[BETA] Pegasus House

Post » Sun Aug 08, 2010 3:05 pm

Thats it. With me it has a texture attached but its still white.
The texture attached is _Dan/pe/AA_View_Fronthigh.nif
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Julia Schwalbe
 
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Post » Sun Aug 08, 2010 10:19 pm

Thats it. With me it has a texture attached but its still white.
The texture attached is _Dan/pe/AA_View_Fronthigh.nif

Hum, _Dan/pe/AA_View_Fronthigh.nif is the mesh and the texure attached to it is called aa_view_front, could you check if you have it in your texture folder (textures/__Dan/PE), if you do have it then it is a texture path problem that can be easily fixed.
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jodie
 
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Post » Sun Aug 08, 2010 10:53 am

There is no file called AA_View_Front but i have a View Front.dds that appears in the Pegas Estate Patch 7-zip file.
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Holli Dillon
 
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Post » Sun Aug 08, 2010 11:04 am

Hum, about the shrine, maybe a tree would be more appropriate, something closer to Gaia then Buddha. I'll look at the tree meshes I have in my resource folder (maybe one of LadyE's). i'll get back to you on that later.


Any way to simulate slow snowfall in that room? It just seems somehow appropriate for the effect.
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Casey
 
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Post » Sun Aug 08, 2010 2:53 pm

There is no file called AA_View_Front but i have a View Front.dds that appears in the Pegas Estate Patch 7-zip file.

That's the one you need, goes in text/dan/pe.
I'm checking all the paths and repacking everything right now but the upload will take a while. Please be patient :)
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Micah Judaeah
 
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Post » Sun Aug 08, 2010 9:47 pm

Any way to simulate slow snowfall in that room? It just seems somehow appropriate for the effect.


Repeating since we crossed posts, above.
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Amy Smith
 
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Post » Sun Aug 08, 2010 10:05 pm

Repeating since we crossed posts, above.

Sorry, we crossed path indeed. Yes, I can make it snow but with the sakura flowers falling wouldn't that be a bit of an overkill?
I'm going to give it a try and post a screen.

Also, the new BETA with moved exterior is uploading right now: it will take about 30 minutes
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Grace Francis
 
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Post » Sun Aug 08, 2010 5:46 pm

Did you use TESFaith, im wondering if that works good.
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Taylah Illies
 
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Post » Sun Aug 08, 2010 2:09 pm

Did you use TESFaith, im wondering if that works good.

I gave it a try but and I decided to move the estate manually because, well, I'm not sure I used it right and the lanscaping wasn't too good in the original cell: chunky, textures clashing... so I redid it.
Here's a http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/newgroundsCS.jpgof the new exterior. The Estates now takes advantage of the local landscape that offers natural protection, so much better than the big square that poped out of nowhere. So there is now a natural harbour, a bridge to the mainland, and more things in the water.
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emma sweeney
 
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Post » Sun Aug 08, 2010 11:33 am

looks great, really defensive
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Greg Swan
 
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Post » Sun Aug 08, 2010 5:46 pm

looks great, really defensive

Thanks, and even better, I now have a shipwreck, a tomb and a cave in the vicinity --> good for future quests :)

And the new is finally uploaded, Since the exterior has been move you'll need to clean your old save.
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Kortniie Dumont
 
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Post » Sun Aug 08, 2010 3:37 pm

is it in the OP?
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Jeremy Kenney
 
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Post » Sun Aug 08, 2010 12:55 pm

is it in the OP?

yes, the links are always the same as I only update the file, it's also in my sig :)
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Sheila Reyes
 
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Post » Sun Aug 08, 2010 9:08 am

Bummer, a conflict with GCD... I don't use it myself and don't know how it works. If the 'groomed' spelleffect is gone it means it normally wore off but something kept your attributes up. It might be silly but you could load GCD after Pegasus, who knows. Could you mess up your character a little more and use the bath/tea/shrines to see if you have the same problem? Normally you should cause the spells work the same way. The only difference between all these buffs is that the perfume's bonus was ridiculously high.

Done.
All buffs appear to have the same problem. :( They are still active on the character after 10 days.
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Loane
 
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Post » Sun Aug 08, 2010 12:06 pm

To fix this glitch one time you can get the draining or damage personality spelleffect and then heal at an alter which should give you your normal stats. But you will still have the spelleffect active ( it just won't do anything ).


