[WIP] Pelagiad Expanded

Post » Sun Aug 08, 2010 9:19 am

Welcome, Exethalion.

For anyone who's interested in this mod, come http://s1.zetaboards.com/Illustrious_Studios/index/ for more info/updates and some friendly chat. :D
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Sun Aug 08, 2010 1:56 pm

Would there be complaints if this mod was 3.4 GB in size?
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sun Aug 08, 2010 11:36 am

hahaha, how could you make it that big? be hell to download with limited gigs :facepalm:
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Sun Aug 08, 2010 4:25 pm

None from me, did away with dial up years ago.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Sun Aug 08, 2010 5:25 pm

Well it's not 3.4 GB but it's pushing 1 GB right now what with all the resources and all. Elaura from Great House Fliggerty has in her signature a very admirable saying:

The three golden rules of mods:
1) You want it, you make it.
2) You don't like it, don't play it.
3) If you make it and you like it, don't listen to anyone else.

I read that the other day and I was thinking how cool that was.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Sun Aug 08, 2010 12:00 pm

But some people want it but don't have space for it. I have almost 4gb and after this next update, I'll have around 3gb left.
But I'm not complaining, I'm just thinkin of the little people....
Honestly though, it's PE, if it's 3.4gb I'll still use it, even if that leaves me with only 600 or so mb.

:foodndrink:
- Kyro
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Sun Aug 08, 2010 10:26 pm

Well it's not 3.4 GB but it's pushing 1 GB right now what with all the resources and all. Elaura from Great House Fliggerty has in her signature a very admirable saying:

The three golden rules of mods:
1) You want it, you make it.
2) You don't like it, don't play it.
3) If you make it and you like it, don't listen to anyone else.

I read that the other day and I was thinking how cool that was.

+1
I agree. :mohawk:
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Sun Aug 08, 2010 1:11 pm

I merged MCM clockmaker mod with PE. But for those that play with both mods, it'll double everything in the craftsman hall. the best thing to do would be to not play with the MCM mod. What do people think about this approach? It wouldn't bother me since I'd just use PE that already has MCM combined and not the MCM mod.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Sun Aug 08, 2010 10:04 pm

Well since I have a combined mod of mods I never do without, of which MCM is one, I'll get doubles unless I recompile. Also people tend not to like mods that change areas outside of their supposed sphere. For example "why does PE make changes in Mournhold? Must be dirty so I'll uninstall/delete it" type comments will likely crop up. I'm pretty sure MCM is a resource so I'd suggest taking just what you need and making changes to insure compatibility. If you're that concerned Shannon can be reached at GHF you could send him a pm there asking about contacting barabus about the nature of those files.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Sun Aug 08, 2010 3:48 pm

Yeah, you're most likely right. I tried to take just what I needed. I did the same thing for Korana's mods like provincial bath shoppe and COV but MCM has a dotrigintillion scripts and it was so much work to copy them over as I had to rename everything with PE_ in front of it or else it wouldn't carry over to our mod.

Is that where he's at? I tried to PM Barabus and Nigedo on here but neither of them have been on in over a year. But I'll swing over to GHF and ask there. It'd be super helpful if there was just a modders resource esp that placed all the items in the construction set but not in the gameworld. Then I could merge them with PE without any conflicts. Thanks for the info!
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Sun Aug 08, 2010 2:16 pm

Not that I recall.


Barabus did release the clocks as a resource. I'm using them in my mod. I don't use the Mournhold clockmaker mod, but since you are talking about Pelagiad, I would imagine the resource version would do just fine.

The clocks really are easy to use, as well - just drop them, and their hands/chimes, in.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sun Aug 08, 2010 3:41 pm

Yeah, you're most likely right. I tried to take just what I needed. I did the same thing for Korana's mods like provincial bath shoppe and COV but MCM has a dotrigintillion scripts and it was so much work to copy them over as I had to rename everything with PE_ in front of it or else it wouldn't carry over to our mod.

Is that where he's at? I tried to PM Barabus and Nigedo on here but neither of them have been on in over a year. But I'll swing over to GHF and ask there. It'd be super helpful if there was just a modders resource esp that placed all the items in the construction set but not in the gameworld. Then I could merge them with PE without any conflicts. Thanks for the info!


I chose to rename for cleanliness, but it's not absolutely necessary.

In fact, if you don't change anything, you don't actually have to rename the scripts at all. Barabus clocks are largely self-contained, so it should be fine to have a copy in your mod. (though this is risky, because if anyone else changes the scripts from their mod, your mod could screw up the third mod - if that makes sense)
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sun Aug 08, 2010 9:08 am

Ahhh, it took a little googling but I found it. I didn't know he made resources but is this the one you're talking about?

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=341

Those are all 9 or 10 clocks he has from MCM, including the hourglass?
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Sun Aug 08, 2010 8:40 am

Ahhh, it took a little googling but I found it. I didn't know he made resources but is this the one you're talking about?

