How would you feel about Gaius the agent?

True true, though in this case, Gaius will blend in better than Roy ;)

I agree with tetchy, Danae.

Sounds good to me! ;)

If Gaius Atrius don't mind, how about the "Gainus" name ? Good work and thanks Danae ! :clap:


Finally I would like to thank you Danae, for your response and support to my non-topic remark in my previous reply.
It's much easier now once I've it in my control.

edit - Roy is a member in this forum.

hint - Gain (advantage) us (to you and me)
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Anne marie
 
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Post » Sat Dec 11, 2010 6:58 am

any new updates for us?
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R.I.p MOmmy
 
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Post » Sat Dec 11, 2010 1:52 pm

Sorry to be so late getting back: sick, elderly cat, and mod I decided to work on intensely for Oblivion. It's just being put together with screens, etc, now, for release.

So I should be able to get back into the dialog, momentarily.
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meghan lock
 
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Post » Sat Dec 11, 2010 10:59 am

Sounds good to me! ;)

*pick her wand up, waves it around* Done!

Hi Danae ! :wave: I'm back to this thread. :foodndrink:
I agree with tetchy, Danae.
If Gaius Atrius don't mind, how about the "Gainus" name ? Good work and thanks Danae ! :clap:

Finally I would like to thank you Danae, for your response and support to my non-topic remark in my previous reply.
It's much easier now once I've it in my control.

edit - Roy is a member in this forum.

hint - Gain (advantage) us (to you and me)

Hello again :) Since I made the offer for the name a long time ago, I'll stick to it. Plus, Gaius has helped an awful lot (I think he appears 3 or 4 times on the read me already) so it feels right to have a char named after him.
Glad things are looking up for you :))


any new updates for us?

Since I'm working on dialogues and quests, I have no screens or vids to show and the progress is slow (testing takes forever!).
I'm now working of the quest to have the pool built.
Also, I've done quite a bit of thinking about the relationships between all the staff members, but it's mostly brainstorming at this point.

Sorry to be so late getting back: sick, elderly cat, and mod I decided to work on intensely for Oblivion. It's just being put together with screens, etc, now, for release.

So I should be able to get back into the dialog, momentarily.

Hi, no worries, I'm progessing very slowly (rl has caught up with me too). I'm not sure if your elderly cat is sick or if you are, either way, I hope you're both better ;)
One day, I'll mod for Oblivion too, after I finsh Pegasus Estate, after finish all the MW quests and explored every bit of the map... yeah, I know, that won't happen anytime soon.
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Glu Glu
 
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Post » Sat Dec 11, 2010 4:32 pm

Hello again :) Since I made the offer for the name a long time ago, I'll stick to it. Plus, Gaius has helped an awful lot (I think he appears 3 or 4 times on the read me already) so it feels right to have a char named after him.
Glad things are looking up for you :))


I see. I think that's nice of you to choose a name for an inofficial team member of your mod.
So long for now and keep up the good work Danae ! :goodjob:
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Jennifer May
 
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Post » Sat Dec 11, 2010 7:04 am

I've made some progress (at last)!

Here's the to-do list to complete the Pegasus Estate, so here's the update progress list:

Quests to have rooms built...

Arboretum
Servants' quarters ...DONE!
Crypt
Shrines ...DONE!
Display Hall ...DONE!
Menagerie
Mess Hall ...DONE!
Pool ...DONE!
Guest rooms ...DONE!


Quests to hire the staff...


Through the majordomo:

alchemist, bard, butler, housekeeper, cook, courtesans, dancer, farmer, fisherman, gardener, herder, librarian, spellweaver, maid, merchant, necromancer and seamstress ==>no or little change planned from Staff Agency so... DONE!, .............. actually no, I want to redo that: new employees will appear in the room they'll be working in (so, not right behind you as they used to), household employees won't have the 'follow' topic but they'll follow their own schedule and move about in the house. They keep the companion share of course. The companion employees keep the 'follow' topic, will have the 'travel' after a new mini-quest is done for the guild guide, they get a new topic 'orders' where you can ask them to meet you in the Armoury (ready room) or rest or do sthg else (depending on their class).

