[REQ] A Shezrie's Towns Request Thread

Post » Tue Nov 23, 2010 6:17 pm

Is there a limit to how many entries you should make in the 'Result Script' box when doing dialog? Could it cause slowdown or problems to have too many script results during dialog?

Would enabling or disabling maybe ten referenced items cause a problem?

http://i110.photobucket.com/albums/n99/Shezrie/dialogscript.jpg.


Better way to do it: enable / disable one, and make the other ten have their Enable Status set to the opposite of their Parent, which would be the one reference you use in the Result Script box. This is how Bethesda handles vanilla home upgrades, I seem to recall.

Does that make sense to you? I didn't explain very well.
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Tue Nov 23, 2010 3:25 pm

Yes, if you want to enable or disable more items you need only one item to be reference that you enable or disable and that acts as a parent to other items. You can set parent on the item by double-clicking on it in Render window.

I don't know if there's a limit of result lines, but the small result box just isn't handy for using large number of lines. While I think that it shouldn't cause slowdown or delay, if you really have higher number of lines, it would be better to put the result under some variable in quest script and get the dialogue result to just change that variable.
Example,
dialogue result: set MyQuestScript.Check to 1

somewhere in quest script:
if Check == 1
do stuff
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Tue Nov 23, 2010 11:13 am

Thanks, didn't even occur to me to do it that way. That will be much easier. :)
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Tue Nov 23, 2010 9:19 am


As this mod storms along, I am still in need of this little item. I am at the stage of the quest that requires it. :) If anyone can help that would be wonderful! I think someone was making one
.....

Edit: I have found a work around that just requires a bit of collision manipulation.

Anyway, now that I am finishing off the very last of this Theft of the Crown quest...finally...things left to do are finish the Robbing the Gallery quest which is not nearly as complex as the Theft of the Crown, I think maximum a week to complete this quest....and then I will be simply tying up loose ends before release. So the end is very much in sight.
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Tue Nov 23, 2010 9:43 pm

End near...very happy!
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Tue Nov 23, 2010 6:44 pm

Edit: Scrap that request.

Maybe you can all help with some inspiration. At one point in a quest you need to walk into a tavern and ask a dremora for a favour. I am not sure how to set this one up, how the dremora would respond. They wouldn't just say ok and do it Dremora aren't nice. But in the end the dremora has to relent and do the favour.

What do you think a dremora would say if you walked into a bar and asked for a favour?

It is difficult because there is so little Dremora dialog int eh game that it is hard to imagine how they talk.
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Tue Nov 23, 2010 12:22 pm

Edit: Scrap that request.

Maybe you can all help with some inspiration. At one point in a quest you need to walk into a tavern and ask a dremora for a favour. I am not sure how to set this one up, how the dremora would respond. They wouldn't just say ok and do it Dremora aren't nice. But in the end the dremora has to relent and do the favour.

What do you think a dremora would say if you walked into a bar and asked for a favour?

It is difficult because there is so little Dremora dialog int eh game that it is hard to imagine how they talk.

Kathutet in Camoran's Paradise is probably the best model: Since you must have retaken Kvatch to get to that point in the MQ, he tells you he was impressed that you'd done that. It was the honorable thing to do, and you did it. So check if the player has at least closed the Kvatch gate and work from that. Otherwise, it's "prove you're worth talking to" before you even get started. If there any events you've caused before that point he'd be aware of, maybe he knows about those, and reacts to them. It's all about honor and military achievement - sneaky types should be at a big disadvantage on this quest!

Dremora: "Bring me the head of Alfredo Garcia"
You: "???"
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Tue Nov 23, 2010 10:51 pm

Would this entail a small quest to even be allowed to talk to him?
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Tue Nov 23, 2010 12:12 pm

Thanks for the input, that really helps me get an idea of how the dremora would respond. :)

No quest to get to talk to the dremora as the quest is long enough as is and it really is time to move on from that quest.


Soooo....I have another request and this is quite an odd one. I need a regular bar of soap and a copy of the same bar of soap, but this one has the impression of a key in it, please. If anyone has some time. :)
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Tue Nov 23, 2010 5:24 pm

I'm not sure how you're intending to use them, but I would think you'd get away with a mesh for just the plain bar of soap (and there's one in the http://www.tesnexus.com/downloads/file.php?id=13275). You'd need two icons for it, but with the impression, it would be a quest item you'd not drop.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Tue Nov 23, 2010 5:09 pm

Excellent idea! Different icons would do the trick. I already have http://i110.photobucket.com/albums/n99/Shezrie/soap.jpg in the mod but it is a static item, maybe someone would please make two icons for it. One normal and one that looks like a key has been pressed into the soap and therefore left the http://adland.tv/n1rv4n4g8/2008/mayjpgs/Prison_Break_soap1.jpg.

Even though the soap has no havoc, it should be fine I think as it couldn't be dropped if set as a quest item.
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Tue Nov 23, 2010 3:04 pm

Here's some soap and key with icons (based on bathmod soap) http://www.mediafire.com/file/ygm0me8qcz1d64f/ForShezrie.rar. It's my first fry at using nifskope and blender. I tried putting collision on the soap , but didn't quite get it to work right. the collision box is included in case you can make it work. Hope these are sufficient for your purposes.

