[BETA] Pegasus House

Post » Sun Aug 08, 2010 10:17 pm

:celebration: The house is built!!! :celebration:
It has all the features seen in the http://www.youtube.com/view_play_list?p=AD176B9E066FB72F&playnext=1&playnext_from=PL and all the eye-candy seen in the http://s656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/, sometimes more ;)

This is the BETA of the non quested version of the Pegasus Estate.
This means you get the house fully built right away but with no staff.


You find a linking scroll (Thanks again Gaius!) in Balmora Mages Guild, on a shelf behind the wallscreens. As long as the scroll is in your inventory, you'll be able to cast the 'Pegasus teleport spell' at no cost.
When you teleport to the Estate, you'll find a book, immediately to your right: it's a bit of a spoiler as it points out the things you can do in the Estate.

Please pretty please, report any problems, bugs or simply suggestions in this thread. (and also be patient with me :sad: I can't get it all right on the 1st shot) Thank you!


As soon as I'm confident the house is bug/problem free, I'll get started with the NPCs, dialogues and quests. That will involve among other things the following addons:

? Pegasus Estate:build it! Adds the quests to become the owner of the Pegasus Estate. The Estate only has a fraction of its rooms built (bedrooms, armoury, mess hall, study). You'll need resources, time and manpower to make the Estate reach its potential. The story picks off after you help Feyiin, the current owner of the Pegasus Estate in my mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7596.
? Staff Agency addon: new servants, new services and quest for each of you staff. Staff Agency is available as a stand alone mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7502. It features some 20+ staff members for you to recruit and train with a series of mini-quests. The addon will offer new quests and many new dialogues to make you staff know about each other and cooperate together.
? Children of Morrowind addon: will add a new room: the nursery, a new resident: the page boy (with his own dialogues and quests). The nursey have its own board games for the kids to play with. Board games are available as a standalone mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7575.
? Morrowind Trading Card addon: a new resident: the gambler. He offers various games of chance including one with a new set of MTCs. MTC is available as a standalone mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7696. It allows you to collect, track down and trade 70+ cards and card albums.
? POTD paintings addon: a new room: the art gallery. Bringing POTD paintings to the Estate curator will neatly display them. Reward once the collection is complete. A new staff member: the artist. He will make copies of painting you already own as well as paint some new exclusive POTD paintings. POTD paintings is available as a standalone mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7573 , it features 70+ paintings scattered across the continent for you to collect.

Have fun exploring the Estate!

Oops! I almost forgot to put the download link...http://www.4shared.com/file/229678213/ff5694f/PegasusHouseBETA0pt2.html
Whenever problems are solved, you'll find the http://www.4shared.com/file/229660092/4b7b06e0/latest_patch.html
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Catherine Harte
 
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Post » Sun Aug 08, 2010 6:16 pm

Cool, I want to try this out, the videos looked amazing!

Thanks for the release!
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HARDHEAD
 
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Post » Sun Aug 08, 2010 10:14 am

Yay! It's ready! :)

I'll try this out today.

Thanks, Danae!
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JERMAINE VIDAURRI
 
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Post » Sun Aug 08, 2010 3:42 pm

Downloading now.

Good luck with this, Danae. :)
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Batricia Alele
 
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Post » Sun Aug 08, 2010 9:09 am

When trying to load the plugin I got an error.

From my Warnings.txt:

Matching IDs: aa_Local_brew_01

Clean Pegasus House BETA.ESP: type Alchemy
NOM 2.13.esp: type Static

The game automatically closes out, and won't let me start it.
I already have "Allow Yes To All" turned on, it won't even let me start the game.
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Phoenix Draven
 
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Post » Sun Aug 08, 2010 10:18 pm

I've fixed the error! ^_^

I resolved the conflict with NOM.

To make a quick fix yourself, try this:

Set your PC's calendar to: April 1st, 2012
(This makes sure the plugin keeps it's place in your loadout list.)

Load the NOM plugin in the CS.

