[WIP] The Dwemer Society

Post » Thu Feb 10, 2011 7:13 pm

My puzzleroom has been waiting to be finished for a long time, but I never managed to create cubes with correct collision.

I also don't know how to make convincing frozen dwemers, they should probably be placed in a cold chamber (cryochamber) and maybe placed inside ice like the skeletons in the Solsteim tombs...


1) I've found that the only things that collide reliably in MW are NPCs and creatures. Can you make invisible NPCs and give them cube meshes as armour? That's what I do for my cannon rounds. Or maybe just run a cell check using MWSE and check for collision the old fashion way - trig.

2) I'm not sure exactly what you're after but can you just use some_creature->setparalysis, 1 and place an ice crystal mesh where the Dwemer is or make soem armour or clothing from an ice crystal mesh and force them to wear it?
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Kelsey Hall
 
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Post » Thu Feb 10, 2011 3:48 pm

Ahh, this project does still have some life then - good to know, even thought you are still having some issues with things. I am not too sure what to do with the particular problems you are having, though iio's suggestions seem pretty decent and worth a shot.
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ladyflames
 
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Post » Thu Feb 10, 2011 7:36 am

1) I've found that the only things that collide reliably in MW are NPCs and creatures. Can you make invisible NPCs and give them cube meshes as armour? That's what I do for my cannon rounds. Or maybe just run a cell check using MWSE and check for collision the old fashion way - trig.

2) I'm not sure exactly what you're after but can you just use some_creature->setparalysis, 1 and place an ice crystal mesh where the Dwemer is or make soem armour or clothing from an ice crystal mesh and force them to wear it?

1) I don't believe it's difficult to add collision to a static object, if you know what you are doing, and I think it should be possible in nifScope, but averybody encouraged me to do it in Blender, when I asked about it. But it seems the learning curve is rather steep for Blender, which has an extremely complicated looking interface.

2) I'm not sure, what I'm looking for either. I guess, what I really wanted was to use the Bloodmoon Stahlrim blocks with the skeletons with a dwemer in instead. The dwemer don't have to be alive, since I can just do that, when I need him to be alive. But I can't make such a mesh, so unless I get such a mesh, I must just use a dead dwemer. That's ok, but not as spectacular.

RedEye> Yes I'm still working on this, but I have dropped Mike Valentines forum, since it really didn't offer anything for a modder and overall really didn't contain much interesting stuff. But I have my WIP both here and at Fliggerty's forum.

I have continued with the original plan for my mod and have created most of my quests (19 finished so far), and most part of the excavated ruin including a flooded mine. So I only need to add the remaining quests, finish Nilfingh, add more clutter someplaces, tie things together and test a lot.
There are a few things, which I don't expect to be available for this release though. I don't know if they will be done later, but I have a few ideas, which at this time will take too much time to finish, when they are not part of the core of the mod.
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Nathan Maughan
 
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Post » Thu Feb 10, 2011 8:33 am

RedEye> Yes I'm still working on this, but I have dropped Mike Valentines forum, since it really didn't offer anything for a modder and overall really didn't contain much interesting stuff. But I have my WIP both here and at Fliggerty's forum.

I have continued with the original plan for my mod and have created most of my quests (19 finished so far), and most part of the excavated ruin including a flooded mine. So I only need to add the remaining quests, finish Nilfingh, add more clutter someplaces, tie things together and test a lot.
There are a few things, which I don't expect to be available for this release though. I don't know if they will be done later, but I have a few ideas, which at this time will take too much time to finish, when they are not part of the core of the mod.

Ironic, as I just stepped down as Webmaster of that site as I really didn't participate either, and having that many projects was getting me to the point of not working on anything due to feeling overwhelmed. Good to know that this is still alive though, and if you end up needing testers, I can do so for ya
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TOYA toys
 
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Post » Thu Feb 10, 2011 7:44 am

I have done to much work on this to not finish it, and I've finished more half half the mod. So it should be finished eventually.

I would like to have some testers, since there will be a lot to test in my mod. I have probably around 500 dialogue entries with lots of choices. Besides, I will like to have tested for bugs and the mod being sufficiently balanced.
But it will probably take a few moths before it's ready for testing.
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Symone Velez
 
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Post » Thu Feb 10, 2011 7:15 pm

any news?
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Del Arte
 
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Post » Thu Feb 10, 2011 3:25 pm

any news?

Good to hear of some interest in my mod. I'm afraid there is not much news. Since summer I first spend my time at the computer playingFallout3 for a period, then playing Morrowind and now I'm starting making quests for SGMonkey's mod Amanita.
So I haven't done much with The dwemer society lately, but actually this week, I have worked a little on it. The status is that I've done most of the quests and this is in generel probably 70% finished, so with some effort, it could be finished soon.
The reason I took a break from it, was I was frustrated about some meshes, which I wanted but couldn't make myself. If someone could give me a hand and make these, I would start working on this again.

So I would be happy if someone could make me a set of dwemer cubes of varying sizes as static objects (I tried using the misc cube in Morrowind, but I didn't manage to set collision correctly) and a frozen dwemer (I thought about a dwemer in a rock like the stahlrim skeletons in Bloodmoon), I would be able to finish the quests I'm currently working on in this mod and continue with the last quests.
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Danial Zachery
 
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Post » Thu Feb 10, 2011 10:23 am

The dwemer society is not dead.... yet

But I'm having a very serious problem, which might cause me to give up on it :(
When I recently bought a new computer, I could not open the esp-file on my new computer nd thought, i had installed something wrong. But it now didn't work on my old computer either.

