[BETA] Pegasus House

Post » Sun Aug 08, 2010 3:25 pm

Ok still searching....
In the training area , there is a missing hall piece in one of the half submerged corridors : leaves a void ( Its below the three swinging axe area leading to the Bloodmoon test room . ). Is there a second key to be found ? I found the first and got into the Bloodmoon challenge , defeated the draugr but no key . I noticed that there is no mention of it in the leaflet you have pinned up at the training runs entrance either .
EDIT :
Its OK ! Didn't need it to continue . I have to say that I was getting Tomb Raider 1 flashbacks in this area ! Loved it ! Got key 6 and I love the thieves training area ; some great functionality here : the poison missile weapon maker and lockpick crafter are especially well conceived ! Dear lord Danae , is there anything you didn't think of ? LOL ! Catch you later , got to get ready for work ( half day today so I was spending some time this morning getting acquainted with this mod .
Greg
Another EDIT :
Just had a peek at the Blue Glass weapons - sweet !
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Svenja Hedrich
 
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Post » Sun Aug 08, 2010 8:37 am

Latest patch is up: corrects the void in the training area and deletes a nix-hound stuck in a rock of the mine. Thanks Greg for finding both issues
EDIT: I also moved the lantern on the shed but it doubt it will help unless you're short, like say, a wood elf;)
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james reed
 
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Post » Sun Aug 08, 2010 6:27 pm

Latest patch is up: corrects the void in the training area and deletes a nix-hound stuck in a rock of the mine. Thanks Greg for finding both issues
EDIT: I also moved the lantern on the shed but it doubt it will help unless you're short, like say, a wood elf;)

Cool Danae ! Next thing : I am assuming that this was a hold over from the Houses previous location but the dock and boat further down the Azura's coast has two floating wall hooks stranded above it . Do you intend to keep the dock and boat as Pegasus is now connected by a bridge to Vvardenfell ? Cheers m' dear !
EDIT 2 : Here's a request that you may choose to ignore - can the bunches of herbs hanging in the cottage be turned into Containers ? It would add a touch of "realism " to have MC and NOM cooking herbs hanging near the hearth . Not necessary or even essential but just a homely touch . Cheers from Down-Under !
PS : I'm thinking of making my next character a Halfling : just so that I can get into the garden storage shed - I'm sure there's something in there , yes my precious , yes ! There must be < GOLLUM >
See ya !
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Ann Church
 
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Post » Sun Aug 08, 2010 7:23 pm

Hi, Excellent work.
A quick rush to find this location as a new character and a few things I spotted immediately were.

Approaching from the mainland, there appears to be some remnants of a dock/boat; there are floating lantern holders attached to nothing.

Travelling across the long bridge is difficult until you build up acrobatics because the height of the stone steps means you cannot climb them. I am playing as a darkelf, so maybe this issue does not affect taller races?

The boat moored to the right as you exit the house grounds has a gangplank that is floating; it does not touch the dock.

Haven't explored the entire house yet, but it already has awesome potential. Will characters ever leave to do adventuring *wanders off to prune some hedges*
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suniti
 
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Post » Sun Aug 08, 2010 10:55 am

Hi all, the new patch is up and corrects the problems you've pointed out. I'd have uploaded the patch sooner but I'm commuting again so my access to the net is reduced.
So, the docks pillings and rocks are now firmly into the ground, the hooks are gone, 2 lookout posts added, the plank to board the longboat lowered, the graveyard plants are now rooted into the ground and the river doesn't overflow in the orchard anymore!
Also, I managed to get my dunmer into the shed, so wood elves won't be the only ones who can enjoy it!

Cool Danae ! Next thing : I am assuming that this was a hold over from the Houses previous location but the dock and boat further down the Azura's coast has two floating wall hooks stranded above it . Do you intend to keep the dock and boat as Pegasus is now connected by a bridge to Vvardenfell ? Cheers m' dear !
EDIT 2 : Here's a request that you may choose to ignore - can the bunches of herbs hanging in the cottage be turned into Containers ? It would add a touch of "realism " to have MC and NOM cooking herbs hanging near the hearth . Not necessary or even essential but just a homely touch . Cheers from Down-Under !
PS : I'm thinking of making my next character a Halfling : just so that I can get into the garden storage shed - I'm sure there's something in there , yes my precious , yes ! There must be < GOLLUM >
See ya !