Find these entries under "Statics":

aa_Comberry_brandy_01
aa_Comberry_wine_01
aa_Cyro_brandy_01
aa_Cyro_whiskey_01
aa_Local_brew_01
aa_Local_liquor_01

Rename them, but DON'T replace them, to:

ab_Comberry_brandy_01
ab_Comberry_wine_01
ab_Cyro_brandy_01
ab_Cyro_whiskey_01
ab_Local_brew_01
ab_Local_liquor_01

Save, then exit the CS.

Clean the plugin with TESTool, then set your calendar back to normal.
(You may want to make a zipped backup of this file.)

Congratulations! You have made your own emergency hotfix!

This will let you use the Pegasus Estate Beta properly.

I hope this was helpful. :)
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Izzy Coleman
 
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Post » Sun Aug 08, 2010 4:17 pm

Hey thanks Gaius! It looks like my mod and NOM have the same name for 2 different things...I'll rename my aa_alchemical_things to avoid the conflict with NOM (and change the winerack script) , that should do the trick.

Ok, here's the http://www.4shared.com/file/229660092/4b7b06e0/Pegasus_HouseESPonly.html and here's http://www.4shared.com/file/229678213/ff5694f/PegasusHouseBETA0pt2.html
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Barbequtie
 
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Post » Sun Aug 08, 2010 8:34 pm

You're welcome, Danae! :)

Anyway, I did some beta testing for you.

Issues:

1.) In the guard tower room, the backdrop for the mannequin-side window has no texture.

2.) The summoning room doesn't give you it's spell. (Should it yet?)

3.) The Imperial Cult chapel option on the chapel door doesn't make a "swoosh" sound like the other options do. (Shouldn't it?...)

4.) The theif's training room doors should each be given a different version of the script, so they can have varying lock levels.
Currently, once unlocked, they all relock to level ten. They should have different levels (5,10,15,20,25,30,etc.) for a variety of practice situations.

I have some scripts I can give you for this, but they automatically relock opon a second activation, rather than waiting for 72 hours.
(I think you probably did the 72 hour wait for balance reasons, didn't you?) If you want, I can PM them to you.

Also, the target in the room is rotated to the left, halfway into the wall, leaving some shurikens floating in mid-air.

5.) Lastly, the texts in the books, papers, and some other places needs editing. (Spelling & Grammar)
It's not too bad, it just needs some checking. I can help with the editing if you would like. I'm something of an expert. ;)

Otherwise, this place is very well put together! It's an excellent piece of work. ^_^

Edit: Wasn't there supposed to be an attic somewhere? I couldn't find it.
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kennedy
 
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Post » Sun Aug 08, 2010 10:46 am

Thanks again Gaius. I'll look into all of that.
I did find the missing texture, I'll be sure to add it in the next patch
You should be getting the spell in the summoning room, what level is your character? Ah, come to think of it, there's a good chance I left my test script which only applied to level 1 chars.... Will change that asap.
I didn't notice the lack of swoosh, will add it to the script :)
Again, I did plan to make a variety of re-locking scripts but forgot... will update as well. And yes, I really wanted the doors to relock after a while rather than instantly. oh, what did you think of the obstacle course?
Ah, the target, it's been giving me a headache, I'll give it another shot , otherwise, the regular dummy will have to do.
I did plan to make an attic but then I updated my POTD mod and came up with the idea of an art gallery so I kept the space available for that.
Spelling and grammar, I really need to proof-read what I type...
I'm sure you'll find some more problems, sadly I must say: keep them coming!
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Eoh
 
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Post » Sun Aug 08, 2010 7:41 pm

Ah, so that's where you were going with the art gallery idea... Brilliant! ;)
Actually, at one point I was going to suggest you do just precisely that. (I guess I forgot to bring it up.)
(I'd love the place to have a nice art gallery. That would be awesome!)

I don't like using furniture mods myself, I find fiddling with them ingame unwieldy.

I would usually just furnish such a place ahead of time in the CS myself, but if I was going to do that,
I'd just be better off getting a house mod thats already furnished.

