[BETA] Pegasus House

Post » Sun Aug 08, 2010 8:25 pm

Danae , its all sounding excellent .
Fable , if Humbert Humbert rolls up in MY game , I'd blast him too ! Goes triple for the suggested race based on a certain Vampire Youth currently in the public's eye ( which I do understand was a joke but I did hope ......think of all the nasty things that could have been done ! )
With regards to the purists : I agree , they might object to some non-Morrowind references but Danae , don't pay any heed ! After all it's your mod and you'll make it as you choose . As it stands , it has me salivating ! Really looking forward to a full release . Cheers and Kudos , Danae
Greg
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Lilit Ager
 
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Post » Sun Aug 08, 2010 3:52 pm

Fable , if Humbert Humbert rolls up in MY game , I'd blast him too !


Heh. :)

Danae, what sort of lore do you need,? Mirror quotes, or for something else? I'll help out anyway I can.
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zoe
 
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Post » Sun Aug 08, 2010 10:12 pm

Danae, what sort of lore do you need,? Mirror quotes, or for something else? I'll help out anyway I can.

Thanks Fable,
Generally speaking I like the references to be like winks to the people who recognise them.
Besides the mirror lines I haven't thought of anything in particular. Maybe the majordomo who doubles up as an adviser would have a few quotes to offer or the librarian but I won't know what the quotes should refer to until I've written most of the dialogues.
Anyway, I'll be sure to ask for help when I have a precise idea of what I need :)
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A Lo RIkIton'ton
 
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Post » Sun Aug 08, 2010 10:16 pm

Thanks Fable,
Generally speaking I like the references to be like winks to the people who recognise them.
Besides the mirror lines I haven't thought of anything in particular. Maybe the majordomo who doubles up as an adviser would have a few quotes to offer or the librarian but I won't know what the quotes should refer to until I've written most of the dialogues.
Anyway, I'll be sure to ask for help when I have a precise idea of what I need :)

Actually , for the librarian to have a greater variety of dialogue on lore and miscellaneous Morrowind topics ( other than the generic ) would be a plus . Maybe a even directing the player to specific books ( of those already available in game ) that provide referential background to selected topics . Don't know how that would work , maybe just a large range of dialogue options with appropriate responses ; nothing that would act as spoilers , just a bit of lore interactivity . Its worth a cogitate .
Greg
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Valerie Marie
 
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Post » Sun Aug 08, 2010 10:12 pm

Actually , for the librarian to have a greater variety of dialogue on lore and miscellaneous Morrowind topics ( other than the generic ) would be a plus . Maybe a even directing the player to specific books ( of those already available in game ) that provide referential background to selected topics . Don't know how that would work , maybe just a large range of dialogue options with appropriate responses ; nothing that would act as spoilers , just a bit of lore interactivity . Its worth a cogitate .
Greg


Don't know about you Danae, but I really like that idea. I'm all for dialog that fleshes out character, while providing background that brings the game to life. If you don't mind, I'll see what I can find.
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Maeva
 
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Post » Sun Aug 08, 2010 9:48 am

Actually , for the librarian to have a greater variety of dialogue on lore and miscellaneous Morrowind topics ( other than the generic ) would be a plus . Maybe a even directing the player to specific books ( of those already available in game ) that provide referential background to selected topics . Don't know how that would work , maybe just a large range of dialogue options with appropriate responses ; nothing that would act as spoilers , just a bit of lore interactivity . Its worth a cogitate .
Greg


Don't know about you Danae, but I really like that idea. I'm all for dialog that fleshes out character, while providing background that brings the game to life. If you don't mind, I'll see what I can find.


Yep, sounds great to me and I'd need help there.
Right now, the dialogues I have are more like place-holders, I only write them properly once I've tested the quest ingame.