RB
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Tue Nov 23, 2010 11:05 pm

I checked it all out ingame and that is perfect, thank you! :)
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Tue Nov 23, 2010 11:32 am

More things to help us get closer to a release...I LOVE IT!!!
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Wed Nov 24, 2010 1:44 am

I have yet another request. :)

I would really like a 'sickness' or (something like that) sign to put on a door and then if possible I would like the player to get sick if they enter the house. So I need a script too. I think this would really add to Elm Street if the odd house had the door barred with such a sign warning people not to enter. Then if the player does enter they will find dead inhabitants and get sick themselves. Not sure which http://www.uesp.net/wiki/Oblivion:Disease though.

Just like those old 'plague' signs they had in the days of the plague.

Any help would be much appreciated.
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Tue Nov 23, 2010 7:19 pm

You could choose any one of those diseases you have in the list...or you could just call it RED PLAGUE or something...where you spit up blood and eventually your organs! YUM...ORGAN MEAT.
User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Tue Nov 23, 2010 8:57 pm

Hi Meek/Shezrie :wave:

I've been away from the game for a few months and am very pleased that RL has allowed time for me to return.

Let me add my encouragement, as well as my hope you are doing well and enjoying your work on this fine project. I'm a huge fan of your original three villages and given their quality and attention to detail, I expect I'll love your new combo of five.

By the way, you have described quite a bit of the Pell's Gate addition, what about Haven Bay? Have I missed any discussions on this village?
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Tue Nov 23, 2010 5:37 pm

Hi Meek/Shezrie :wave:

I've been away from the game for a few months and am very pleased that RL has allowed time for me to return.

Let me add my encouragement, as well as my hope you are doing well and enjoying your work on this fine project. I'm a huge fan of your original three villages and given their quality and attention to detail, I expect I'll love your new combo of five.

By the way, you have described quite a bit of the Pell's Gate addition, what about Haven Bay? Have I missed any discussions on this village?


Hi Garx! Nice to see you around. :wave:

Thanks for the support, I am very much enjoying working on this mod. There hasn't been much discussion on Haven Bay as it is more of a surprise bonus little town. There won't be much new dialog other then quest dialog, at least not at this stage. So the best things in the town are the buyable player house, a few shops and that it is a unique laid out town with character. But you will visit the town during the quest 'Robbing the Pell's Gate Gallery', that I am working on at the moment. You discover and visit the town in order to find a 'buyer' for your stolen merchandise as your average fence won't touch such hot goods or have the money to. Meanwhile you are on the run and every guard will arrest you on sight. Haven Bay may be just the place to escape the law.

You might want to keep an eye on the official Shezrie's Towns wip on the ORE Forum as that has much more info and pictures. :)
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Tue Nov 23, 2010 9:15 pm

Threw together a quick video of one of the http://www.youtube.com/watch?v=-kNxnjjvA_I in Pell's Gate.

Yes it doesn't follow lore, but...*points to sig*

Btw, when I said 'sound effects for all items' I was refering to flushing the loo, not erm.... using it. :facepalm: :blush:
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Tue Nov 23, 2010 6:53 pm

I took the video down, it was just getting hated on because it is not lore correct. Other then a few pleasant comments.
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Tue Nov 23, 2010 10:28 pm

I took the video down, it was just getting hated on because it is not lore correct. Other then a few pleasant comments.


What did you think when you posted that video?You hurt their feelings. Maybe they can't even sleep tonight after seeing your video. A fantasy world with cat people and giant mushrooms in it is a serious thing after all. If you have no life, that is. Oh how I love lore fanatics.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Tue Nov 23, 2010 6:59 pm

What did you think when you posted that video?You hurt their feelings. Maybe they can't even sleep tonight after seeing your video. A fantasy world with cat people and giant mushrooms in it is a serious thing after all. If you have no life, that is. Oh how I love lore fanatics.


:laugh:

I may put it up again when I put up the video for the second exterior home I am just revamping. But I will make it linkable only from the forums. I have no time to be dealing with haters. :)


So I have come to a few decisions about this mod. Firstly I made the Quest for the Stolen Septim Crown with no journal entries. I looked at putting journal entries but at this point I cannot figure out a way to as the quest is not linear enough. But I will make a walkthrough for the quest and put it ingame. No point in having a walkthrough you have to exit the game to read. BUT...I am not going to make it easy to get, you will have to make your way through mazes, traps and monsters to find this Holy Document. :whistling: In other words I am writing the walkthrough as part of the mod.

Another thing, there is the buyable player house, Seaview Cottage, located in Haven Bay. Is it worth my time and effort to allow the player to choose wall colour when they buy the house? In other words they can choose from green, red, grey, or possibly blue. Or do you think this is not worth the time and effort and will not be appreciated enough to be worth doing?
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Tue Nov 23, 2010 8:25 pm

Or do you think this is not worth the time and effort and will not be appreciated enough to be worth doing?

I think delaying release for this will get you hated on with more justification than anything about the video. :flamethrower:
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Tue Nov 23, 2010 1:46 pm

I think optional wall colors would certainly be appreciated by some (me for one). How many others? :shrug: Possibly very few.

So............I think the more important issue is what will give you the most satisfaction and pleasure.

While I wait for an anticipated WIP I've been tracking, I always find myself torn between conflicting desires. On the one hand that immediate gratification part of me wants it NOW. And on the other hand that obsessive compulsive part of me wants you to work on it day and night until it is absolutely PERFECT, no matter how long it takes. :P
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Wed Nov 24, 2010 3:37 am

Whatever you decide...PELL'S GATE IS GOING TO ROCK MY BRAIN!!!!
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

PreviousNext

Return to IV - Oblivion