[WIP] Serabul.

Post » Sat May 28, 2011 1:19 am

Serabul is a medium-large city, just east of Vivec, right next to Velanda Omani's (Hlaalu Councilman) manor. It has a Fighters Guild, a Large dungeon, an ancestral tomb, a bunch of quests, a house for sale, and a crazy (Or revolutionary?) Throwing Spoon salesman. I've almost finished it completely, I just have to get all the small details done. Important Note - I don't want this to be an unecessary epic mod, I just want to add a nice little Hlaalu town with some quests and nice scenery. It's meant for low-mid levels and it doesn't try to be too big. I have done all of the main production work, and I'm now onto testing. I'm here looking for anyone who might be willing? If you feel up to it, please, send me an email address via message. I'll send the whole file, to be zipped to your data files folder.

Known Issues:

All Solved! ^_^

Serabul has been looked at quite extensivley. I am looking for some people to finely check it out and look at the small details. Of course, you'll be credited where due :)

Thanks for any help, I'll be back here tomorrow to send the file to any who wanna help, it's so late it's early here in England right now :wacko:


Some old Screenshots:

http://i908.photobucket.com/albums/ac285/Rellac/Serabul.jpg

http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot16.jpg

http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot14.jpg Center? Centre? pfft.

http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot10.jpg

The town is split into four parts. There is the lower section, full of miners and farmers, the mid section where a couple of nobles and commoners live, the trade square, where traders sell stuff, and the town center, where the town hall and Fighters Guild is, where the mayors home is, where the buyable player's home and temple is.

So, any help would be appreciated, and you can expect this in mod download sites soon :D
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Marquis T
 
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Post » Sat May 28, 2011 10:35 am

I've always wanted to be able to wield silverware!
lookin good and like it will fit right in with the game :D
I'll keep an eye on this one
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Cheryl Rice
 
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Post » Fri May 27, 2011 7:43 pm

Oh, also, the broken script I'm using is this:

Begin 1_SeraB_Journ_Piece_Scriptif ( GetJournalIndex "1_SeraB_Homeless_Quest" < 80 )	if ( GetDisabled == 0 )		Disable	endifelse	if ( GetDisabled == 1 )		Enable	endifendifif ( OnActivate == 1 )	if ( GetJournalIndex "1_SeraB_Homeless_Quest" < 90 )		Journal "1_SeraB_Homeless_Quest" 90		Activate	else		Activate	endifendifEnd

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Katie Samuel
 
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Post » Fri May 27, 2011 7:49 pm

Well.. I'm not an expert scripter, but I've been really doing a lot to learn. Essentially.. there's nothing actually telling this thing when to be disabled, and when not.

This part.
	if ( GetDisabled == 0 )		Disable	endifelse	if ( GetDisabled == 1 )		Enable	endifendif


Is saying, if it's enabled, disable it. But, if it's disabled, enable it.

I'm assuming you're trying to have a book, that when you activate it, it will give you a journal and disable it. For something like that, you'd want it to look more like this.

Begin 1_SeraB_Journ_Piece_Scriptshort goneif ( MenuMode == 1 )	returnendifif ( gone == 1 )	disableendifif ( OnActivate == 1 )	if ( GetJournalIndex "1_SeraB_Homeless_Quest" < 90 )				Activate		Journal "1_SeraB_Homeless_Quest" 90				set gone to 1	endifendifEnd


Now, again. I'm no expert. I can't guarantee that will work, cause I still have to wright these things over and over again to get it right. I also may have been wrong about what you wanted.
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Darrell Fawcett
 
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Post » Sat May 28, 2011 8:14 am

Is saying, if it's enabled, disable it. But, if it's disabled, enable it.

Ah, thanks, I'll be sure to remove this :facepalm: moment. I wish there was a simple tool for contradiction.

I'm assuming you're trying to have a book, that when you activate it, it will give you a journal and disable it. For something like that, you'd want it to look more like this.