Each of the staff has a lore topic (from Staff Agency), the librarian's wasn't anything special, a few bits of history so that would definitively deserve an upgrade. Maybe the filters for the lines could use the journal entries. For example, say the player has just been told about the Dissident priests, the librarian would point out a book that refers to them (if such a book exists that is. My problem is I've never completed the MQ (gasp) I was well on my way to doing just that when I discovered mods...

Quite a few of the mini-quests to recruit/upgrade the staff involved finding a book for them. I'll need to read them carefully: it would be neat if some of the employees could say something along the lines of "You know, that book you found for me referred to bla bla and maybe I could bla bla something with/about it". That would be a good way to introduce new quests.

So yep, worth burning a few grey cells on that idea ;)
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Jeremy Kenney
 
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Post » Sun Aug 08, 2010 9:13 pm

Problem with the Dissident Priests is they only rate a mention in one book : Progress of Truth and that one is tied into the main quest , but no reason not to have the librarian mention that they exist , just that its a spoiler issue so it would pay to be vague . So my thinking is that there are no references to main quest matters at least not DIRECTLY . Indirect asides would be fine , sort of like :" The disappearance of the Dwarves ? I believe there are some old texts that require translation that might have the answer you seek . " As the books referred to are found as part of the Mage guild quest line , and appear to be one-offs , the librarian would not have much more than that to say . Perhaps presenting the books to her would result in the same result as is received during the Disappearance of the Dwarves optional quest line : " I can't read this . You'll need to find someone who can translate these . " ( The above is just an example really but this was what I was getting at . )
So , yeah having staff members ( not just the librarian ) referring back to books involved in their specific quests is a great idea . As for not playing the main quest through I have twice only ; I'm still trying to find an array of mods that I like and play well together that will enhance and make the main quest " different " ( apart from Darknuts Greater Dwemer Ruins which is already in place ) . The eternal quest of all mod users , I guess !
Greg
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Beulah Bell
 
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Post » Sun Aug 08, 2010 10:03 pm

Yep, sounds great to me and I'd need help there.
Right now, the dialogues I have are more like place-holders, I only write them properly once I've tested the quest ingame.

Each of the staff has a lore topic (from Staff Agency), the librarian's wasn't anything special, a few bits of history so that would definitively deserve an upgrade. Maybe the filters for the lines could use the journal entries. For example, say the player has just been told about the Dissident priests, the librarian would point out a book that refers to them (if such a book exists that is. My problem is I've never completed the MQ (gasp) I was well on my way to doing just that when I discovered mods...

Quite a few of the mini-quests to recruit/upgrade the staff involved finding a book for them. I'll need to read them carefully: it would be neat if some of the employees could say something along the lines of "You know, that book you found for me referred to bla bla and maybe I could bla bla something with/about it". That would be a good way to introduce new quests.

So yep, worth burning a few grey cells on that idea ;)


Your example about the Dissident Priests ref to a book do does exist, it's called "Progress of Truth" which it can be found in various places. For a more intresting dialogue aspect, it could be something like that the player must go through the admire or bribe options to gained a new topics. Is just an idea from me Danae.
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Bek Rideout
 
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Post » Sun Aug 08, 2010 10:07 am

Hi Carjades, long time no see :)

The Dissident priests was really just an example and quite obviously a bad one.
I was thinking some more about the librarian and maybe she could act like a regular one: you come in, say what topic interests you and she gives you the titles that might interest you.
What do you think?
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LADONA
 
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Post » Sun Aug 08, 2010 11:33 am

Hi Carjades, long time no see :)

The Dissident priests was really just an example and quite obviously a bad one.
I was thinking some more about the librarian and maybe she could act like a regular one: you come in, say what topic interests you and she gives you the titles that might interest you.
What do you think?