Yes, there is a bridge that connects the estate to the coast as well as a rowboat (it's a door actually) that takes you further down the coast. The longboat that is docked right now will be upgraded to move between the Estate and sadrith mora as long as Likes-His-Mead, your sailor has been recruited.
I'll see what I can do about the hanging flowers, I could make a new container to add to my collection.
Something precious you say, hummm, I have an idea for an easter egg and a quest involving the farmer...
As ever, thanks for your feedback!

Hi, Excellent work.
A quick rush to find this location as a new character and a few things I spotted immediately were.

Approaching from the mainland, there appears to be some remnants of a dock/boat; there are floating lantern holders attached to nothing.

Travelling across the long bridge is difficult until you build up acrobatics because the height of the stone steps means you cannot climb them. I am playing as a darkelf, so maybe this issue does not affect taller races?

The boat moored to the right as you exit the house grounds has a gangplank that is floating; it does not touch the dock.

Haven't explored the entire house yet, but it already has awesome potential. Will characters ever leave to do adventuring *wanders off to prune some hedges*

Thank you for your remarks
I will add a couple more stone steps for the less flexible of us. How about the natural stairs after you use the rowboat, do they need more steps as well?
Once you're done with the edges you might want to pick up pears too ;)
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Charlotte X
 
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Post » Sun Aug 08, 2010 5:32 pm

Hi, I used the rowboat, the destination dock also had floating hooks, and the natural stone stairway was quite hard to climb in places *have to try your latest patch to confirm if that is still the case*.
I would imagine the majority of people would be using this estate with more advanced characters in order to make use of all the NOM and crafting additions, so the climbing steps would probably not be a problem for them.

The toilet with the view onto the grounds of the estate has the flushing handle protruding ever so slightly out of the external wall.
I noticed it as exploring and thought ooh secret door handle before realising what it was by peering through the window from outside :)

Is the estate placed where a large rock once was? as I exit from the estate onto the docks, I see landscape clipping.
I have no other mods that affect landscape other than pegasus horse ranch.
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Tiffany Holmes
 
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Post » Sun Aug 08, 2010 10:01 pm

Hi, I used the rowboat, the destination dock also had floating hooks, and the natural stone stairway was quite hard to climb in places *have to try your latest patch to confirm if that is still the case*.
I would imagine the majority of people would be using this estate with more advanced characters in order to make use of all the NOM and crafting additions, so the climbing steps would probably not be a problem for them.

The toilet with the view onto the grounds of the estate has the flushing handle protruding ever so slightly out of the external wall.
I noticed it as exploring and thought ooh secret door handle before realising what it was by peering through the window from outside :)

Is the estate placed where a large rock once was? as I exit from the estate onto the docks, I see landscape clipping.
I have no other mods that affect landscape other than pegasus horse ranch.

Hi, I don't see hooks neat the rowboat (coast side) but I've added more steps for the next patch (will be uploaded shortly after I finish this post)
haha, sorry about the secret handle... it will be moved with the next patch
I did some landscape editing to accommodate the docks. What does the clipping look like on your side? Is the boat encased in stone, or is her a fissure like gap in the underwater floor?
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Rachyroo
 
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Post » Sun Aug 08, 2010 3:32 pm