Or you can use the console player->Removespelleffect "aa_spray_spell"
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Rude Gurl
 
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Post » Sun Aug 08, 2010 9:16 pm

To fix this glitch one time you can get the draining or damage personality spelleffect and then heal at an alter which should give you your normal stats. But you will still have the spelleffect active ( it just won't do anything ).

Or you can use the console player->Removespelleffect "aa_spray_spell"


I've already corrected the buff on my main avatar through the use of the console.
I'll keep my "tester" handy and on standby in case you may want him to run some further tests.
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Philip Lyon
 
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Post » Sun Aug 08, 2010 11:09 am

I downloaded Latest patch and the pegas estate is in the same place.
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Rodney C
 
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Post » Sun Aug 08, 2010 2:32 pm

I downloaded Latest patch and the pegas estate is in the same place.

The new location of the estate is in the full beta along with every files missing and problem fixed. The addon to the arboretum is there was well
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Naazhe Perezz
 
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Post » Sun Aug 08, 2010 10:26 pm


Bummer, a conflict with GCD... I don't use it myself and don't know how it works. If the 'groomed' spelleffect is gone it means it normally wore off but something kept your attributes up. It might be silly but you could load GCD after Pegasus, who knows. Could you mess up your character a little more and use the bath/tea/shrines to see if you have the same problem? Normally you should cause the spells work the same way. The only difference between all these buffs is that the perfume's bonus was ridiculously high.
Dunno if this will help, GCD Compatibility Guide:
GCD Compatibility Guide: advice for GCD friendly ModdersPlease read this if you're a modder and are interested in maintaining compatibility with GCD. If you're not a modder, then this might give some insight as to which mods are more/less likely to be GCD compatible. Also, it indicates what console commands might screw up GCD, and how to work around these.It was written primarily for Modders though - nothing in here should be necessary for most users to know/use.Note on versions:GCD provides the ability for players to upgrade to a new version quite easily during the course of a game (merely by removing the esps, loading, saving, then loading with new esps). It is therefore reasonable for modders to assume that the player has the latest version of GCD, and aim to provide the best compatibility with that version ? even if this means losing compatibility with older versions.Main possible causes of GCD incompatibility:(1) Using Player->ModSkillName, # or Player->SetSkillName, #(2) Using Player->ModAttributeName, # or Player->SetAttributeName, #(3) Adding fortify skill/attribute abilities to the player.(4) Using Player->ModHealth, # or Player->SetHealth, #[conventional CE items giving bonus/penalty stat effects won't cause any problems]Generally, it's safer to use the "mod" functions than the "Set" functions, since these (usually) preserve the Base+Fortification structure of the stat.Temporary changes to attributes will generally work fine with GCD - so long as they work in Morrowind.Temporary penalties to skills should also be fine - what works with Morrowind should work with GCD.For temporary increases to skills (using modskill or abilities) you should pause GCD's skill scripts as explained below. (there's no need to do this for curse based fortify skill effects)For permanent increases to attributes, GCD should ideally be informed of the increase. For example, an increase of 7 to strength via a permanent ability should be accompanied by the line:Set Gals_Natural_Strength to ( Gals_Natural_Strength + 7 )You'd need to declare Gals_Natural_Strength (as a float - all gals_natural_... variables are floats). If you end up needing access to a lot of GCD variables, you could do a GCD dependent patch instead to avoid the global baggage for non-GCD users, but either way is fine.Permanent increases to skills (using abilities or modskill) don't need much special treatment where you want them to behave like natural increases - i.e. to trigger attribute increases etc. To work properly, they should be applied in steps of no more than 5 where possible, with a pause of a couple of frames between each increase of 5.If you want to give a permanent increase to a skill which doesn't contribute to attribute increase etc., then you should use a curse. If the skill becomes damaged, the bonus curse would be unrestorable, so you might want to remove+restore+reapply occasionally, or give the player some means of temporarily removing the curse so that he can restore properly, then reapply it. If you don't mind the curse being unrestorable if damaged, then that's fine - it's quite a rare situation in any case.Using ModHealth will now work ok