[REL] A Strange Plant

Post » Tue May 21, 2013 4:30 am

thank you, i will fix that when i have time for it!
the next version will also improve the escort script to be more robust (thanks to abot) and there are also some tweaks to the meshes & textures.

yes, iam working on a sound mod/overhaul:
http://www.youtube.com/watch?v=VZ6zx6T8acI&feature=g-upl
http://www.youtube.com/watch?v=nn8AAHGb8iQ&feature=channel&list=UL
http://www.youtube.com/watch?v=nnoJ3Oj_GXg&feature=channel&list=UL
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Kristina Campbell
 
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Post » Tue May 21, 2013 10:55 am


wooow.. nice.. do you have an ETA? how well will this go with Atmospheric Sound Effects and Bitter coast Sounds compatibility-wise?
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KIng James
 
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Post » Tue May 21, 2013 11:04 am


I'm pretty sure that it both replaces vanilla sounds and adds new ones- so it is designed to replace ASE but you might be able to get it working with it. Take my comment with about a quart of salt, however.
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Danny Warner
 
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Post » Tue May 21, 2013 2:32 am


you wont need any other sound mod when this is done as my mod includes all the features that you know from ASE and BCsounds

this started as a modified version of ASE but then i got contacted by Logitech who was able to come up with some awesome scripts and introduced me to the replacer function in wyre mash.

now my mod is no longer using ASE as base but is completely made from scratch!

but i have to tell you that this mod is made for my personal (puristic) taste so i will not implement some of the features wich i disliked about ASE like e.g. town voice sounds, tavern voice sounds and lighting effects in interior windows during thunderstorm.

also unlike ASE i replaced every single vanilla soundfile with high quality sounds, so if you want none of the additional features you can just go with the vanilla sound system with better sounds.

i can not give an ETA but it will definitely be at least several weeks until i can release this as i dont have very much free time atm
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Marquis T
 
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Post » Tue May 21, 2013 1:32 pm

Version 1.1 uploaded

The mod should be 100% bug free now!

Also I made this little "trailer" just for fun: http://www.youtube.com/watch?v=TIyJofAuJ8g&feature=youtu.be

I would gladly hear from the people who played this mod as it is my only more or less complex quest mod, thanks!
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The Time Car
 
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Post » Tue May 21, 2013 12:43 pm



So, is your mod compatible with ASE or would I need to run ASE after yours in the load order if I want to keep it?
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+++CAZZY
 
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Post » Tue May 21, 2013 2:10 am

Elaura the Acoustic Overhaul is covering everything that ASE does except for town and tavern voice stuff, but there are other mods that add this and they are compatible.

But let′s keep this thread on topic
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Bird
 
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Post » Tue May 21, 2013 8:45 am

Sorry. I don't know where I got the idea your acoustic overhaul was included in this mod. nevermind.
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Skivs
 
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Post » Tue May 21, 2013 8:02 am

Now that is the type of mods I enjoy the most. Unfortunately unless someone bumps such mod threads it is almost impossible to find yourself.
Thanks a lot!
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e.Double
 
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Post » Mon May 20, 2013 10:29 pm

I dont wanted to sound like a moderator, you are free to ask what ever you want.

Yeah its a shame, no one seems to notice that I updated the mod
90% of the people who play with this mod have a broken version with a bug in the final quest, that is no good.
Guess its my fault for not releasing a perfectly working mod in the first place.

Iam sure that almost every MW player would enjoy this little quest but who cares, at least I have my fun with it and thats what counts.
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Roberto Gaeta
 
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Post » Tue May 21, 2013 3:27 am

for real man, youre dedicated and talented and so long as you enjoy it thats the final line ((:
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Joe Alvarado
 
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Post » Tue May 21, 2013 12:58 am

Don't be afraid to bump your own thread every now and then, especially if you're worried about it getting trimmed and lost forever.

For what it's worth, I have had this mod installed for a while; I just haven't had a chance to PLAY the game in a while
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Lily Something
 
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Post » Tue May 21, 2013 12:02 pm


This looks great, clearly you put a lot of work into it. I enjoyed the trailer too. Thanks for sharing
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cassy
 
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Post » Tue May 21, 2013 9:01 am

Thanks G'd Up From The Feet Up, Melchior Dahrk and Simbelmyne! I hope you enjoy this mod.
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Steve Bates
 
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Post » Tue May 21, 2013 7:10 am

I am planning to update this mod slightly and thought I better bring the thread up beforehand, just in case someone has found a bug or want to give suggestions.

I wonder how long does it take until threads get removed on this forum?
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Georgia Fullalove
 
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Post » Tue May 21, 2013 11:17 am

one year I think, excepted if you 'bump' your thread sometimes
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Matt Bee
 
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Post » Tue May 21, 2013 10:05 am

No real suggestions. Just wanted to pop in and say that I really enjoy your mod.
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Chris Johnston
 
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Post » Tue May 21, 2013 8:59 am

Thank you Exovian!

I think I wont release the planned update until OpenMW is finished and I can add better Alphas to my model.

So as there seems to be no bugs to report or suggestions to make, we can let this thread die now. Thanks for the interest!
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kyle pinchen
 
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Post » Tue May 21, 2013 4:57 am

I think if you'll be waiting a while if your depending on the release of Openmw, they project they may or may not be done by the end of this year. Even then, more advanced features (not supported by mw) will have to still coded.
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Matt Bigelow
 
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Post » Tue May 21, 2013 3:18 am

@arizzi: I need to wait for OpenMW in order to have properly working alpha gradients on the plant, other than that there are just some minor tweaks wich can wait a year or longer.
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Dylan Markese
 
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Post » Tue May 21, 2013 1:59 am

What are these alpha gradients you speak of, if I may ask?
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Angela Woods
 
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Post » Tue May 21, 2013 2:17 am

Well, alphas with gradients?

I had made a thread regarding this, no one was interested in discussing that.

http://www.gamesas.com/topic/1437945-alphas-just-to-be-sure/page__fromsearch__1
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Alisha Clarke
 
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Post » Tue May 21, 2013 11:00 am

Yuck! I wasn't aware of what you were talking about, but now I remember having issues with alpha gradients as well when looking at them from underwater. That's too bad. I wonder if the code patch can fix it before OpenMw 1.0's release so we don't have to wait as long. That'd be nice.
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Kitana Lucas
 
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Post » Tue May 21, 2013 7:54 am

Thanks for this mod. It is nice to see nirnroot in the game. Only thing is since the plant doesn't respawn I can't bring myself to pick them. Any chance of changing that to something like a one month respawn rate?
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Matt Gammond
 
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Post » Tue May 21, 2013 1:28 pm

Hrnchamd is a genius but I wouldnt hope for MCP to fix that, as far as I am aware this issue is even present in Oblivion and Skyrim. I am still hoping that I am talking complete [censored] and someone corrects me ... please!

Yay finally some criticism
Now that you mention it I might create a alternative plugin without the quest and use respawning Nirnroots with ingredients. But dont hold your breath for it.

Just collect the plants, I am sure the final reward will be a pleasant surprise for you (click the spoiler below if you want to ruin the surprise).
Spoiler
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Sara Johanna Scenariste
 
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