Yeah ! That was pretty much what I was hoping it would end up as . Any more would be too script heavy , although I did think that she might have a "special " topic of interest that she could expound upon . Also , as there is some fictional and biographical material in the Morrowind book repertoire , perhaps one of the topics could be"light" reading material so that she could give the player a biography or some such . I guess the skill raising books would have to have their skill boosts disabled otherwise free skill upgrading !
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Phillip Hamilton
 
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Post » Sun Aug 08, 2010 7:43 pm

Yeah ! That was pretty much what I was hoping it would end up as . Any more would be too script heavy , although I did think that she might have a "special " topic of interest that she could expound upon . Also , as there is some fictional and biographical material in the Morrowind book repertoire , perhaps one of the topics could be"light" reading material so that she could give the player a biography or some such . I guess the skill raising books would have to have their skill boosts disabled otherwise free skill upgrading !

The idea is that by telling the player what the book is about they might fancy reading it.
The librarian won't be giving the books though. She could give info on where a copy of the book might be.
I need to redo the service of the librarian, in staff agency she give various books (not bookskills mind you) but I think being a walking catalogue is service enough.
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Jessica Thomson
 
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Post » Sun Aug 08, 2010 5:26 pm

The idea is that by telling the player what the book is about they might fancy reading it.
The librarian won't be giving the books though. She could give info on where a copy of the book might be.
I need to redo the service of the librarian, in staff agency she give various books (not bookskills mind you) but I think being a walking catalogue is service enough.

Yep ! That sounds like a good plan . She'll still be on site to sort and place books ? Or did you have a separate book sorting device planned ?
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Nicholas C
 
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Post » Sun Aug 08, 2010 12:31 pm

Yep ! That sounds like a good plan . She'll still be on site to sort and place books ? Or did you have a separate book sorting device planned ?

The librarian will be primarily sorting and shelving books of course :)
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Svenja Hedrich
 
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Post » Sun Aug 08, 2010 9:07 pm

I'm working up some dialog suggestions for the librarian. I'll post them probably later today. Hope you can make use of some of them. :)
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Daniel Lozano
 
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Post » Sun Aug 08, 2010 5:41 pm

Just some simple ideas. I can post more, if these help at all.

A few are basic conversation, little real content, but a good way of filling out character. I've made the librarian something of a spunky old stick. There's some good advice concealed in these, too:

"Mysterious Akavir? Hah! And the Old Master, he kept going on about Tang Mo this, and Tosh Raka that. It's a load of tosh, that's what it is!"

"By the way, did you ever read Malviser's response to Bero? He's right. Don't you forget your Destruction spells! They won't usually kill a foe, but a shot or two of elemental damage before they close can make a difference in the long term."

"Looking for a fun read? Find Nordssen's Ruins of Kemel-Ze. Exciting stuff."

"You look peaked, child. It can't be easy for you, what with being new to the land. I strongly urge you to seek out the various stories that make up Ancient Tales of the Dwemer. They'll provide great inspiration, they will." (Translation: they'll raise skills.)

If the Chargen joins the Thieves Guild, this will come up in conversation:

"So, joined that light-fingered scum what's picking up whatever isn't nailed down, are you? Not that I approve, mind you, but if you must be acting the fool, at least look out for Chance's Folly, so you can do it well." (Translation: the book raises Security.)

This next bit is a dialog tree, if the Chargen hasn't chosen a House:

LIB: "Not picked a House yet, have you? Not that you need to, mind. It's up to you."

CHARGEN: "What about the Telvanni?"

LIB: "Nasty buggers, if you ask me! But you didn't, so look for Talanian's The Affairs of Wizards. That's what you want. Tells you all about those mushroom-living maniacs."

or...

CHARGEN: "What about Hlaalu?"

LIB: "Watch your goods around the itchy fingers of that oily lot! Look for Bero's Grasping Fortune. It'll tell you what you need to know about them."

or...

CHARGEN: "What about Redoran?"

LIB: "What about them? You know what they say: the higher on a ladder a person climbs, the more people can see their [censored]! And that lot are arses, for certain. Oh, but you want to find Sarethi's preachy The True Noble's Code. Have fun." (Fascinating. The single in English for backside is censored, but not the plural. Oh, well.)