As for the summoning room, my character was at level one:

Name: Gaius Atrius
Race: Imperial
Class: Healer
Sign: The Atronach
Level: 1

Lastly, the obstacle course was great! I had fun with it. ^_^
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Heather M
 
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Post » Sun Aug 08, 2010 9:48 pm

Ah, so that's where you were going with the art gallery idea... Brilliant! ;)
Actually, at one point I was going to suggest you do just precisely that. (I guess I forgot to bring it up.)
(I'd love the place to have a nice art gallery. That would be awesome!)

I don't like using furniture mods myself, I find fiddling with them ingame unwieldy.

I would usually just furnish such a place ahead of time in the CS myself, but if I was going to do that,
I'd just be better off getting a house mod thats already furnished.

As for the summoning room, my character was at level one:

Name: Gaius Atrius
Race: Imperial
Class: Healer
Sign: The Atronach
Level: 1

Lastly, the obstacle course was great! I had fun with it. ^_^


Oki, all problems (so far) solved, I have included the missing texture for the guards tower view, it turns out I had 'cleaned' the second summoning script, I have tweaked the invisio wall to keep the target in place, added the line in the script to get the swoosh sound and made a variety of re-locking scripts.
The http://www.4shared.com/file/229660092/4b7b06e0/latest_patch.html, the full file update will take more time to upload.
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Jade Muggeridge
 
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Post » Sun Aug 08, 2010 4:35 pm

Thanks! I'll test it out in a bit. :)
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Killah Bee
 
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Post » Sun Aug 08, 2010 11:52 am

Just a few quick notes, since I haven't had more than 10 minutes to spend there (work!):

1) The central drawer in the Syrabane Room behind the lab counter reads "Goul gems" instead of "Soul gems."

2) Is the only entrance to the Library through the Study? It seems a logical connection, but if you're the Lord or Lady of the manor, wanting a bit of reading not already on your bedroom's shelves, it seems there should be a quick way to access it. Hidden portal, perhaps? Touch something on both ends, and end up in the other room? Just a thought.
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Kill Bill
 
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Post » Sun Aug 08, 2010 10:07 pm

Just a few quick notes, since I haven't had more than 10 minutes to spend there (work!):

1) The central drawer in the Syrabane Room behind the lab counter reads "Goul gems" instead of "Soul gems."

2) Is the only entrance to the Library through the Study? It seems a logical connection, but if you're the Lord or Lady of the manor, wanting a bit of reading not already on your bedroom's shelves, it seems there should be a quick way to access it. Hidden portal, perhaps? Touch something on both ends, and end up in the other room? Just a thought.


Thank you Fable :)) You're right goul gems doesn't sound quite right...will correct it 1st thing in the morning.
I have some Pegasus crests set as a door but didn't place them, I wasn't sure where I wanted them and where to. I'll add some to get to the library. Also, I'll add a book pile container by the beds.
Feel free to make more suggestions :)
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Lifee Mccaslin
 
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Post » Sun Aug 08, 2010 10:08 am

Oh ive been watching this for a long time. I hope ( and am almost certain ) its as good as you made it look.
What does the ink do?
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Josh Trembly
 
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Post » Sun Aug 08, 2010 8:25 pm

As I recall, the pen, paper, and ink sets are for a quest in the final version.
Each major bedroom has one, as does the study.
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Kellymarie Heppell
 
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Post » Sun Aug 08, 2010 12:27 pm

OH!
I was just about to set up dwarf fortress, but this take priority!
imagine... all the muffins you'll ever want :bolt:
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Naomi Ward
 
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Post » Sun Aug 08, 2010 7:01 pm

I know. Isn't it wonderful! :)
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Marina Leigh
 
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Post » Sun Aug 08, 2010 2:37 pm

Thank you Fable :)) You're right goul gems doesn't sound quite right...will correct it 1st thing in the morning.


It's actually the one marked "Greater Goul Gems."

