[WIP] Pegasus Estate

Post » Sun Nov 28, 2010 7:12 pm

The video was pretty dark, but what I could see of it--the desk, the repeating spiral motif--all looked very handsome. Reminded me of a sort of Morrowind version of a 19th century British gentlemen's club. :)
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Ilona Neumann
 
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Post » Sun Nov 28, 2010 4:24 pm

The video was pretty dark, but what I could see of it--the desk, the repeating spiral motif--all looked very handsome. Reminded me of a sort of Morrowind version of a 19th century British gentlemen's club. :)

Thanks :)
Ah yes, I forgot to up the lights when I made the video, I'll make a new one with the video of the next room.
The crypt is taking shape. I want to include a 'make your Igor' quest involving grave digging and bone hunting...
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Roy Harris
 
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Post » Sun Nov 28, 2010 1:20 pm

Could you enhance the bathtube part for this video [ http://www.youtube.com/watch?v=e9oyQu-X3_M&feature=channel ] At 0:22 the script could be remade to make it so when you pour water the water flows into the pool and the water ( An activator item? ) Gradually flows upward. Then when you get in the pool the screen blacks out for a while?

How many ( if any ) quests are intended?
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jadie kell
 
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Post » Sun Nov 28, 2010 1:35 pm

Could you enhance the bathtube part for this video [ http://www.youtube.com/watch?v=e9oyQu-X3_M&feature=channel ] At 0:22 the script could be remade to make it so when you pour water the water flows into the pool and the water ( An activator item? ) Gradually flows upward. Then when you get in the pool the screen blacks out for a while?

How many ( if any ) quests are intended?

I will add sound to the bath when water is poured, Not sure I can make the water appear, rise up, then be activated to cast a spell, then disappear. I'll try though :) The fade out is not a problem, I should have thought of it actually. Thanks for the advice!

There are many many quests, I'm trying to get all the building done before moving to dialogues and additional scripting. So far, I've only made the quest involving recruiting your staff and unlocking better services -> this was released as a stand alone mod called Staff Agency

Most new quests involve either the staff (most staff member will have their own new quest, in addition to the ones they have in my Staff Agency mod, and will help in the completion of other quests) or the addition of rooms/ features to the Estate (going from the nifty such as the book sorter, to the pretty such as populating your river with fish.) So it's all about unlocking features and services.

Here are a few quests planned:
== Help your Ashlander scout find out about her ancestry
== Build the arboretum: gather samples, convince a Telvanni to help with the actual growing of the room (either be Telvanni yourself of blackmail a Telvanni mage)
== Complete the obstacle course to have access to better training facilities.
== Gather instruments to unlock new songs for your bard
== Breed fish in your river
== Protect your herd of guars from a Nix attack.
== get into mining (see posts about the mine and the blue glass)
== Catch a thief on the Estate
== Build you Igor
--> most quests require some investigating, item gathering, killing AND relevant staff members. Some quest are triggered when you stumbling upon a ... quest triggering item found on the Estate or when doing quest related to the Estate.
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David John Hunter
 
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Post » Sun Nov 28, 2010 12:32 pm

I'm not sure if this is the way to do, but about the water:
If you enable water level in the cell, create a script to raise water level in the bath every sec till its full, and reset the level when you "use" it or the bath it might work.
== Build the arboretum: gather samples, convince a Telvanni to help with the actual growing of the room (either be Telvanni yourself of blackmail a Telvanni mage)
== Gather instruments to unlock new songs for your bard
== Breed fish in your river
== Protect your herd of guars from a Nix attack.
== get into mining (see posts about the mine and the blue glass)
== Catch a thief on the Estate
== Build you Igor
Those ideas are brilliant.
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Alyna
 
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Post » Sun Nov 28, 2010 1:47 pm

I will add sound to the bath when water is poured, Not sure I can make the water appear, rise up, then be activated to cast a spell, then disappear. I'll try though :) The fade out is not a problem, I should have thought of it actually. Thanks for the advice!