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=341

Those are all 9 or 10 clocks he has from MCM, including the hourglass?


Yep, those are them. It's a very easy resource to use. I don't believe it includes the hourglass, but it's been a while since I looked at the original archive.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Sun Aug 08, 2010 8:01 pm

Emma, may I also use your Companionable Cats mod in PE as well?
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Sun Aug 08, 2010 10:15 pm

Emma, may I also use your Companionable Cats mod in PE as well?



Yes, sure :)
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Sun Aug 08, 2010 9:25 am

Here are the shops we have so far, some of which have a Daggerfallesque style. Pelagiad does have a High Rock atmosphere to it.


Uthywyr's Elixirs - Ingredients/Alchemy/potions
Andistair's Vintage Smithy - weapons/armor
The Superior Blacksmith - weapons/armor
Mebestian Ence: Trader (vanilla trader who is part of a Balmora thieves guild quest. Yes, his small chest with the dwemer item is still there but his shop layout is different)
The Champion's Bookshop - books/journals/tomes
The Odd Fashion - clothing
The Essential Bijoutry - gems/jewelry



And I'm wanting to add in these too:

-Pelagiad Bank
-The Mages Guild
-The Fighters Guild
-The Thieves Guild
-The Woodcarvers Guild (these were very common back in the middle ages. They were the ones who built all the furniture and clocks and barrels and crates and stuff, for the most part. Not sure if it should be joinable or not)

I'm trying to think of one other store that's not listed that we could add to the town. Although I could just delete one of the exterior buildings so that we can free up room for someone else's mod, like the provincial bath shoppe or something.
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Sun Aug 08, 2010 10:15 pm

As soon as I can get into my old game I'll run around with the console open pressing ori on everything. I'm sure I'll find you a few.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Sun Aug 08, 2010 10:03 pm

We have the following already planned for this mod:

Alchemist/Apothacary
Armorer
Bookstore
Clothier
General Store
Pawn Shop
Taverns
Weapons smith
Thieves/Mages/Fighters guilds

And then we also have a school house, a garden, an arts center type building for music/art, and I'm thinking about a Woodcarvers Guild too. I would like to put in a little farm somewhere near by but there's already a mod for that.

There's not much left that I can think of. So that's why I'm asking on here while we're still developing the mod, what kinds of things or shops people would like to see in Pelagiad.
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Sun Aug 08, 2010 9:12 pm

For those that have played Daggerfall, they'll remember this.

How would people feel about having message boxes appear when you entered a shop?

Like these direct quotes from Daggerfall.

Incense and soft music soothe your nerves as you cross the threshold. Each item in this shop is carefully mounted and displayed. Not the slightest defect can be detected in any item.

Sturdy shelves, cobbled together out of the scrap lumber hold the shop's wares. The items are sound and functional, but little more than that.

This shop is better appointed than many. Its wares lie neatly on the shelves. Although not fit for a king, all are skillfully crafted.

The shop is laid out in a practical and straightforward manner. All the items seem to be of adequate construction.


I was thinking it might get annoying having those pop up every time you entered the store, though. What do you guys think?
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sun Aug 08, 2010 10:06 pm

I'm just curious, which version of the Mages & Fighters guilds do you guys like better?

http://img3.imageshack.us/img3/7913/54954539.jpg
http://img713.imageshack.us/img713/9076/52917555.jpg
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Sun Aug 08, 2010 11:35 am

Im opposed to the message boxes. It may have worked in an older game with worse graphics that had to rely on text but in Morrowind I don't think its necessary. You could make new items though that are of different quality, like cheap Iron sword or perfect iron sword or whatever.
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Sun Aug 08, 2010 10:19 pm

I'm just curious, which version of the Mages & Fighters guilds do you guys like better?

http://img3.imageshack.us/img3/7913/54954539.jpg
http://img713.imageshack.us/img713/9076/52917555.jpg

Seriously, I prefer the first version, which is much more simple and fit with the local architectural style, without any too much 'fantasy' style and huge towers.
And it will be more immersive and fun to try to find these guilds between lots of similar buildings and narrows streets. ;)
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Sun Aug 08, 2010 10:16 pm

For those that have played Daggerfall, they'll remember this.

How would people feel about having message boxes appear when you entered a shop?


I think it would be better if they only appeared the first time you entered the shop.
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Sun Aug 08, 2010 6:50 pm

Seriously, I prefer the first version, which is much more simple and fit with the local architectural style, without any too much 'fantasy' style and huge towers.
And it will be more immersive and fun to try to find these guilds between lots of similar buildings and narrows streets. ;)

Okie dokie. Anyone else prefer the first one? second one? neither?

I'll dismiss the message box idea. It'd be annoying to work with.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

PreviousNext

Return to III - Morrowind