If the character isn't the kind you want for the librarian, just let me know.
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suzan
 
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Post » Sun Aug 08, 2010 6:24 pm

i must say it looks impressive from the screen shots!

i'm retrying to dl it first time my svcky internet stalled it to 4kb/ps

as for the horse/water issue i had thought of a water walk on target spell though i don't think that would work on creatures (haven't tried) another option would be to mod the horse script for deeper water (haven't tried either but i think i see what needs to be changed) the easiest would be transport like boat or such you can have a horse follow you and travel. if you put a stall at your house you may want to copy one of the stall things to the out side of your house so you don't loose the horse to the 72 hr.

if you want to use any of the scripts from Lazslo Manor go for it (they are from the resource you mentioned just changed to work for other things) i'd just change the LAT_ to whatever.
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Mr. Ray
 
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Post » Sun Aug 08, 2010 2:24 pm

Hi Carjades, long time no see :)

The Dissident priests was really just an example and quite obviously a bad one.
I was thinking some more about the librarian and maybe she could act like a regular one: you come in, say what topic interests you and she gives you the titles that might interest you.
What do you think?


Yes why not, but I think the player should anyway have a problem to get the exact locations of the book if the librarian not like you enough.

Before I wrote this reply I was reading fable2's (dialogue) reply, I've a good laugh about it. :rofl: fable2 suggestions is very good and funny too ! :tops:


At the last a non-topic note from me; that's recently events from the real life I must focus on both my family and friends.
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GabiiE Liiziiouz
 
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Post » Sun Aug 08, 2010 9:49 pm

Glad you like it! Hope Danae does. We could use a list of variables that can be used to trigger dialog topics. I'm thinking it might be fun, for instance, to add entries if Constance, Jasmine, or Julan are in your party at the time. for example. I know if I entered a store in the game and the owner suddenly started going on about one of my friends who entered with me, I'd be thrilled at the realism of it all. And this spunky librarian would have a few words to say that Miss "A little of this, a little of that" Constance! ;)
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Allison C
 
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Post » Sun Aug 08, 2010 3:09 pm

Oh my gosh , Fable ! I really hope Danae likes what you've written ; its great ! I agree with you re : companion existence beyond the player characters immediate experience of them . It would be great to get spontaneous dialogue directed at the companion and not the character .
One minor question , though . When does the librarian arrive ? Is she installed and Scribs have gotten in and eaten all the books so the player must replace them or does she turn up as a staff member only when the library is almost filled ? Just that if she is discussing works not yet in the library , then she needs to say that the book she would recommend ( or some such ) would be such and such but we don't have it on the shelves as of yet . Its been erking me all day and I finally pinned down why an hour or so before leaving for home : the dialogue will need to be tied to the state of the library and not just the presence of the librarian as a staff member . Hope that helps .
Greg
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Roanne Bardsley
 
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Post » Sun Aug 08, 2010 10:31 am

I'm working up some dialog suggestions for the librarian. I'll post them probably later today. Hope you can make use of some of them. :)

I will absolutely make use of them, they're perfect, feel free to post some more.
I think I'll set the dialogues in such a way that the lines come up randomly, some of them, like the ones about the houses will have extra dialogue options.

i must say it looks impressive from the screen shots!
i'm retrying to dl it first time my svcky internet stalled it to 4kb/ps
as for the horse/water issue i had thought of a water walk on target spell though i don't think that would work on creatures (haven't tried) another option would be to mod the horse script for deeper water (haven't tried either but i think i see what needs to be changed) the easiest would be transport like boat or such you can have a horse follow you and travel. if you put a stall at your house you may want to copy one of the stall things to the out side of your house so you don't loose the horse to the 72 hr.
if you want to use any of the scripts from Lazslo Manor go for it (they are from the resource you mentioned just changed to work for other things) i'd just change the LAT_ to whatever.

