[RELZ] SIlt Striders v1.0/beta

Post » Sat Sep 04, 2010 12:56 am

@everybody: thanks for using and appreciating
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.
Thanks for the report, I'll try to fix things in next version
Hope do decide to do the same for boat travel :)
I never say never, but I'm working on TR striders, then I'd like to do Vivec gondoliers... this will take some time, so no boats project at the moment.
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Nick Jase Mason
 
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Post » Sat Sep 04, 2010 9:03 am

@everybody: thanks for using and appreciating
Thanks for the report, I'll try to fix things in next version
I never say never, but I'm working on TR striders, then I'd like to do Vivec gondoliers... this will take some time, so no boats project at the moment.

Really? You should make Anteras' guar carts rideable... I'd nearly pay for that!
and in the Mar Gen comment
Spoiler
shouldn't it be temple pilgrims or Almsivi pilgrims instead of Telvanni pilgrims?

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Jade
 
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Post » Sat Sep 04, 2010 6:27 am

never say never, but I'm working on TR striders, then I'd like to do Vivec gondoliers... this will take some time, so no boats project at the moment.


That's OK, take as much time as you need. Gondolier travel sounds very cool.
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Jordyn Youngman
 
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Post » Sat Sep 04, 2010 1:28 pm

Really? You should make Anteras' guar carts rideable... I'd nearly pay for that!

try this http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6112, maybe you like it ;)
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Tai Scott
 
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Post » Sat Sep 04, 2010 8:40 am

try this http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6112, maybe you like it ;)

thanks...
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Justin Hankins
 
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Post » Sat Sep 04, 2010 12:30 pm

This is just an idea that'd make for a few interesting comments you could add a system were
Spoiler
*WARNING this have a really small chance of becoming spoiler material*
Spoiler
if you get a certain distance to certain creatures the strider guy might say: See that large flying reptile? Its called a cliffracer and is extremely aggresive, (if you have nonhostility turned on then) luckily they no Siltstriders are coldblooded and thickly shelled and won't bother attacking them. (elseif) We should probably prepare for a battle.

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Katie Samuel
 
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Post » Sat Sep 04, 2010 3:31 am

Abot,

Would you mind posting your MGE XE settings for third person?

Thanks!
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Chris Guerin
 
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Post » Sat Sep 04, 2010 1:59 am

Abot,

Would you mind posting your MGE XE settings for third person?

Thanks!
MGE/XE settings:
Customize 3rd person camera offset: X=0 Y=-160 Z=0 (not sure it is necessary)
Macro editor: left arrow key
Function: Move back 3rd PC camera
Macro editor: Up arrow key
Function: Move up 3rd PC camera
Macro editor: right arrow key
Function: Move forward 3rd PC camera
Macro editor: Down arrow key
Function: Move down 3rd PC camera

Morrowind Code Patch options ON:
vanity camera lock, reduce camera clipping

With these settings you should be able to use independent TAB + arrow keys, TAB + mouse wheel to zoom 3rd person view, so you can reserve a shorter range 3rd person view for interiors/near strider cabin and a longer range one for exteriors/scenic view.
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Beulah Bell
 
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Post » Sat Sep 04, 2010 3:20 am

Oh. My. God.

"I had that Nerevarine in the back of me 'strider once"
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Amy Cooper
 
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Post » Sat Sep 04, 2010 11:11 am

MGE/XE settings:
Customize 3rd person camera offset: X=0 Y=-160 Z=0 (not sure it is necessary)
Macro editor: left arrow key
Function: Move back 3rd PC camera
Macro editor: Up arrow key
Function: Move up 3rd PC camera
Macro editor: right arrow key
Function: Move forward 3rd PC camera
Macro editor: Down arrow key
Function: Move down 3rd PC camera

Morrowind Code Patch options ON:
vanity camera lock, reduce camera clipping

With these settings you should be able to use independent TAB + arrow keys, TAB + mouse wheel to zoom 3rd person view, so you can reserve a shorter range 3rd person view for interiors/near strider cabin and a longer range one for exteriors/scenic view.


