[Re-RELz] JamesW's Seyda Neen Expanded

Post » Fri Apr 08, 2011 5:52 pm

Good evening!

At long last (I can't even remember how long I've been working on this!), I have my rework of JamesW's Seyda Neen mod ready for release. As soon as I get this post finished, I'll be uploading it to PES, and will come BACK and update this thread with a DL link when it's available.

The short version: when getting back into Morrowind after my latest PC upgrade, I slowly rebuilt my mod list, and came down to one lack: a good Seyda Neen enhancement. So I went out and downloaded all the SN mods I could find, and took a walk around each. Sadly, I just couldn't find one I really cared for, though JamesW's came the closest. Being brave, technically competent, and not-quite-aware what I was getting myself into, I set out to finish the (incomplete) mod so that I could have the final piece to my MW puzzle. Somewhere along the line I decided that I was making something that was actually worthwhile, and put extra effort into making a clean, vanilla-friendly, broadly-compatible mod. And now it's done. Yay!

This is a very low-impact mod. I've been EXTREMELY careful and combed through the ESPs to remove all non-essential refs. This should allow for maximum compatibility with other mods. I have specifically tested it with NOM, LCV, Morrowind Crafting, and Chapels of Vvardenfell.

What this mod adds:

Streetlamps
Cobblestones
A weapon/armor shop
An apothecary shop
A jail
OWNED housing for standard Seyda Neen NPCs
Sea transport
A very small dungeon, with an equally small quest

What this mod does NOT add:

342 different player houses
Great freaking piles of gold for the "noob" player
Handy barrels full of powerful weapons and armor for the above players
A giant level-60 Daedric ruin in Fargoth's basemant

This is my first modding effort, and will probably be the last for a while, since I have a GAME to play. But I'm happy to hear any and all feedback, good and bad, because I'll never learn if I don't hear about what I did right and what I did wrong.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8256!

Rochndil, who may actually get to play tonight, what a concept!
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Baby K(:
 
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Post » Fri Apr 08, 2011 9:31 am

342 different player houses

This made me lol.

Can't wait to see it. :thumbsup:
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mollypop
 
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Post » Fri Apr 08, 2011 7:15 pm

Just what I've been looking for, a nice clean Seyda Neen mod that makes the town feel a bit more alive without going overboard by forcing me to bump into random buildings and other things at every turn. Thank you.
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Jessie Rae Brouillette
 
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Post » Fri Apr 08, 2011 11:09 am

A weapon/armor shop
An apothecary shop
A jail
OWNED housing for standard Seyda Neen NPCs
Sea transport
A very small dungeon, with an equally small quest

What this mod does NOT add:

342 different player houses



Well, there are a lot of prisoners getting off the boat nowadays...

Any news on the release date?
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Sophh
 
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Post » Sat Apr 09, 2011 12:13 am

Good afternoon!

Well, there are a lot of prisoners getting off the boat nowadays...

Any news on the release date?


I'm rather wondering that myself. I submitted the mod to PES right after I started this thread, and although I keep checking, it hasn't shown up as available yet. Hopefully they'll get to it soon.

Rochndil, waiting patiently...
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Amanda savory
 
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Post » Fri Apr 08, 2011 10:41 pm

Looking forward to this. Have you considered uploading to TESNexus?
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Dragonz Dancer
 
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Post » Fri Apr 08, 2011 12:01 pm

Good evening!

I got Email from APY today, and the post has now been approved on PES. Go download it and tell me what I messed up on. :)

Rochndil, who will probably have to put out a 1.1 soon...
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T. tacks Rims
 
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Post » Fri Apr 08, 2011 11:08 pm

No Daedric ruin in Fargoth's basemant? That's a shame, I always wanted this.


Thanks for the download link! It looks very promising and I will install it instantly.

By the way, is it compatible with Vality's bitter coast mod?
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GEo LIme
 
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Post » Fri Apr 08, 2011 11:36 am

The outside doors to the weapon shop and apothecary are both not aligned correctly I think. This causes graphical problems for the weapon shop door when viewed at a distance and they both look funny up close. The alignment of the new signs near the fence and to the left of the apothecary is odd and clips. The lighting in the weaponshop is rather boxy on the ground and I think the carpet either clips or looks really bad the way the lighting is set up. The location of the apothecary, I believe, conflicts with any mod that changes the signs because this building takes up the same space where the default signs are located. This is a particular bad problem as I believe sign replacers to be rather popular. I think the guy that recommends you to take a Silt Strider and is wearing brown pants both spawns and paths through the fountain. I could be wrong on that one but I've seen him in the fountain.

I can't test any dialog, quest, or dungeon at this time I just did a quick run through.

I very much enjoy the look of everything. Thank you again.
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jason worrell
 
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Post » Sat Apr 09, 2011 12:59 am

Good morning!

The outside doors to the weapon shop and apothecary are both not aligned correctly I think. This causes graphical problems for the weapon shop door when viewed at a distance and they both look funny up close. The alignment of the new signs near the fence and to the left of the apothecary is odd and clips. The lighting in the weaponshop is rather boxy on the ground and I think the carpet either clips or looks really bad the way the lighting is set up. The location of the apothecary, I believe, conflicts with any mod that changes the signs because this building takes up the same space where the default signs are located. This is a particular bad problem as I believe sign replacers to be rather popular. I think the guy that recommends you to take a Silt Strider and is wearing brown pants both spawns and paths through the fountain. I could be wrong on that one but I've seen him in the fountain.

I can't test any dialog, quest, or dungeon at this time I just did a quick run through.

I very much enjoy the look of everything. Thank you again.