Hi ! Read of the clipping problem and dived back in to check ( I have Abots water life so spend a lot of time under water ) and couldn't find any landscape defects at all . When levitating above the ( Estate end ) dock , I noticed some square overlap type blurs occurring but not eneough to take issue with . The land-side dock has two wall mounted hooks aprox. 15 to 20 " game feet " above the row boat and slightly to the right . athey are hard to spot . I don't see any at the other end but will try letting the boat take me to Pegasus andI'll check .
Greg
PS Thanks for taking on my suggestions re: herb Containers and "Precious" secret in garden shed ! This mod is going to be the best !!
EDIT : OK . back again . You have included a raised area to the docks ( looking from the entrance to Pegasus to the left ) , either side of the steps leading up to the " viewing platform " ( fine view of the wrecked ship ! ) are two lantern hooks that are suspended at the same level as the ones you have placed on dock pylons . Also , we have the first and only Molecrab in Vvardenfel living between the dock and the estate up near to where the raised platform is situated . Break out the bubbly ! It must have hitch-hiked when you moved the island ....Don't get rid of it ! Its a treat for the TR players !
Also could be another locked in rock beastie . This one is in the exterior and just to the left of the mine entrance ( looking at the mine , left and below the large tree )
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Louise Dennis
 
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Post » Sun Aug 08, 2010 2:14 pm

Hi,

The clipping issue I have is that the main ship appears to be within a rock, so as I move around the ship, i.e. inside the entrance arch, either side of the dock or the long bridge, I can see parts of a rock face appearing behind the ship; so it is like I am inside the rock and seeing out.

the passageway between the syrabane room and the vestibule has an interesting quirk, when you enter it, you end up facing the door which takes you back the way you came in! lol confused me for a while
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Devin Sluis
 
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Post » Sun Aug 08, 2010 9:15 am

OK Teschris , I misunderstood what you meant . This doesn't happen to me so I suspect you have a mod conflict at play . Check any mod that alters the near-by landscape . Cheers , Greg .
EDIT : Teschris , which version of Pegasus are you using ? The current one is in Danae's signature below her most recent post here .
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Oscar Vazquez
 
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Post » Sun Aug 08, 2010 4:44 pm

Hi ! Read of the clipping problem and dived back in to check ( I have Abots water life so spend a lot of time under water ) and couldn't find any landscape defects at all . When levitating above the ( Estate end ) dock , I noticed some square overlap type blurs occurring but not eneough to take issue with . The land-side dock has two wall mounted hooks aprox. 15 to 20 " game feet " above the row boat and slightly to the right . athey are hard to spot . I don't see any at the other end but will try letting the boat take me to Pegasus andI'll check .
Greg
PS Thanks for taking on my suggestions re: herb Containers and "Precious" secret in garden shed ! This mod is going to be the best !!
EDIT : OK . back again . You have included a raised area to the docks ( looking from the entrance to Pegasus to the left ) , either side of the steps leading up to the " viewing platform " ( fine view of the wrecked ship ! ) are two lantern hooks that are suspended at the same level as the ones you have placed on dock pylons . Also , we have the first and only Molecrab in Vvardenfel living between the dock and the estate up near to where the raised platform is situated . Break out the bubbly ! It must have hitch-hiked when you moved the island ....Don't get rid of it ! Its a treat for the TR players !
Also could be another locked in rock beastie . This one is in the exterior and just to the left of the mine entrance ( looking at the mine , left and below the large tree )

Did you mean the textures squares? Some lines are still visible, I need to give it another go.
I finally found the hooks teschris mentioned and another 2 close to the lookout. I really hope that's the last of them :)
To make the new hanging plant contianer won;t be difficult, just tedious but I'll get round to it ;)
A molecrab you say? I promise I won't move it, seeing how I don'tknow it got there in the 1st place...
Rock beastie, left of the mine entrance, will have a look.

Hi,

The clipping issue I have is that the main ship appears to be within a rock, so as I move around the ship, i.e. inside the entrance arch, either side of the dock or the long bridge, I can see parts of a rock face appearing behind the ship; so it is like I am inside the rock and seeing out.

the passageway between the syrabane room and the vestibule has an interesting quirk, when you enter it, you end up facing the door which takes you back the way you came in! lol confused me for a while

The passageway I'll fix easily, I must have switched the doormarkers...
As for the landscape, my guess is that PE conflicts with another mod. Try loading PE last (but before NOM, MC and merged levelled lists). If that works, please le me know what mod was loaded after PE so we can ID the culprit ;)

OK Teschris , I misunderstood what you meant . This doesn't happen to me so I suspect you have a mod conflict at play . Check any mod that alters the near-by landscape . Cheers , Greg .
EDIT : Teschris , which version of Pegasus are you using ? The current one is in Danae's signature below her most recent post here .

