[WIP] Starfire Over Telvannis

Post » Wed Aug 18, 2010 5:27 am

What this project will do (eventually) is add Starfire's NPCs to the cities and possibly major roads (if I can actually find some) of Tamriel Rebuilt maps 1 and 2. When they release a third map, I will most likely update to include that as well. No screens at the moment, and I probably won't get any for a while. I am currently working on Firewatch as I type, so I might, depending on classes and such, be able to release a small demo-esque thing in a week or 2, possibly less. Comments? Questions? Flames? Inconsequential Ramblings? Fire away.

-Blade117
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Steven Nicholson
 
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Post » Wed Aug 18, 2010 2:51 am

Great name! I'm sure I remember seeing some black and white maps that TR did (as their landmass wouldn't display in game without the MCP) which had roads marked on them. Trouble is I can't find links to them. IIRC, they were made by TheViking but all his posts seem to have been purged.

[Edit: Ah! Check http://tamriel-rebuilt.org/forum/viewtopic.php?t=19043&highlight= at TR. Looks like they're also included in the mod]
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Laura Ellaby
 
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Post » Wed Aug 18, 2010 10:01 am

Ah. Thanks for that. I might actually have a rough plan for Firewatch, as opposed to my semi-random, semi-logical additions so far, by tomorrow or possibly tonight.

EDIT:
Eastern Half of Firewatch is mostly finished. Just a possible few additional NPC in that area and then I just have the Castle area and the Docks. After that, I could release a small demo of that if you (as a group) would like. Any suggestions as to what city should be next?
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carly mcdonough
 
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Post » Wed Aug 18, 2010 7:37 am

As a heads up for future-proofing this mod, all future TR maps will be included in one file, TR_Mainland.esm (except the very very last file we ever release). This includes future versions of Telvannis and Antediluvian Secrets, so the two- or three-dozen mods out for TR will become incompatible with future versions (although this is easily fixed by switching dependencies in TESDTK).
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Angela
 
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Post » Wed Aug 18, 2010 1:27 am

Yeah, I've always wondered about that. How come the TR guys just don't put everything into one esm and just keep adding to it? How come it's in pieces?
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Daniel Lozano
 
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Post » Wed Aug 18, 2010 5:32 am

TR will do that when Sacred East is released.... As for why this wasn't done before... probably because there were only 2 maps...
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Arnold Wet
 
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Post » Wed Aug 18, 2010 8:56 am

Thanks for this Blade117 :) I've always wanted to see Starfire's Npc Mod extended to TR.
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Laura Hicks
 
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Post » Wed Aug 18, 2010 9:02 am

No problem. If anyone has any suggestions (that preferably don't require scripting) feel free to ask.

-UPDATE-

Firewatch is basicaly finished, barring testing. Would anyone like me to upload that as a demo?
Also, I was looking through the "Details" button for my ESP file, and it is saying I modified cells I never modified. For example cells 22,4; 22,2; 22,0; 22,-5; 21,-1; 21,-7; 13,21;12,22;11,22 and 11,21 were apparently modified in addition to 17, 15 and 18, 15 (the cells that comprise Firewatch.) Should this be a problem? Can anybody with more experience help me out here?
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Mel E
 
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Post » Tue Aug 17, 2010 6:56 pm

Did you open any cell's in the CS other than Firewatch? If so, your ESP might be 'dirty'. Use a tool like http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=53 to remove any references from your mod.
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jessica Villacis
 
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Post » Tue Aug 17, 2010 9:20 pm

I tried that just now, but even in the clean version, it says that the cells mentioned above are changed.

-EDIT- Nrvermind, that never happened. I amaze even myself with my idiocy sometimes... I forgot to save. It's fine now. So, on to another city, any ideas?
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Alex Vincent
 
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Post » Wed Aug 18, 2010 5:17 am

You can use a third-party editor like http://planetelderscrolls.gamespy.com/View.php?view=Other.Detail&id=53, http://mwedit.sourceforge.net/ or http://planetelderscrolls.gamespy.com/View.php?view=Other.Detail&id=52 (and http://elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=97) to open up your ESP and look at precisely what's changed in those cells. My guess is an inadvertent "touching" of an object in those cells.

[Edit: tag fail]
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cosmo valerga
 
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Post » Tue Aug 17, 2010 11:32 pm

Woah, I just tried to install the Enchanted Editor, and it is putting files in my SYSTEM directory. It was telling me that the files it was trying to add were out of date compared to mine, then it said "would you like to keep this file?" Which file is it referring to? my version or its own? Is this a horrifically awful thing?

