[RELZ] SIlt Striders v1.0beta

Post » Wed Sep 11, 2013 5:26 am

thanks for the update abot, love this mod it's great for just passing time in game and catching nice views of the world., i did notice some clipping issues with some of the trees, and rocks though, that's probably because i have morrowind rebirth installed so it isn't a major problem just immersion breaking...

we should get some screens of this amazing mod and the views it gives us /biggrin.gif' class='bbc_emoticon' alt=':D' /> i'll try to get some of my own tonight.
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Jennifer Munroe
 
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Post » Wed Sep 11, 2013 3:45 pm

If collision is with tree foliage, probably the tree mesh collision can be fixed with NIFskope, else you could open the game console, click the tree and type
disablesetdelete 1
to delete the tree,
or move it away using
move xmove y
commands, scale it using setscale etc.
I tried to be compatible with Morrowind Rebirth at first, but changes done and planned are too many, I can't make a special-always updating version just for it.
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Unstoppable Judge
 
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Post » Wed Sep 11, 2013 9:15 am

understandable, i just wasn't sure if you were aware of the conflicts or not /tongue.gif' class='bbc_emoticon' alt=':P' />
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Philip Rua
 
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Post » Wed Sep 11, 2013 8:12 am

Hi abot,

i like this mod very much, but i have a problem with it.
You have added two additional lights to the lighthouse in Seyda Neen.
They make the lighthouse and the surrounding area overly bright.
I tried to delete them with TESAME, but they're used in script 'ab01ssgConfigScript'
and it gives me an error.

Please, can you remove them. It looks horrible.
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Vincent Joe
 
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Post » Wed Sep 11, 2013 4:43 am

"Horrible" is a little strong. I don't really see much difference in my game, as a matter of fact, I never would have noticed an extra pile of wood in the lighthouse if it hadn't been pointed out.
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Penny Courture
 
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Post » Wed Sep 11, 2013 12:49 pm


yeah i second that.
qwert
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Katey Meyer
 
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Post » Wed Sep 11, 2013 3:08 pm



Vanilla game with darker nights ini-settings:
http://imageshack.us/photo/my-images/850/screenshot1xce.png/

With mod:
http://imageshack.us/photo/my-images/196/screenshot0be.png/

As i said, i really love this mod, but i don't like these changes.
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zoe
 
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Post » Wed Sep 11, 2013 8:10 am

Um, I looked at your pics and I'm still not seeing "horrible", but abot is accommodating almost to a fault, so he will probably try to fix this when he sees it. Personally, I *like* the brighter lighthouse, especially since a dim lighthouse would be totally ineffective at preventing ships from running aground.
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Sxc-Mary
 
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Post » Wed Sep 11, 2013 5:16 am

I was expecting such a response.
Imo this mod should be about real-time strider transport only.
I like dark nights and i think, the whole area is overly lit.
And i don't think these changes belong in a mod like this.
That's all - positive criticism/complaining.
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Matthew Barrows
 
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Post » Wed Sep 11, 2013 4:02 am

Frankly, I doubt it crossed the mod author's mind that some people tweak their ini settings to make the game darker. But as I said, I'm sure he'll fix it for you, whether it's actually "horrible" or just that you think it is.
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Francesca
 
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Post » Wed Sep 11, 2013 3:52 am



why dont you make the adjustments yourself..why should he change a mod 100s or 1000s people use for 1 user who dont like light?
qwert
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vicki kitterman
 
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Post » Wed Sep 11, 2013 6:28 am

Hul => yes constructive and no-agressive comments are always good /wink.gif' class='bbc_emoticon' alt=';)' />
So please don't be rude in your words when you talk on these forums, specially with Abot which is one of the most generous/kind and talented modder. /thumbsup.gif' class='bbc_emoticon' alt=':thumbsup:' />
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JaNnatul Naimah
 
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Post » Wed Sep 11, 2013 4:44 pm



Honestly, i think it's even worse with the original ini settings:
http://imageshack.us/photo/my-images/37/screenshot2ib.png/

@qwert
- because i would have to change the script.
- because i don't think these changes belong in a mod about real-time strider travel.
- there're probably a trillion mods that change lights. Imo it's better to keep thing separated.
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Jon O
 
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Post » Wed Sep 11, 2013 2:14 pm


[censored]! Where have i been aggressive? You guys should allow some criticism. It's not the holy grail.
I have said hundreds of times i appreciate all what abot has done and i'm using most of his mods!
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Tammie Flint
 
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Post » Wed Sep 11, 2013 4:28 am


This is the part I think folks are finding a little offensive. Well that and whatever censored word you just used.
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Lucie H
 
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Post » Wed Sep 11, 2013 11:33 am

Hi, strange you even found the script, did it not work?
Opening the configuration menu (activate the strider, press the Options button, scroll options using "<<" ">>" buttons) there should be a option "Scenic Seyda Neen lighthouse? (Now: No)" "<< " ">> " "Yes (Default)" "No" "Exit", you should be able to choose "No" and have lights disabled.
Or, you could try starting the script from the game console:
startscript ab01ssgConfigScript

Or you could edit ab01sslight_lighthouse, ab01sslight_lighthouse2 light radius/color from the CS or Enchanted Editor (probably simpler)
[EDIT]paste typos
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Darlene DIllow
 
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Post » Wed Sep 11, 2013 5:18 pm

Hey abot im admiring and immensely enjoying all your real time travel mods and was wondering why not update silt striders with an automated strider driver like your other mods...id download it.
qwert
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Cccurly
 
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Post » Wed Sep 11, 2013 4:05 am

Hey abot! I think I might have found a funny bug with this. When I shoot a Centurion Archer with an arrow, it makes a Silt Strider sound instead of its normal "I just got hit" grunting sound. If I disable silt strider mod in the launcher, I get the normal hit sound. Its pretty funny, just thought I would report it here. Thanks again for making these awesome mods! I've been recommending them all over the place.
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rebecca moody
 
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Post » Wed Sep 11, 2013 3:58 pm

Thank you, should be fixed now
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Darrell Fawcett
 
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Post » Wed Sep 11, 2013 4:58 pm

I don't understand what you mean with "automated", please elaborate
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Mandi Norton
 
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Post » Wed Sep 11, 2013 3:11 am

Thanks, you're right on top of this stuff. DLing now....
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neil slattery
 
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Post » Wed Sep 11, 2013 4:15 am


i was talking bout maybe making it so the drivers hands move and maybe he looks left to right(examples: the gondola mod the driver paddles the boat and the boat mod the captians steers by moving the oars)....just my 2 cents.
qwert
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LuBiE LoU
 
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Post » Wed Sep 11, 2013 3:03 am

Ah, now I understand, you meant animated.
As I said already, my animation skills are limited to copy/paste static elements, and minor up/down/rotate animations directly in nifskope, gondolier and boats animations are by Arcimaestro Antares, his original gondolier animation mod started the whole real time transport mod idea, and then he kindly animated the ship/boats/sails for the last boats mod.
I would gladly try to use a new animation for the silt strider caravaner if he feels like doing it, but if I could choose what task to ask him, my priority would go for a redone from scratch version of TR river strider, current TR version featuring a completely closed passenger cabin is not fit for real time scenic travel, and according to TR readme tweaking the .nif seems to be not allowed.
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Helen Quill
 
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Post » Wed Sep 11, 2013 6:11 am


send me a picture of how it should be, and further informations /smile.png' class='bbc_emoticon' alt=':)' />
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Vicki Blondie
 
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Post » Wed Sep 11, 2013 3:08 pm

any progress made on this?
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Enny Labinjo
 
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