[RELZ] SIlt Striders v1.0beta

Post » Wed Sep 11, 2013 6:03 am

Are Caraveners betterbodys? (Even if I don't have better bodies)...
I need to know so that I know weather to download this fantastic piece of work or not.
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Tanika O'Connell
 
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Post » Wed Sep 11, 2013 8:48 am

The caravaner riding the strider? Yesif you don't have BB installed, BB mesh/texture will be used by the riding caravaner, not by other characters.
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Cagla Cali
 
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Post » Wed Sep 11, 2013 3:03 pm

Absolutely fantastic, amazing, phenomenal work, I am speechless, and this is aweinspiring! /biggrin.gif' class='bbc_emoticon' alt=':D' />
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Pawel Platek
 
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Post » Wed Sep 11, 2013 1:41 am

How hard do you think it'd be changing the caravaner into a normal morrowind mesh? is he a part of the silt strider mesh or just an npc?
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Jennie Skeletons
 
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Post » Wed Sep 11, 2013 5:05 pm

he is a part of the mesh.
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Agnieszka Bak
 
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Post » Wed Sep 11, 2013 10:39 am

Now this is awsome!
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Andrea Pratt
 
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Post » Wed Sep 11, 2013 3:47 pm

If you have a complete static mesh ready (including all different vanilla body pieces already assembled) it should not be difficult to replace using NIFskope, the problem is finding/creating the vanilla complete body pose, I think finding a ready one may be difficult. Or you could simply delete the caravaner and disable "talky caravaner" option, the strider will work /shrug.gif' class='bbc_emoticon' alt=':shrug:' />
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JeSsy ArEllano
 
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Post » Wed Sep 11, 2013 4:52 pm

Ok, I'll see what I can do... looks like I'll have to re-download nifskope...
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Gill Mackin
 
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Post » Wed Sep 11, 2013 3:56 pm

Now this is great! /trophy.gif' class='bbc_emoticon' alt=':trophy:' />

I've two questions on it:
1) Is it possible to have the scenic travel as a default option (meaning that you'll make a scenic travel when you click on the Travel button in the services section, and not as a dialogue topic).
2) Are you aware that now you'll have to make scenic boat travels, too? /tongue.gif' class='bbc_emoticon' alt=':P' />
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Rachyroo
 
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Post » Wed Sep 11, 2013 6:28 am

Great mod Abot! @_Taddeus_ Try Ultimate Galleon, Stormrider, Or sellnsail Galleon, or Fishing Academy. /tongue.gif' class='bbc_emoticon' alt=':P' />
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Rich O'Brien
 
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Post » Wed Sep 11, 2013 2:12 pm

Well, Abot already has gondoliers in water life so this has got to be the next step. /smile.gif' class='bbc_emoticon' alt=':)' />
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Jade Payton
 
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Post » Wed Sep 11, 2013 7:17 am

I don't think it is possible to make a standard service hyperlink do something else; what is possible is forcing a standard hyperlink to enable a not present service (probably adding topic "travel" to a NPC not having travel service will make you able to open a travel form, but with no working destinations/crashing ). I tried changing the topic from "- scenic travel" to "travel" with Enchanted Editor, but it keeps working like a standard topic, not bypassing the standard travel option
Non colgo! /biggrin.gif' class='bbc_emoticon' alt=':D' />
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Charity Hughes
 
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Post » Wed Sep 11, 2013 1:30 am


did you try using the Service refusal?
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Stefanny Cardona
 
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Post » Wed Sep 11, 2013 2:19 am

This looks awesome /biggrin.gif' class='bbc_emoticon' alt=':D' />
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Kellymarie Heppell
 
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Post » Wed Sep 11, 2013 2:44 am

Well, abot, I tried your suggestion of following the leaving strider and tracked it back to the originating port, and when I looked behind me, there was another following, so I was levitating along between them, which was extremely cool. I also tried it the "easy" way by doing an immediate return journey. "Follow that strider"!!

Do the scenic striders spawn only when you have been riding on them/are riding on them? Is there a chance I might see one if I am just walking near a strider route instead?

I haven't used the slower speed yet but will do so in the next few days. I think 30 is just right for me, though.

Is it fairly straightforward to add more dialog for the caravaner? Would it be possible to have the current 'talky' option and then a 'even more talky' one? He could tell some tall tales, comment on famous passengers he's transported, things people have left behind them, chat about his strider, the countryside, that strange young Mages Guild apprentice who tried talking to his strider...! (Actually, I like his current conversation - it's great when he comments on the weather!)

This is now a permanent addition to my mod list. /biggrin.gif' class='bbc_emoticon' alt=':D' />
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Amy Siebenhaar
 
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Post » Wed Sep 11, 2013 5:21 am

Amazing looking mod!! /happy.gif' class='bbc_emoticon' alt='^_^' /> Unfortunately though I can't get it to work properly, though I'm suspecting this is a technical (graphics card?) issue rather than anything at all to do with the mod.

The problem is, I'm getting constant flickering, from either 1st or 3rd person perspective.... looking closely it looks as if one solid image is being displayed but then there's a jumpy 'ghost' image of the strider flickering constantly somewhere above that.

I've made sure Vsynch is ON (in both Nvidia Control Panel & nHancer).... so it can't be that... be otherwise I'm not really sure what might be causing it? Also I took some screens but in those the flickering vanishes, and it just looks like one solid image - of the strider and the caravaner - which wasn't very helpful, though that might be some sort of clue in itself I suppose?

Anyway sorry to post a technical issue here, but does anyone have any clue what might be causing this please?