I won't be able to upload new patches today but I have noted down the problems mentioned and will fix them asap.
The next patch will also have a new book, possibly 2: Feyiin's blueprints for the Estate and the Complete Pegasus Estate.
I'm also done with the quest to become the owner of PE but I'm waiting until most bugs are gone to include it to the main download.

EDIT: NEW patch done
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Toby Green
 
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Post » Sun Aug 08, 2010 11:10 am

I hate to do this to you , Danae but that damned target in the thieves room is out of alignment again . To explain , I had to do a clean re-load of the House as my game got corrupted . OK , that all went well , arrived at Pegasus and everything was cool again ( I'd lost half the doors - they opened into the makers void....brrrrrr ! Spooky ) so went and checked the training area of course , I had to get the keys again ( nice to see the second key in place ! ) and on entering the thieves area spotted that blasted target . Also , the molecrab may simply have been a momentary aberration on the part of my set up and hard wear as it has evapourated . Shame that , I was going to name it Peggy ( after the Estate , of course ! ) . Everything else seems to be in order . OH re: the overlapping dock tiling , it seems to be a regular pattern in the center of each dock section ; just a smallish square . Its not visible when walking along the dock but when levitating above it can be seen IF you are looking down as you are rising . I will try the same thing else where in the game and see if it is just a graphics thing or actually specific to Pegasus . Cheers and its looking really nice ! Greg
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Tamika Jett
 
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Post » Sun Aug 08, 2010 8:42 am

I reinstalled Morrowind GOTY edition and just the latest Pegasus House/patch; the issues I noted were gone.
I will reinstall Pegasus Horse ranch and the few graphics replacers and see if I can recreate the clipping issue.
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Maya Maya
 
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Post » Sun Aug 08, 2010 5:07 pm

Sounds good Teschris ! Good fortune tracking down the culprit .
Danae , where did you find the dock structural pieces ? I can't locate anything like it elsewhere in the game to compare "clipping" views with . ( wanted to establish if it was a Pegasus issue or a problem associated with that dock type . Cheers from Down-under .
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Jason Wolf
 
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Post » Sun Aug 08, 2010 7:16 pm

Thanks for the beta release, I was waiting for this mod for months. :) It's even better then I hoped/thought it would be. I have a couple of bugs to report. I downloaded the the file from your OP. That 7zip file already contained 2 patch files, I applied both of them. I skipped the "extra" patch.

