Sea of Destiny

Post » Tue Mar 15, 2011 1:47 am

Ok. So I am molding a custom mod package for my kids. I decided to take a look at Sea of Destiny. I have went through and examined it (cell by cell) with MWedit, TESCK, and Enchanted all open at the same time. And although it's an ESM, I have a rather large list of dirty (at least for cells) to remove. Once I finish cleaning it up and moving it, anyone interested in the modified ESP (provided i get permission for the author to release the modified esm) ?

If so, how far out should I move the island?

Not sure if anyone plays this one anymore. I also plan to do a little landscaping if needed and checking spelling and other such tweaks.

Also, if anyone know of particular problems with this mod, please let me know.

Pinkertonius
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Guinevere Wood
 
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Post » Tue Mar 15, 2011 3:12 am

I seriously doubt you'll find permission, Clone Gaming Studios has long been disbanded and I've not seen Clone about for some time. NukeouT left the community for other pursuits, last I heard from him, he was out for good (that was a few years ago, though).

As far as moving the island, far enough that it doesn't conflict, but not so far that it gets jerky. I'd say a half-dozen cells to the left should be good.

I personally haven't played it since a first run-through, seemed very unfinished and awkward, but I think there are occasional downloads and I still keep a copy around. Whether it's worth cleaning and moving is up to you, but it really can't hurt to make a patch for it. :)
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Charles Mckinna
 
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Post » Mon Mar 14, 2011 10:35 pm

There is a program called TESFaith which allows you to move landmasses. Google it.
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Emily Rose
 
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Post » Mon Mar 14, 2011 11:56 pm

Thanks Peachykeen. I'll see what I can do to jazz it up.

There is a program called TESFaith which allows you to move landmasses. Google it.


Haha...yeah I use Tesfaith all the time. I wasn't asking how to move it, just whether there were any problems with the mod and how far out to move it.
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Alexxxxxx
 
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Post » Mon Mar 14, 2011 6:13 pm

It's extremely unfinished indeed, but some of the exterior design is rather good imho. Certainly I would like to have a cleaned version... (And as far as I am concerned, you can clean away the mainquest as well. :D )
Don't know what the authors think.
I don't think you can move it somewhere where it won't eventually conflict with Tamriel Rebuilt, however... unless you move it really far away.
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Siobhan Thompson
 
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Post » Mon Mar 14, 2011 5:25 pm

The best place to move it would be either north (which is quiet busy) or east, and far east enough to avoid TR. I don't know the mod myself though.
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Melis Hristina
 
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Post » Tue Mar 15, 2011 1:11 am

Well, the mod is actually on the west coast (just a smidge SE of Seyda Neen). It'd be best to just move it further west and maybe a little to the south. I'm mainly looking to not conflict with the current TRs (and the upcoming) which are on the west side and the more popular west coast mods.

I do plan on adding a bit of visual character to the mod but I'm not sure how much of the quests/plot I will touch.
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Nathan Barker
 
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Post » Mon Mar 14, 2011 8:09 pm

It would actually be nice to see an overhaul of it. I remember some of the outside areas being pretty nicely done, but the landscaping was jagged and unfinished. It definitely had a lot of potential, if it could be tweaked up a bit and fixed, it might make for a nice mod. I'm going to get it out tonight and check the readme for usage terms, see if that's allowed or no. Perhaps during, or right after, moving it would be a good time to do some other work (if anyone else was interested in improving it a bit)?
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Laura Cartwright
 
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Post » Mon Mar 14, 2011 10:38 pm

http://i251.photobucket.com/albums/gg282/MrKWMonk/MAP-O-MODS.jpg is a good guide, you've probably seen it already.

Deus Ex Machinia is now between and a little north of Tusar and Ald Vendras and covers roughly the same area as Sea of Destiny. You indeed might be able to move it west but TR will eventually cover that part of map too. Whilst it's not TR http://i251.photobucket.com/albums/gg282/MrKWMonk/Map-lorishwithnotes.jpg of Silgrad Tower can give you a very rough idea of where future TR maps fit into the world map. They've got some maps on the TR website which might help or you could ask how far over they're building :shrug: NE or NW might be the safest option.


