Riller-Mosh BETA

Post » Fri May 27, 2011 8:12 am

yeah i have been looking into this. Was thinking its perhaps because he isnt using the amulet ( i.e not equipped) so i have changed his robe to bethe water-walking thing. gonna see if that works. If it doesnt i have another idea. Basically he is going to have a water walking spell and a check is going to be made to see if he has the spell in effect. If he hasnt he is going to cast it.

Then when the player talks to him, i was going to have him offer to teach the player the spell. For a price.


So will see how the robe thing works out :D
I fear it can be the problem with certain constant effect spells, it seems they may be applied to NPC at each cellchanged, so they they may overflow. I recall CDCooley http://forums.elricm.com/emma/viewtopic.php?t=515&highlight=constant+effectwater breathing resetting to 0, maybe even water walking is affected. The simpler solution is usually just use a scripted effect, for instance.
begin Kro_HraajiScriptif ( GetWaterWalking )	returnendifSetWaterWalking 1end
Keep up the good work! :thumbsup:
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Tamara Primo
 
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Post » Fri May 27, 2011 10:19 am

@ Dragon - thanks that worked :goodjob:


@ Abot - i will try that, thanks for the advise :)
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Nana Samboy
 
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Post » Fri May 27, 2011 3:10 am

Any plans on adding more weapons, or different weapons? I think the Spear of the Hist should have a unique model, given that the guards are all wearing glass. Maybe they can carry a spear as a shield while not in combat, so they look more menacing.

Can there be a way to get a tamed Vissed maybe?

I also think there should be a retex of the kwama forager that can be some sort of swamp worm to give more variety.
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Chloe Mayo
 
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Post » Thu May 26, 2011 8:38 pm

Excellent work so far people.

Maybe when you guys have finished this you can work on mine! HA!
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Dona BlackHeart
 
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Post » Fri May 27, 2011 8:57 am

great project, looking forward to more progress and a release!
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Richard Thompson
 
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Post » Fri May 27, 2011 12:00 am

one thing to report, Dilami Androm in Molag Mar has no head. also, the vissed are glitchy where they either float well above the ground, or continually get stuck on terrain. but i think you are addressing that bounding box issue. also, every argonian now gets will o the wisp, whether that's intended or not.

surprised that coming in on silt strider, they didn't bark about the census office.
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Danny Warner
 
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Post » Fri May 27, 2011 4:41 am

I think the Silt-Strider and the Rider both need to go. They don't fit and it makes no sense at all for it to be there anyway. As for Dilami Androm in Molag Mar, I'll check it out, though I'll have to wait for Midge to upload the newest version so that there'll be no conflicts.
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Far'ed K.G.h.m
 
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Post » Thu May 26, 2011 11:35 pm

You should add some of that Bitter Coast Sounds to the mod! That's one thing I noticed that's needed! There's also a dragonfly that was just added to PES recently, that would work nicely as a passive townbird.
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Kit Marsden
 
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Post » Fri May 27, 2011 2:55 am

Hi Guys

Wanted to say "Thanks" for all your hard work -- this is really interesting, and I've enjoyed seeing the progress you've made.

And you DO have other "beta testers" out there, but we sometimes just don't post, because we play around with your latest creation, take notes of issues to bring to your attention, and then, when we come on-line to post them to your attention, we find that you have already identified the problems, fixed them, and posted an update!!!
This is wonderful stuff, and all to your credit! Keep up the good work!

