Riller-Mosh?

Post » Fri Jul 22, 2011 10:29 am

Here's the old thread.
http://www.gamesas.com/index.php?/topic/1085582-relz-beta-riller-mosh-v27/

I'm starting this because no one else is, and we should have a discussion about the developement and new additions!

To whose working on Riller-Mosh, did the Vissed death animation ever get fixed?
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Laura Ellaby
 
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Joined: Sun Jul 02, 2006 9:59 am

Post » Fri Jul 22, 2011 5:04 pm

Good ol' Chachi

Can always count on you.

Abyssmal Terror said earlier that he had fixed the Vissed death animation [I've also done a revised Vissed]
but we must all wait and see what our new Fearless Leader has to say, once he is ready.

Meanwhile, us other Kn..niggets can proceed to fool around on your new thread like in the past.
(But, not too much -- don't want a Warning from the Zombie Bunneh...)

We're the Helper-Elves and we're OK,
We sleep all night and we work all day..


DARoot
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bonita mathews
 
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Post » Fri Jul 22, 2011 10:44 pm

I'm waiting for the new creatures that are being added soon too.
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Eric Hayes
 
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Post » Fri Jul 22, 2011 11:45 am

the creatures i'll release shortly. i'm testing some of the scripting involved for them. i didn't give that much thought to their stats however, so this can be something discussed once released, as well as creature resources. this esp will be based on the last release 3.1.

i request help in coming up with at least 20 or so plants that should be unique to Riller-Mosh region, and also any resource ingredients that they grow. here are some parameters:
8 that are swamp/marsh based
4 that are found in the mountains
4 found in caves
4 found at sea or in grottos.

i also request help coming up with new hair and faces for argonians, new hair should be somewhat easy since even just modifying some of the standard hairs to remove headdresses and rings would make a new style. we just need something to change up some of the argonian looks.

for the new master file, i did clean it up pretty good, and am in the process of cleaning up the dialog. not exactly fun, but getting it standardized will help in the future.
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Flutterby
 
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Post » Fri Jul 22, 2011 3:41 pm

OK, we're on it ....

1. 20 new plants? Wow! You are ambitious...

Me, I happen to like the plain-vanilla MW "corkbulb" and "comberry" and "Hackle-Lo" meshes for swamp/jungle plants (always remind me of
the "Jurassic Park" movies), but there are a ton of other resources available, so you can choose what you want...

"Retexturing" almost anything (and giving it new stats and properties) can make something old new again...

2. Argonian hair and faces [do Argonians have hair? New to me -- but, you mean "head decorations" I'm sure] ---
I have chosen SabreGirl's "Better Beasts" version for my own gaming, but AlienSlof's version is just as good (and, you may have better luck
securing permissions from SabreGirl than AlienSlof for anything you wish to re-distribute in a "publicly distributed" mod...)

Incidentally, and FYI, in my own version of RM, I fixed the "White Argonian" clipping problem by simply using SabreGirl's meshes, retextured
["greyscale" the texture, then ramp up the "gamma correction" factor until they look white - save, apply, done...]

3. Dialog "cleaning" is never fun -- something about the MW Game Engine always seems to mess things up, no matter how careful you are..
[Never, EVER, use an "Automated Editor" to clean Dialogue...I don't care what anybody else says, in my experience, the only way to "do it
right" is to "do it yourself" in the CS...] Incidentally, in my own game I've made a lot of Dialogue changes, to give some of the NPCs a bit
more "personality," which I may share with you later, if you are interested...

Looking forward to seeing your latest update [What -- only a couple weeks since RMv3.1 was released? C'mon, enjoy it now, for what it is!
Too soon to be asking for another update -- Ah, well, such is life when "modding for the Public"...]

Yours in Service to the Hist

DARoot
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Tamara Dost
 
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Post » Fri Jul 22, 2011 6:34 pm

OK, we're on it ....

1. 20 new plants? Wow! You are ambitious...

Me, I happen to like the plain-vanilla MW "corkbulb" and "comberry" and "Hackle-Lo" meshes for swamp/jungle plants (always remind me of
the "Jurassic Park" movies), but there are a ton of other resources available, so you can choose what you want...

"Retexturing" almost anything (and giving it new stats and properties) can make something old new again...

i wouldn't need new models, retextures is fine, but what i do need is names and descriptions of new plants. stuff to build the lore upon. open to any suggestions.

2. Argonian hair and faces [do Argonians have hair? New to me -- but, you mean "head decorations" I'm sure] ---
I have chosen SabreGirl's "Better Beasts" version for my own gaming, but AlienSlof's version is just as good (and, you may have better luck
securing permissions from SabreGirl than AlienSlof for anything you wish to re-distribute in a "publicly distributed" mod...)

Incidentally, and FYI, in my own version of RM, I fixed the "White Argonian" clipping problem by simply using SabreGirl's meshes, retextured
["greyscale" the texture, then ramp up the "gamma correction" factor until they look white - save, apply, done...]

yep, head decorations. head retextures too. this may be a bit more difficult, though would be tremendous in fleshing out argonians as a whole.

region-specific clothing would be the next step, though that's simpler. retextured ashland clothing will go a long ways there.

3. Dialog "cleaning" is never fun -- something about the MW Game Engine always seems to mess things up, no matter how careful you are..
[Never, EVER, use an "Automated Editor" to clean Dialogue...I don't care what anybody else says, in my experience, the only way to "do it
right" is to "do it yourself" in the CS...] Incidentally, in my own game I've made a lot of Dialogue changes, to give some of the NPCs a bit
more "personality," which I may share with you later, if you are interested...

i'm pretty experienced in dialog editing, so the cleaning is just monotinous. however, once cleaned and built, it'll be much easier to expand upon. first i plan on at least getting all of the generic dialog put in, for generic npc responses and temporary npcs. then i'll ask for everyone's input on specific NPC personalities, most likely starting in the taverns, since all great adventures should start with a colorful tavern visit.

Looking forward to seeing your latest update [What -- only a couple weeks since RMv3.1 was released? C'mon, enjoy it now, for what it is!
Too soon to be asking for another update -- Ah, well, such is life when "modding for the Public"...]

Yours in Service to the Hist

DARoot

we'll get the next release rounded out in august. :)
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Emily Jeffs
 
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Post » Fri Jul 22, 2011 8:56 pm

Tried the 3.1 version and is good. The only thing that annoys me is the constant greetings that happens almost every 3-5 seconds. I could barely leave the room because I was assaulted by the forced greeting dialogues. Hopefully that can be fix for the next version.
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+++CAZZY
 
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Post » Fri Jul 22, 2011 7:36 pm

I seem to recall someone mentioning this to me at some point... Asking about using the tree in my "Hunt for the Tree of Power" quest mod for it or something...
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Stephanie Valentine
 
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Post » Fri Jul 22, 2011 2:13 pm

To Lorca:

Yep, the "watchers" are SUPPOSED to be annoying, as you describe...

To Tonal Architect:

I did the asking, and it was for the concept of "preserving the tree from various power groups", NOT any specific tree model...

Not that it matters...we all do what we want to do, and hopefully, well...

DARoot
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Tanika O'Connell
 
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Post » Fri Jul 22, 2011 10:34 am

To Tonal Architect:

I did the asking, and it was for the concept of "preserving the tree from various power groups", NOT any specific tree model...

Not that it matters...we all do what we want to do, and hopefully, well...


Oh. Well yeah, you can borrow the concept. Won't get any complaints from me.
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Kahli St Dennis
 
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