Hi :) grats on your house mod, you've made it an alchemist's paradise! If you ever wanted to make an addon, I think Piratelord's creatures also have new ingredients ;)
For the horse, I'll make a Pegas Ranch addon that adds a stall to the ranch and a stable boy.
I've dled MadMax riding script recently uploaded on PES with the secret hope of creating a Pegasus Estate mount only, with the horse being unique, I could then change its dialogue options to make it travel easily. Many things to do before I get to that though.
Thank you for the scripts, I was already using a modified version of the sorting script from the resource for my Igor (to make it work through dialogue rather than activator) but I must admit that your scripts for the potions and scrolls are a massive time saver! I've renamed the variables and changed the containers so there will be no conflict with your scripts.

Yes why not, but I think the player should anyway have a problem to get the exact locations of the book if the librarian not like you enough.
Before I wrote this reply I was reading fable2's (dialogue) reply, I've a good laugh about it. :rofl: fable2 suggestions is very good and funny too ! :tops:
At the last a non-topic note from me; that's recently events from the real life I must focus on both my family and friends.

I think Fable's suggestions are great as well, it's also much better that the lines come randomly, as an incentive to talk to the librarian rather than having the possibility to read them all at once, or not at all.
Familiy and friends come first, even before MW;) I hope everything will work out fine.

Glad you like it! Hope Danae does. We could use a list of variables that can be used to trigger dialog topics. I'm thinking it might be fun, for instance, to add entries if Constance, Jasmine, or Julan are in your party at the time. for example. I know if I entered a store in the game and the owner suddenly started going on about one of my friends who entered with me, I'd be thrilled at the realism of it all. And this spunky librarian would have a few words to say that Miss "A little of this, a little of that" Constance! ;)

So, using variable is good because what the librarian says is somewhat related to what the player does, the big drawback is that a lot of lines might never be read because by the time the player speaks with the librarian, the conditions for the line to pop up might be gone. Worse, because of the way the dialogue filters work, the librarian would keep saying the same thing until the conditions are not met anymore. Must think some more about how to implement that.
As for interaction depending on other NPCs, Emma's (and Kateri's) chars have all been assigned a variables so that npc have lines about them so the PE staff will know when Constance is around for example. I have made my own varialbe so my npcs know who's already been hired as well so they call gossip about each others.
Well, I'd better get cracking with the Build the Estate quest, then move on to the service quests and then, at last, the gossipy bits.
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tegan fiamengo
 
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Post » Sun Aug 08, 2010 3:45 pm

I will absolutely make use of them, they're perfect, feel free to post some more.
I think I'll set the dialogues in such a way that the lines come up randomly, some of them, like the ones about the houses will have extra dialogue options.


Great. Will do.

So, using variable is good because what the librarian says is somewhat related to what the player does, the big drawback is that a lot of lines might never be read because by the time the player speaks with the librarian, the conditions for the line to pop up might be gone. Worse, because of the way the dialogue filters work, the librarian would keep saying the same thing until the conditions are not met anymore. Must think some more about how to implement that.


I don't know if the scripting language for Morrowind contains count variables, but if it does, that makes the process easier. It's the way I designed some NPCs in an MMO I used to work for: establish a variable where x equals 1, increment by 1, say "ABC" when variable wasn't 0, and move on instead to next talk item when variable was 0. Then the librarian would be limited to one mention of a variety of given topics. And if you wanted to really make it seem realistic and it was something she felt strongly about, you could have her mention a topic repeatedly but press it more firmly each time. For example, x equals 5, and increments by 1.

If x equals 5: "I wish you'd go to school."

If x equals 4, say nothing.

If x equals 3: "I already told you to go to school, didn't I?"

If x equals 2, say nothing.

If x equals 1: "Last warning: go to school, or I will sell you for landfill. The metal alone in your ear will finance another home."

...but again, I don't know if this capability exists in Morrowind.

As for interaction depending on other NPCs, Emma's (and Kateri's) chars have all been assigned a variables so that npc have lines about them so the PE staff will know when Constance is around for example. I have made my own varialbe so my npcs know who's already been hired as well so they call gossip about each others.