Nonetheless, here's some feedback on some stuff nobody seems (so far) to have mentioned (not that you're not already aware of it and working on it, you understand...)
And these are not "bugs," but mostly atmospheric/immersion thingies:

1: Since this is an island (insular) culture, it seems likely to me that they would identify their Clan Rankings in their own language (not "Common"), and it was somewhat jarring to have the second or third NPC the player encounters on arrival (the Clerk in the Census Office) identify themselves as "..Noble and Commoner.." After wandering around in the town you realize, "Oh, yeah, their "profession" is Noble, but their "Faction Rank" is commoner..." etc.
Since the original author (Avrahama) made a big deal (in the original README file, provided with your initial upload) about being "lore-correct" for Argonians, I'd be willing to plow through the original books and dialogue to try to identify the "Argonian" rank names, and supply you with an .esp that changes the "Faction" ranks to their Argonian equivalent names, if you like.
Some of them are already readily identifiable ("Nar-Fajeem" = War Chief; "Vortra-Bo" = Whisperer; etc.) whie others are a bit confusing (e.g., "Vertra-Ta" = Listener, for the Sisters of the Hist, but "Nar-Memmjun" = "the" Listener (secular), for the assistant to the War Chief).
And I have yet to figure out who/what the "Kas-Sithyorn" is (in the Hist Listener's Chamber). Consort to the Wise Woman? The title is currently the highest rank in the Slather-Mar Faction.


The Rattler-Sithyorn is, of course, a totally different story. She's currently given a "rank" of Noble in the faction, but really should be at the top ("...there can be only one...").
(And, by the way, she needs her own unique "background" topic, since she currently defaults to the standard 'Wise Woman' response about guiding the Ashlander tribes, etc.)

If I cannot find the proper Argonian terminology, I'd suggest these 3 titles for the lowest 3 Slather-Mar clan rankings:
- "Marian" -- Your basic Slather-Mar clan member
- "Vissedian" -- A "pack member," who contributes to the welfare of the group and benefits from the group's activities (seems a natural that the Argonians would observe the behavior of the native Vissed and adopt this term, although they are still animals, and as such lower-class).
- "Saurian" -- A cut above. A "Lizard in Their own Right," who can be expected to lead the lower ranks (think Corporals/Sergeants in military terms).
Note: ALL "Nobles" should have this rank, or above (rank does have its priviledges, and money talks as loud in Argonian society as in any other, including
Real Life).

Then proceed with "Mema-Nar" (Watchers -- keep "Watcher" as profession/NPC ID, just translate their Faction title), "Nar-Trett" (Fulfiller), etc.

2: The guy who buys crabmeat in town -- He offers 25gp per, for delivery of crab meat in bunches of 20 (e.g., 500 gp per commission).
However, a) there don't seem to be that many Mudcrabs on this island (and I have not played long enough to see what their respawn rate is), and
B) the player can BUY crabmeat from pubs for around 14gp per (less if your "persuasion"/"merchantile" skills are high) and re-sell to this guy for an 11gp profit.
No wonder the old guy cannot make ends meet. If the going (retail) rate is 14-15gp, he should not offer more than about 9-10gp for the "raw product."

2a: And, how's about this for a new quest idea:
- Player finds a broken-down old "Crab Boat" at some place on the island coast, scripted to say, "You must repair this boat in order to sail it. You will need xx barrels of tar/pitch, yy wooden planks, zz coils of rope, aa bolts of canvas, and a Journeyman Armourer's Hammer."
- Player hunts around, finds all the needed stuff, comes back and clicks, and the "wreck" transforms into a "boat/door" (scripted delete & replace function) that will transport the Player to a "Mudcrab Breeding Grounds" atoll (in an "interior/exterior" cell, so the Player cannot just stumble upon it accidentally).
There will be all the mubcrabs anyone could ever want, and the player can practice various weapon skills, marksmanship (love to shoot at mudcrabs, they're so big and slow), and even hand-to-hand (they're just mudcrabs, after all). Bring back the meat and sell it, as often as one likes.
- At some point, Player decides to GIVE the newly-repaired "Crab Boat" to the old guy (so he can regain his independence, self-respect, dignity, etc.), and the guy is so overwhealmed that he tells the Player a story about his Father and the Nar-Fajeem's (Warlord's) father being hatched from the same brood, and gives the Player a note of introduction that will put the Player in the good graces of the WarChief, and lead to another quest opportunity to assist the WarChief.
(There is, apparently, some conflict going on between the WarChief and the Sisters of Hist Temple, but I have not got far enough into this to see what's what. I just offer a suggestion for an ALTERNATIVE entry into what may already be an included quest, and if not, a possible alternative to allow the PC to help the secular arm instead of helping the Temple (if that is the existing quest).