Actually no, I want to have a book that doesn't enable until a certain quest stage, and updates the journal.

So, thanks for the help, I managed to make it appear at the right time, but still, there's no words, and when I click take, nothing happens, but the take button disappears, I have to press close, then I can't move at all, and I need to open my inventory to be able to move again... strange, I know...

I think there's something wrong with this part:
if ( OnActivate == 1 )	if ( GetJournalIndex "1_SeraB_Homeless_Quest" < 90 )		Journal "1_SeraB_Homeless_Quest" 90		Activate	else		Activate	endifendif


PS. I, myself am no awesome scripter. Unfortunatly i's necessary ?.?
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Alexx Peace
 
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Post » Sat May 28, 2011 5:24 am

What I like to do, is find a script that's similar to what I'm doing. Take out the stuff I don't want, and then I can change what I need to. Try taking a look at the bittercup script.
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Samantha Mitchell
 
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Post » Sat May 28, 2011 1:21 am

In order for your text to show up in your book you need to make sure that you have the font information in the book text box in the CS. If there isn't any then there will be no text.

Here is an easy fix, make sure that:



is the very first line in your book, then make sure that
is at the beggining AND end of every paragraph, if you only have it in one or none of those two places then the text won't show up at all. Having
at the end of one line for example means you still need to have another one at the start of the next so it will look something like this:




today i went to the shops



today i learned how to spell my name


As for the problem with the book not being takeable, that seems to happen with 'if' statements within the 'OnActivate' function in books and scrolls. I'm not sure why it happens but you can get around it by checking if the player has the book in their inventory instead of checking if they activated it ( they need to activate it to pick it up anyway so that is the same thing really... ) Another method, if you really want the journal entry to happen when you open the book, is to make sure that PCSkipEquip is set to 0 and have OnPCEquip and OnActivate simply set another short variable ( eg. doOnce ) to, say, 1 then have another if statement seperately giving the journal entry when doOnce is 1 and then setting it to another number (2?) ...

There are a number of ways to write that and I probably didn't explain it in the best way but if you want me to help you write it then I will ;)

Ah, thanks, I'll be sure to remove this facepalm.gif moment. I wish there was a simple tool for contradiction.


Actually no, I want to have a book that doesn't enable until a certain quest stage, and updates the journal.

So, thanks for the help, I managed to make it appear at the right time, but still, there's no words, and when I click take, nothing happens, but the take button disappears, I have to press close, then I can't move at all, and I need to open my inventory to be able to move again... strange, I know...

I think there's something wrong with this part:
if ( OnActivate == 1 )	if ( GetJournalIndex "1_SeraB_Homeless_Quest" < 90 )		Journal "1_SeraB_Homeless_Quest" 90		Activate	else		Activate	endifendif


PS. I, myself am no awesome scripter. Unfortunatly i's necessary ?.?

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Emily Martell
 
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Post » Sat May 28, 2011 1:49 am

In order for your text to show up in your book you need to make sure that you have the font information in the book text box in the CS. If there isn't any then there will be no text.

Here is an easy fix, make sure that:



is the very first line in your book, then make sure that
is at the beggining AND end of every paragraph, if you only have it in one or none of those two places then the text won't show up at all. Having
at the end of one line for example means you still need to have another one at the start of the next so it will look something like this:




today i went to the shops



today i learned how to spell my name

I tried removing what I had written, and added what you have instead, incase I made a mistake (I had aligned to both left and center >_>), but still, no words. I am pretty certain that it has to do with the script. Unless there's another :facepalm: I'm missing.

As for the problem with the book not being takeable, that seems to happen with 'if' statements within the 'OnActivate' function in books and scrolls. I'm not sure why it happens but you can get around it by checking if the player has the book in their inventory instead of checking if they activated it ( they need to activate it to pick it up anyway so that is the same thing really... ) Another method, if you really want the journal entry to happen when you open the book, is to make sure that PCSkipEquip is set to 0 and have OnPCEquip and OnActivate simply set another short variable ( eg. doOnce ) to, say, 1 then have another if statement seperately giving the journal entry when doOnce is 1 and then setting it to another number (2?) ...