Thanks abot.
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Erika Ellsworth
 
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Post » Sat Sep 04, 2010 4:09 am

I'm working on some dialog to submit, abot. Don't get too excited! It's not very much but I hope it might be useful either in itself or to trigger an idea. It'll probably be a few more days before I will be ready to send it to you.

I noticed that health and magika don't regenerate when travelling because you are effectively levitating/can't rest (not that you'd want to because that would defeat the purpose of the mod!). Would it be possible to add a healing/regenerating effect, for the 'real time' option at least? This would fit in with what happens with the vanilla version of strider travel.

Still having a lot of fun with this mod! I don't expect that to wear off anytime soon. :-)
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Natalie Harvey
 
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Post » Sat Sep 04, 2010 2:33 am

I'm working on some dialog to submit, abot. Don't get too excited! It's not very much but I hope it might be useful either in itself or to trigger an idea. It'll probably be a few more days before I will be ready to send it to you.
Nice, thanks!
I noticed that health and magika don't regenerate when travelling because you are effectively levitating/can't rest (not that you'd want to because that would defeat the purpose of the mod!). Would it be possible to add a healing/regenerating effect, for the 'real time' option at least? This would fit in with what happens with the vanilla version of strider travel.
consider it done
Still having a lot of fun with this mod! I don't expect that to wear off anytime soon. :-)
me too! http://youtu.be/PhFKhuSXTdk
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Lindsay Dunn
 
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Post » Sat Sep 04, 2010 6:24 pm

will you release a new version soon? i got an eager community sitting in my neck :D

(take your time ;))
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Tamara Dost
 
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Post » Sat Sep 04, 2010 5:16 am

Looks cool, but I've got a question or two about silt strider lore.

Why are there silt striders in Ald'Ruhn and Maar Gan? AFAICT there are no rivers or streams in those towns. Looking at your video, it seems like silt striders follow bodies of water to travel from one place to another.

Do silt striders have set routes they use to travel from one town to another? Would they have worn a noticeable path over the years so that someone could follow those paths like the roads/trails/lava paths used for traveling by foot? If so, do you think you'll add something like that to the landscape? Imagine a hunter following a trail of insect droppings

Not relevant to your mod, but has anyone published how long it takes the silt strider to travel from one place to another?

John
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Je suis
 
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Post » Sat Sep 04, 2010 8:33 am

Very impressive stuff. Any chance of a addon for TR striders?
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Tiffany Holmes
 
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Post » Sat Sep 04, 2010 3:09 pm

This is a novel mod for vanilla Morrowind but, it can get stuck in a modded landscape (it happens). I would suggest that the siltstrider should rise up and float over or clip through the landscape.
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helliehexx
 
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Post » Sat Sep 04, 2010 3:46 am


Not relevant to your mod, but has anyone published how long it takes the silt strider to travel from one place to another?

John
http://www.uesp.net/wiki/File:FullMap_TravelRoutes.png to the rescue.
Very impressive stuff. Any chance of a addon for TR striders?


I'm working on TR striders

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Bonnie Clyde
 
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Post » Sat Sep 04, 2010 11:22 am

Why are there silt striders in Ald'Ruhn and Maar Gan? AFAICT there are no rivers or streams in those towns. Looking at your video, it seems like silt striders follow bodies of water to travel from one place to another.
Do silt striders have set routes they use to travel from one town to another?
I don't know any established lore (someone even thinks striders should jump like giant fleas). Judging by their name, I think they should walk. Given their size, I think they should be good climbers, preferring plain routes if large enough are available.
Absence of living wild striders in VVardenfell is probably just game release time constriction that we try to justify with lore. Maybe they are all dead from food shortage in the ashstorms (but why there is none in the Grazelands?), and the domesticated striders present in VVardenfell all come from the mainland (Tamriel Rebuilt strider farms?). I'm not sure if I should keep some rare wild strider in VVardenfell (and where?) or not.