There are many many quests, I'm trying to get all the building done before moving to dialogues and additional scripting. So far, I've only made the quest involving recruiting your staff and unlocking better services -> this was released as a stand alone mod called Staff Agency

Most new quests involve either the staff (most staff member will have their own new quest, in addition to the ones they have in my Staff Agency mod, and will help in the completion of other quests) or the addition of rooms/ features to the Estate (going from the nifty such as the book sorter, to the pretty such as populating your river with fish.) So it's all about unlocking features and services.

Here are a few quests planned:
== Help your Ashlander scout find out about her ancestry
== Build the arboretum: gather samples, convince a Telvanni to help with the actual growing of the room (either be Telvanni yourself of blackmail a Telvanni mage)
== Complete the obstacle course to have access to better training facilities.
== Gather instruments to unlock new songs for your bard
== Breed fish in your river
== Protect your herd of guars from a Nix attack.
== get into mining (see posts about the mine and the blue glass)
== Catch a thief on the Estate
== Build you Igor
--> most quests require some investigating, item gathering, killing AND relevant staff members. Some quest are triggered when you stumbling upon a ... quest triggering item found on the Estate or when doing quest related to the Estate.


Sounds wonderful--and I mean that!--but don't let a mount of intent keep you from ever reaching the summit. ;) Maybe release it with a few of the quests done, and then add later? Understand, I'm not trying to tell you how to do your work, but over the years I've seen modders with great talent and aspirations lose interest as the list of to-do's never seemed to recede, especially with suggestions for additions from potential users.
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Amanda Leis
 
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Post » Sun Nov 28, 2010 12:40 pm

I'm not sure if this is the way to do, but about the water:
If you enable water level in the cell, create a script to raise water level in the bath every sec till its full, and reset the level when you "use" it or the bath it might work.

But that will fill the entire room with water.
I suggest using an activator (Dongle's water) and have it enabled and rise from the bottom of the tub. The opposite when you drain the tub.
Have you seen Korana's Bath Shop? Lots of neat soaps in there.
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Zosia Cetnar
 
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Post » Sun Nov 28, 2010 12:48 pm

I'm not sure if this is the way to do, but about the water:
If you enable water level in the cell, create a script to raise water level in the bath every sec till its full, and reset the level when you "use" it or the bath it might work.
Those ideas are brilliant.

Thanks you, like I said I won't start working on those quests until the house is built though. All I've done so far is create the unique items I'll be needing for the quests. I've never played with water levels so I'd have no idea how to go about doing this

Sounds wonderful--and I mean that!--but don't let a mount of intent keep you from ever reaching the summit. ;) Maybe release it with a few of the quests done, and then add later? Understand, I'm not trying to tell you how to do your work, but over the years I've seen modders with great talent and aspirations lose interest as the list of to-do's never seemed to recede, especially with suggestions for additions from potential users.

Yes, I've seen that happen as well, which is why I haven't spoken much of the quests I intend to create. I still have a few rooms to build on my to do list : alchemy lab, staff quarters, mess hall and kitchen, menagerie and library. The quest and dialogue to do list... well is much longer. Luckily, I'm mostly making this for myself so I have a lot of motivation :)

But that will fill the entire room with water.
I suggest using an activator (Dongle's water) and have it enabled and rise from the bottom of the tub. The opposite when you drain the tub.
Have you seen Korana's Bath Shop? Lots of neat soaps in there.

Even having the water activator rise from the bottom won't do because the top of the bathtub is much wider than the bottom (with the exception of the Dibella bathtub) so I'll simply add the sound effect for added realism and give the maid dialogue options to have her pour the bath.
I have seen Korana's bathshop and love it, I'm already using a few things (a couple of bottles, bathtubs, soaps, towels and wearable towels). From a poll I created a while back it was clear most people enjoyed placing their misc items in their own house (as I do) so I add as little misc items as possible and mostly in places that would be hard to reach ingame. Once an item is unlocked via quest (e.g. the wearable towel), it is possible to purchase more from the relevant staff.


