[WIP] Pelagiad Expanded

Post » Sun Aug 08, 2010 4:07 pm

you might have to load up your mod and the conflicting mod in CS (dont set either as active file, so no file is active) and find out where your structures "collide" with the other mod's structures (eg the merchant manor), and move your structures so they no longer collide. then save the new mod as "PE indybank patch" or w/e. that might work. now you should have your original PE mod, and a new "patch" for users of PE and indybank. just a suggestion.
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sophie
 
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Post » Sun Aug 08, 2010 10:09 pm

Won't that just duplicate what we have in PE?
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Fluffer
 
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Post » Sun Aug 08, 2010 12:29 pm

You could have two different versions, like one for Modded Pelagiad, that replaces useless non quest related building with bathe shop and indybank, and then the regular version

EDIT: I could take on http://i924.photobucket.com/albums/ad81/Williamkyro/PE_WK1.jpg , if no one has started on em yet.
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Star Dunkels Macmillan
 
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Post » Sun Aug 08, 2010 7:49 am

That's a good idea. Thanks.
Yes, go ahead take that section. :)
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Cartoon
 
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Post » Sun Aug 08, 2010 10:13 pm

You could have two different versions, like one for Modded Pelagiad, that replaces useless non quest related building with bathe shop and indybank, and then the regular version

EDIT: I could take on http://i924.photobucket.com/albums/ad81/Williamkyro/PE_WK1.jpg , if no one has started on em yet.


Or, load up all the mods you wish to support together, and make a hole for the structures in the other mods. Perhaps a nice, quiet park if you don't use the mods?

It's hard to believe this is such a big deal in Pelagiad, of all places. Balmora, Vivec, shoot - even Sadrith Mora, but Pelagiad? Sheesh. I guess people really like quiet, out of the way, holes in the wall... ;)
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Kirsty Collins
 
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Post » Sun Aug 08, 2010 1:06 pm

Most of the interiors for the poor section have been designed and structured. They just need to be filled with stuff.
I was thinking of incorporating a little school house where children would go to learn. It'd be just a modest one, nothing extraordinary. This mod would also work with COM, but not require it. Same for NOM and Elders of Vvardenfell.
http://img42.imageshack.us/img42/1646/34251925.jpg is the overall size of PE. And the original thread for it is http://www.gamesas.com/?showtopic=847529.
I was also wanting to put in a public guillotine for when they do public executions to criminals.
What other kinds of things would you guys want to see in Pelagiad Expanded?
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Tanika O'Connell
 
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Post » Sun Aug 08, 2010 9:30 am

Will this mod interefere with the mod the "cozy house" mod? They build a house some where in pelagiad or is that a no go?





What do you want? Should every modder who is working on a quest mod or city expansion take care of the positions of those countless house-, manor- and shack mods out there?
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Shiarra Curtis
 
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Post » Sun Aug 08, 2010 5:44 pm

I want to add children and elders to this, which is pretty easy, but when using this mod with COM, the children are trapped within exterior models and can't escape. How do I go about fixing this, besides deleting the exterior model? If I make a patch that moves the children, all it does is duplicate them and the original ones are still in their original spot.

I guess if it comes down to it, the person can just delete the children NPCs from the pelagiad cells, as I plan to add them all individually to the interior and exterior cells any ways, except they'll have different scripts.
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JESSE
 
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Post » Sun Aug 08, 2010 6:30 pm

Since COM is an esm, shouldn't you be able to just make a new esp dependent on it and your mod that deletes the children in Pelagiad (or moves them where you want)? I thought the doubling issue was just if you're making a patch for an esp.
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Chenae Butler
 
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Post » Sun Aug 08, 2010 5:33 pm

I second that!
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Samantha Wood
 
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Post » Sun Aug 08, 2010 12:16 pm

I want to add children and elders to this, which is pretty easy, but when using this mod with COM, the children are trapped within exterior models and can't escape. How do I go about fixing this, besides deleting the exterior model? If I make a patch that moves the children, all it does is duplicate them and the original ones are still in their original spot.

