[RELZ] Solstheim Castle: a tribute - Season's Greetings!

Post » Thu Dec 05, 2013 10:59 am

Just an update to say that the navmeshing is nearly complete. I'm hoping to get it finished today or tomorrow, and will upload that version as version 0.99 - the final beta!

Only two issues have ever been reported on this mod: the greenhouse door set too far back, and the mystery floating door (both issues have been fixed). Please, if there are ANY outstanding things that need to be addressed, let me know.

Once I've uploaded version 0.99 I'll put in all the NPC schedules (they're currently using default sandbox/wander packages) and optimization and then I'll call it finished!

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Chris BEvan
 
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Post » Thu Dec 05, 2013 4:29 pm

Version 0.99 now available

21/07/13 : version 0.99 beta release:
- navmeshes completed
- NPCs added
- endcaps added to doors in master bedroom, trophy room and pool room to stop doors opening into nothingness
- clutter added to docks and courtyard
- counter marker moved in blacksmith's
- dog sit marker added in castle hall
- lighting improved
- sound in courtyard fixed

Still to do:

- NPC AI packages to be finalised (currently using default sandboxes)
- Room/portal optimization incomplete
- Freyvid and Jorandil seem to have attitude problems! AI/relationship issues to be investigated
- Crate and barrel by drawbridge clipping (to be moved)

So, all of you who've been holding off for the navmeshed version, here it is. Get in there, get playing, and pleeeease let me know of any remaining issues, because after those four points above are addressed, I'll consider this finished!

:celebrate:

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Lizzie
 
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Post » Thu Dec 05, 2013 8:52 pm

I'm going to try to get this done by the weekend, so if you've spotted any issues, now is the time to say so. :)
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Dan Scott
 
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Post » Thu Dec 05, 2013 9:03 pm

I finally got some really constructive feedback (you lot are totally fired! The Nexus crowd, at least, had some points to raise). I'm now going to fix or investigate the following:

- More market clutter on ship deck

- Doormarker issue on North/East wall?

- Guards using prison cells to sleep!

- East Wall-Hidden Cavern doors do not match each other.

- Change Ripplewood Grove gate to "real" gate

- More clutter in merchant hall

- Redesign courtyard - static snow pieces look dodgy

- Add entrance from barracks to castle

- Floating trees outside window from dining hall

- Move bookcases nearer the wall in the library

- Add weapon rack scripts to display cases in trophy room

- Remove floor-sleep-marker from kids' room, change Agnis's bed to kid's bed and move her to servants' wing

- Add secret passageway to fix spatial mismatch between "suspicious cabinets" in master suites

- Consider mannequins for master suite

- Extra guest room?

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Michael Russ
 
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Post » Thu Dec 05, 2013 10:15 am

This is finished, then?

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Queen Bitch
 
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Post » Thu Dec 05, 2013 9:44 am

Yes as to more space as to guest, at last room for 3, if more = even better ;)

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Daddy Cool!
 
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Post » Thu Dec 05, 2013 4:18 pm


It's 99% finished. I can actually show you my progress to date (in what will be 'gold' version 1.0):

- Master bedroom to look less "like a corridor"
-- Desk area and coffee table added to make the room look more functional

- More market clutter on ship deck
-- Extra table, barrels and crates added

- Doormarker issue on North/East wall?
-- Well caught! Doormarker moved

- Guards using prison cells to sleep!
-- Jail cell bedrolls and benches swapped for static versions

- East Wall-Hidden Cavern doors do not match each other
-- Cavern door swapped for Castle type

- Change Ripplewood Grove gate to "real" gate
-- Done. Also added in door so you can walk in from the Varldshav docks, straight through the courtyard, through Ripplewood Grove and emerge at the front/main gate docks

- More clutter in merchant hall
-- More clutter added

- Redesign courtyard - static snow pieces look dodgy
-- Snowdrift pieces removed

- Add entrance from barracks to castle
-- Entrance added

- Floating trees outside window from dining hall
-- Trees planted

- Move bookcases nearer the wall in the library
-- Bookcases moved

- Add weapon rack scripts to display cases in trophy room
-- scripts added to larger display cases

- Remove floor-sleep-marker from kids' room, change Agnis's bed to kid's bed and move her to servants' wing [to do]

- Add secret passageway to fix spatial mismatch between "suspicious cabinets" in master suites [to do]

- Consider mannequins for master suite [to do/try]

- Extra guest room? [to do/try]


There is currently sleeping space for the player plus 3 companions (master suite + lady's chamber + guest room) with additional space for two extra children in the nursery. There is also extra sleeping space in the floating village that backs onto the castle. As above, I may add an extra bedroom on top of this.
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Anna Kyselova
 
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Post » Thu Dec 05, 2013 5:41 pm

OK.

It's done!

I'm trying to upload to Steam at the moment, but version 1.0 is now up on Nexus. There is a choice of two .esp files: one has 'http://static2.nexusmods.com/110/mods/110/images/36786-3-1385851137.jpg', and the other does not.

Enjoy!
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Emily Shackleton
 
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Post » Thu Dec 05, 2013 12:49 pm

I don't play Skyrim on de' PC but awesome to see this mod making a comeback. Was one of my favorite mods for Morrowind.

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Amelia Pritchard
 
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Post » Thu Dec 05, 2013 9:16 am

Great job Princess.

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Darren Chandler
 
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Post » Thu Dec 05, 2013 9:16 pm

Thanks thanks thanks!

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Ezekiel Macallister
 
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Post » Thu Dec 05, 2013 10:30 am


LOL Did you start a request thread for something you can't play?

:)
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JESSE
 
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Post » Thu Dec 05, 2013 8:57 am

Up now at Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=200301064
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Euan
 
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Post » Thu Dec 05, 2013 9:00 pm

Indeed. I liked this mod a lot back in Morrowind and once I knew we were going back to Solstheim, I wanted to see it in Skyrim as well! Just to simply see it in Skyrim makes me smile.

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ANaIs GRelot
 
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Post » Thu Dec 05, 2013 11:00 am

Oh, I see - an excellent reason! Well, happy to oblige :smile:
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renee Duhamel
 
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