In any case, thanks you all for your advice and suggestions :) I'm going back to building the last of the guest room: the Almalexia suite (and the 1st floor will be complete!)
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Kevan Olson
 
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Post » Sun Nov 28, 2010 9:32 am

The last of the guest room is done! Like pretty much every other room, it is primarily based on the rich common tileset but with a Mournhold inspiration this time. Unlike the other guests rooms, I've tried to keep this one gender neutral.

**Almalexia suite http://www.youtube.com/watch?v=yYkAJaO12bY&feature=channel http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/MGEScreenshot2-1.jpg http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/MGEScreenshot1-1.jpg

I have redone the video of the study with greater lighting, here it is:

**Study http://www.youtube.com/watch?v=rh79DUf0VuA http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/studydesk.jpg http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/study.jpg
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Chris BEvan
 
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Post » Sun Nov 28, 2010 11:06 pm

The last of the guest room is done! Like pretty much every other room, it is primarily based on the rich common tileset but with a Mournhold inspiration this time. Unlike the other guests rooms, I've tried to keep this one gender neutral.

**Almalexia suite http://www.youtube.com/watch?v=yYkAJaO12bY&feature=channel http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/MGEScreenshot2-1.jpg http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/MGEScreenshot1-1.jpg

I have redone the video of the study with greater lighting, here it is:

**Study http://www.youtube.com/watch?v=rh79DUf0VuA http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/studydesk.jpg http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/study.jpg


I like that closet in Almalexia--and did you have a view outside the window? I've seen it done, but in very few house mods--Abu's retreat did it nicely for a greenhouse. I looks great, here. Nice variety to the room, too, so it doesn't feel as though the size invokes emptiness. You've put a lot of variety and functionality into it.

I'm really looking forward to this, Danae. Thanks for all your hard work. :)
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Mariaa EM.
 
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Post » Sun Nov 28, 2010 3:34 pm

I like that closet in Almalexia--and did you have a view outside the window? I've seen it done, but in very few house mods--Abu's retreat did it nicely for a greenhouse. I looks great, here. Nice variety to the room, too, so it doesn't feel as though the size invokes emptiness. You've put a lot of variety and functionality into it.

I'm really looking forward to this, Danae. Thanks for all your hard work. :)



Thank you :):)
Quite a few rooms have a view on (a fake) outside, some of them, when possible on the real outdoor cell (The Pegasus Grounds benefit from a micro climate where it never rains).

Here's a new video, it's the crypt (it is darker in game) and a novelty for me: I've been playing with clothing to make a cuirass, shirt, robe and cloak with the colour of the estate (it's a first try so it's still very likely to change).

The crypt http://www.youtube.com/watch?v=At8ngI1YBTk

Pegasus fashion http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/PEGASUSCLOTHING.jpg

Next up is the mess hall and kitchen!
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Reven Lord
 
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Post » Sun Nov 28, 2010 11:54 pm

Your study movie looks great and interior is excellent. I liked it a lot. Honest. I'm still wondering though, when are you gonna to release it ? Please let us all on this forum know. :talk:
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Star Dunkels Macmillan
 
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Post » Sun Nov 28, 2010 10:04 am

To be entirely honest i dislike your crypt :( Its just a little too strange to walk into a daedric crypt on a nice buetiful home. Have you seen these crypt interiors? http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3734

You'll have to play threw the mod... sorry i dont have any screens and can't remember where it was...
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Portions
 
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Post » Sun Nov 28, 2010 11:04 am

Thank you :):)
Quite a few rooms have a view on (a fake) outside, some of them, when possible on the real outdoor cell (The Pegasus Grounds benefit from a micro climate where it never rains).


Great. You have so many fine details to each room, and they really add up.

Here's a new video, it's the crypt (it is darker in game) and a novelty for me: I've been playing with clothing to make a cuirass, shirt, robe and cloak with the colour of the estate (it's a first try so it's still very likely to change).


