[WIP] Pegasus Estate (second thread)

Post » Sat Dec 11, 2010 1:57 pm

-clip-
**In the end and with regrets I have decided against using AA npc animations for the staff because if my smith looks real cool working in the workshop, he's plain silly hammering the air in his quarters. :facepalm:

What about keeping the animated smith and just disable him instead of actually moving him, then have a duplicate non-animated version of him appear in his quarters as the schedule warrants? :lightbulb:

If it's necessary to move the NPCs instead of disabling them, you could instead use a holding cell that's inaccessible to the player and transfer the appropriate version of the NPC between that cell and the location they should appear.
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Vincent Joe
 
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Post » Sat Dec 11, 2010 9:21 pm

What about keeping the animated smith and just disable him instead of actually moving him, then have a duplicate non-animated version of him appear in his quarters as the schedule warrants? :lightbulb:

If it's necessary to move the NPCs instead of disabling them, you could instead use a holding cell that's inaccessible to the player and transfer the appropriate version of the NPC between that cell and the location they should appear.


Thanks Tetchy, I should have thought of that seeing that I'm already using the holding cell trick for one npc! Oh well, my to-do list just got that much longer ;)
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Love iz not
 
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Post » Sat Dec 11, 2010 9:35 am

I really love this house :). Are you planning to have a person who can ship you to it as I saw a boat outside but no one there..
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Timara White
 
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Post » Sat Dec 11, 2010 1:33 pm

I really love this house :). Are you planning to have a person who can ship you to it as I saw a boat outside but no one there..


Yes, there are several ways to travel tp and from the estate:

-From the start: transport by boat to and from Wolverine hall. (the boat has a cabin and a storage that 'follows' you between the estate and Sadrith Mora)
-After a while: linking scroll for the player only straight to the Estate (thanks to gaius Atrius who made the suggestion as well as the script)
-After a short quest: travel topic for all companions to travel together to the estate (one companion at a time though, works with anyone that follows you, vanilla npc or not)
-After yet another short quest: possibility to summon the Estate's guild guide for transport to the estate, with all your comapnions (creatures and npcs) at once.
-Travel from the Estate to 4 ports, 4 mages guilds and 4 inland towns (most of these destinations are unlocked as the Estate grows)
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Liii BLATES
 
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Post » Sat Dec 11, 2010 9:45 am

Awesome. Glad to see that you're back to working on this, Danae. ^_^

Which reminds me... Awhile back, I promised you a "Weather Control" shrine script.
You decided to set that part aside until you later returned to work on the mod,
so you told me to not bother preparing the script for the time being.

Would you still like to add a magical shrine, or machine, that allows control of the Estate's exterior cell weather?
(Perhaps unlockable through a minor quest?)

If you still want to, I can go ahead and prepare the script for you. It's really no trouble at all. :D
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Catherine N
 
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Post » Sat Dec 11, 2010 4:26 pm

Awesome. Glad to see that you're back to working on this, Danae. ^_^

Which reminds me... Awhile back, I promised you a "Weather Control" shrine script.
You decided to set that part aside until you later returned to work on the mod,
so you told me to not bother preparing the script for the time being.

Would you still like to add a magical shrine, or machine, that allows control of the Estate's exterior cell weather?
(Perhaps unlockable through a minor quest?)

If you still want to, I can go ahead and prepare the script for you. It's really no trouble at all. :D

Hi there Gaius!
It's great you mention this because I've stated to re-work the staff services and a weather controlling device is just what I need for the farmer's better service (grow crops foreign to the Azura's Coast), so it'd be great if you could whip up a script for me :)
I also wanted to make the bathtubs of the Estate compatible with your bathing mod but you said you still wanted to make some changes, is that still true?
Cheers
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Nicola
 
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Post » Sat Dec 11, 2010 10:10 am

After having looked over my "Bathing Mod" one more time, I decided that it was pretty much complete.
I don't intend to make any further changes, unless some new issue appears. Feel free to use it however you like. ^_^

As for the WC script, I'll look into it tomorrow. Happy to help. ;)
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Stace
 
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Post » Sun Dec 12, 2010 1:53 am