with GCD - so long as you're careful not to kill the player unless you intend to. Changing maximum health will have some implications for the effect of endurance on player health - although it's unlikely the player would even notice. I've made sure that endurance drops will never kill the player, even if maximum health has been altered.The implications of using SetHealth are similar. Using modcurrenthealth should be fine.Note that changes to health made from another mod will be lost on a "GCD reprocess" (explained below). This doesn't really make much difference, since that's a very rare situation. It does mean that the following should be avoided though:player->modhealth 10000...Set gals_reprocess to 1...;once gals_reprocess == 0player->modhealth -10000Of course there would be no sane reason to do this anyway.Hooks:GCD includes various global variables for other modders to check on / influence GCD's behaviour. In order that they remain effective, please follow the appropriate usage guidlines if you decide to use them.To use one of these globals, you must declare it as a global in your mod (make sure the initial value is 0) or make your mod dependent on GCD - not worth it unless there are other reasons to do this.These three variables pause the GCD skill scripts, the attribute restoration scripts, and the skill restoration scripts, respectively.Gals_PauseSkillScripts (short) (included from GCD1.07)Gals_No_Restore_Attrib (short) (included from GCD1.05?)Gals_No_Restore_Skills (short) (included from GCD1.05?)Usage example:Set Gals_PauseSkillScripts to ( Gals_PauseSkillScripts + 1 );Do unusual stuff increasing skills.;&;Return skill values to their previous values.Set Gals_PauseSkillScripts to ( Gals_PauseSkillScripts  1 )Using a +1, -1 system means that if more than one mod wants the skill scripts paused at the same time, they will remain paused until both mods allow them to continue. You should never Set any of the above 3 globals to e.g. 0 or 1. Always either increase by 1 or decrease by 1: it is your responsibility to make sure that your '+1's and '-1's cancel out properly.If you want to make unusual, temporary changes to skills / attributes, you might want to prevent GCD from responding to those changes, or overriding them. If you temporarily increase a skill / skills using modskill, you should increase Gals_PauseSkillScripts by one. Once you reduce the skills again, you should reduce Gals_PauseSkillScripts by one. This will prevent GCD from detecting skill increases due to your modstating (detection is usually undesirable  though not catastrophic).Pausing GCD attribute / skill restoration scripts is more likely to be useful in preventing their interference in your mod. They will only have an impact on attributes / skills over 90 but below their natural value. I guess it's unlikely that you'll want to script a curse on a player to keep his strength at e.g. 93, but if you did, you'd need to increase Gals_No_Restore_Attrib by one until you wanted to allow restoration again.The following can trigger a complete reprocess of the player's stats, from their initial values up to the present:Set Gals_Reprocess to 1 (it's a short)You'd very rarely want to do this - in most situations it has the potential to do more harm than good. It can be useful though if you wanted, for example to reduce the player's level, so that his skills, attributes, health, magicka etc. are all correspondingly reduced. Doing this accurately for GCD is impossible unless all the calculations are redone from the beginning. You only need to set the GCD Gals_Natural_Skillname globals to the values you want, and GCD will do the rest.E.g. the following will knock about 5 levels off a character:For all skills:Set Gals_Natural_Skillname to ( Gals_Natural_Skillname - 5 )Then:Set Gals_Reprocess to 1Once Gals_Reprocess is set back to 0 by GCD, the update has finished - don't do anything odd before this. Note that this will cancel the effect of any permanent attribute bonus effects the player might have had. It's ok if the player is wearing CE fortify attribute stuff - he'll just need to restore the attributes where necessary. If you know that the player will have fortify attribute effects that he can't remove at the time of the reprocess, then you should remove them beforehand, and re-apply them afterwards. The same applies to fortify skill curses - you should remove them first, then re-apply (fortify skill abilities should be left alone - curses are safer in most circumstances anyway, so I'd suggest using them instead if in doubt).The following "utility" scripts might also be useful under some circumstances:Gals_Reset_Base_Attributes : corrects base attribute values without altering current values.Gals_Natural_Values : sets all skills and attributes to their natural values, with appropriate bases.Some possible motives for using these can be found in section (10) of the main GCD readme. They are more likely to be useful to players than to modders, but I include them here for completeness.That's about it - or at least all I can be bothered to think of wink.gifI hope it helps + thanks if you go to the trouble of GCD friendly modding.