There are a number of ways to write that and I probably didn't explain it in the best way but if you want me to help you write it then I will ;)

i'm not really sure what you mean for that second method, but I understand the first one, just not how to go about it? The book should have to be picked up to show to another npc, but it would be better if it updated as soon as read.
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El Khatiri
 
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Post » Sat May 28, 2011 4:13 am

I know no way of preventing the text of book from showing through script. Could you either post the entire content of the book here or PM it to me if you don't want to spoil something.

I will write a script for the book that you can try and I will post it here within the next 10 minutes or so.

I tried removing what I had written, and added what you have instead, incase I made a mistake (I had aligned to both left and center >_>), but still, no words. I am pretty certain that it has to do with the script. Unless there's another :facepalm: I'm missing.


i'm not really sure what you mean for that second method, but I understand the first one, just not how to go about it? The book should have to be picked up to show to another npc, but it would be better if it updated as soon as read.


Edit:

Okay, here is the script:

Begin my_scriptshort JournalOnceshort PCSkipEquipshort OnPCEquipShort DoOnceif ( GetJournalIndex "1_SeraB_Homeless_Quest" < 80 )	disableelse	enableendifIf ( DoOnce == 0 )	set PCSkipEquip to 1	if ( OnActivate == 1 )		Set JournalOnce to 2	endif	If ( OnPCEquip == 1)		Set JournalOnce to 2		Set OnPCEquip to 0		endif	if ( JournalOnce == 0 )		return	endif	if ( JournalOnce == 2 )		Set JournalOnce to 1		return	endif	if ( JournalOnce == 1 )		Journal "1_SeraB_Homeless_Quest" 90		Set JournalOnce to 0		Set DoOnce to 1		set PCSkipEquip to 0		Activate		return	endifEndIfEnd


You will only get the journal index if your journal progress is between 80 and 90 as the book is disabled below 80, therefore unobtainable :P

I assume that this book is the only copy of the book in your mod, not that it really makes any difference.
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Logan Greenwood
 
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Post » Fri May 27, 2011 9:36 pm

Okay, here is the script:

Begin my_scriptshort JournalOnceshort PCSkipEquipshort OnPCEquipShort DoOnceif ( GetJournalIndex "1_SeraB_Homeless_Quest" < 80 )	disableelse	enableendifIf ( DoOnce == 0 )	set PCSkipEquip to 1	if ( OnActivate == 1 )		Set JournalOnce to 2	endif	If ( OnPCEquip == 1)		Set JournalOnce to 2		Set OnPCEquip to 0		endif	if ( JournalOnce == 0 )		return	endif	if ( JournalOnce == 2 )		Set JournalOnce to 1		return	endif	if ( JournalOnce == 1 )		Journal "1_SeraB_Homeless_Quest" 90		Set JournalOnce to 0		Set DoOnce to 1		set PCSkipEquip to 0		Activate		return	endifEndIfEnd


I assume that this book is the only copy of the book in your mod, not that it really makes any difference.

:bowdown:
That actually worked! although it seems text is still missing.. I'll PM you the text to look at. It kinda reveals the murderer at the end of a quest :P
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Dean Brown
 
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Post » Fri May 27, 2011 8:02 pm

Ah, a tester managed to fix the book bug. :) I'm not sure how, exactly, I'm still waiting for the report.

I'm still looking for more testers, if anyone's interested, the more the merrier.

There's not much hard work left, it's just all the little annoying (for me <_< ) details, such as lighting, npc placement, are the quests fun/too hard/too easy? decorations...