Hi, Danae.
I returned to Morrowind after quite a long break, and was rummaging through different mods to make my character's life as complete as possible. And I must say, your work is really impressive. For such collector as I am, it is just perfect. And you also made you house compatible with NOM, MC and as I understand, Bathmod by Gaius Atrius (not in beta, but coming in the final release?). That is outstanding.
It is a real treasure for somebody who wants just one house that has it all, but too lazy/inexperienced with TES CS. Amazing job, thank you so much for sharing.
That being said, I have a tiny suggestion for the Lord Suit. Nerevarine is a warrior and explorer, so I think it would be a nice touch if you add some maps of Vvardenfell and Cyrodil, placing them on the table or at the wall. Of course, there is a globe in the library, but it's not the same thing... That is just what I would like to see, no pressure here.
Also, I think there is a problem with the lightning in the menagerie. It is very dim, as if room is filled with fog. And Lady's room is maybe too blue, but that is my personal opinion.
I'm very tempted to start using Pegasus as my residence, but I think it would be better to wait for the final release to understand your plan in all completeness, with quests and stuff.
By I do use your other mod Hold It, it's nice to bring some life to NPC, especially with COM. :)
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Jordyn Youngman
 
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Post » Sat Dec 11, 2010 11:27 pm

Hi :) read about the Children of Morrowind addon your planning, are you planning one with Your Morrowind Family? if the family you get is refrenced in the house it would be nice lol.
The house sounds great :D
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Add Meeh
 
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Post » Sat Dec 11, 2010 9:10 pm

Hi, Danae.
I returned to Morrowind after quite a long break, and was rummaging through different mods to make my character's life as complete as possible. And I must say, your work is really impressive. For such collector as I am, it is just perfect. And you also made you house compatible with NOM, MC and as I understand, Bathmod by Gaius Atrius (not in beta, but coming in the final release?). That is outstanding.
It is a real treasure for somebody who wants just one house that has it all, but too lazy/inexperienced with TES CS. Amazing job, thank you so much for sharing.
That being said, I have a tiny suggestion for the Lord Suit. Nerevarine is a warrior and explorer, so I think it would be a nice touch if you add some maps of Vvardenfell and Cyrodil, placing them on the table or at the wall. Of course, there is a globe in the library, but it's not the same thing... That is just what I would like to see, no pressure here.
Also, I think there is a problem with the lightning in the menagerie. It is very dim, as if room is filled with fog. And Lady's room is maybe too blue, but that is my personal opinion.
I'm very tempted to start using Pegasus as my residence, but I think it would be better to wait for the final release to understand your plan in all completeness, with quests and stuff.
By I do use your other mod Hold It, it's nice to bring some life to NPC, especially with COM. :)


I'm glad you like the house, or most of it ;)
I actually have a number of http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/maps.jpg that were intended for the study (but I liked my mixed dwemer style better) then for the library (but then I found the globe) and I never thought of it for the Lord's suite... I'll give it a try and see if I like it. What I was going to do was to leave the map/paintings with a positioning script in a storage and leave it to the player to use them or not.
Aha, in the Beta the menagerie is set to behave as an exterior. I've changed it since then, it has artificial day and night so there's no fog.
The Lady's room has been http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/MGEScreenshot3-1.jpg but it's still very blue.
I haven't added much to the house itself since the BETA. If you just want a house ready for you to move in, the beta is probably better since the quested version will unlock/add some rooms as you progress.
I'm happy you enjoy Hold it!, it was my very first release (at the time it was not a replacer though). I am planning to update it to work with the latest NoM and MCA.

Hi :) read about the Children of Morrowind addon your planning, are you planning one with Your Morrowind Family? if the family you get is refrenced in the house it would be nice lol.
The house sounds great :D

Yes, that's the plan. The CoM addon will bring a new room (nursery), a new member/staff (the page) who'll say/do different things depending the room he's in and off course, extra dialogues for Morrowind Family also depending on which room of the Estate they're in.