3: Sort of disappointed that the "young lady" quest ended as it did. Maybe we could actually create/add a "Leviathan" somewhere that the Player could actually find/see/move close enough to to trigger a Journal Entry (don't have to fight it, just prove it exists).
I know there are some "whale" and "giant squid" mesh resources available out there, and I seem to recall a "pleisiosaur" or "sea serpent" mesh resource recently offered...something to think about, anyway.

Just some thoughts and encouragement. Really like what you are doing with this.

DARoot
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Dalley hussain
 
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Post » Fri May 27, 2011 7:54 am

midgetalien has a bunch of creatures he made, i think there's a sea creature that would work. isn't there a tree golem too that could fit?
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Queen
 
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Post » Thu May 26, 2011 11:26 pm

Very interesting suggestions DARoot :) I'll be sure to consult with Midgetalien on them. Thanks alot for testing the mod!
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Kelly James
 
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Post » Fri May 27, 2011 4:06 am

I'm really liking this! One thing that stands out though is the bad spelling and poor punctuation. I wonder if you can export the dialog into a word processor and run spelling and grammer check maybe? I bet there's a lot of dialog though, so it's bnot a big deal, but it does stand out.
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Erika Ellsworth
 
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Post » Fri May 27, 2011 6:47 am

[censored] it, I was gonna wait until this was released in non BETA. But I have to take a look, you've really got me quite intrigued :)
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Keeley Stevens
 
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Post » Fri May 27, 2011 12:42 am

Hey guys,

sorry havnt been around much the last few days, dissertation is taking a lot of my time. But i have been working on the mod. An update should be up by tomorrow.


@DARoot - Thanks for the info :D - If you want to provide a list of people and what rank they should be then that would be helpful :) ( or even provide an esp ;))

As for qeusts - at the momemnt i am trying to fix the already in game ones from the origonal mod. But those are some good ideas and something i would like to add at a later date once the mod moves out of beta.

As for the siltstirder - i think it fits in well just it shouldny go to mola maar. I was thinking maybe a coastal town like Khuul?
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Kaylee Campbell
 
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Post » Fri May 27, 2011 4:05 am

some other small suggestions:

i'm thinking that the guards should wear dreugh armor, since it's aquatic, are fairly valueable, which would fit better in this kind of society than glass, which is wholely dunmer in design (well dreugh is dunmeri too, but it's more reasonable for argonians to make their own dreugh armor than glass). there's a couple different dreugh completion sets, so you could have a system like the great houses for argonians. maybe retexture the newtscale into slaughterfish scale armor, and chitin/bonemold into crabshell armor too? i would probably get rid of the nordic armor on some of the npcs for more local-ish armor.

another suggestion is focusing on on dialog, perhaps making the argonians more receptive to argonians and khajiit players, and hostile to dunmer players. this would be a lot of additional dialog though, and the original dialog still needs some work. but it would be pretty neat when playing a dunmer player to face some of the challenges as the beast races do on vvardenfell.
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 10:11 am

As for the siltstirder - i think it fits in well just it shouldny go to mola maar. I was thinking maybe a coastal town like Khuul?

How? Honestly, the island is towards the ocean. There's no way a Strider could swim all that way towards land, the water would be too deep for them to walk. If we could, a River-Strider from TR would be a great replacement, but to use it we'd have to make the mod dependent on TR.
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nath
 
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Post » Fri May 27, 2011 3:52 am

How? Honestly, the island is towards the ocean. There's no way a Strider could swim all that way towards land, the water would be too deep for them to walk. If we could, a River-Strider from TR would be a great replacement, but to use it we'd have to make the mod dependent on TR.