Through quests:

Agent
Artist
Hairdresser
Guards
Guild guide ...DONE!
Healer ...DONE!
Hunter ...DONE! New: Get your hunter to tame a wolf, see him grow, get a kennel, learn more tricks
Miner ...DONE!
Overseer ...DONE!
Sailor ...DONE!
Service mage
Smith
Thief
Gambler ...DONE! Karred'As (that's his name) loves games, in particular the one where he gives you the anagram of an object which you need to bring him. The first puzzle is to hire him, but I'm not sure what rewards he should give for solving further puzzles... suggestions welcome!

I've tidied and/or improved the scripts (with some help from Abot, thanks!) so the hot cup of tea, the bath water, the muffin and the set table don'y appear right in front of your eye JUST before the screen goes black.
I've also added to the dialogues giving more choices, adding more npc specific greetings.

Next up, the Arboretum+ hire renegade Telvanni mage
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Claire Lynham
 
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Post » Sat Dec 11, 2010 5:30 pm

Awesome stuff! :celebration:
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Nancy RIP
 
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Post » Sat Dec 11, 2010 7:41 am

Danae,

First of all, I'm having a blast with The Pegasus Estate! Although I know I'm still beta testing, it's still the best house/estate mod I've ever played.

I have had a few issues and I have a couple suggestions, too. If they've already been addressed, please ignore me.

Is there any way to have the Butler collect the wages for all the staff at the same time? Naturally, the PC won't be able to get every member of their staff on the same day, but by the time the last staff-member is hired, their timers could be tripping every single day. It could become very irritating to have to go through the pay dialog 'seemingly' every time you speak to a member of your staff, especially if you've been away for a bit.

Have you considered potion and scroll sorters? After using the ingredient sorter for the first time, I truly lamented not having the potions and scrolls sorted.

I may not have the most recent version, I downloaded from PES and am running Pegasus Estate, Staff Agency, and Hold It, but here are a few issues I've had in no specific order:

* I have no Igor in my crypt
* After the herder has bred the guar, every time I speak to him of 'better service', he gives me another whistle.
* The Miner's questline is pre-empted by Bolrin's "The Client List" quest. He had no dialog options related to the mine. (FWIW, I['ve already stolen the Limeware for the lady in the Glassworkers' Hall)
* The dialog topic 'Bless this Amulet' remains in Lalatia Varian's list after the quest is done.
* The librarian ends up weighed down with multiple and open copies of books very quickly. She doesn't shelve them or put them in a box.
* Many of the scripted weapon racks have labels, but do nothing when I click on them.
* Sometimes, as I'm scurrying up the steps, I get the Chapel Door options. I know I didn't click on the door, but they just pop up in front of me.
* Nothing happens when I flush. (Boy, was that weird to type1 :D )
* The bottles placed in the winerack don't match my bottle replacer; is there any way to leave those with the vanilla textures so replacers will work?
* The books which are shelved in the Library should probably have the option to use original textures or the readable ones. Although I personally find your textures more functional in this case, some would find English in Morrowind immersion-breaking. It was a bit startling to me at first, but only because I use a different replacer for books.
* I'm not certain, but it seems some of the keyholes in the doors of the Estate are upside-down. It might just be the way I'm looking at them . . . I don't know.

Anyway, normally I would feel horrible about listing issues I've had like this, but since this is clearly in beta-testing, I am in hopes this will all be received well.

- Elaura
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Ian White
 
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Post » Sat Dec 11, 2010 12:35 pm

Danae,

First of all, I'm having a blast with The Pegasus Estate! Although I know I'm still beta testing, it's still the best house/estate mod I've ever played.

I have had a few issues and I have a couple suggestions, too. If they've already been addressed, please ignore me.

Is there any way to have the Butler collect the wages for all the staff at the same time? Naturally, the PC won't be able to get every member of their staff on the same day, but by the time the last staff-member is hired, their timers could be tripping every single day. It could become very irritating to have to go through the pay dialog 'seemingly' every time you speak to a member of your staff, especially if you've been away for a bit.

Have you considered potion and scroll sorters? After using the ingredient sorter for the first time, I truly lamented not having the potions and scrolls sorted.