Quick edit:
I finally found the Riekling lance in the CS: I had installed MW from the 3 individual cds and not updated to the latest version, duh. I'll add the lance to the weapon display scripts. Thanks Aulakauss for reporting the problem ;) and thanks Karpik for pointing me in the right direction!
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Blessed DIVA
 
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Post » Sat Dec 11, 2010 12:10 pm

I've been working on my weather control shrine script.
It uses the "modweather" function to permanently change the weather over a specified region,
with a "reset" function to return it to the default settings.

However, I've hit a bit of a snag... The prototype doesn't work, and I'm not sure why.
It starts properly, but when you select a weather type, nothing happens.

Here is the prototype script:
Begin _weatherchanger

short button
short status

if (menumode == 1)
return
endif

if (OnActivate == 0)
Set status to 11
return
endif

if (status == 11)
MessageBox "What weather?", "Clear", "Foggy", "Overcast", "Rain", "Thunder", "Ash", "Snow", "Blizzard", "Reset"
set status to 21
elseif (status == 21)
set button to GetButtonPressed
if (button == 0) ;Clear
set status to 31
playsound "Thunder2"
ModRegion, "Bitter Coast Region", 100,0,0,0,0,0,0,0,0,0
elseif (button == 1);Foggy
set status to 31
playsound "Thunder2"
ModRegion, "Bitter Coast Region", 0,0,100,0,0,0,0,0,0,0
elseif (button == 2);Overcast
set status to 31
playsound "Thunder2"
ModRegion, "Bitter Coast Region", 0,0,0,100,0,0,0,0,0,0
elseif (button == 3);Rain
set status to 31
playsound "Thunder2"
ModRegion, "Bitter Coast Region", 0,0,0,0,100,0,0,0,0,0
elseif (button == 4);Thunder
set status to 31
playsound "Thunder0"
ModRegion, "Bitter Coast Region", 0,0,0,0,0,100,0,0,0,0
elseif (button == 5);Ash
set status to 31
playsound "Thunder2"
ModRegion, "Bitter Coast Region", 0,0,0,0,0,0,100,0,0,0
elseif (button == 6);Snow
set status to 31
playsound "Thunder2"
ModRegion, "Bitter Coast Region", 0,0,0,0,0,0,0,0,100,0
elseif (button == 7);Blizzard
set status to 31
playsound "Thunder2"
ModRegion, "Bitter Coast Region", 0,0,0,0,0,0,0,0,0,100
elseif (button == 8);Reset
set status to 31
playsound "Thunder2"
ModRegion, "Bitter Coast Region", 10,60,10,0,10,10,0,0,0,0
else
set status to 31
return
endif
endif

End


It seems like it should work, but it doesn't, and I'm not sure why...
Do you have any ideas?
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Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Sat Dec 11, 2010 2:42 pm

I've been working on my weather control shrine script.
It uses the "modweather" function to permanently change the weather over a specified region,
with a "reset" function to return it to the default settings.

However, I've hit a bit of a snag... The prototype doesn't work, and I'm not sure why.
It starts properly, but when you select a weather type, nothing happens.

Here is the prototype script:


It seems like it should work, but it doesn't, and I'm not sure why...
Do you have any ideas?

Hi there, sorry I haven't been on the forums these past few days, September is a crazy month at work...
I'm usually the one posting on the forum to ask for help with my (wonky) scripts... I'll take the time to read it carefully tomorrow (hopefully), who knows I might (well more like might) see something...
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kevin ball
 
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Post » Sat Dec 11, 2010 10:04 pm

Thanks, any help is much appreciated. ^_^

Like I said, the script itself is still an early "alpha", as it were...
If I can get it working, I think I'll remove one or two more weather patterns, to eliminate redundancy.
(I had to remove some options already, like "blight" because Morrowind won't allow more than ten buttons in a choice box.)

I'd like it to be able to at least cause sunny, overcast, fog, rain or thunder storm, and snow or blizzard.
Perhaps "ash storm" could be used to fertilize the soil...
In real life, volcanic ash makes soil more fertile. The only reason the ashlands are so barren is because they are relentlessly blasted by it.
If Red Mountain was less active, most of Vvardenfell could become quite lush with plant life...