Good luck!
:)


-KwM
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Flesh Tunnel
 
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Post » Tue Mar 15, 2011 3:58 am

Map o Mods (with TR) => http://img819.imageshack.us/img819/5642/mapswithtrbyvality.jpg
Map IG wit others mods (isles) => http://img571.imageshack.us/img571/5777/mapnonlorestuff.jpg
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Ridhwan Hemsome
 
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Post » Mon Mar 14, 2011 11:06 pm

I wouldn't pay too much attention to Tamriel Rebuilt (TR) in this case. When TR was still years away from actually releasing anything (back in 2003 or so), there have been hot tempered discussions about how to deal with this situation. If I remember correctly, the consensus was to have and keep two scenarios: one for players who want to use TR and one for players who want to use other mods. As far as I'm concerned, that consensus is still valid: when TR will finally be completed (in 2018 or so), it will conflict with many mods that by that time will have been released for over a decade (Havish, Booty Island, Beyond Ysgramor, Stanegau Island, Dulsya Island, The Glory Road, or Wizard's Islands just to name a few).
Let's face it: TR will be one of the last Morrowind mods when it's complete, so it's no use to try and make everything compatible with it. Players will have to decide: either TR or other mods. And there's nothing wrong with that: it's easy enough to keep two Morrowind installations on your hard-drive at the same time. Just http://www.gamesas.com/index.php?/topic/832760-how-to-run-multiple-copies-of-morrowind/ for some guidance on this topic.
Briefly spoken: if you want to make Sea of Destiny compatible with TR, do it. But don't make it your main objective.

Just my 2 cents.
B
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El Khatiri
 
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Post » Mon Mar 14, 2011 8:01 pm

The thing I remember about sea of destiny was not having a levitation spell and getting stuck in a cave. Also I don't remember very many quests, but that could have changed later on as I played it when it was first released.
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GPMG
 
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Post » Mon Mar 14, 2011 10:22 pm

http://i251.photobucket.com/albums/gg282/MrKWMonk/MAP-O-MODS.jpg is a good guide, you've probably seen it already.

Deus Ex Machinia is now between and a little north of Tusar and Ald Vendras and covers roughly the same area as Sea of Destiny. You indeed might be able to move it west but TR will eventually cover that part of map too. Whilst it's not TR http://i251.photobucket.com/albums/gg282/MrKWMonk/Map-lorishwithnotes.jpg of Silgrad Tower can give you a very rough idea of where future TR maps fit into the world map. They've got some maps on the TR website which might help or you could ask how far over they're building :shrug: NE or NW might be the safest option.


Good luck!
:)


-KwM


Yeah. I have had that downloaded for years now (used to have it as my wallpaper). Sea of Destiny is actually just off the SW coast of the island and wouldn't conflict with TR (right now) at all.

Map o Mods (with TR) => http://img819.imageshack.us/img819/5642/mapswithtrbyvality.jpg
Map IG wit others mods (isles) => http://img571.imageshack.us/img571/5777/mapnonlorestuff.jpg


Oh... new maps...I'm did a little work on a map type thing for myself but don't have the time for more projects right now. (I'll be saving these though ) Thanks.

I wouldn't pay too much attention to Tamriel Rebuilt (TR) in this case. When TR was still years away from actually releasing anything (back in 2003 or so), there have been hot tempered discussions about how to deal with this situation. If I remember correctly, the consensus was to have and keep two scenarios: one for players who want to use TR and one for players who want to use other mods. As far as I'm concerned, that consensus is still valid: when TR will finally be completed (in 2018 or so), it will conflict with many mods that by that time will have been released for over a decade (Havish, Booty Island, Beyond Ysgramor, Stanegau Island, Dulsya Island, The Glory Road, or Wizard's Islands just to name a few).
Let's face it: TR will be one of the last Morrowind mods when it's complete, so it's no use to try and make everything compatible with it. Players will have to decide: either TR or other mods. And there's nothing wrong with that: it's easy enough to keep two Morrowind installations on your hard-drive at the same time. Just http://www.gamesas.com/index.php?/topic/832760-how-to-run-multiple-copies-of-morrowind/ for some guidance on this topic.
Briefly spoken: if you want to make Sea of Destiny compatible with TR, do it. But don't make it your main objective.

