[BETA-RELZ] Solstheim Castle: a tribute v. 0.99

Post » Mon Jul 22, 2013 10:23 pm

Just an update to say that the navmeshing is nearly complete. I'm hoping to get it finished today or tomorrow, and will upload that version as version 0.99 - the final beta!

Only two issues have ever been reported on this mod: the greenhouse door set too far back, and the mystery floating door (both issues have been fixed). Please, if there are ANY outstanding things that need to be addressed, let me know.

Once I've uploaded version 0.99 I'll put in all the NPC schedules (they're currently using default sandbox/wander packages) and optimization and then I'll call it finished!

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Barbequtie
 
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Joined: Mon Jun 19, 2006 11:34 pm

Post » Tue Jul 23, 2013 2:23 am

Version 0.99 now available

21/07/13 : version 0.99 beta release:
- navmeshes completed
- NPCs added
- endcaps added to doors in master bedroom, trophy room and pool room to stop doors opening into nothingness
- clutter added to docks and courtyard
- counter marker moved in blacksmith's
- dog sit marker added in castle hall
- lighting improved
- sound in courtyard fixed

Still to do:

- NPC AI packages to be finalised (currently using default sandboxes)
- Room/portal optimization incomplete
- Freyvid and Jorandil seem to have attitude problems! AI/relationship issues to be investigated
- Crate and barrel by drawbridge clipping (to be moved)

So, all of you who've been holding off for the navmeshed version, here it is. Get in there, get playing, and pleeeease let me know of any remaining issues, because after those four points above are addressed, I'll consider this finished!

:celebrate:

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Emma Parkinson
 
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