I may not have the most recent version, I downloaded from PES and am running Pegasus Estate, Staff Agency, and Hold It, but here are a few issues I've had in no specific order:

* I have no Igor in my crypt
* After the herder has bred the guar, every time I speak to him of 'better service', he gives me another whistle.
* The Miner's questline is pre-empted by Bolrin's "The Client List" quest. He had no dialog options related to the mine. (FWIW, I['ve already stolen the Limeware for the lady in the Glassworkers' Hall)
* The dialog topic 'Bless this Amulet' remains in Lalatia Varian's list after the quest is done.
* The librarian ends up weighed down with multiple and open copies of books very quickly. She doesn't shelve them or put them in a box.
* Many of the scripted weapon racks have labels, but do nothing when I click on them.
* Sometimes, as I'm scurrying up the steps, I get the Chapel Door options. I know I didn't click on the door, but they just pop up in front of me.
* Nothing happens when I flush. (Boy, was that weird to type1 :D )
* The bottles placed in the winerack don't match my bottle replacer; is there any way to leave those with the vanilla textures so replacers will work?
* The books which are shelved in the Library should probably have the option to use original textures or the readable ones. Although I personally find your textures more functional in this case, some would find English in Morrowind immersion-breaking. It was a bit startling to me at first, but only because I use a different replacer for books.
* I'm not certain, but it seems some of the keyholes in the doors of the Estate are upside-down. It might just be the way I'm looking at them . . . I don't know.

Anyway, normally I would feel horrible about listing issues I've had like this, but since this is clearly in beta-testing, I am in hopes this will all be received well.

- Elaura


Thanks Elaura, glad you're enjoying PE!
So, in order, ...

I did consider paying all the wages to the staff manager based on the number of employees. Having each employee demand their due means that:1/you don't pay the employees you don't talk to or dont ask services from, 2/ and most importantly, not being able to pay 1 employee means that this employee only refuses services. Otherwise, if you cannot pay all the salaries at once, the whole staff goes on strike.

There is a potion, scroll and soul gem sorter in my current BETA, sadly I still have to do a few things before I release it.

Igor has not been implement yet, I still have to make the quest for it (collect bits and pieces from corpses)

If memory serves right, you get a new whristle if you don't carry the one you were given. (It's been a while since I looked at Staff Agency) I'll have to look it up and maybe change the dialogue so that you get a new whistle if you ask for one.

Bolrin has no dialogue for the miner's quest but has the barter option to buy the charter.

The healer's quest needs to be changed (so it can be done without joining the IC) I'll be careful to remove the topic once the quest is done.

There is a conflict between the librarian from the PE beta and frpm Staff Agency. Also solved in my current beta, again, please be patient. A quick fix would be to open Staff Agncy in the CS, remane 'aa_librarian' to anything (like aa_librarianXXX", make a new npc "aa_librarian", and delete the old one. That should give the librarian an new id that won't conflict with PE

Some weapon racks have no scripts, for example Daedric: there are too many daedric weapons to fit on one rack (with the script) so half of them are placed on an non-scripted rack.

The Chapel door option bug is weird. I'll see if I can duplicate it and then fix.

Activating the flush will make the crank move and produce a creaking sound, that's all. Let me know if you don't even have that.

The book replacer cannot be changed without a lot of hassle and to be honest, I really really like (to walk along my bookshelves and admire my books in alohabetical order, pure joy!) That beind said, the replacer only affect the dummy books in the library so you can still enjoy vanilla or custom textures ;)

The cabinet door in the Wolven lodge is upside down, that was the only way to have it open in the direction I wanted. I'll check the others.

Don't worry about listing problems, that's what betas are for, so thanks for pointing these things out ;))


I forgot to say that I've added scripts to revive/douse the flame in the fireplaces as well as one to change some of the paintings.

Also, some of the new dialogues are somewhat Neverwinter Nights inspired: you have option like this:
[Speechcraft] You try to convince the npc
[Intelligence] You try to outwit the npc
[Reputation] You try to impress the npc
etc...

Also also (I keep forgeting things...) the boat in front of the Estate is now furnished and scripted: it has a cabine and a storage area. Likes-His-Mead will take you to and from Sadrith Mora, the boat and its rooms follow of course.