People who believe nothing says evil like an atmospheric crypt are going to love this. :) The red crystal--was that what it was?--upwards and behind that first door was a nice touch, and the smoking cauldron, another. It's generous of you to make several residences in one, like you have.
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josie treuberg
 
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Post » Sun Nov 28, 2010 10:10 pm

Your study movie looks great and interior is excellent. I liked it a lot. Honest. I'm still wondering though, when are you gonna to release it ? Please let us all on this forum know. :talk:

Thank you :) I don't know when I'll release this, I'm almost done with the building of the house but it really is a third (at best) of the whole mod: The scripting and dialogues to have the house evolve and the staff services improve will take quite a while... Please be patient, it is quite an ambitious project :)

To be entirely honest i dislike your crypt :( Its just a little too strange to walk into a daedric crypt on a nice buetiful home. Have you seen these crypt interiors? http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3734

You'll have to play threw the mod... sorry i dont have any screens and can't remember where it was...

The thing is ever since I've started playing MW, I'd move my char to a daedric ruin when she became a vampire. Even though most vamps in game are in tombs, I never found them ominous enough for my vampire (who usually experience a drastic change of personality) so I stayed with daedric.
On the plus side, the crypt is optional: you'll get the opportunity to have it built either after becoming a vampire or hiring the necromancer who will demand a place more to his taste.

Great. You have so many fine details to each room, and they really add up.


People who believe nothing says evil like an atmospheric crypt are going to love this. :) The red crystal--was that what it was?--upwards and behind that first door was a nice touch, and the smoking cauldron, another. It's generous of you to make several residences in one, like you have.

Thank you again for your comments :) Yes, it is a red crystal (from Clavis's resource), there is no cauldron tho, did you refer to the blood pool (with drops of blood falling into it, not visible in the video)
I'm trying to give each room a different feel so for every character I play, there is one that fits.
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Nicole Elocin
 
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Post » Sun Nov 28, 2010 1:46 pm

Thank you :) I don't know when I'll release this, I'm almost done with the building of the house but it really is a third (at best) of the whole mod: The scripting and dialogues to have the house evolve and the staff services improve will take quite a while... Please be patient, it is quite an ambitious project :)

There are only 3 mods that I am eagerly looking forward to. One is the Weapon enriching project, 2. are the next quests for Tamriel Rebuilt and 3 is your mod. I would be really happy if you could release a beta version or WIP version of only the house.
I've seen quest-, faction-,... mods enough, but such a house like yours is unique in every aspect and detail.
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Amy Smith
 
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Post » Sun Nov 28, 2010 2:25 pm

There are only 3 mods that I am eagerly looking forward to. One is the Weapon enriching project, 2. are the next quests for Tamriel Rebuilt and 3 is your mod. I would be really happy if you could release a beta version or WIP version of only the house.
I've seen quest-, faction-,... mods enough, but such a house like yours is unique in every aspect and detail.

I can do that quite easily :)
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trisha punch
 
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Post » Sun Nov 28, 2010 11:08 am

Thank you :) I don't know when I'll release this, I'm almost done with the building of the house but it really is a third (at best) of the whole mod: The scripting and dialogues to have the house evolve and the staff services improve will take quite a while... Please be patient, it is quite an ambitious project :)


The thing is ever since I've started playing MW, I'd move my char to a daedric ruin when she became a vampire. Even though most vamps in game are in tombs, I never found them ominous enough for my vampire (who usually experience a drastic change of personality) so I stayed with daedric.
On the plus side, the crypt is optional: you'll get the opportunity to have it built either after becoming a vampire or hiring the necromancer who will demand a place more to his taste.


Thank you again for your comments :) Yes, it is a red crystal (from Clavis's resource), there is no cauldron tho, did you refer to the blood pool (with drops of blood falling into it, not visible in the video)
I'm trying to give each room a different feel so for every character I play, there is one that fits.