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james tait
 
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Post » Sun Aug 08, 2010 6:04 pm

The new location of the estate is in the full beta along with every files missing and problem fixed. The addon to the arboretum is there was well

Just downloaded all my problems fixed

That one area in the pegas grounds, the... construction area. What mod(s) do i need to have it fully 'functional'
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Tina Tupou
 
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Post » Sun Aug 08, 2010 8:51 am

Just downloaded all my problems fixed

That one area in the pegas grounds, the... construction area. What mod(s) do i need to have it fully 'functional'

Morrowind crafting, its onhttp://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4077
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Evaa
 
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Post » Sun Aug 08, 2010 11:04 am

Me again ! Just grabbing the new release beta . From your CS pic its going to look so much more a part of the Vvardenfell landscape . Good going , Danae ! I'll add to this when the DL is finished and I pop the new version into my Data Folder . Oh , I didn't say how much I appreciate you including the scroll writing setup but does this mean people will need to have Sri's alchemy for the amethysts , opals and sapphires need for some of the inks ? ( Not that it bothers me ; I run it as a permanent fixture in my load list )
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scorpion972
 
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Post » Sun Aug 08, 2010 3:51 pm

Me again ! Just grabbing the new release beta . From your CS pic its going to look so much more a part of the Vvardenfell landscape . Good going , Danae ! I'll add to this when the DL is finished and I pop the new version into my Data Folder . Oh , I didn't say how much I appreciate you including the scroll writing setup but does this mean people will need to have Sri's alchemy for the amethysts , opals and sapphires need for some of the inks ? ( Not that it bothers me ; I run it as a permanent fixture in my load list )

Hello again, glad you like the inscription addon. I used the original inscription mod because it was, hum, lighter and didn't require extra ingredients. I'm quite happy with the next exterior, like you said, it blends a lot better with the landscape. Anyway, gld to see you're still enjoying the house.

Next on the to do list: change the window views to reflect the new exterior and before that, add a couple of things to the said exterior.
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john page
 
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Post » Sun Aug 08, 2010 10:08 pm

LOL ! Just checked out the inscription set up and thought " OOOPS " , LOL ! Been looking through things and found a couple of minor problems :
1 . In the mines there is an intrusion of the original landscape obscuring part of the ( early ) portion of the mine ( I've a permanent detect animal enchantment on my Dunmer barbarian and can "see" a life sign within the rock ) .
2 . The storage shed next to the cemetery ( for garden produce ) is difficult ( actually impossible ) to get into due to the low hanging lantern . Can the lantern be raised ?

Other than that , it looks just spiffy ! Really looks good snugged into the coast like that and I love the boat access channel !
PS . The containers and crafting set up has my in a total swoon ! ( something to see as I am a 6 ft 2 bruiser ) Thank you so much ! This ole collector and crafter will be in seventh heaven . Oh , do you intend to have any other resourses available for mining ? The two glass types are cool . Actually forget I said that : Toccatta and Drac set up MC to have limited mining raw materials so it wouldn't be right .
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Sheila Esmailka
 
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Post » Sun Aug 08, 2010 10:10 pm

LOL ! Just checked out the inscription set up and thought " OOOPS " , LOL ! Been looking through things and found a couple of minor problems :
1 . In the mines there is an intrusion of the original landscape obscuring part of the ( early ) portion of the mine ( I've a permanent detect animal enchantment on my Dunmer barbarian and can "see" a life sign within the rock ) .
2 . The storage shed next to the cemetery ( for garden produce ) is difficult ( actually impossible ) to get into due to the low hanging lantern . Can the lantern be raised ?

Other than that , it looks just spiffy ! Really looks good snugged into the coast like that and I love the boat access channel !
PS . The containers and crafting set up has my in a total swoon ! ( something to see as I am a 6 ft 2 bruiser ) Thank you so much ! This ole collector and crafter will be in seventh heaven . Oh , do you intend to have any other resourses available for mining ? The two glass types are cool . Actually forget I said that : Toccatta and Drac set up MC to have limited mining raw materials so it wouldn't be right .

Thanks for the remarks, I'll look into the mine asap.
I think getting into the shed without the lantern still is not possible but will do some testing.
Glad you enjoy the workshop :)
I already have plans for the blue glass, the smith of the estate will be able to use it to enhance vanilla weapons by making them lighter and more durable, so nothing uber at all. You will need to bring the weapon to be enhanced and some blue glass. Here are the http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/screen_blue_weapons.jpg , not ingame yet. You can also get some crystal fragments in the mine (as well as the pool) and these are the only sources in the game. It take 2 fragments to make a petty soul gem but it is based on your enchant skill.
I am quite happy with my containers. I'm planning to make some Blasphemous revenants containers to add to the crypt among other things.
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Kill Bill
 
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