Also, we could add a requirement to have a certain item in the PC's inventory to use this, if you want.
(Like an activation key, or a cost in gold. This part isn't strictly necessary, though.)

This could be used to summon ash storms to fertilize the soil, rain to water it, sun for growth and hot weather crops,
cloud cover for shade, and snow for winter/solsthiem crops. (And fun!) :D
(Fog can round out the set, and if I recall correctly, it may also improve framerate on the grounds, for those of us with slower rigs.)

On the subject, a side note for users:
Danae has packed the grounds with awesome stuff, which may kill framerates on slower computers. (Like mine, admittedly.)
However, I've had great results with FPS Optimizer.
It can be found here: http://www.lowgenius.net/post/Morrowind-FPS-Optimizer.aspx (Just scroll down.)

FPS Optimizer will automatically adjust fog/view distance in to conserve framerate, and back out when that isn't needed.
(Among many other nice things.) :)

It can make fancy, high-grade mods like this one play nicely with older PCs.
(The more advanced functions are best left to more experienced users, though...)

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Rob
 
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Post » Sat Dec 11, 2010 7:06 pm

Thanks, any help is much appreciated. ^_^

Like I said, the script itself is still an early "alpha", as it were...
If I can get it working, I think I'll remove one or two more weather patterns, to eliminate redundancy.
(I had to remove some options already, like "blight" because Morrowind won't allow more than ten buttons in a choice box.)

I'd like it to be able to at least cause sunny, overcast, fog, rain or thunder storm, and snow or blizzard.
Perhaps "ash storm" could be used to fertilize the soil...
In real life, volcanic ash makes soil more fertile. The only reason the ashlands are so barren is because they are relentlessly blasted by it.
If Red Mountain was less active, most of Vvardenfell could become quite lush with plant life...

Also, we could add a requirement to have a certain item in the PC's inventory to use this, if you want.
(Like an activation key, or a cost in gold. This part isn't strictly necessary, though.)

This could be used to summon ash storms to fertilize the soil, rain to water it, sun for growth and hot weather crops,
cloud cover for shade, and snow for winter/solsthiem crops. (And fun!) :D
(Fog can round out the set, and if I recall correctly, it may also improve framerate on the grounds, for those of us with slower rigs.)

I've been thinking about how I'd like to implement the weather device. Since it's needed mostly for farming purposes, maybe it should only allow to switch between sunny/rainy/foggy. Right now, the Estate still has its own micro climate with no rain at all. Ideally, the device could be used only once a week, the time it needs to accumulate enough humidity and heat (in separate containers, duh). On the other hand, I'd love a script for me to trigger a freak storm on the Estate as part of the quest .
Well, before adding any more complexity, I should help you get the first script working...

About the framerate, I've already removed some plants from the Pegasus Grounds as the sheer number of them was taking it's toll on fps. I'm thinking of changing the flora on the Pegasus Grounds to make it more realistic, i.e. use plants native to the region and also to make the "We need a weather control device to grow different crops" believable.

In replay to Wollers' post that made its way to the 1st thread (there was still room for a post!):
If everything goes to plan you may have created the best house mod ever :foodndrink: . Im interested in how the hunter will capture creatures though. Will he dissapear for a few days then return with the creature in a cell or something?

The hunter will indeed be gone for a week (the Grazelands are not exactly next door) and return with your prize that you'll find in the menagerie.
Obviously you'll need the menagerie built and you'll need to have found your hunter as she cannot be recruited via the Majordomo.
Wollers, in case you didn't read the later posts, the BETA of the house (only, no quest, no staff) is there (in my sig).
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JUan Martinez
 
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Post » Sat Dec 11, 2010 3:43 pm