(Incidentally I'm not using MGE, and I tried starting a new game without any other mods, and also reverting back to the original Morrowind.exe, but none of that seemed to make any difference....)
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Chloe Mayo
 
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Post » Wed Sep 11, 2013 10:27 am

Yes, you should be able to see some of them while walking near some strider ports, some strider routes crossings, and near Caldera on the Balmora\Ald'ruhn route.Yes, that was the idea. The main problem (apart from my english, suggestions/proofreading are welcome) is that some routes are long and script length is limited, anyway I'd like to add other comments. Comments about the weather/sunrise/sunset and generally unrelated to strider position are in dedicated scripts already so they have more room for expansion/randomization, comments related to the strider position are included in the strider script so room for expansion is more limited by the route complexity.
Good idea, I did not think about it.
After a quick test, it seems it works well only for the first dialog response, next filtering using choice does not seem to work. I think it could be used, but probably it would need replacing the usual multiple dialog info/checks with a call to a external global script in the first dialog refuse response, then handling everything in the global script using messagebox instead of dialog. Probably a little too much hassle.
What version of Morrowind are you using? You need at least a Tribunal (or more recent) game engine. It works without MGE for other people, so I don't think that could be the problem. Can you post a screenshot , maybe it could help?

[EDIT]typos
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lauraa
 
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Post » Wed Sep 11, 2013 5:09 pm

You could add a few activators 'round the rutes and use something like:
If SILTSTRIDERORWHATEVERABOTCALLEDIT get distance > 25
set thisdialogoption to 1
Endif

If SILTSTRIDERORWHATEVERABOTCALLEDIT get distance < 25
set thisdialogoption to 2
Endif
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ruCkii
 
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Post » Wed Sep 11, 2013 5:54 pm

hit the console-key two times and then the inventory-key two times and tell me if it solved the problem. that's how i dealt with the flickering.
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WYatt REed
 
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Post » Wed Sep 11, 2013 12:40 pm

Hmmm... better keep comment triggers in the proper strider script.
Eventually I could try replacing messagebox calls with calls to a equivalent global script to shorten local strider script code length.
Anyway, before this makes sense/is worth the effort there should be more comments ready. If someone has a cool comment the caravaner could say while passing by a particular location, the best way to suggest would be that http://www.tamriel-rebuilt.org/forum/viewtopic.php?t=17918 for bug reports by Tamriel Rebuilt project:
- create/verify to have a file called beta_comment.txt (or some other name you like, mine is called ab01_beta_comment.txt)
- create/verify the related line under [General] section in Morrowind.ini, mine for example is
Beta Comment File=ab01_beta_comment.txt
- play, and when you think about something cool, go in 3rd person view mode, click the strider, open the game console, type
bc "cool thing the caravaner could say here"
the bc command will automatically add a line to the beta comment file with your cool comment, strider ID and location coordinates, so it will be very easy to edit/copy /paste this information from the file anywhere you like and let me have it.
The only problem I see posting comment suggestions here is ruining the surprise for other player... better use spoiler topic maybe, or mail me (please not PM because my messagebox may be full sometimes). I can't guarantee I will insert everything, but I promise I will consider every suggestion.
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Kate Murrell
 
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Post » Wed Sep 11, 2013 4:42 pm

I understand that you can disable hostility while riding, how do i enable it?
How do I make striders return?
How often/how do comments apear?
etc?
Also is there any way to move around on the strider? I can't... /nope.gif' class='bbc_emoticon' alt=':nope:' />
and are there any mods that allow further thirdperson zooms? So I can see the entire strider...
btw: Great mod...
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Ron
 
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Post » Wed Sep 11, 2013 9:05 am

from the configuration menu
they return back to starting port by default, you can set this on/off also from the in game configuration menu
Often enough/using messages. There is a bit of randomization though, so it is not always after the same time.
this is not a free riding mod, you are carried along fixed routes.
MGE/MGE XE macro keys set to move the 3rd person view camera, and last MCP (Morrowind Code Patch) Vanity camera lock option checked. Else you are limited to TAB press + mouse wheel zoom
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Beast Attire
 
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Post » Wed Sep 11, 2013 3:53 pm

Just been for a few scenic journeys by starlight (using mge, vurts trees, grass etc). Words actually fail me. Just utterly beautiful and the game world has never felt more dynamic. Breathtaking. Everyone must try out this mod. Thank you abot /foodndrink.gif' class='bbc_emoticon' alt=':foodndrink:' />

A couple of bugs: setting out from Gnisis to Seyda Neen, gave the caravaner the money but the strider set off without me. Had to go through the dialogue again before being able to properly set off. Also, in the special dialogue, when I answered never mind and the caravaner says something like "you don't know what you're missing" there's a % sign at the end of his sentence.

Hope do decide to do the same for boat travel /smile.gif' class='bbc_emoticon' alt=':)' />
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James Shaw
 
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Post » Wed Sep 11, 2013 1:35 am

I don't think you get what I meant, what I mean is: Is it somehow possible to move around on the strider... it would make the trip way more enjoyable being able to look down from the edge...
and how do I open this 'in game configuration menu'
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Krystina Proietti
 
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Post » Wed Sep 11, 2013 5:39 pm

moving the 3rd person view camera as usual in game (TAB press + mouse wheel). Also, having last MCP (Morrowind Code Patch) Vanity camera lock option and Reduce camera clipping checked, and MGE/MGE XE macros associated to keyboard arrow keys set to move the 3rd person view camera.
activating the strider while riding
[EDIT]configuration menu explanation
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Jade
 
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