01. Exactly at the entrance the ceiling is glitchy, I guess you would need to change the door tile. http://www.abload.de/img/screenshot0er7w.jpg
02. First floor in the vestibule, one of the pillars needs some adjustments. http://www.abload.de/img/screenshot1nokt.jpg
03. Lord's room, the "indoors" window has a few extra things you don't need (I can't explain it better :-/). To fix this you would need to change the window mesh. http://www.abload.de/img/screenshot6hr8w.jpg
04. When using the cranks in the toilets, there is no "water splash" sound. :) http://www.abload.de/img/screenshot121rc1.jpg
05. Second floor in the vestibule, another pillar needs some love. http://www.abload.de/img/screenshot2op70.jpg
06. In the worgen room, the cabinet doors handle is inside. http://www.abload.de/img/screenshot162r3j.jpg
07. The Almalexia sweet and the servants rooms have no cranks to open the water. I believe one of the servants rooms doesn't have a bath, just a basin. http://www.abload.de/img/screenshot18grpc.jpg
08. In every room where you can find flowers, the vegetables like to bleed into each other and into their surroundings (This is not a big issue). In the almalexia sweet some leaves bleed into the stone. http://www.abload.de/img/screenshot19hp9m.jpg
09. In the Menagerie, the picture of the Lame corprus was missing of the ash creature book. http://www.abload.de/img/screenshot206ol5.jpg
10. In the study, I saw this bleed, I'm not sure if this can be fixed at all, you might want to ignore it. http://www.abload.de/img/screenshot21epuf.jpg
11. In the laboratory room (which has a female name, can't remember it now), I saw this glitch. http://www.abload.de/img/screenshot22tp25.jpg
12. Same room as above the door is a bit to large. It bleeds into the doorframe. http://www.abload.de/img/screenshot23epkc.jpg
13. The icon of the statue in the bath isn't black/transparent. http://www.abload.de/img/screenshot3pqn0.jpg
14. I have a slow PC, I am lagging like hell outdoors (this isn't a bug or a problem, It's usual for me), but I was lagging upstairs in the display room. I guess there are some scripts which run all the time. (My own mod has rooms with 20-40 mannequins in a room, and the lagg isn't this noticeable.) Its only upstairs. http://www.abload.de/img/screenshot45sc0.jpg
15. First floor vestibule, a leave bleeds into the flower vase. http://www.abload.de/img/screenshot50qhx.jpg
16. The mirrors in the house were all silverish for me. I'm not sure what the desired effect is, I can't remember how the mirrors behaved in other mods. http://www.abload.de/img/screenshot93q1y.jpg
17. The installation process wasn't clear to me. I downloaded the main file, and the patch. The main file already had 2 versions of the patch. I used both, and only those two, I skipped the extra patch file.
18. I have a clean windows install, a clean Morrowind+T+BM install, and no other mods. When I started the game I got an error message, about a script being not compiled. Expression error unable to find topic/journal "-*-combat" in script aa_1gr_comp3script
19. The "Muffin Oven". In each of your scripts which uses a "blend out" command, the thing that you "activate" happens before the "blend out", which isn't a problem in most cases, but with the muffin oven, you can see the muffins being created instantly, than you get an annoying blend out. You might want to consider to put a few second delay into the script.
20. When entering the summoning room I got two error messages. One said: I need a lamp mesh, the other one said: I need the .dds for the lamp. I got a huge white something in the middle of the room.

I hope these will help.

A few words: I really love your mod, the best house mod ever created in my opinion. :) My favourite room is the Lab upstairs, which has a female name, :) and the worgen/almalexia sweets are close second. The crypt is fantastic. And the mess hall, kitchen is just pure fun. :)
I'm a level one char atm, am I capable to run the gauntlet/trial downstairs in the basemant? :)
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Alyce Argabright
 
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Post » Sun Aug 08, 2010 10:07 pm

I also received a script error message as described above using clean install of goty +Trib +BM
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Wayne W
 
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Post » Sun Aug 08, 2010 10:58 am

As did I . The " Expression Error " ( Mantriels 18th point )alters when you have the Pegasus Staff Agency installed to :
Object "aa_cook" not found for dialogue type Topic
Info "Empty"
and
Script variable "aaItemReady" not found for dialogue type Topic
Info "Empty"
I would hazard a guess that this and the previously mentioned load errors are related to the eventual inclusion of Pegasus Staff and ( I think ) will cease to be an issue when Danae releases the full version .
Hope this helps .
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Sami Blackburn
 
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Post » Sun Aug 08, 2010 7:48 am

Thank you so much Mantriel for your detailed feedback. Thank you Greg and teschris as well for your continued feedback ;)
Some of the issues you mentioned are already fixed and only need uploading: the combat topic, the lame corpus image.
Others, I probably won't make any change: the cabinet in the wolven lodging (becauswe if the handle is out, the door open inside the cabinet.
I will do my best with the following: Lord window (if the mesh can be tweaked) splash sound added to the flush and the fade in/out effect of the scripts that use it.
The rest will be fixed easily.

In the next update, I'll upload the full beta with all the fixes to date.

EDIT: I was so focus on writing down the mistakes in the mod, I forgot to answer your questions...
so, the gauntlet (good name actually) might be a little difficult as a level 1 char but possible depending on your equips. http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/mob.jpg are the creatures you'll need to kill.
You're right Greg, the combat topic missing is part of the Staff Agency as are the globals the script calls for.
Ah, forgot about the docks: they look this way because under the dock itself, there is a large plank. I'll clean this up in the next update as well.
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Joe Bonney
 
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Post » Sun Aug 08, 2010 12:57 pm

In the next update, I'll upload the full beta with all the fixes to date.