-UPDATE-
Next Up: Bal Orya, as that is the first TR city I see when scrolling down the list of cells. Shouldn't take too long. No Firewatch demo I guess... Well, I'll upload it @ PES for anyone who wants it.
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Jynx Anthropic
 
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Post » Wed Aug 18, 2010 2:28 am

Does TR add any new armor, weapons or clothes? If so I could try and teach you how to make your own npcs with the added armor etc so that they blend in with the TR maps. Also thanks for taking the time to do this. So far I love the various mods people have made using mine as a base.
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Invasion's
 
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Post » Wed Aug 18, 2010 11:23 am

Yup, TR is abundant with new armor's and clothing :)
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Kelvin
 
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Post » Tue Aug 17, 2010 10:59 pm

Woah, I just tried to install the Enchanted Editor, and it is putting files in my SYSTEM directory. It was telling me that the files it was trying to add were out of date compared to mine, then it said "would you like to keep this file?" Which file is it referring to? my version or its own? Is this a horrifically awful thing?
Enchanted Editor is, IIRC, coded using Visual Basic. Visual Basic programs make use of some shared program code that's included in DLLs and the like. So, for a VB program to work those shared DLLs need to be present. The installer is looking to install those shared DLLs on your system, as you already have copies of the DLLs installed you're getting a warning message saying "Hey, there's already a copy of the files I'm trying to install here, and those installed files are newer than the ones I'm trying to install. What should I do?"

Basically, say "keep the file." You won't be overwriting your existing files with the ones in the Enchanted Editor installer.

Best to use the newer versions as other programs you have may need those newer versions of the shared DLLs.
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Mario Alcantar
 
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Post » Tue Aug 17, 2010 7:44 pm

Oh, thanks. Don't expect another update until any given Monday, as I'm really only able to mod/game on weekends until my exams are finished. That doesn't mean I won't surprise you with an update though.

-Blade117
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Hannah Barnard
 
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Post » Wed Aug 18, 2010 7:26 am

-UPDATE-
Yes, I realize that I'm double posting. Bal Orya is finished.

-QUESTION-

Should I upload it as is and continue to update as I add cities or should I just upload it once at the end?
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Dawn Porter
 
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Post » Tue Aug 17, 2010 10:06 pm

I'd say the former, just do point releases (0.1, 0.2, 0.3...) as you complete each settlement and then move to 1.0 when you're happy you've added all you're going to.

:thumbsup:

[Edit: typo]
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Isaac Saetern
 
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Post » Wed Aug 18, 2010 6:50 am

Alright then.

-UPDATE/ EDIT-
Was bored today, .3 uploaded (Brahmmu added) I think I might run out of tenths.
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Sarah Edmunds
 
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Post » Tue Aug 17, 2010 9:46 pm

thanks for doing this blade. Are there plans to use TR items on these NPCS or are you just adding star's npcs as is and working from there?
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Leah
 
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Post » Wed Aug 18, 2010 9:48 am

Alright then.

-UPDATE/ EDIT-
Was bored today, .3 uploaded (Brahmmu added) I think I might run out of tenths.
Well then just go 0.10, 0.11, 0.12... :)
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Ymani Hood
 
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Post » Wed Aug 18, 2010 7:08 am

A little late for .11, n'est pas?
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Tracy Byworth
 
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Post » Wed Aug 18, 2010 12:05 pm

thanks for doing this blade. Are there plans to use TR items on these NPCS or are you just adding star's npcs as is and working from there?

Did you mean some items npcs would hold?
I have yet to play TR, or finish the MQs for that matter so I don't know of any TR items that NPCs could have.
However, if there were such items, I'd be happy to add them to the 'Hold it' collection, make a TR addon and eventually a TR-Starfire addon
If you meant something else, just ignore me :whistling:
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Rowena
 
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Post » Wed Aug 18, 2010 5:26 am

Did you mean some items npcs would hold?
I have yet to play TR, or finish the MQs for that matter so I don't know of any TR items that NPCs could have.
However, if there were such items, I'd be happy to add them to the 'Hold it' collection, make a TR addon and eventually a TR-Starfire addon
If you meant something else, just ignore me :whistling:

No matter if that's what he meant or not, I'd love to see it. :P
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Jason White
 
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Post » Wed Aug 18, 2010 9:33 am

yes, that's exactly what I meant. I was asking if they would have armors and items and the like from there.. one of the things that makes starfire's mod great is that it not only is more lightweight than the other NPC filler mods, but is also very streamline. I play with full help on to avoid the ownership glitch getting me in trouble with my vendors I sell to cuz I am a thief, but if I did not I would never know which where added by the mod and which weren't.. aside from the major ones of course. I find my constantly walking up to npcs to check. lol

Anyways I love not knowing till I get close, because it makes the game so much more immerse. They blend in so well the city feels more alive. I'm not the only one walking around, and though it's missing some things MCA has, it doesn't have strange armor or other issues that MCA does have. When you add starfire's mod, it feels as if it's always been a part of the game, and to me that's the way a mod should be. As such, I think an important part of adding starfire's npcs to TR would be to have them blend in there.

I don't know TR very well either, as I've yet to experice much of it. My computer is a bit old. I just keep it in my save because I should be getting a better computer next month or so. But I would guess a quick look through the loot tables for that area would reveal a lot of good info.
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latrina
 
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