Huh, I think that's it for now. Comments, ideas and criticism welcome!
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John Moore
 
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Post » Sat Dec 11, 2010 8:44 am

Ah! That's all great to hear.

Um, I did say I liked the book jackets; it's just the bottles don't look like the rest of the bottles, but I would imagine the same would apply.

I had already done what you said to do with the librarian and she's working fine . . . all except what I mentioned. She doesn't do anything with duplicate books and personally, I lose track of which ones I've given her and which ones I haven't until she's overburdened with doubles and triples. Is it possible for her to shelve the first book and put all duplicates in a chest or something?

The crank mechanism works, I just expected the paper I threw in there to go away. :D

I'll double check, but:

So far, none of the scripted weapon racks are working for me.
The herder gives me the whistle whether I have it in my inventory or not.
The BBQ and the Cauldron keep telling me they aren't close enough to a fire to cook on.
I can't place items on top shelves.
The dresser in the Lady's Suite bath has some sort of collision problem. I tried to put a dress on top of it and it ended up inside the box. I had to use TCL to find it again.

Oh dear. I just noticed a patch in your signature . . . Maybe I should try that before listing any more 'issues'. Doh!
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Tracy Byworth
 
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Post » Sat Dec 11, 2010 2:19 pm

I did say I would keep an eye on this, so I shall.. you seem have a lot of sorters I have wanted for a long time but forgot about, (like wine racks) and I do like just how much can be done with the staff and such. My homes are like mini-villages when I can make them such, because I like a reason to go home that doesn't always involve dumping loot, as well as a reason to hang out there for awhile. I mean, it IS my home. Seems odd an adventurer would buy a home and then not live there in between missions. Basically I like a living breathing area I can say "as hero of such and such, who is able to do such and such, boy is it nice to be home!"

As you may remember, the reason I do not use this mod because it breaks immersion for me to see a pool table, lights and modern equipment. I have tried again and again to justify it's use in some way, like a time traveling mage or something, but it just doesn't seem to work. Is it possible to add an optional plugin that de-modernizes some of the things?

Also, now that I know more about the back story, (like rare blue glass) the blue colors make more sense, but the lady's area seems a little too blue. Every time I look at that room, it's as if it's trying to swallow me up. Have you give thought to adding a bit more variety to the color scheme in there?
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Sarah Evason
 
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Post » Sat Dec 11, 2010 5:54 am

Hi Danae ! Glad of the update and info . Pegasus is getting closer ! Keep up the grand work !
Maholix , I commented about the " Blueness " of the Lady's Suite myself but I must point out that if you hunt around , you'll find a scroll that provides the reason for the " Blueness " . I just try to avoid going in the Lady's Suite with my eyes open . Cheers all ! Greg .
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Sarah Bishop
 
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Post » Sat Dec 11, 2010 6:29 pm

Ah! That's all great to hear.

Um, I did say I liked the book jackets; it's just the bottles don't look like the rest of the bottles, but I would imagine the same would apply.

I had already done what you said to do with the librarian and she's working fine . . . all except what I mentioned. She doesn't do anything with duplicate books and personally, I lose track of which ones I've given her and which ones I haven't until she's overburdened with doubles and triples. Is it possible for her to shelve the first book and put all duplicates in a chest or something?

The crank mechanism works, I just expected the paper I threw in there to go away. :D

I'll double check, but:

So far, none of the scripted weapon racks are working for me.
The herder gives me the whistle whether I have it in my inventory or not.
The BBQ and the Cauldron keep telling me they aren't close enough to a fire to cook on.
I can't place items on top shelves.
The dresser in the Lady's Suite bath has some sort of collision problem. I tried to put a dress on top of it and it ended up inside the box. I had to use TCL to find it again.

Oh dear. I just noticed a patch in your signature . . . Maybe I should try that before listing any more 'issues'. Doh!


Aha, I didn't get what the problem was with the librarian, so the dummy books appear on the shelves but she keeps the one you gave her in her inventory? Or is it that tif you give her a second copy of the books she simply keeps it? (which would be normal)

Thinking of the flush... it would be funny if the almanac placed a sheet of paper, hum, down there, and the flush made it go away.... I'll give that a try!

