[RELZ] SIlt Striders v1.0/beta

Post » Fri Sep 03, 2010 7:12 pm

The Elder Scrolls III MORROWIND: Silt Striders


VERSION HISTORY:

1.2
- more caravaner comments galore (big thanks to Athirena!)
- better compatibility with Vivec Expansion and Morrowind Rebirth
- re-added missing Data Files\Meshes\e\magic_hit_Levitate.nif to the archive
- fixed a bug in triptime calculation in abotSiltStriders.esp
- some code and meshes optimization
- changed fMaxHeadTrackDistance value

1.1
- added Tamriel Rebuilt silt striders
- moved some waypoints for better compatibility
- fixed scenic strider spawning in Gnisis
- removed %PCRank references in dialog
- tweaked strider meshes, added strider passenger, blinking eyes
- changed/added caravaner comments
- added health regeneration during travel

1.0/beta - first release


USAGE: abotSiltStriders.esp: Tribunal or Bloodmoon scripting engine required Tribunal and/or Bloodmoon.esm loading not required

abotSiltStridersTR.esp: Tribunal,esm, Bloodmoon.esm, TR_Data.esm, TR_Mao1.esm, TR_Map2.esm loading required

IF YOU HAVE TAMRIEL REBUILT INSTALLED, LOAD ONLY abotSiltStridersTR.esp,
ELSE LOAD abotSiltStriders.esp

INFO: I wanted to travel Morrowind on top of a real Silt Strider so strongly, and after years waiting for some similar mod to be completed, I decided to try myself.

To avoid the need of thousands of waypoints for the routes, I used geometry and positioning instead of AI, and creature collision to detect and go past minor obstacles/slopes, disabling collision only when needed.

To enjoy the scenic trips use the caravaner "- scenic travel" dialog topic.

To dismount from the strider or reach destination immediately activate the strider while riding. From the same menu you can also configure the mod.

To fully enjoy the mod as intended, you should have last MGE/MGE XE distant land, some MGE macro keys set to move the 3rd person view camera, and last MCP (Morrowind Code Patch) Vanity camera lock option checked. This will allow you to pan the camera and enjoy a more stable and much more scenic experience during silt striders trips.

Oh, and your preferred tree replacers/landscape enhancers of course!


http://youtu.be/PRUadDc1onc
http://youtu.be/PhFKhuSXTdk
http://abot.atwebpages.com/wp-content/uploads/docs/abotSiltStriders.txt

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9122


:dance:
[EDIT]updated to version 1.2
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Sat Sep 04, 2010 3:46 am

Fabulous! DLing right now.
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Fri Sep 03, 2010 6:22 pm

Excellent work! Will install tonight for sure.
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sat Sep 04, 2010 3:57 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.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Fri Sep 03, 2010 6:30 pm

Wow that is pretty neat, I don't see myself taking the trip more than once or twice but still neat.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Sat Sep 04, 2010 3:00 am

http://youtu.be/PRUadDc1onc


this.
is.
epic.
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Sat Sep 04, 2010 8:03 am

awesome work abot
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Fri Sep 03, 2010 8:41 pm

Incredible job Abot :) A must have!
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Fri Sep 03, 2010 9:31 pm

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. :)

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.
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Fri Sep 03, 2010 9:31 pm

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:

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...?
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat Sep 04, 2010 8:44 am

Thanks. Another great contribution to the scene of Morrowind.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Sat Sep 04, 2010 1:24 am

Thanks to everybody for the nice comments.
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.
He, I had suggestion to give him at least a shirt last time! So, he will put his shirt on when out of the swamps
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. :)
Me? 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.
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.
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?

I want to translate it for the Germans! May I?
Sure, but maybe you'd better wait for a more stable version, in case some text fix/addition would be needed.
IThe texture seems to be odd... I had Masoxx one... I think it is changed...?
The strider models should be using your existing TX_Siltstrider*.dds textures.
[EDIT]typos
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Sat Sep 04, 2010 4:11 am

Haha, great! :lol: Seen that vid the other day.
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Sat Sep 04, 2010 4:04 am

: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.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Fri Sep 03, 2010 8:25 pm

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

Anyways, DLing now!
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Sat Sep 04, 2010 1:29 am

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!
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Fri Sep 03, 2010 9:55 pm

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: :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:


(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!)
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Sat Sep 04, 2010 6:02 am

I just gave it a try and I'm in love. Actually travelling in realtime, I never thought it would be possible. Great job!
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Sat Sep 04, 2010 4:31 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. :)




KF
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Fri Sep 03, 2010 8:55 pm

This must have taken an enormous amount of work! Well done.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Fri Sep 03, 2010 7:20 pm

Congratulations on achieving the dream - why walk when you can ride indeed - looking forward to trying it out in game :)
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Sat Sep 04, 2010 3:19 am

Holy crap I can hardly believe what im seeing. Fantastic work abot.
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Fri Sep 03, 2010 11:34 pm

This amazing! Any chance of a TR version in the future?
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Sat Sep 04, 2010 4:21 am

This is really, really cool. Thanks for another great mod.
User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Fri Sep 03, 2010 8:20 pm

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 continuous.
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: expect a PM soon!

This is epic! What would you say about releasing a patch for those that use All Silt Strider Ports?
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.
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!
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.
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.
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 20
At one point, we passed another silt strider going in the opposite direction (!!)
This is the "scenic silt striders spawning" option
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?)
Yes, 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?
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:
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.
(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!)
He, sorry, no strider routes there. A personal mountable strider someday? Never say never, but it would probably better be a different mod.
This amazing! Any chance of a TR version in the future?
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
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Next

Return to III - Morrowind