[RELZ] SIlt Striders v1.0beta

Post » Wed Sep 11, 2013 5:23 pm

Very nice, Abot. This makes we want to go back just so I can see this in action on my computer. /celebration.gif' class='bbc_emoticon' alt=':celebration:' />
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Syaza Ramali
 
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Post » Wed Sep 11, 2013 2:36 pm

Oh thank you, Abot! This is one of the best MW mods ever!
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Gemma Woods Illustration
 
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Post » Wed Sep 11, 2013 2:46 pm

Whoah.
Wow.
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james tait
 
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Post » Wed Sep 11, 2013 3:41 pm

update time!
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natalie mccormick
 
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Post » Wed Sep 11, 2013 5:30 pm

Is it easily updated? Just transfer files over?
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sw1ss
 
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Post » Wed Sep 11, 2013 3:07 am

It should work with previous saves, yes. As usual, better keep the previous loading order (usually this is done automatically by Mash/Lock times option as long as file names are the same)
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x a million...
 
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Post » Wed Sep 11, 2013 6:19 am

The German Version has been released /smile.gif' class='bbc_emoticon' alt=':)' />

http://forum.worldofplayers.de/forum/showthread.php?p=16126826#post16126826

maybe you want to give a hint in your pes-entry if you like.






(the gondoliers are about to come, they're tested atm, if i forgot something to translate /smile.gif' class='bbc_emoticon' alt=':)' />)
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natalie mccormick
 
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Post » Wed Sep 11, 2013 2:19 pm

Oh wow. I've wanted this mod since the first time I played Morrowind eight years ago.

Incredible work.
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Annick Charron
 
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Post » Wed Sep 11, 2013 6:55 am

Thanks, I've updated the PES description with your link /smile.gif' class='bbc_emoticon' alt=':)' />
Nice, I will update in a short time to fix a bug with invisibility not being correctly removed though, no changes to text but maybe you will want to wait for the patch.
[EDIT]wrong post
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Steven Nicholson
 
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Post » Wed Sep 11, 2013 8:52 am

My gods Abot, have you ever made a mod that wasn't an absolutely amazing addition to the world of Morrowind? Seriously, I become a bigger and bigger fan of your work as the years go on. You are truly one of the greatest assets to the Morrowind modding community!
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Julie Ann
 
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Post » Wed Sep 11, 2013 4:34 pm

update to 1.3
[EDIT]
Many... but those usually do not last long online. Thanks!
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Tiffany Carter
 
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Post » Wed Sep 11, 2013 5:08 pm

You mean you've written mods that aren't available any more? Can we talk you into releasing those under a pseudonym? /wink.gif' class='bbc_emoticon' alt=';)' />
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Blessed DIVA
 
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Post » Wed Sep 11, 2013 12:10 pm

Ooh, an update. *grabs* Thanks for continuing to work on this, Abot.

[edit]: Is anybody else getting an error when trying to download this?
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Matt Bigelow
 
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Post » Wed Sep 11, 2013 3:25 pm

Yeah, I'm getting the same error.
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Leonie Connor
 
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Post » Wed Sep 11, 2013 2:12 pm

It looks like it's been posted now.
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Anthony Rand
 
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Post » Wed Sep 11, 2013 2:23 pm

oh wow. What a surprise this is! /biggrin.gif' class='bbc_emoticon' alt=':D' /> I've been waiting for a mod like this for several years. Thank you abot for creating this, I will fully enjoy it.
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Josh Sabatini
 
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Post » Wed Sep 11, 2013 5:38 pm

Minor incompatibility:

I think either the Firemoth plugin and/or the Tamriel Rebuilt Census Office Travel Links mod adds a ship behind the census office in Seyda Neen, basically it's the same place as the first ship you get off.

Sometimes an unattended silt strider will crawl through and intersect this ship.
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Andrew
 
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Post » Wed Sep 11, 2013 8:01 am

I mean small unofficial fixes to someone else old work, mod relocations, personal mods, scripting experiments, nothing tested enough/meant to last on line, there may be some around but nothing good enough for official release probably.
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Kevin Jay
 
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Post » Wed Sep 11, 2013 2:54 am

I will take a look at it, I think it is Firemoth, it is hard to be compatible with everything because I wanted to be compatible with Haldenshore which makes the central area between Haldenshore docks and Seyda Neen deep enough to submerge the strider so I need to pass near the Seyda Neen docks.
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Jerry Cox
 
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Post » Wed Sep 11, 2013 2:38 am

Abot, I took my first ride today and, well, I'm speechless. Any plans on making an MWSE version so we can take companions along? /hubbahubba.gif' class='bbc_emoticon' alt=':hubbahubba:' />
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Dale Johnson
 
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Post » Wed Sep 11, 2013 4:47 am

I am glad you like it. I've had many "wow" moments myself, especially with MGE XE scenic views.
About companions, it probably could be done without MWSE, I tried, the real problem is that striders are so big and fast that I have not been able to move a companion by script fast enough to be fluently in sync with the strider. Maybe with collision disabled, but I need collision to simplify handling of waypoints (2d vs 3d coordinates)
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Hannah Barnard
 
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Post » Wed Sep 11, 2013 6:44 am

Update time! It has been hard, but finally I managed to track and /flamethrower.gif' class='bbc_emoticon' alt=':flamethrower:' /> that nasty rare/semi-random bug causing the skipping of scenic trip with no apparent reason.
note for scripters: I had some safety code to dismount if player was knocked down by some angry racer...
problem is, it seems player->OnKnockOut can be true even when it should not /brokencomputer.gif' class='bbc_emoticon' alt=':brokencomputer:' />
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Verity Hurding
 
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Post » Wed Sep 11, 2013 4:20 am

I found a bug...
No matter the Silt Strider owners disposition towards you he will always give you a ride (usually requires +20 disposition)... this bug is however only noticeable if you have a bounty...
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mimi_lys
 
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Post » Wed Sep 11, 2013 1:16 pm

Ah, yes thanks, I think this can be easily added in next update.
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Jeff Turner
 
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Post » Wed Sep 11, 2013 6:56 am

updated...
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TWITTER.COM
 
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