[RELZ] SIlt Striders v1.0beta

Post » Wed Sep 11, 2013 11:38 am


http://youtu.be/PRUadDc1onc
http://youtu.be/PhFKhuSXTdk
http://abitoftaste.altervista.org/morrowind/file/readme.php?mod=abotSiltStriders.txt

http://morrowind.nexusmods.com/mods/42267/

http://abitoftaste.altervista.org/morrowind/index.php?option=downloads&task=info&id=13&Itemid=50

[EDIT]updated to version 1.12
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luis dejesus
 
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Post » Wed Sep 11, 2013 5:29 pm

Fabulous! DLing right now.
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Flesh Tunnel
 
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Post » Wed Sep 11, 2013 3:51 pm

Excellent work! Will install tonight for sure.
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Shianne Donato
 
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Post » Wed Sep 11, 2013 2:28 am

Just installed it and gave it a quick ride from Balmora to Seyda Neen. All I can say is: Abot, you have outdone yourself. This is wonderful.

It's a bit jumpy in a few places but not enough to bother me too much and maybe you'll be able to smooth it out a little later. No matter, though, I'm keeping it.
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sarah taylor
 
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Post » Wed Sep 11, 2013 3:17 am

Wow that is pretty neat, I don't see myself taking the trip more than once or twice but still neat.
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Christine Pane
 
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Post » Wed Sep 11, 2013 4:43 pm

this.
is.
epic.
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Eibe Novy
 
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Post » Wed Sep 11, 2013 2:55 am

awesome work abot
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Gavin Roberts
 
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Post » Wed Sep 11, 2013 4:55 am

Incredible job Abot /smile.gif' class='bbc_emoticon' alt=':)' /> A must have!
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Marquis T
 
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Post » Wed Sep 11, 2013 5:02 am

That is fantastic, Abot. I love how you have the Dunmer driver dressed with no shirt on. He looks very native to the humid swamps of Vvardenfell.

Would you be able to animate his arms so that he is moving the switches, like in the one that Fliggerty made http://www.youtube.com/watch?v=vgUavgw5Z-Y&feature=channel_video_title? It would be great to see the driver moving the switches as the creature is moving and turning. /smile.gif' class='bbc_emoticon' alt=':)' />

And it'd be cool to actually be able to access the containers and sacks and stuff that are on top of the strider and also be able to talk to the driver.
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jessica sonny
 
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Post » Wed Sep 11, 2013 3:59 am

http://i974.photobucket.com/albums/ae224/mwscreen/MGEScreenshot9.png
http://i974.photobucket.com/albums/ae224/mwscreen/MGEScreenshot15.png
http://i974.photobucket.com/albums/ae224/mwscreen/MGEScreenshot10-1.png

/twirl.gif' class='bbc_emoticon' alt=':twirl:' />

I want to translate it for the Germans! May I?

The texture seems to be odd... I had Masoxx one... I think it is changed...?
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Strawberry
 
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Post » Wed Sep 11, 2013 1:44 am

Thanks. Another great contribution to the scene of Morrowind.
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Joey Avelar
 
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Post » Wed Sep 11, 2013 5:10 pm

Thanks to everybody for the nice comments.
He, I had suggestion to give him at least a shirt last time! So, he will put his shirt on when out of the swampsMe? Nah, I'm not a animator, I am barely able to cut/paste in NIFskope. I think Arcimaestro Antares could easily import Phaedrus' pose I used for the caravaner and animate the arms like he did for Fliggerrty's caravaner, but animating the movement to be in sync with strider turning would be more complicated, the only complete new animations of this kind I have seen so far are by Lidicus.
Well, if someone will do the animations, I could certainly try to use them.
It could have been possible to talk to the strider/caravaner the usual way, but I tried a comment system depending on situation/location this time.
IAlso, it would technically be possible to access the strider inventory (not every single cosmetic cargo item, they are and will remain scenic only, scripting is too slow for moving them in sync with the strider fast enough), but would carrying things between two strider ports be really so useful?

Sure, but maybe you'd better wait for a more stable version, in case some text fix/addition would be needed.The strider models should be using your existing TX_Siltstrider*.dds textures.
[EDIT]typos
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Kellymarie Heppell
 
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Post » Wed Sep 11, 2013 10:33 am

Haha, great! /lol.gif' class='bbc_emoticon' alt=':lol:' /> Seen that vid the other day.
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Trevi
 
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Post » Wed Sep 11, 2013 6:03 pm

/woot.gif' class='bbc_emoticon' alt=':woot:' />

this places you among the others who made possible in Morrowind what was supposed to be impossible...
I must admit that, the first time I played the game, I expected to be able to travel real time on a silt strider and I was disappointed when I realised that I couldn't...
Now I finally had a few real time travels along Vvardenfell, and enjoied it very much,

I noticed how the clothes change, according to the region. A closed helmet in the ashlands, a shirt in other area.
Moreover, you may notice the helmet somewhere next the caravaner when it is not in use.