From a mod compatibility perspective, the less you touch landscape/statics, the better (floating MGE grass anybody?). Given how Morrowind landscape is set, and how many scenery mods are available possible not conflicting strider routes are limited, I'm trying to do my best.
Not relevant to your mod, but has anyone published how long it takes the silt strider to travel from one place to another?
See Dragon32 link. I tried to respect fares from in-game fast travel, with "skip rest of scenic trip" option requiring about 1 hour for each 3gp step, but I did not write down a table with gp/hours for each route, they are set in dialog result.
Would they have worn a noticeable path over the years so that someone could follow those paths like the roads/trails/lava paths used for traveling by foot? If so, do you think you'll add something like that to the landscape? Imagine a hunter following a trail of insect droppings
Probably this level of detail would require more than a road retexture, and I'm trying to avoid touching landscape if possible :no:
Very impressive stuff. Any chance of a addon for TR striders?
Click the nodding face ^_^

This is a novel mod for vanilla Morrowind but, it can get stuck in a modded landscape (it happens). I would suggest that the siltstrider should rise up and float over or clip through the landscape.
They should be able to pass most obstacles (with a lot of stuttering) already. Engine is limited. I use 2 collision disabling/enabling methods.
first is disabling/enabling same frame
pros: no player warping
cons: stuttering, ingame map is closed, small movement

second is a double togglecollision
pros: no stuttering
cons: on second togglecollision player is warped to the ground for 1 frame no matter what. Annoying in 3rd person view mode / with MCP doppler sound effects
I use the second method very sparingly in known critical places (couple bitter coast tree filled passages)
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Albert Wesker
 
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Post » Sat Sep 04, 2010 4:29 pm

@abot. Apologies if it sounded like I was criticizing your mod. That wasn't what I meant at all with my questions. The whole thing looks fun. I'm with you in thinking that the striders would move primarily by walking, not jumping. It seems to me that jumping would jostle the passengers and possibly cause injury and damage to goods, hence being a more hazardous form of travel compared to boat or Mage Guild guides..

I asked about Ald'Ruhn and Mar Gaan because all the other locations of silt striders are in towns that can be reached by water. Ald'Ruhn and Mar Gaan are arid, desert-like areas for which the silt striders look like they would be ill-suited to live in or be domiciled. Of course, it also makes me wonder where each of those towns gets their water to support their population

And the question about travel times was just an opportunity to ask a trivia question. Sometimes I get curious as to what are reasonable travel times by foot compared to silt strider and to ship to go from one place to another. Dragon32's link was great; I couldn't believe that someone(s) had already invested the effort to track down and publish travel times.

John
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des lynam
 
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Post » Sat Sep 04, 2010 6:16 am

I'm not familiar with the lore surrounding silt striders, but I would say that the key word in their name would be 'silt.' Silt being very small and generally unbonded particles, found most often in river beds and areas where water would flow. Given their anatomy, an insect with very long legs would likely prefer soft ground over rigid rocky ground because of the chance of getting a leg stuck and not being able to free it. However, given the ash storms of Mar Gaan and Ald-Ruhn, the ground might not be rather soft, at least on the surface.

Ultimately, I don't think that was really considered by Bethesda during development. Mostly any city that wasn't Imperial in nature and didn't have at least one other method of connection or was a likely destination from a city which had no other connection got a silt strider port.
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CSar L
 
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Post » Sat Sep 04, 2010 9:20 am

LOL, playing the game for how many years now and I've only just noticed whilst reading the post above that it's silt striders and not stilt.

:facepalm:

Look forward to the final product. Very well done indeed.


-KWM
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Amy Masters
 
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Post » Sat Sep 04, 2010 12:42 pm

update - version 1.1
enjoy!
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kevin ball
 
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Post » Sat Sep 04, 2010 11:36 am

update - version 1.1
enjoy!


Ooh, I'll check out the new version later.

This is just a heads up to let you know I've emailed you a few dialog suggestions in case you are still looking for additional material. No worries if not!
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jaideep singh
 
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Post » Sat Sep 04, 2010 9:42 am

update - version 1.1
enjoy!

yeah. the germans will rejoice :)
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Alex [AK]
 
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Post » Sat Sep 04, 2010 6:58 pm

Thank you , Abot!!! :D

http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind2011-05-0412-02-20-47.jpg
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quinnnn
 
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