So any who want in, just ask ^_^ - Yoou'll be credited, of course.
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Monique Cameron
 
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Post » Sat May 28, 2011 5:14 am

Managed to get a perfect White Nix texture, thanks to my tester, bhl ^_^
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aisha jamil
 
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Post » Sat May 28, 2011 5:56 am

Managed to get a perfect White Nix texture, thanks to my tester, bhl ^_^


Screenshot? :)
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Mariana
 
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Post » Sat May 28, 2011 3:53 am

Screenshot? :)

http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot3.jpg :)
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Siobhan Wallis-McRobert
 
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Post » Fri May 27, 2011 8:27 pm

Looks great!
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Sheeva
 
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Post » Sat May 28, 2011 6:02 am

Bump for the end of the day :)
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jessica Villacis
 
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Post » Fri May 27, 2011 8:43 pm

The whole mod seems about done now. All I'm waiting for is for reports from testers, incase the rest of us missed something :)

EDIT: I still am accepting more testers, by the way: The mod needs to be played by someone without a walkthrough first, at least.
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Chase McAbee
 
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Post » Sat May 28, 2011 7:33 am

Just to let y'all now, I haven't spontaneously combusted, the mod is still going, I'm just doing the puny things.
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{Richies Mommy}
 
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Post » Sat May 28, 2011 2:35 am

Sounds good , Rellac . I'll watch out for this one and snag a copy when you release it . Cheers from Australia .
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Catherine Harte
 
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Post » Sat May 28, 2011 4:14 am

Sounds good , Rellac . I'll watch out for this one and snag a copy when you release it . Cheers from Australia .

Thanks, it shouldn't be long ^_^

Can anyone tell me how I'd go about creating an animated grass plugin? Should I just create it as if I'm creating a compatability patch for any other landmass conflicts? I'm just not sure because it uses MGE's distant land, and I don't want to mess around with something I'm not too familiar with.
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Franko AlVarado
 
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Post » Sat May 28, 2011 9:54 am

Thanks, it shouldn't be long ^_^

Can anyone tell me how I'd go about creating an animated grass plugin? Should I just create it as if I'm creating a compatability patch for any other landmass conflicts? I'm just not sure because it uses MGE's distant land, and I don't want to mess around with something I'm not too familiar with.




There are a couple of ways to do it, you can do mixture of the following to achieve the desired result...

One method is to load the area's grass mod into Enchanted Editor (I think that's the app, it's been many months since I've done a grass mod). Delete the cells in the grass mod that are going to cover the area of your mod. This is the sledge hammer approach and will delete whole cells of grass so you do end up with straight lines between grass and no grass.

You can then (or instead of the above) go into the construction kit and manually delete grass that's covering your mod or tidy up the edges, it's very tedious though. You can also try this... If I remember correctly because you don't load the grass mod as part of your game load order you can do funky things like just high-light large areas in the construction set and delete every single static, this is with the grass mod as the active mod of course. Save and put the grass mod high in your load order, then generate your distant land. From memory you still get all the statics because the grass mod isn't actually loaded as part of the normal game mod files and MGE will still create static for everything as desired. It's been over a year since I did any of this so you'd best test it out to be sure I'm not going senile ;)

It's a bit fiddly and slow if doing it in the CES but that's the way I've done it in the past. You'd end up with an modified grass mod file for that region that you use to create your grass in MGE.

Good luck, let me know if you want clarification on the above.

:)
-kwm
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Luna Lovegood
 
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Post » Sat May 28, 2011 8:37 am

-snip-

I couldn't get this to work at all, unfortunaly.. I'm just gonna leave it, I don't desire moving all these pieces of grass, anyways, since the fall command doesn't work too good <_<

Anyways, the mod is almost done, It's just getting one check over, fix anything found, and then off to be released ^_^
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luis dejesus
 
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Post » Fri May 27, 2011 9:48 pm

Ok, the mod is finished. I just need to gather some screenshots and post the file. :celebration:
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Nathan Maughan
 
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