About the animation, I can animate the caravaner, but he cannot move his arm according to the turning of the strider. So, his movement can only be continous.
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Dezzeh
 
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Post » Wed Sep 11, 2013 4:40 pm

This is epic! What would you say about releasing a patch for those that use All Silt Strider Ports?

Anyways, DLing now!
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Juliet
 
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Post » Wed Sep 11, 2013 1:49 pm

I've been waiting so long to see one of these mods released, great to have; thank you abot and AntaresThe abruptness is rather immersion breaking. But I understand the mechanics which go behind what you did here and therefore the difficulty to get rid of that. Awesome work!
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Miguel
 
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Post » Wed Sep 11, 2013 10:49 am

Absolutely brilliant! I've been riding around Vvardenfell and am now full of glee!! I think I will be choosing the scenic route each time. Thank you so much for this wonderful mod. /trophy.gif' class='bbc_emoticon' alt=':trophy:' /> /biggrin.gif' class='bbc_emoticon' alt=':D' />

I experimented with the various options and put the speed down to 30, which is the minimum I believe. This was plenty fast enough but was a smoother ride, particularly over mountains. At one point, we passed another silt strider going in the opposite direction (!!) and each time I arrived at a destination I rushed to see the silt strider setting off again (is this the "silt striders go away" option?)

Am I the only one who was tempted to try hunting? I called up loads of throwing darts but it's pretty much impossible. On my final leg from Gnisis to Seyda Neen at the lowest speed, I spotted a netch and that turned out to be too big not to miss. I got the message "you have killed a breeding netch"!! /lol.gif' class='bbc_emoticon' alt=':lol:' />


(When I'm rich and head of a Great House I'm going to charter one of these silt striders to take me hunting across the Grazelands!)
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GLOW...
 
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Post » Wed Sep 11, 2013 3:54 pm

I just gave it a try and I'm in love. Actually travelling in realtime, I never thought it would be possible. Great job!
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Channing
 
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Post » Wed Sep 11, 2013 2:52 am

Absolutely fantastic work, Abot! You truly are a master modder! Thank you for making the impossible possible. Another mod I'll never play without. /smile.gif' class='bbc_emoticon' alt=':)' />




KF
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Ilona Neumann
 
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Post » Wed Sep 11, 2013 5:53 am

This must have taken an enormous amount of work! Well done.
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Juan Suarez
 
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Post » Wed Sep 11, 2013 2:25 am

Congratulations on achieving the dream - why walk when you can ride indeed - looking forward to trying it out in game /smile.gif' class='bbc_emoticon' alt=':)' />
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Daniel Brown
 
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Post » Wed Sep 11, 2013 4:48 am

Holy crap I can hardly believe what im seeing. Fantastic work abot.
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Susan Elizabeth
 
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Post » Wed Sep 11, 2013 2:27 pm

This amazing! Any chance of a TR version in the future?
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Sammykins
 
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Post » Wed Sep 11, 2013 9:17 am

This is really, really cool. Thanks for another great mod.
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Scared humanity
 
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Post » Wed Sep 11, 2013 10:22 am

Yes, I thought it was like this looking at Flig's video. I don't know, I like the arms animation, but it feels a little repetitive after a while. But I have other ideas that would need your help, /hubbahubba.gif' class='bbc_emoticon' alt=':hubbahubba:' /> expect a PM soon!

Nah, it would be very difficult to cover everything without landscape/trees replacers conflicts, and I need curing from waypoint placing intoxication for a while, but you can dismount from the strider along the road, so in practice west coast and Caldera are covered already.
Yes, the best way to ride at the moment (at least in rocky areas) is using 3rd person view with MGE camera movement commands (I usually assign them to the arrow keys), with MGE XE you can even have 2 distinct 3rd person view settings, one with TAB touch , one with longer TAB press.
Ok, I will try lowering min speed a little in next update. At present, you can try lowering it clicking the strider and typing in the game console for instance
set ab01ssSpeed to 20This is the "scenic silt striders spawning" optionYes, when the option is active, the strider will go back, this is quite scenic and actual fun if you manage to follow the strider. Did you try taking the next strider back to where you came after a few moments?Maybe with a lowered minimimum speed this will be easier (but, probably you'd better jump down from the strider near Gnaar Mok and take the breeding netch quest before!). Also, if you turn the "disable hostiles while travelling" option off, you will probably be hunted by some cliffracer on the Maar Gan-Khuul/Gnisis-Seyda Neen route, it should be possible to kill them even with a spear.He, sorry, no strider routes there. A personal mountable strider someday? Never say never, but it would probably better be a different mod.
This is something I'd like to do sooner or later... but making/testing routes is very time consuming so don't expect it in a short time.
[EDIT]typos
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Juanita Hernandez
 
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