well another thing i was thinking of doing was removing the Siltstrider and having a quest come in where the mages guild wants to stake a claim to the land and sends a representative to build a "small" guild. One of the people there could be a guild guide ;)
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Mimi BC
 
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Post » Thu May 26, 2011 7:03 pm

well another thing i was thinking of doing was removing the Siltstrider and having a quest come in where the mages guild wants to stake a claim to the land and sends a representative to build a "small" guild. One of the people there could be a guild guide ;)

Great idea! I was thinking of adding some sort of Guild Guide as well :)
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LADONA
 
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Post » Fri May 27, 2011 1:58 am

Great idea! I was thinking of adding some sort of Guild Guide as well :)


Ooh! Will Skink-in-Tree-Shade be like the ambassitor?
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Nuno Castro
 
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Post » Fri May 27, 2011 1:09 am

^
Don't know about that, a new NPC should be created to prevent Conflicts. I know of several big mods that use Skink.
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ImmaTakeYour
 
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Post » Fri May 27, 2011 10:52 am

Well maybe not as ambassitor, but maybe he is involved on the mainland? Seems like a perfect canidate for relations anyways. The actual ambassitor for the Mage Guild can be his protege.

Oh yeah, is there any actual consequence for not going to the census office?
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 7:39 am

None that I know of, though since you brought it up, I now recall a rather big bug: You can constantly pay 100 gold at the census office and get some other copies of the papers given to you. Apparently they don't recognize that you've already payed them.
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Jason White
 
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Post » Fri May 27, 2011 9:44 am

i agree about the silt strider, although i do find the dunmer's comments about the smell there hilarious, i doubt the argonians would allow a dunmeri service. maybe there can also be a quest where down the road there's a dwemer airship there instead. ;)
maybe it could be a port for sload airships, though i don't know much about sload argonian relations if there's any.

i'm also thinking that there should be some activators placed in the swampy area that can trigger a disease on the player if they wander around for too long. just something minor like swamp rot, swamp fever, greenspore, dampworm, or serpiginous dementia. maybe the activators can be scripted to ignore argonian players too. it would at least be a bit lore correct since disease is supposively rampant in black marsh areas, which the argonians are immune.
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Markie Mark
 
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Post » Fri May 27, 2011 10:22 am

i agree about the silt strider, although i do find the dunmer's comments about the smell there hilarious, i doubt the argonians would allow a dunmeri service. maybe there can also be a quest where down the road there's a dwemer airship there instead. ;)
maybe it could be a port for sload airships, though i don't know much about sload argonian relations if there's any.

i'm also thinking that there should be some activators placed in the swampy area that can trigger a disease on the player if they wander around for too long. just something minor like swamp rot, swamp fever, greenspore, dampworm, or serpiginous dementia. maybe the activators can be scripted to ignore argonian players too. it would at least be a bit lore correct since disease is supposively rampant in black marsh areas, which the argonians are immune.

I love the disease ideas. :) Perhaps it could be randomized so that there's a chance you could contract a harmless disease, or an incredibly dangerous one. The dangerous diseases would not be cured by normal potions and would require the aid of a healer. Oh, yes, characters that are the Nerevarine or an Argonian should not be affected.

As for the air-ships, that sounds a bit too complicated; We know nothing about Argonian and Sload relations, though they probably aren't too good. Along with that, I don't know of any airship resources, and creating a new one would be too much work.
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marina
 
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Post » Fri May 27, 2011 11:05 am

it should be easy to check for resistance % in the script (getresistdisease), so that the nerevarine is immune, but since argonians aren't naturally immune to all common diseases, i feel that argonians should be immune to ones at least in the black marsh, hince skipping them. could just do a straight Random100 check against getresistdisease every 20-30 seconds, and apply a random disease if the save check fails.

for the airship, i was just thinking about the crashed one on solstheim. can't be too hard to just make that look functional. it would basically just replace the silt strider, one wouldn't actually ride upon it. it can drop the player off at silt strider ports as a one-way deal. maybe it can be an extension of that bloodmoon quest, who knows.
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Javier Borjas
 
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