The BBQ is not a fire source itself, I gave it the NOM script of the grill, I realise now that I must leave room for the actual fire or add it... thanks for noticing this ;)

Are you refering to the dresser with the small chests on it?

Almost forgot about the weapon racks... it's weird, no problem was ever mentioned and they are working fine for me. Nothing will happen if the weapon you place in the rack is not of the right type, obviously, but also if the weapons has a unique ID, for example, the iron dagger you get from the Census office in SN.

All the staff will have their mini-quest looked at again, I'll be sure to correct the whistle issue.

What top shelves are you refering to?

I did say I would keep an eye on this, so I shall.. you seem have a lot of sorters I have wanted for a long time but forgot about, (like wine racks) and I do like just how much can be done with the staff and such. My homes are like mini-villages when I can make them such, because I like a reason to go home that doesn't always involve dumping loot, as well as a reason to hang out there for awhile. I mean, it IS my home. Seems odd an adventurer would buy a home and then not live there in between missions. Basically I like a living breathing area I can say "as hero of such and such, who is able to do such and such, boy is it nice to be home!"

As you may remember, the reason I do not use this mod because it breaks immersion for me to see a pool table, lights and modern equipment. I have tried again and again to justify it's use in some way, like a time traveling mage or something, but it just doesn't seem to work. Is it possible to add an optional plugin that de-modernizes some of the things?

Also, now that I know more about the back story, (like rare blue glass) the blue colors make more sense, but the lady's area seems a little too blue. Every time I look at that room, it's as if it's trying to swallow me up. Have you give thought to adding a bit more variety to the color scheme in there?


Well, giving my house a life of its own is one of my goal, hence the things to do there, the people to talk to,etc...
Truth be said, once I've worked out all the scripts, quests and dialogues, changing the tiles and changing some of the furniture is not that much trouble. What is too out of place besides the pool table?
I've had the same comment about the Lady's Suite tileset... I didn't want to have an intricate pattern on it because I knew the room would have loads of things in it. I'll play with textures a bit more, see if I can come up with something that works.


Any thoughts on the dialogues options I suggested (the Neverwinter Nights inspired ones)? or on possible rewards for the gamblers' mini games?

Edit: Hi Greg, you must have posted your post while I was making mine ;) I can't have you or anyone avoid the Lady's suite or go blind while going through it... I'll really have to do something about the colour then...
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Elisabete Gaspar
 
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Post » Sat Dec 11, 2010 11:54 am

-clip-
As you may remember, the reason I do not use this mod because it breaks immersion for me to see a pool table ... -snip-

You do know that billiards was invented in the 15th century and quite common during the Renaissance - even Shakespeare mentions it in several of his plays. If a telescope can appear in Morrowind, then a pool table wouldn't be any more out of place.
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Clea Jamerson
 
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Post » Sat Dec 11, 2010 9:06 pm

Hi Danae , my only issue with the Lady's Suite was that the shade of blue used is too overwhelming . Is it possible to mute the colour of the texture you used ? It would still remain blue just not such an .... electric shade . ( Although , in retrospect the lady did request that the room be in Blue Velvet .....oh dear ; a sudden lapse into David Lynch , urm ....perhaps some red draqes ? )
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Jessica Phoenix
 
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Post » Sat Dec 11, 2010 5:50 am

Hi Danae , my only issue with the Lady's Suite was that the shade of blue used is too overwhelming . Is it possible to mute the colour of the texture you used ? It would still remain blue just not such an .... electric shade . ( Although , in retrospect the lady did request that the room be in Blue Velvet .....oh dear ; a sudden lapse into David Lynch , urm ....perhaps some red draqes ? )

I've tweak the texture and got http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/MGEScreenshot3-1.jpg. I think the draqes texture is not sharp enough righ now but well, I'm still experiementing. The ceiling is wooden again (less suffocating I think) and the floor is a darker blue (so not so electric) What do you think?
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lolly13
 
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Post » Sat Dec 11, 2010 5:43 pm

Aha, I didn't get what the problem was with the librarian, so the dummy books appear on the shelves but she keeps the one you gave her in her inventory? Or is it that tif you give her a second copy of the books she simply keeps it? (which would be normal)


Just that she keeps it. Maybe a storage box somewhere in the room for duplicates and unique books would be useful?