Just my 2 cents.
B


Yeah, I can't plan around TR since almost every Island mod is going to be invalidated by it when complete. I'd avoid the released ones but that's not a problem with this mod.

The thing I remember about sea of destiny was not having a levitation spell and getting stuck in a cave. Also I don't remember very many quests, but that could have changed later on as I played it when it was first released.


I'll keep an eye out for that kind of stuff. Right now I'm battling TESfaith with moving the island part. It will only move all the objects/references but it's not moving the landscape changes. Never had that happen before. Might have to go in and manually change it.
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lydia nekongo
 
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Post » Tue Mar 15, 2011 1:29 am

http://i251.photobucket.com/albums/gg282/MrKWMonk/kwm_nonloremapNov10.jpg is an updated version of the second map papill6n gave showing things in game.



Cheers
-KWm
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Gavin Roberts
 
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Post » Mon Mar 14, 2011 4:19 pm

http://i251.photobucket.com/albums/gg282/MrKWMonk/kwm_nonloremapNov10.jpg is an updated version of the second map papill6n gave showing things in game.

Thanks for updating that. It was needed. :)
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No Name
 
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Post » Mon Mar 14, 2011 11:31 pm

Nice map. Thanks again.

I succeeded in battling Tesfaith. Apparently when I was trying to move three regions at once it would move the cell but not the land record (weird). So I went in and reassigned all the areas I wanted moved to one region and then it worked as normal. Moved it 13 west and 5 south. Even then I had to move two cells individually even though they had the correct region (maybe because they had no cell references and only land data?). Doors seem fine from my quick check in game.

That was the quick and easy part.
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Quick Draw III
 
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Post » Mon Mar 14, 2011 5:25 pm

Although i haven't had feedback yet, SmartMerger does move landmasses (by whole cells). You can't select individual land masses though, it does everything on the plugin. I may end up adding limiters later if/when i get feedback.
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yessenia hermosillo
 
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Post » Tue Mar 15, 2011 2:39 am

The thing I remember about sea of destiny was not having a levitation spell and getting stuck in a cave.


This kind of deathtraps appeared in Morrowind as well, to an extent that it isn't so clear to me whether it wasn't deliberate. Tamriel Rebuilt map 1 has even more of it, and I think they are definitely doing it intentionally. Some mines are abandoned for a reason...

What I remember about Sea of Destiny is some landscape being rather cloggy around Regar (I think... it was a few years ago that I played it), a very boring village (don't remember its name but it was http://elderscrolls.filefront.com/screenshots/File/71563/6) and an extremely stupid mainquest, starting with a nonsensical hook and requiring one to kill an alleged cultist(?) without any proof and without any dialogue even (it could be any random NPC). It seems to be one of the first big MW mods ever, finished back in 2003 except for the Frost Fall extension, and the team seems to have consisted mostly of modellers (or so it looks from the readme), so I'm rather surprised it has quite an amount of good landscape content. Many such projects just fail without ever getting anything reasonable published...

Anyway, Pinkertonius, if you succeed to fix any of these things I mentioned, it would be a great contribution (at least in my eyes).
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Krista Belle Davis
 
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Post » Mon Mar 14, 2011 9:31 pm

Although i haven't had feedback yet, SmartMerger does move landmasses (by whole cells). You can't select individual land masses though, it does everything on the plugin. I may end up adding limiters later if/when i get feedback.