I guess if it comes down to it, the person can just delete the children NPCs from the pelagiad cells, as I plan to add them all individually to the interior and exterior cells any ways, except they'll have different scripts.


Send Emma a message. I'm sure she'd like to help.

As for patches for existing mods that are in the Pelagiad area like Korana's Bath Shope since you've got so many interiors currently not occupied why not give them to those mods? It's a method that works well in Oblivions Better Cities though they do have an installer that makes individual patch configuration much easier than in Morrowind. As for the difficulty you're having creating patches, it is perfectly possible to create a patch esp but in cases where a building is concerned the patch can not load with both esp's that it's patching. You'd make a patch with the bath shop for example but then would not load the original bath shop esp.

So in this example you'd load the bath shop and PE together in the CS, with PE set as active. Move the exterior sign and door marker for the bath shop to a new location in the market district and delete any unnecessary statics, save as PE+Bathshop, then load only PE+bathshop esp. The door marker should be moved and the old statics gone. I think.
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Chloe Botham
 
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Post » Sun Aug 08, 2010 8:23 am

I want to add children and elders to this, which is pretty easy, but when using this mod with COM, the children are trapped within exterior models and can't escape. How do I go about fixing this, besides deleting the exterior model? If I make a patch that moves the children, all it does is duplicate them and the original ones are still in their original spot.

I guess if it comes down to it, the person can just delete the children NPCs from the pelagiad cells, as I plan to add them all individually to the interior and exterior cells any ways, except they'll have different scripts.



I think I would simply make a patch with a startscript to re-position the original children. (1emChild25->positioncell X, Y, Z, R Pelagiad... etc). That should move them to where you want them to be each time the game is started.
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Raymond J. Ramirez
 
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Post » Sun Aug 08, 2010 7:58 pm

Send Emma a message. I'm sure she'd like to help.

As for patches for existing mods that are in the Pelagiad area like Korana's Bath Shope since you've got so many interiors currently not occupied why not give them to those mods? It's a method that works well in Oblivions Better Cities though they do have an installer that makes individual patch configuration much easier than in Morrowind. As for the difficulty you're having creating patches, it is perfectly possible to create a patch esp but in cases where a building is concerned the patch can not load with both esp's that it's patching. You'd make a patch with the bath shop for example but then would not load the original bath shop esp.

So in this example you'd load the bath shop and PE together in the CS, with PE set as active. Move the exterior sign and door marker for the bath shop to a new location in the market district and delete any unnecessary statics, save as PE+Bathshop, then load only PE+bathshop esp. The door marker should be moved and the old statics gone. I think.


If I set PE as the active file, I can't "save as". I can only "save". I've tried this before, where I loaded the bath shoppe mod and moved it and then saved it as a patch. But if I were to just have PE and bathshoppe patch loaded and not the original bath shoppe, then I would have the exterior but not the interior. I'd also have to copy the interior and all the scripts and global scripts that go with it. What if I were to load Bath Shoppe in the CS, but not as an active file. And then go into the cell and drag the mouse over everything so that everything is highlighted in the render window. And then copy, delete and paste. That way, the computer would think I added all new items when in fact I just deleted and put everything back. Then I could save this as the patch. I think how the construction set works is that if you click on an item or view a script and click your mouse in the script window, the computer registers that as a change even though you're not really changing anything and this is how I can carry over scripts into a new mod. Correct me if I'm wrong.

I do like your idea of deleting some of the exterior houses as we already have plenty. There are tons of Pelagiad mods and I can't accomodate for all of them. But the two most important ones that I think a lot of people, including myself, use are IndyBank mod, which adds that vacant manor for sale, and the Bath Shoppe. so I'll see what I can do to accomodate for the space of these. I think the manor is actually sitting right in the castle stone wall thingy. So uhm, not sure what to do there.