Also, the door at the end of the downstairs vestibule leads "to the Vestibule" if you hover your mouse over it. It probably should say something such as "Syrabane-Vestibule Corridor," just for clarity's sake. As it's a very short corridor, perhaps you could drop a plant in there, or a painting? (The paintings, by the way, are a great touch.)
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Pawel Platek
 
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Post » Sun Aug 08, 2010 3:24 pm

Ah, so that's where you were going with the art gallery idea... Brilliant! ;)
(...) I don't like using furniture mods myself, I find fiddling with them ingame unwieldy.(...) Lastly, the obstacle course was great! I had fun with it. ^_^

Glad you like the idea of the art gallery, I'm looking forward to making it, one more meta-quest for the estate!
I used to spend house making my houses ingame until I dared opening the CS. Making the handy note on MC skills made me want to craft things again though.
So glad you enjoyed the obstacle course, it was one of my fist ideas but MW doesn't lend itself very well to it.

Oh ive been watching this for a long time. I hope ( and am almost certain ) its as good as you made it look.
What does the ink do?

As I recall, the pen, paper, and ink sets are for a quest in the final version.
Each major bedroom has one, as does the study.

Well, there's the ink you make in the Syrabane room that in turns allows you to make scrolls and there's the one that Gaius mentioned. For now, activating it sends invitations for an upcoming party and places dishes and food in the great hall. In time, it will add npcs as well. I had those with Archimaestro Antares' animations but decided that the guests wouldn't be drinking from tankards. So, I need to make more items for the npcs to hold: silverware cups, tea cups and, write dialogues for them.

OH!
I was just about to set up dwarf fortress, but this take priority!
imagine... all the muffins you'll ever want :bolt:

Knock yourself out :) and they're easy to store with the scripted muffin jar.

It's actually the one marked "Greater Goul Gems."

Also, the door at the end of the downstairs vestibule leads "to the Vestibule" if you hover your mouse over it. It probably should say something such as "Syrabane-Vestibule Corridor," just for clarity's sake. As it's a very short corridor, perhaps you could drop a plant in there, or a painting? (The paintings, by the way, are a great touch.)

Ok, the 2 tiny bits of corridor have been moved to a new room called passageway and have been given a painting each.

Since none of the recent changes involve major problems, I'll take the time to proof-read a bit before uploading the next patch.

EDIT: So, I've corrected a myriad of typos but must have left another dozens for you to find (fun, huh?). I've also changed my sig so I won't need to add a link to the beta and its patch in every post (lazy, huh?)

EDIT again: somehow I didn't pack the mesh aa_PE_robe.1st but i8t's been fixed in version 0.5 and in the latest parch

Re-edit: Found a dialogie filter problem, fixing right away
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Amelia Pritchard
 
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Post » Sun Aug 08, 2010 12:30 pm

Here's the list of the problems fixed so far:

NOM confict resolved (aa_local)brew01 remaned)
Summoning script fixed
Typos (some of them) corrected
Missing texture (aa_view_front) added
Missing mesh (aa_PE_robe.1st) added
New room'Passageway' added for the 2 bits of corridor on the 1st floor, they've also been givena painting each.
Dialogue filter fixed (*-*combat, follow and other)

I have continued work on the main quest to become the owner of the Pegasus Estate and should include it in the BETA in a week or so.
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Jynx Anthropic
 
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Post » Sun Aug 08, 2010 10:04 pm

In the next version i think you should take out all the names that apear when you highlight them with your mouse. Things like "Basin" and "Mirror" and "Bath" ect.
BTW this is my new favorite house mod
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Sarah Unwin
 
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Post » Sun Aug 08, 2010 6:35 pm

A quick question for a stupid person Danae.
Whilst exploring the house I used some perfumes which have fortified my personality quite considerably. A fortification effect of any type is something I avoid like the plague.
Being quite dense I overwrote my last two saves before I realized I still have the effects after 4 days and a further 3 of sleep. How long does the fortification last and if permanent can it be removed without the use of the console? (something else I avoid if at all possible)
Unfortunatley for me my last save prior to the two I overwrote is a considerable time ago.
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Dominic Vaughan
 
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Post » Sun Aug 08, 2010 6:12 pm

Its on target for 600 seconds.
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Stryke Force
 
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Post » Sun Aug 08, 2010 12:02 pm

Am I missing something in the Arboretum, or is the stairway up not supposed to lead anywhere as it runs into the ceiling?
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Loane
 
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