I'll have some time off from work and a trip to look at it again on Saturday evening. Will it be up by then?

EDIT: I was so focus on writing down the mistakes in the mod, I forgot to answer your questions...
so, the gauntlet (good name actually) might be a little difficult as a level 1 char but possible depending on your equips. These are the creatures you'll need to kill.


I can see that Dreugh and Weakened Hunger proving problematic: if you have few decent weapons skills or a good weapon, the former could get you, and if you have a weapon for a decent enchantment or go for ranged spells, the latter could. What about putting in a check for hit points of the character that if failed lowers the difficulty of the monsters? Or at least, adds a bit of comment earlier from an NPC to the effect that your character "looks a bit too untrained around the edges to do well against the terrors they might face," etc. Just a thought.
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Sophie Miller
 
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Post » Sun Aug 08, 2010 5:32 pm

I'll have some time off from work and a trip to look at it again on Saturday evening. Will it be up by then?

I can see that Dreugh and Weakened Hunger proving problematic: if you have few decent weapons skills or a good weapon, the former could get you, and if you have a weapon for a decent enchantment or go for ranged spells, the latter could. What about putting in a check for hit points of the character that if failed lowers the difficulty of the monsters? Or at least, adds a bit of comment earlier from an NPC to the effect that your character "looks a bit too untrained around the edges to do well against the terrors they might face," etc. Just a thought.

I'm repacking the beta and patches right now so I should have it ready in about an hour tops.
I could add a scripted door to the gauntlet so you need to be level 5 to go in, or better still, I could add scrolls scattered around to help you in the next challenge.
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CHARLODDE
 
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Post » Sun Aug 08, 2010 9:03 pm

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. [...] 

OMG, I completely missed this post! Thank you Dragon, I'll read this in detail.

EDIT: full beta and patch update. No need to dl the patch if you dl the full beta.
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adam holden
 
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Post » Sun Aug 08, 2010 2:38 pm

Thanks Danae for the updated full beta version ( now 0.8 I see ; getting close ! ) DLing now and will get back once I have it installed . I'm in insomniac mode at the moment ( 1.40 am my time ) so this will give me something to do . Oh , I meant to say earlier that as the cottage is an exterior set up as an interior people should have a recent version of the unofficial Morrowind Code Patch for the weather collision issue : I first encountered this problem with exterior as interior buildings in the Library of West Gash , when on DLing and installing visited it first on a rainy day and was horrified to discover that the roof leaked rather extensively . When this was pointed out in the authors mod forum someone else suggested the MCP as a fix . Well , I had that for the extended world map ( as a Tamriel Rebuilt fan this is a must ) but not a recent enough version to have weather collision . So , to cut to the chase , with the latest version installed ( Morrowind Code Patch 1.6 I think ) I have weather collision and it is really a must have add-on when dealing with exteriors as interiors : no more rain in the Library , or to keep it in line with Pegasus , no more rain in the cottage ! I'd suggest that this be noted in the "Read ME " when you release the full version . Not a required mod but useful for full immersion .
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.X chantelle .x Smith
 
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Post » Sun Aug 08, 2010 2:26 pm

I just downloaded the latest release, great work Danae!

As for MCP: Yeah, I never play without it.
These days, it's a "must have".
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Kevin S
 
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Post » Sun Aug 08, 2010 11:36 am

Thanks for the answers. Now that I am aware that the mod is released I will follow the progress daily. If you have a new version I am more than happy to take a look at it and try to spot some more bugs.
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Bereket Fekadu
 
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Post » Sun Aug 08, 2010 10:17 pm

Too late and my head is about done in ! With regards to the servants rooms , how about changing their names to reflect the plants you've placed in each ? So , you would have The Wolfsbane Room , The Heather Room , The Gold Kanet Room and the Belladonna Room .
Found some flickering bleed spots but I want to do a clean restart before pointing them out . Oh , a corner of a towel is sticking through a screen in the south central servants room . I have Wildmans Dragonflies loaded and they are particularly taken by Pegasus . I regularly have one or two hovering around . It's very tranquil . OK sleep time now . See ya !
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Tinkerbells
 
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