Thinking of the flush... it would be funny if the almanac placed a sheet of paper, hum, down there, and the flush made it go away.... I'll give that a try!

The BBQ is not a fire source itself, I gave it the NOM script of the grill, I realise now that I must leave room for the actual fire or add it... thanks for noticing this ;)

Are you refering to the dresser with the small chests on it?


Great about the loo! I figured since there were other NOM compatible cooking stuff, the BBQ and Cauldron fires were just oversights.

Yes, the chest with the small animated chests on top. I tried to put the dress down between the small chests and it fell through the wood.

Almost forgot about the weapon racks... it's weird, no problem was ever mentioned and they are working fine for me. Nothing will happen if the weapon you place in the rack is not of the right type, obviously, but also if the weapons has a unique ID, for example, the iron dagger you get from the Census office in SN.


You wanna hear something really scary? I've been playing this beta for weeks and never walked into the display room! I've been referring to the non-specific weapon racks in the Vestibule and Armory. Those that just have the 'weapon rack' label. I click on them and nothing happens. Will they eventually be used?

All the staff will have their mini-quest looked at again, I'll be sure to correct the whistle issue.


Don't know what's up, but now when I have the whistle, he just tells me he's taking good care of our little Rupert. That reminds me, I was getting a script error on loading about Rupert not being found, but it went away as soon as I got to the point where he was born. You might think about inserting a dummy Rupert somewhere and disabling him when the player gets the real one?

What top shelves are you refering to?


Just about all of them. Off the top of my head: the shelves to the immediate right when you enter the arcana room in the crypt, the corner shelves in the Alchemy area in the main house, the top of the pantry and winerack . . . and other shelves that are above eye level to a Nord.

Any thoughts on the dialogues options I suggested (the Neverwinter Nights inspired ones)? or on possible rewards for the gamblers' mini games?


I really like the persuasion options. I would love it if someone could implement that for the entire game.

As far as I know, gamblers play for money and other valuables. He could offer unique jewelry, expensive artifacts, or just plain gold. In their travels from game to game, gamblers come across exotic treasures of precious gems, tapestries, and art as well as the occasional weapon, but they are loath to carry things they can't fit into a purse, so your gambler would need a hidden cache and a little time to fetch any large items won off of him. He would likely be clever enough to quit 'when he's ahead', or rather, after the PC has lost a set number of times.

As for the tileset of the Lady's suite, it was a bit of a shock the first time I set foot in it . . . however, it is pretty well established throughout history that eccentric rich people tend to over-customize their homes. If I were you, I'd give the player some kind of opportunity to redecorate the Lord and Lady's suites. Offer the tilesets in different shades and let the player decide which is right. As for your re-tex, I like the wooden ceiling, but now that I know the reason behind the blue, I think I like the original better. :D

Finally (whew, long post), I haven't noticed anything immersion-breaking at all in the Estate. As was stated, billiards and toilets, and many other items we consider 'modern' have been around since the Dark Ages of Western Civilization. The pool table might be out of place in Morrowind, but only because the extremely wealthy folk who built the Estate were undoubtedly outlanders from the Emperor's Court. Such wealth is a rarity on the island and as such the luxuries would have had to be imported from the mainland.
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Smokey
 
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Post » Sat Dec 11, 2010 4:40 pm

I've tweak the texture and got http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/MGEScreenshot3-1.jpg. I think the draqes texture is not sharp enough righ now but well, I'm still experiementing. The ceiling is wooden again (less suffocating I think) and the floor is a darker blue (so not so electric) What do you think?

That looks SO much kinder to the eye , Danae ! Kudos ! Love the wood paneling on the ceiling too . Still blue velvet but now not so much . This could be a winner !
PS ( EDIT ) I like Elaura's idea for the justification of Billiards and flush toilets . Perhaps in Feyiin's travels he encountered an old Dwemer site that had a working toilet and this is his attempt to replicate it . It hasn't caught on in Vvardenfell ( or Morrowind ) yet because people are really , REALLY conservative .
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Rowena
 
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