Begin _weatherchangershort buttonshort statusif ( onactivate )	set status to 11	returnelseif ( status == 11 )	MessageBox "What weather?" "Clear" "Foggy" "Overcast" "Rain" "Thunder" "Ash" "Snow" "Blizzard" "Reset"	set status to 21	returnelseif ( status != 21 )	returnendifset button to GetButtonPressedif ( button < 0 )	returnendifset status to 0playsound "Thunder2"if ( button == 0 )  ;Clear	ModRegion "Bitter Coast Region" 100 0 0 0 0 0 0 0 0 0elseif ( button == 1 )  ;Foggy	ModRegion "Bitter Coast Region" 0 0 100 0 0 0 0 0 0 0elseif ( button == 2 )  ;Overcast	ModRegion "Bitter Coast Region" 0 0 0 100 0 0 0 0 0 0elseif ( button == 3 )  ;Rain	ModRegion "Bitter Coast Region" 0 0 0 0 100 0 0 0 0 0elseif ( button == 4 )  ;Thunder	ModRegion "Bitter Coast Region" 0 0 0 0 0 100 0 0 0 0elseif ( button == 5 )  ;Ash	ModRegion "Bitter Coast Region" 0 0 0 0 0 0 100 0 0 0elseif ( button == 6 )  ;Snow	ModRegion "Bitter Coast Region" 0 0 0 0 0 0 0 0 100 0elseif ( button == 7 )  ;Blizzard	ModRegion "Bitter Coast Region" 0 0 0 0 0 0 0 0 0 100else   ; if ( button == 8 )  ;Reset	ModRegion "Bitter Coast Region" 10 60 10 0 10 10 0 0 0 0endifEnd
Hope this helps, I think the problem was mainly in the Onactivate reversed check, but a little syntax cleaning/optimization never hurts.
[EDIT]missing else
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lolly13
 
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Joined: Tue Jul 25, 2006 11:36 am

Post » Sat Dec 11, 2010 1:28 pm

Wow, thanks abot! :D
I'll load this up, and try it immediatly.
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Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sat Dec 11, 2010 10:14 pm

Just a couple notes on the beta:

I have heavily customized your estate in my game, but here are some of the first things I discovered affected FPS:

When you do a twf and a tcl you can see there are many, many rocks underneath and surrounding the estate which could be removed.
Abot's waterlife also has spawn points below the estate *and* in some cases on land. I usually see sea horses and fish near the outer wall in front of and behind the cemetery, farm, and animal pen.
You may wish to check for abot's "Where are all the birds going" mod for spawn-points as well.

I originally did not use Morrowind Crafting. After I installed it, my FPS dropped dramatically, especially when facing the smithy. There may be too many scripts running and it might be fixable by making an interior cell (behaving like an exterior) for the inner workings of the smithy.

I use a combination of mods which add scripts to a great deal of items on the Estate (and therefore cause FPS hits on their own):

- NOM adds scripts to the BBQ and the Well
- MC adds scripts to the anvil, etc.
- Graphic Herbalism adds scripts to every harvestable plant (except on the farm, which uses the original container plants). You may find it easier on FPS to use non-harvestable or all container plants for landscaping.
- MCA apparently adds a rogue ashlander encampment just across the water from the estate. As you probably know, MCA has had some kind of spawning glitch and at one point I found over twenty NPCs standing around that tent.

As far as other people's mods go, you can either include these as notes in your readme so people won't blame your mod for the FPS problem, include a tutorial on how to remove spawn-points from the other mods, or see if patches can/should be written.

In other areas:

The nix hounds in the mine continue to respawn after killing them all.
I *do* have rainstorms on my Estate, which is not a problem, but you mentioned it isn't supposed to rain?
The door handles/knockers and keyholes on the outer doors, from both the inside and the outside, are upside-down. The rounded part of the keyhole should be at the top. I have a screenshot, but I don't see any point in uploading it unless you don't see it in the CS.
Other NPCs (maid, butler, cats/kittens, companions) are triggering the chapel door. I'll be minding my own business and suddenly get unending popups about my faith until I choose one. When I come out, there is always someone with their nose to the door. It took me some time to realize the cats were doing it, because I never bothered to look down.