I understand. Well I need to control my self, even that is difficult though. What fable2 said about the room architecture, I could't say it better my self. :tops:
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Maria Leon
 
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Post » Sun Nov 28, 2010 3:53 pm

Thank you again for your comments :) Yes, it is a red crystal (from Clavis's resource), there is no cauldron tho, did you refer to the blood pool (with drops of blood falling into it, not visible in the video)
I'm trying to give each room a different feel so for every character I play, there is one that fits.


My view was brief, and I thought it was a bubbling container of sorts--might have been the blood pool! It was still rather dark for my PC.
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Beth Belcher
 
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Post » Sun Nov 28, 2010 3:39 pm

Small update, the gardener's cottage is done. Nothing fancy there: a bed, a couple of paintings, fireplace with grill, closet, display, storage and a window on the Pegasus Grounds.
http://www.youtube.com/watch?v=DREVpRzbXqs
http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/COTTAGE.jpg (inside)
http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/cgewindowott.jpg (window view)
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Chris Duncan
 
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Post » Sun Nov 28, 2010 10:26 pm

I like the hanging herbs, the window with outdoor view, and the glass-fronted armoire that can be opened. Nice stuff. :)
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Avril Louise
 
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Post » Sun Nov 28, 2010 11:11 pm

Small update, the gardener's cottage is done. Nothing fancy there: a bed, a couple of paintings, fireplace with grill, closet, display, storage and a window on the Pegasus Grounds.
http://www.youtube.com/watch?v=DREVpRzbXqs
http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/COTTAGE.jpg (inside)
http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/cgewindowott.jpg (window view)



When I look on the video, it was only thing is need to be changed though. I feel the closet was to ordinary and common. You could try to replaced it with a combined closet-cupboard variety instead. Besides that I just loved it. Very nice ! :wave:
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Alina loves Alexandra
 
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Post » Sun Nov 28, 2010 1:14 pm

Hello!

I've been watching this mod for a while, and I really like how it's turning out!
Anyway, a while back someone asked about mannequins that could hold weapons.
It can be done, but you have to use live NPCs, along with paralysis, burden, and use SkipAnim, StartCombat, and NoLore.
You use dialog to "tell them" to pose with there weapon, and script the dialog to make them attack you with StartCombat,
and then trigger SkipAnim and StopCombat. Then your mannequin will pose with its weapon out.
The downsides to this are that, A.) It might hurt you. B.) Your mannequin might report you for crimes, or turning into a werewolf.
C.) You can use persuasion on them. D.) They can get killed. E.) They will usually put away there weapon if you change cells, save/load,
or wait/rest more than 72 hours., and last but not least, F.) They tend to fidget strangely and stare at you as you move about the room.
(Because they are technically still a live actor, and live actor NPCs are hardcoded to look toward each other and the player. It's perfectly normal
for a normal NPC, but for something thats supposed to be an inanimate object to literally stare at you, most people find it downright creepy, admittedly myself included.)
However, you really don't need to bother with this for Pegasus Estate, since you already have racks to put your weapons on,
but you could probably use this feature for a later mod.

I hope this project goes well for you, I can't wait to play it!
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Ernesto Salinas
 
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Post » Sun Nov 28, 2010 12:52 pm

Looking good so far. :)
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Greg Cavaliere
 
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Post » Sun Nov 28, 2010 5:23 pm

Hello!

I've been watching this mod for a while, and I really like how it's turning out!
Anyway, a while back someone asked about mannequins that could hold weapons.
It can be done, but you have to use live NPCs, along with paralysis, burden, and use SkipAnim, StartCombat, and NoLore.


Thanks for the info, and I mean that, since I think I came up in conversation because of a question I'd asked. But you don't have to go through all the work. There's another mannequin download that supports weapons without problems: Manauser's Mannequins for Sale. Available both for delivery in game, and as a mod resource.

I personally prefer this, but in the house upgrade mod I've been (occasionally) working on, using standard armored mannequin's while storing arms in glassed cases has worked just fine. I also got the mannequins to dance in place in the middle of rooms, by using InvisiWalls.
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tannis
 
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