....I wonder, are we allowed to reup other people's mods with stuff changed? If I were to contact the Indy Bank mod guy or girl and get their permission to reupload it, then I could just go into the main esp and move the house and not worry about any duplicates. This wouldn't invalidate people's saved games either. Wouldn't that work? I can't do that with Korana because she's impossible to contact.


@Emma, I got your email. I'll just reply to you on yahoo.
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abi
 
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Post » Sun Aug 08, 2010 7:24 pm

Wow, people actually picked this up again. Thank you dearly for trying to restore our noncomplete mod. If you'd let me help you guys, if you're still working on this (considering it's a huge necro), please send me a PM.
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Kill Bill
 
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Post » Sun Aug 08, 2010 8:45 pm

If I set PE as the active file, I can't "save as". I can only "save". I've tried this before, where I loaded the bath shoppe mod and moved it and then saved it as a patch. But if I were to just have PE and bathshoppe patch loaded and not the original bath shoppe, then I would have the exterior but not the interior. I'd also have to copy the interior and all the scripts and global scripts that go with it. What if I were to load Bath Shoppe in the CS, but not as an active file. And then go into the cell and drag the mouse over everything so that everything is highlighted in the render window. And then copy, delete and paste. That way, the computer would think I added all new items when in fact I just deleted and put everything back. Then I could save this as the patch. I think how the construction set works is that if you click on an item or view a script and click your mouse in the script window, the computer registers that as a change even though you're not really changing anything and this is how I can carry over scripts into a new mod. Correct me if I'm wrong.

I do like your idea of deleting some of the exterior houses as we already have plenty. There are tons of Pelagiad mods and I can't accomodate for all of them. But the two most important ones that I think a lot of people, including myself, use are IndyBank mod, which adds that vacant manor for sale, and the Bath Shoppe. so I'll see what I can do to accomodate for the space of these. I think the manor is actually sitting right in the castle stone wall thingy. So uhm, not sure what to do there.

....I wonder, are we allowed to reup other people's mods with stuff changed? If I were to contact the Indy Bank mod guy or girl and get their permission to reupload it, then I could just go into the main esp and move the house and not worry about any duplicates. This wouldn't invalidate people's saved games either. Wouldn't that work? I can't do that with Korana because she's impossible to contact.


@Emma, I got your email. I'll just reply to you on yahoo.


About making patches I can't be sure, I'm guessing on a loaner pc so I'd say ask in the CS section about how to go about it properly. I know it is indeed possible and rather simple - I just can't remember how without poking around to refresh my memory. Going to the CS forum and asking directly would probably be your best bet.

As for the major mods in Pelagiad that might vie for inclusion. I can't agree on your list as I don't use and am not inclined to want, Indy Bank. However, Pelagiad is full of several clothiers, Twin Lamps faction members and weapons shops in my game. It might be more direct and comprehensive to set up a poll or something to let people weigh in on their own most important Pelagiad mods before deciding what might be most appropriate to support in a patch.

So my suggestions would be. 1 - go to the CS forum and inquire about patching two mods that alter interior and exterior cells together effectively. 2 - start a poll about what mods people would most like to see patched into PE then 3 - integrate the patches once you know which are most important and how to do so quickly, easily and without pulling your hair out in frustration. Meanwhile, while gathering information you can pick out which buildings to set aside for patches - and concentrate on fleshing out the interiors that you won't be needing.

Also, for those doors reserved for patch locations in the unpatched PE, a locked door with a message like "bathe shop temporarily closed for holiday" or some such, so that you don't have to worry about fleshing those spaces out again.

Hope those suggestions help stem some confusion and keep this project moving forward. I'm very impressed so far :wave:
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Nathan Hunter
 
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Post » Sun Aug 08, 2010 1:06 pm

Wow, people actually picked this up again. Thank you dearly for trying to restore our noncomplete mod. If you'd let me help you guys, if you're still working on this (considering it's a huge necro), please send me a PM.