Much of that is the way JamesW set it up in the first place. I'll definitely take a closer look at those doors and signs, since I never noticed any issues before. The carpets in Explorer's Essentials always bugged me (again, that's what JamesW used), but if they're bugging someone else I'll see about replacing them.

I can say that the sign replacer I use works fine with the relocated signs, since it replaces the texture and not the references, but one that DID mess with the references would have a problem. If anyone knows of a sign replacer that actually does replace references, please let me know and I'll see about moving the building to avoid conflicting.

The path grids have been altered to go around the fountain, but the NPC wander still lets them walk through it. I suppose I could put some collision objects around it to prevent that. Opinions?

Rochndil, very glad to have some feedback!
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Kate Murrell
 
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Post » Fri Apr 08, 2011 6:51 pm

Well, Signy Sign posts does for sure from my testing which I think is rather popular as it replaces signs for both Morrowind and Tamrriel Rebuilt.

Edit: The collision objects sounds good to me unless there are some downsides to that? Just the npcs walking up against an invisible wall sometimes?

Edit: Actually, I'm not sure collision objects are the way to go. I will just retract my opinion.
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victoria gillis
 
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Post » Sat Apr 09, 2011 12:01 am

Good afternoon!

Well, Signy Sign posts does for sure from my testing which I think is rather popular as it replaces signs for both Morrowind and Tamrriel Rebuilt.

Edit: The collision objects sounds good to me unless there are some downsides to that? Just the npcs walking up against an invisible wall sometimes?

Edit: Actually, I'm not sure collision objects are the way to go. I will just retract my opinion.


Good to know about the signposts, I'll see about moving that building and redacting all the signpost changes. The problem with the fountain is that the Wander AI allows a certain freedom of movement OFF the defined path grid - which lets the NPCs walk right in the fountain. Short of an invisible wall, I'm not sure how to compensate for that.

Rochndil, who also has to add some travel returns and a few other odds and ends...
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Bethany Watkin
 
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Post » Fri Apr 08, 2011 12:51 pm

OK, here's the current "fix" list:

1. Add return transport from all the destinations you can sail to.

2. Move the Apothecary shop and restore the original signposts.

3. Test and fix the doors on the Apothecary and Weapon shops.

4. Fix (or remove) the carpets in the Weapon shop.

5. Try to keep the citizenry of Seyda Neen from walking in the fountain. :)

6. Fix the armorer's hammers at Explorer's Essentials.

7. See about adding some leveled-list content to the offering at Explorer's.

I'll update this as the comments and suggestions come in.

Rochndil, wondering if there are one-way collision objects?
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Kahli St Dennis
 
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Post » Fri Apr 08, 2011 4:07 pm

Have you made any updates to this mod? I just tried it out in my game and I like it, I'm interested in any fixes you have made. :^) By the way, I noticed another small thing you may want to correct. The shopkeepers and guards in the shops all wander around and get stuck in weird places instead of just staying put somewhere sensible.
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glot
 
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Post » Fri Apr 08, 2011 10:52 pm

Good afternoon!

I spent much of the last couple of days in TESCS working on this mod. I think I've got about everything cleaned up, with just a fairly short list of things to check on/add still. I learned how to do a number of new things this time around, especially tinkering with the sea-travel returns. I was going to add a "secret" to the mod, but scrapped that plan - which is good, because I would have had to cobble together a script to do it, and I totally svck at coding.

Done:
- Moved apothecary shop, restored signposts
- Replaced doors on apothecary and weapon shop
- Reduced sea travel destinations to two, added RETURN transport from each
- Tweaked sea travel destinations based on above change
- Got rid of the awful carpets in weapon shop
- Extensively tweaked the weapon shop inventory

Still to do:
- TEST all travel links again, make sure I didn't break anything in the process
- Add a sign to the apothecary shop
- Maybe replace signs for prison and weapons shop?

Rochndil, very close to 1.1...
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katie TWAVA
 
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Post » Fri Apr 08, 2011 1:50 pm

Alright!

It took me forever, but the 1.1 version of my mod is finally up on PES. The download link isn't working yet, but hopefully they'll get that updated shortly. To the best of my knowledge, this update fixes all the major and minor issues with the mod, with the exception of:

- Pathing through the fountain - I haven't thought of any way to fix this without making an even bigger mess.
- Erratic appearance of Arrille's key. It works fine MOST of the time, but every once in a while it just refuses to activate. This doesn't seem to be affected by mod conflicts, so I'm stumped. If anyone can figure it out, PLEASE let me know.

Enjoy, and as always, if you have comments, suggestions, or bug reports, please let me know!

Rochndil, who now has to learn SmartMerger so he can get a playable game together...
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Haley Cooper
 
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Post » Fri Apr 08, 2011 11:24 am

Maybe you could put up some invisible collision walls around the fountains base?

Congratulations on the update release! Was certainly a long time coming. :biggrin:

Edit: You could always host this up on TESNexus until the PES download starts working if you want.
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Emmi Coolahan
 
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Post » Fri Apr 08, 2011 12:57 pm

Thanks for the suggestion. Unfortunately, imagine this scenario. Another mod adds an NPC to the middle of Seyda Neen, RIGHT where the fountain is. They'd be trapped in that spot by those invisible walls. I don't THINK there are any one-way collision objects, but I could be wrong.

And I did think about TESN, but I hate to have the same file up multiple places, that just leads to confusion.

Rochndil, catching up on Email...

Maybe you could put up some invisible collision walls around the fountains base?

Congratulations on the update release! Was certainly a long time coming. :biggrin:

Edit: You could always host this up on TESNexus until the PES download starts working if you want.

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loste juliana
 
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