[RELz/WIP] Imperial Cart Travel

Post » Mon Aug 09, 2010 6:06 pm

Imperial Cart Travel v0.9
Get the beta here: http://www.zshare.net/download/78249364aae70740/

--WHAT IT DOES--
This mod adds travel options to all of the Imperial Settlements. This solves the problem people have always had getting to Caldera and Pelagiad in a lore-friendly way.

---KNOWN ISSUES--
Jumping on top of the guars will send you high in the sky. I need help with this one, I have no idea what's going on or how to fix this. Can anyone check it out and give me advice here? I suspect it has to do with using the pack guar mesh as an activator instead of a creature.
Until then, DO NOT JUMP NEAR THE GUARS. Otherwise, the mod should be perfectly playable with no problems. Jumping near them should be very easy to avoid.

---SCREENSHOTS--
http://i29.tinypic.com/16ad30y.png
http://i25.tinypic.com/33e7ggj.png
http://i31.tinypic.com/17zsdy.png
http://i31.tinypic.com/1on52u.png
http://i28.tinypic.com/2833on.png

---FUTURE PLANS--
Probably going to move the guy in Seyda Neen closer to the Silt Strider. Also, need to fix the issue with jumping on guars.

---NOTES--
You should load this mod after any land altering mods like Vality's mods.

Let me know if this is incompatible with any city expansions or other mods and I will try my best to make things compatible.
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Bones47
 
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Post » Mon Aug 09, 2010 9:52 am

Awesome, I'll try it out!
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Farrah Barry
 
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Post » Mon Aug 09, 2010 10:58 am

[size="5"]
---KNOWN ISSUES--
Jumping on top of the guars will send you high in the sky.


Groovey :D

Sounds like a great mod. I wonder how that guar "outfit" (bagage / straps) would look on a SiltStrider. Gotta test ;)
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Yvonne
 
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Post » Mon Aug 09, 2010 12:33 pm

Groovey :D

Sounds like a great mod. I wonder how that guar "outfit" (bagage / straps) would look on a SiltStrider. Gotta test ;)
That would be awesome.

We really need a higher poly silt strider that gives geometry to the impressions in the original textures.

But, that is besides the point.~
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Noraima Vega
 
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Post » Mon Aug 09, 2010 2:07 pm

very quick test: http://piclair.com/data/i3h7l.jpg

need to resize the bags or they'd be enormous on my enlarged Silt ;)

Does anyone know how i connect something to the Silt's body so it will move with it? Otherwise it's static (like my rope ladder), it needs to move with it.
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Kristian Perez
 
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Post » Mon Aug 09, 2010 6:47 am

Looks great, but shouldn't the travel guides be imperials, since it is imperial destinations? Just curious to be honest, it doesn't really matter, its still cool!
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Josee Leach
 
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Post » Mon Aug 09, 2010 6:43 am

Looks great, but shouldn't the travel guides be imperials, since it is imperial destinations? Just curious to be honest, it doesn't really matter, its still cool!
Dunmer have control over the travel industry in vvardenfell as they are the most familiar with the land.

Besides that, they're the only ones with the "travel merchant" dialog like "where would you like to go?" etc etc.
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Johanna Van Drunick
 
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Post » Mon Aug 09, 2010 9:44 pm

;-; Can someone please tell me what I need to do with those guar meshes to make them play nice?
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Kayla Keizer
 
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Post » Mon Aug 09, 2010 5:56 pm

I really like this idea. How about adding a second person to ride shotgun (crossbow?) on each wagon. Someone's gotta shoot the annoying cliff racers, wild guars, and kagoutis while the other guy is driving. They can't expect the passenger to do it. :)
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Jonathan Egan
 
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Post » Mon Aug 09, 2010 7:52 pm

I really like this idea. How about adding a second person to ride shotgun (crossbow?) on each wagon. Someone's gotta shoot the annoying cliff racers, wild guars, and kagoutis while the other guy is driving. They can't expect the passenger to do it. :)
Pretty cool idea. I'll look into it, though I'd like to solve the mesh issues first to bring this to 1.0.
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Dj Matty P
 
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Post » Mon Aug 09, 2010 10:17 am

fantastic!

not much else i can say really, not got any bad stuff to say :P, i could keep going with applause though :D
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KiiSsez jdgaf Benzler
 
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Post » Mon Aug 09, 2010 1:44 pm

Wouldn't it make more sense if the drivers were Imperials? Anyway good mod.
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rae.x
 
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Post » Mon Aug 09, 2010 12:58 pm

Wouldn't it make more sense if the drivers were Imperials? Anyway good mod.

Dunmer have control over the travel industry in vvardenfell as they are the most familiar with the land.

Besides that, they're the only ones with the "travel merchant" dialog like "where would you like to go?" etc etc.

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Lyndsey Bird
 
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Post » Mon Aug 09, 2010 3:48 pm

very quick test: http://piclair.com/data/i3h7l.jpg

need to resize the bags or they'd be enormous on my enlarged Silt ;)

Does anyone know how i connect something to the Silt's body so it will move with it? Otherwise it's static (like my rope ladder), it needs to move with it.

If you create a mesh, where those bags are on the strider and attached to it, wouldn't it work? :whistling:
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Erin S
 
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Post » Mon Aug 09, 2010 9:44 pm

Wouldn't it make more sense if the drivers were Imperials? Anyway good mod.


The guys "riding crossbow" could be Imperials.
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e.Double
 
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Post » Mon Aug 09, 2010 9:55 pm

The guys "riding crossbow" could be Imperials.


To be honest... I don't think that adding a crossbow would look so great... Since Silt Striders and longboats have this stuff neither....
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Matt Fletcher
 
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Post » Mon Aug 09, 2010 3:48 pm

Since no one has any advice for me about the jumping bug, I'm just going to move the guy near seyda neen and drop 1.0 on PES. Expect this soon.

Before I do, anyone have any compatibility issues yet?
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kyle pinchen
 
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Post » Mon Aug 09, 2010 11:14 am

I loved this gem. Left some more comments at PES, but it's a great little gem which adds more convenient transportation without seeming too out of place. I haven't noticed the jumping bug, but it sounds fascinating and I'll have to try it sometime. =P
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Matt Fletcher
 
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Post » Mon Aug 09, 2010 7:40 am

To be honest... I don't think that adding a crossbow would look so great... Since Silt Striders and longboats have this stuff neither....

I think it was a play on the phrase "riding shotgun" :P
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Chris Cross Cabaret Man
 
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Post » Mon Aug 09, 2010 12:53 pm

Jumping on top of the guars will send you high in the sky.

Then why do we need the carts for travelling? :hehe:
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Damian Parsons
 
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Post » Mon Aug 09, 2010 9:46 am

(Maybe a bit off-topic) Has anyone considered changing the giant Dwemer crossbows to be able to launch the player far across the landscape? You'd probably want Slowfall for a soft landing. :D
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michael danso
 
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Post » Mon Aug 09, 2010 10:45 pm

Then why do we need the carts for travelling? :hehe:
It is high and direct and almost impossible to get out of once you're up.
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Ashley Clifft
 
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Post » Mon Aug 09, 2010 6:00 pm

Wow, this looks really great! I wish I could help you, but I'm afraid all I can suggest is that you post your question regarding the guar mesh in the Morrowind CS forum as you might find more people there looking to help with this sort of thing. I wish you the best of luck and look forward to seeing how this progresses! :^)
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Manuela Ribeiro Pereira
 
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