I guess your inbox is full or something; I can't send you any messages. Yes, come help us. Might wanna clear out your inbox though.
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Ashley Hill
 
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Post » Sun Aug 08, 2010 10:29 am

Cool, Pelegiad is my favorite village!
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Angus Poole
 
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Post » Sun Aug 08, 2010 6:38 pm

Would anybody have any complaints with this mod having to require http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=966? As in, you'd have to download and install Mournhold Clockmaker in order to play Pelagiad Expanded.
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jenny goodwin
 
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Post » Sun Aug 08, 2010 6:18 pm

Already in my games as standard so :shrug: But didn't Barabus release those meshes and scripts as a resources as well as a mini mod?
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Stephy Beck
 
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Post » Sun Aug 08, 2010 3:12 pm

Already in my games as standard so :shrug: But didn't Barabus release those meshes and scripts as a resources as well as a mini mod?

Not that I recall.
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Misty lt
 
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Post » Sun Aug 08, 2010 10:17 pm

Emma, I was converting all the children and their clothing over to PE and I'm putting PE_ in front of all the IDs, which is how I'm able to convert them so that PE mod doesn't need to require the COM mod. I copied over all the scripts and global variables, too. But the error I'm getting is this: "Unable to locate target '1em_mom1' in FollowPack init." What is a followpack init?
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CHangohh BOyy
 
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Post » Sun Aug 08, 2010 3:17 pm

Emma, I was converting all the children and their clothing over to PE and I'm putting PE_ in front of all the IDs, which is how I'm able to convert them so that PE mod doesn't need to require the COM mod. I copied over all the scripts and global variables, too. But the error I'm getting is this: "Unable to locate target '1em_mom1' in FollowPack init." What is a followpack init?


It's their AI-packages. Some of them are following targets, and they won't know that you changed the names of their targets. So if a child is following ID-name 1em_mom1, she down't know that she should be following PE_1em_mom instead. You have to change this individually on all children. Which I fear will cause problems for those already using CoM when installing your mod... the saves won't be able to locate the original npcs, and the game will crash. You should warn about this in your readme I think. I hope that I'm wrong, but only testing willl tell what will happen.
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sharon
 
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Post » Sun Aug 08, 2010 9:35 pm

I noticed that Bryman1970 posted on PES that he's reviving this mod. I've personally never come across it in my years of delving through Morrowind mods (really don't know how I missed it especially as I love city expansions) but I would very much like to help out in completing this, if that is okay with Bryman, the original authors and whoever else is assisting. I figured that my own mod (a very large 4 cell expansion for Seyda Neen) is unlikely to be anything past an alpha, so I thought I'd try lending a hand on a project like this.

I'm only really good at the menial CS tasks (interiors, exteriors and landscaping), I'm afraid I don't have a clue when it comes to scripting and dialogue. But even so I'd really like to help out if that's possible.

Mnay thanks for your time.
-exethalion
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Soraya Davy
 
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Post » Sun Aug 08, 2010 2:42 pm

Bryman1970 hasn't got back with me on what he was doing in over a month now. So as far as I know, he's not currently modding PE. Actually, as of this very second, the only person modding PE is me since I have the latest esp file (June 19, 2010 updated). The main guys working on are Regaez and Kyromods and myself..... and a few others. Regaez did the exteriors and Kyro and I did the interiors, though there is still tons of work to be done. The interiors need items placed in them. I've partly finished the http://img16.imageshack.us/img16/606/estirdar.jpg of Estirdar's House. Now multiply that by 200. :)

Can you show me some jpegs of the stuff you've modded or are modding, Exethalion?


p.s. Concerning adding in children, we're going to make at least 2 versions; one that has children and requires the COM mod to work, and one that doesn't have children and does not require COM. Although both will have a COM patch as a few of the children are stuck in our walls.
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Luis Longoria
 
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Post » Sun Aug 08, 2010 8:42 am

Sure, posted pics on a thread no-one reads any more to avoid clogging this one up with big images.

http://denina.kikaimegami.com/viewtopic.php?p=2492#2492
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Dina Boudreau
 
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