Yeah. That's what I realized when I first went to use it. There are things placed in the mainland that shouldn't be moved. It would need a limiter. I was going to experiment with smartmerger's move function later this week to see how effective it is but I think it will need at very least an exclude option for cells. I did use it to merge the patch in with the main file and I was very pleased. It was the only tool that could do it. The patch specifically said not to use the TESCK. For kicks I tried TESAME too and it just crashed. I'll put more feedback in the SMARTMERGER thread later today :)

This kind of deathtraps appeared in Morrowind as well, to an extent that it isn't so clear to me whether it wasn't deliberate. Tamriel Rebuilt map 1 has even more of it, and I think they are definitely doing it intentionally. Some mines are abandoned for a reason...

What I remember about Sea of Destiny is some landscape being rather cloggy around Regar (I think... it was a few years ago that I played it), a very boring village (don't remember its name but it was http://elderscrolls.filefront.com/screenshots/File/71563/6) and an extremely stupid mainquest, starting with a nonsensical hook and requiring one to kill an alleged cultist(?) without any proof and without any dialogue even (it could be any random NPC). It seems to be one of the first big MW mods ever, finished back in 2003 except for the Frost Fall extension, and the team seems to have consisted mostly of modellers (or so it looks from the readme), so I'm rather surprised it has quite an amount of good landscape content. Many such projects just fail without ever getting anything reasonable published...

Anyway, Pinkertonius, if you succeed to fix any of these things I mentioned, it would be a great contribution (at least in my eyes).


I'll see what I can do. Thanks for the feedback. Wasn't sure I was going to do more than spell check the dialogue and quest but after reading this maybe I should look a little deeper (at least add a little more atmosphere).
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Nicole M
 
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Post » Mon Mar 14, 2011 2:01 pm

Yeah. That's what I realized when I first went to use it. There are things placed in the mainland that shouldn't be moved. It would need a limiter. I was going to experiment with smartmerger's move function later this week to see how effective it is but I think it will need at very least an exclude option for cells. I did use it to merge the patch in with the main file and I was very pleased. It was the only tool that could do it. The patch specifically said not to use the TESCK. For kicks I tried TESAME too and it just crashed. I'll put more feedback in the SMARTMERGER thread later today :)

You could move it with SmartMerger and TESAME everything on the mainland, but then you would need to add any mainland changes back in.
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tannis
 
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Post » Tue Mar 15, 2011 12:26 am

http://i251.photobucket.com/albums/gg282/MrKWMonk/kwm_nonloremapNov10.jpg is an updated version of the second map papill6n gave showing things in game.



Cheers
-KWm


How did you guys make that map? Might prove useful in the future.
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Andres Lechuga
 
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Post » Mon Mar 14, 2011 2:47 pm

I did use it to merge the patch in with the main file and I was very pleased. It was the only tool that could do it. The patch specifically said not to use the TESCK. For kicks I tried TESAME too and it just crashed.


That's just awesome :) Actually that's where it really shines right now, merging a few mods, or many if you don't have much for dialog.
Numerous times I refused to release the newest version unless it could at least merge the official master files; And then i wasn't happy unless i could merge my 80+ plugins with it. But my 80 plugins is a very small set of what's out there.

Thanks for the feedback, I'll pick up working on it within the next few days.
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Lisha Boo
 
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Post » Mon Mar 14, 2011 10:02 pm

This map http://i251.photobucket.com/albums/gg282/MrKWMonk/kwm_nonloremapNov10.jpg is not my creation. :shakehead:
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Amy Melissa
 
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Post » Tue Mar 15, 2011 12:49 am

How did you guys make that map? Might prove useful in the future.



It's just a cropped screenshot of one of my character sheets with the map window resized (plus the MCP for a larger map area of course).


kWM
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Christie Mitchell
 
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Post » Tue Mar 15, 2011 2:47 am

So I've dug a little deeper into the mod. Yeah the dialogue, books, letter, etc need work. I can't promise War and Peace but I think I can make it less terrible. And the scripts need fixed / tidyed up (guess I'm going to learn scripting now haha).

Going to play through it and see if my script fixes work and get a feel for the flow of the quest before I tackle those.
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Céline Rémy
 
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