Yes.
That's a hefty step forward indeed. But with Almalexia we haven't even started NPCing...
soo, about the NPC placement problems for the next release: because Almalexia is a big-azz city, would a possible solution be to just put guards throughout the city (either in large or small quantities) and put all other citizens inside the buildings. make it so that much of the City of Almalexia fears the blight hitting their area (just like part of the Mournhold quest), causing citizens to stay indoors, while guards patrol the streets. I am not a modder, but wouldn't that theoretically solve the issue of low fps when it comes to placement of NPCs?
There's no big "NPC placement problems" (FPS isn't too bad, compared to the Lan Orethan, and I don't think NPCs will make it much worse). The problems are all about creating lots of NPCs with at least hints of backstories ("background" and "my trade" responses), the usual generic dialogue ("little secret", "latest rumors" etc. -- Almalexia will need more of it than a usual 20-house town) and writing dialogue and miscellaneous quests for at least some of them.
http://www.youtube.com/watch?v=maSwXaGmMp4
The above video details just a bit of the process of reviewing exteriors at TR. Narrated by TR's Tyrion.
Spiffy.
Now that I've said that, I would like to say that Tyrion should make more videos. That was well done. I suppose he is an exteriors-only reviewer, but a video like this for interiors would be interesting I think. It would have to be a larger interior though. Probably boring to make a video of a small, bedroom.
Yes, it was nice to watch & listen. I like it, when there's someone commenting stuff.
[censored] tons of rocks, just don't use a single type of rock. But it also depends on what type of mountains you want; giant TR explorable mountains, or Vality/Piratelord/my type of mountains?
In MRM I didn't have that many different meshes, but what I did do is first place all over the place lots of very highly scaled rocks, but tried to put each one rotated slightly differently. This gave the basic shape. Then scale down the meshes, fill in the "gaps", then scale down again to add details. As you scale downwards, add more rotation, to make rocky outcrops, or even place sideways to have a layered effect to represent an old landslide.
Any sort of mountain made of meshes is going to need a lot of meshes placed, it will drive you insane - pro tip - helps if you are insane to start with...
BTW, that first rock that's highlighted at the start of the video is actually floating out of the ground a bit at one end. You can just make it out from the shading of the mesh vs the landscape.
NVM, it got fixed
I concur. If a modder with a pleasant voice made some tutorial videos like this one become available will receive much appreciation from the community a least I would appreciate such videos.
I just wrote a huge tutorial for Envy, I was half way through when the CS crashed...
I think I'd like to do this, honestly. especially for exteriors. P:C needs more exterior modders.
Awesome, I'll look into some recording software this week, maybe I could make a thread about it, see who's interested in making some tutorials, and what people want to see.
Everything in a release is free to use in other Morrowind mods, and Anvil screens are coming soon, but that's for another thread too...
The Morrowind community is the best I've seen. Very supportive, and very often people are willing to allow their resources to be used freely in other mods.
I'm having some problems getting TR to load. Every time I load a save I get an expression error saying "unable to find cell id Helnim Fields Region" in a script. I don't think it's an issue with another mod because when I start a new game with the same mods loaded, I don't get an error. Any way to fix this?
Thanks.