Some suggestions:

There is a lovely little lagoon just on the other side of the stone wall between the mine and the animal pen. It's a shame that beach isn't easily accessible from the property. If you are interested, I'd be happy to send/upload some pics showing the customizations in my game. I think you'd like the sunbather and the playground. :D
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Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Sat Dec 11, 2010 10:16 am

I second Elaura's ideas... They sound rather useful. ^_^

Anyway, the weather control script is complete, Danae. How you use it is up to you.
Here is the raw script:

Begin _weatherchanger

short button
short status

;This script was written by Gaius Atrius, for Danae.
;Thanks to abot for his much needed help!

if ( onactivate )
set status to 11
return
elseif ( status == 11 )
MessageBox "What weather would you like?" "Clear Sky" "Thick Fog" "Overcast" "Rain Storm" "Snow" "Natural"
set status to 21
return
elseif ( status != 21 )
return
endif

set button to GetButtonPressed
if ( button < 0 )
return
endif
set status to 0
playsound "Thunder2"
if ( button == 0 ) ;Clear Sky
ModRegion "Bitter Coast Region" 100 0 0 0 0 0 0 0 0 0
elseif ( button == 1 ) ;Thick Fog
ModRegion "Bitter Coast Region" 0 0 100 0 0 0 0 0 0 0
elseif ( button == 2 ) ;Overcast
ModRegion "Bitter Coast Region" 0 0 0 100 0 0 0 0 0 0
elseif ( button == 3 ) ;Rain Storm
ModRegion "Bitter Coast Region" 0 0 0 0 0 100 0 0 0 0
elseif ( button == 4 ) ;Snow
ModRegion "Bitter Coast Region" 0 0 0 0 0 0 0 0 100 0
else ; if ( button == 5 ) ;Natural
ModRegion "Bitter Coast Region" 10 60 10 0 10 10 0 0 0 0
endif

End


While I was at it, I also made a modder's resource plugin.
This serves as a demo, so you can see how this looks ingame.
It can be found here: http://rapidshare.com/files/417884095/wc.zip
(Temporary link, because Megaupload won't work for some reason...)

The script is set to only effect one region, currently the Bitter Coast, though it could be easily expanded to cover additional regions.
The demo shrine can be found in front of Terurise Girvayne's house in Seyda neen.
The activator is set as an Imperial Cult shrine, but could be replaced with anything, like a Dwemer machine, or a Telvanni crystal.

Remember that this has a "Natural Weather" setting, which will allow the player to return the weather to
whatever you've chosen to be the area's normal weather.
This is currently set to the Bitter Coast region's default weather, so you'll need to set it to whatever the Estate Ground area is set to.

Well, there you go. I hope you like it. :D

Edit: Here is a link on MediaFire, since Megaupload still isn't working: :(
http://www.mediafire.com/?y6rzog59864ck4j
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Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Sat Dec 11, 2010 8:48 pm

Just a couple notes on the beta:

I have heavily customized your estate in my game, but here are some of the first things I discovered affected FPS:

When you do a twf and a tcl you can see there are many, many rocks underneath and surrounding the estate which could be removed.
Abot's waterlife also has spawn points below the estate *and* in some cases on land. I usually see sea horses and fish near the outer wall in front of and behind the cemetery, farm, and animal pen.
You may wish to check for abot's "Where are all the birds going" mod for spawn-points as well.

I originally did not use Morrowind Crafting. After I installed it, my FPS dropped dramatically, especially when facing the smithy. There may be too many scripts running and it might be fixable by making an interior cell (behaving like an exterior) for the inner workings of the smithy.

I use a combination of mods which add scripts to a great deal of items on the Estate (and therefore cause FPS hits on their own):

- NOM adds scripts to the BBQ and the Well
- MC adds scripts to the anvil, etc.
- Graphic Herbalism adds scripts to every harvestable plant (except on the farm, which uses the original container plants). You may find it easier on FPS to use non-harvestable or all container plants for landscaping.
- MCA apparently adds a rogue ashlander encampment just across the water from the estate. As you probably know, MCA has had some kind of spawning glitch and at one point I found over twenty NPCs standing around that tent.

As far as other people's mods go, you can either include these as notes in your readme so people won't blame your mod for the FPS problem, include a tutorial on how to remove spawn-points from the other mods, or see if patches can/should be written.