That's great! I'll include some of those, too. Do you have a current list of all staff NPCs, races, names, and professions? I'd load up the last beta, but I don't know what's been changed, and getting them from you this way is easier.
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Angela
 
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Post » Sun Aug 08, 2010 1:40 pm


Hi :) grats on your house mod, you've made it an alchemist's paradise! If you ever wanted to make an addon, I think Piratelord's creatures also have new ingredients ;)

i actualy just put out the add on for creatures x and Abot's wherearebirdsgoing. soon will be Sri's alchemy
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Curveballs On Phoenix
 
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Post » Sun Aug 08, 2010 12:05 pm

Danae, this is businessman332211. You might not remember me. My new name on Planet Elder Scrolls is ninjakreborn. I am the person who had given you some feedback and we discussed a lot of stuff about that cool Trading Card game you added into Morrowind. Just wanted to let you know
congratulations on this mod. It looks huge. I can't wait to download it and give some feedback. I am glad to see your still around making wonderful mods.
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Jake Easom
 
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Post » Sun Aug 08, 2010 10:27 am

I spent the afternoon exploring the Pegasus estate and grounds and absolutely love it. Both my character and I were squeeing over the banners, shields, etc. with the Pegasus symbol on them. :)

I just wanted to chime in regarding the horse issue with my own suggestions. My character rarely goes anywhere without her horse. She and her loyal mount have been all over Vvardenfell, to Mournhold, to Solstheim and back. I've even done some tweaking to allow my character's horses to go into interiors so http://pics.livejournal.com/mythic_memory/pic/00040d8z

The way I have managed to take my horses everywhere is change their "Stay Outside" variable, which I discovered while looking at Emma's pack-donkeys in the CS.

This is something each player who uses the Pegas Horse Ranch would have to do themselves:

Open the console, click on your horse and type, "Set Stayoutside to 0", then hit Enter. Now your horse can go into interiors. How does that help the situation with getting them to the Estate? Well, they can now go through doors if you dismount and have them follow you like any other pet/companion. Custom placed guild-guides are able to teleport my horse right along with me. The same with ship-masters and the Dunmers who run the strider ports.

I have made a small personal mod that adds "tunnels" around Vvardenfell (these tunnels don't actually have interiors. Just doors that lead from one place to another). For example, my character's main home is at Red Mountain. The horses live currently at a ranch in the Grazelands. I added one door at Red Mountain, and another near the Grazelands ranch. This allows me to easily lead as many horses as I want to travel with from Red Mountain to the Grazelands and vice-versa.

While exploring the BETA of Pegasus estate, I figure the best way to get my horses there would be if the same sort of "tunnel", with one "door" located somewhere on the edge of the Grazelands and the other right on the edge of the Pegasus Estate grounds.

If that console command was included in your Read Me to let Pegas Horse Ranch users know how to get their horses through doors, I think it would open up some other options for you regarding how to get horses to the beautiful Pegasus Estate. :)

Edited to add:

Just to show what could be possible; I went into the CS and added a trapdoor at the Vos docks and then another at the Pegusas Estate docks. Leading my horse that has its Stayoutside variable set to zero, I was able to use those trapdoors to easily get my mount to the estate docks.

http://i270.photobucket.com/albums/jj84/Aeronwen/horse_arrival.jpg

http://i270.photobucket.com/albums/jj84/Aeronwen/at_pegasus_estate.jpg


Again, this is just something quick. I'm sure there are other items that could be used as doors besides placing trapdoors on the docks.
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^~LIL B0NE5~^
 
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Post » Sun Aug 08, 2010 4:36 pm

The librarian will be primarily sorting and shelving books of course :)


As it should be! That's her job, after all. ;) Perhaps it wouldn't hurt for her to give out some suggestions for books to get, or even hints of the titles of skill books--without hinting that they're special, that way.
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D LOpez
 
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