In other areas:

The nix hounds in the mine continue to respawn after killing them all.
I *do* have rainstorms on my Estate, which is not a problem, but you mentioned it isn't supposed to rain?
The door handles/knockers and keyholes on the outer doors, from both the inside and the outside, are upside-down. The rounded part of the keyhole should be at the top. I have a screenshot, but I don't see any point in uploading it unless you don't see it in the CS.
Other NPCs (maid, butler, cats/kittens, companions) are triggering the chapel door. I'll be minding my own business and suddenly get unending popups about my faith until I choose one. When I come out, there is always someone with their nose to the door. It took me some time to realize the cats were doing it, because I never bothered to look down.

Some suggestions:

There is a lovely little lagoon just on the other side of the stone wall between the mine and the animal pen. It's a shame that beach isn't easily accessible from the property. If you are interested, I'd be happy to send/upload some pics showing the customizations in my game. I think you'd like the sunbather and the playground. :D


Thanks for all your input Elaura :)
The rocks are already gone, at the time of the beta, I had to quickly move the Estate to avoid conflict with TR and forgot about them.
Non-harvestable plants for landscaping is a great idea! I had already decided to reduce the variety of plants, now I think I'll choose 3 or 4 plant resources and use only those for the outside.
Good point about Abot, I'll need to make a patch or a Water Life version of PE that removes those spawn points.
I really want the BBQ and the well to be NoM compatible so that'll stay. The smith only had the pottery wheel and anvil I think, but I'll make a test with an indoor cell, I just really like having the real time exterior there...I think I'd rather remove the MC items. What do you think?
I'll follow your suggestion and add your comments to the read me.
The Nix-Hounds are already gone from the beta.
I do know about the chapel door script popping up for no reason but could not narrow down the cause. You're saying the npc/cats are the cause?
The beta had the regular Azura's coast weather since MCP gives collision to the rain but I had second thoughts and put the micro climate back.
Please do send me pics of the beach! I've alwaus wanted to add to the docks/rocks path around the estate but never decided how I'd go about doing it.

I second Elaura's ideas... They sound rather useful. ^_^

Anyway, the weather control script is complete, Danae. How you use it is up to you.
Here is the raw script:

While I was at it, I also made a modder's resource plugin.
This serves as a demo, so you can see how this looks ingame.
It can be found here: http://rapidshare.com/files/417884095/wc.zip
(Temporary link, because Megaupload won't work for some reason...)

The script is set to only effect one region, currently the Bitter Coast, though it could be easily expanded to cover additional regions.
The demo shrine can be found in front of Terurise Girvayne's house in Seyda neen.
The activator is set as an Imperial Cult shrine, but could be replaced with anything, like a Dwemer machine, or a Telvanni crystal.

Remember that this has a "Natural Weather" setting, which will allow the player to return the weather to
whatever you've chosen to be the area's normal weather.
This is currently set to the Bitter Coast region's default weather, so you'll need to set it to whatever the Estate Ground area is set to.

Well, there you go. I hope you like it. :D

Edit: Here is a link on MediaFire, since Megaupload still isn't working: :(
http://www.mediafire.com/?y6rzog59864ck4j

Thank you so much Gaius! I'll put that to good use (Diablo 2 flashback right there...)

I'm on a MW modding break cos I just don't feel like modding right now. I know it will come back so I'd rather not force myself ;)
Plus I've decided to give Oblivion a second chance.
Anyhow, I'll let you know as soon as I make some progress.
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Vahpie
 
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Joined: Sat Aug 26, 2006 5:07 pm

Post » Sat Dec 11, 2010 10:03 pm

Enjoy your break Danae ! After the hard work you've put in over the last few years ( so it seems ! ) I reckon you deserve some play time ! We can wait for you to get back into the swing of things and sort out what you want to do with Pegasus . AND , you'll come back to it with fresh ideas and perspective !
Greg
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Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Sat Dec 11, 2010 11:55 pm

Yeah, Danae. Enjoy your trip to Cyrodiil! :D

Sometimes we all need a little "modder's vacation". ;)
I, for example, have been taking some time off to play some other games myself.
(I intend to get back to modding soon, though... After I've gotten some other games out of the way.)

Have fun on your trip! :celebration:
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Farrah Barry
 
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