What happens is that I got some errors while starting up, which was about missing entries in levelled lists. So I open the file in CS, where suddenly all dialogue and journal-entries is missing, and when I save it the size is reduced from 705kb to 94kb, so all dialogue and journal is gone.

I don't know exactly what happened, but I can see, when opening the file in notepad, that it appearently has been corrupted in some way, since there is a section with links in the file, which has nothing to do with morrowind, but is simply a list of locations on my harddisk.

I have no clue on how to finish it, since I have tried everything I know including using things like wrye and tesame to recover but to no avail. Unfortunately my idea of backup, was to have the same file in severel locations instead of having severel versions, so the file is corrupt anywhere.

If anyone have heard of this problem or are able to help me solving, I would be very glad. If not, it seems that Dwemer society will be dead, since I don't want to start over from scratch when +700 dialogue lines and +20 quests are already finished... so help wanted.
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Rachel Tyson
 
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Post » Thu Feb 10, 2011 9:52 am

Edit: Oh no. I wish I could help you. I was just about to post some suggestions, but if you can't recover your mod, they're no help at all. :(
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Sarah Unwin
 
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Post » Thu Feb 10, 2011 11:16 am

I do have the esp-file which contains everything... but appearently it also contains something else, which corrupts the file, but I don't know enough about an esp-file to know what to get rid of it or a rogram, which can fix it.
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Marguerite Dabrin
 
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Post » Thu Feb 10, 2011 8:19 pm

There is a way to save your mod, if you can open it in TESAME, but it will require a lot of work, not as much as redoing the whole thing though.

If you can open the mod in TESAME, select all your dialogue, scripts and stuff (this is a pain because you can only select one entry at a time...sigh). Then save all your stuff as an .esd file. Make a new mod, and insert the .esd file into the new .esp file. Try just selecting and inserting one element at a time (all you dialogue for example and nothing else), just in case you select the thing that's corrupted. Anything that's corrupted you will have to redo, but you could salvage the rest this way.
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Eilidh Brian
 
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Post » Thu Feb 10, 2011 5:45 pm

There is a way to save your mod, if you can open it in TESAME, but it will require a lot of work, not as much as redoing the whole thing though.

If you can open the mod in TESAME, select all your dialogue, scripts and stuff (this is a pain because you can only select one entry at a time...sigh). Then save all your stuff as an .esd file. Make a new mod, and insert the .esd file into the new .esp file. Try just selecting and inserting one element at a time (all you dialogue for example and nothing else), just in case you select the thing that's corrupted. Anything that's corrupted you will have to redo, but you could salvage the rest this way.


Isn't the http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=96 supposed to do just like that, I mean to clean a mod or correct a corrupted plugin / gamesave.
You can also have access to the TESAME from MEE as well, through the 'Tools'-menu via the 'Mangaged Tool / Scan ...'-dialogue option.
Btw when you want to backup your script, the http://notepad-plus.sourceforge.net/uk/site.htm can be used to view any script that plugin contains.
I could only hope this mod can be repaired, because I like idea of a "Dwemer Society" faction. :D
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Cameron Garrod
 
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Post » Thu Feb 10, 2011 9:18 am

I tried opening the file in TESame. It opened as expected here but only showing a fraction of the entries.

I then tried opening it Enchanted editor, but it failed there with a 'subscript out of range' - error.

I also realised that not only the dialogue was missing but also lots of other stuff.

I can see everything, when opening it in notepad or word. I can also see some content, which definately should not be there. I guess that if I knew enough about how an esp-file was constructed it would be easy to remove the erronous content,but I don't.

I could probably recreate the file by finding and copying the content from the corrupted file, but it seems like too much work.
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~Amy~
 
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Post » Thu Feb 10, 2011 9:01 am

That was not good news at all.
Ok, shall we try something different now with your script. Have you try to pick them out through http://notepad-plus.sourceforge.net/uk/site.htm yet ?
Also there some tools left to try to see if there anything you can restore from your mod.
That I was thinking about is of course the http://www.tesnexus.com/downloads/file.php?id=3874 and http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=755.
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krystal sowten
 
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Post » Thu Feb 10, 2011 10:38 pm

I downloaded TES tool, which crashed, when I loaded my mod, so it's not robust or advanced enough to help my file, and I can't see the conflict detector helping me, when the tools dealing with one mod can't help me.

But Notepad++ shows my scripts clearly, and I might be able to extract the journal_entries and dialogue, if I can sort out the journalindex, conditions and responses.
But I also have to recreate other items including interior cells. I might not have so many of these, but I'm just not an interior designer, so that will be a pain. Even my dwemer puzzle will need to be crecreated (I have the script and the meshes for that though).

So if I put some work into it, I could reconstruct it, but I would love to hear from someone, who actually understand the sorcecode in the esp-files, since they contain a lot of gibberish.
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Katie Louise Ingram
 
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Post » Thu Feb 10, 2011 2:13 pm

I downloaded TES tool, which crashed, when I loaded my mod, so it's not robust or advanced enough to help my file, and I can't see the conflict detector helping me, when the tools dealing with one mod can't help me.

But Notepad++ shows my scripts clearly, and I might be able to extract the journal_entries and dialogue, if I can sort out the journalindex, conditions and responses.
But I also have to recreate other items including interior cells. I might not have so many of these, but I'm just not an interior designer, so that will be a pain. Even my dwemer puzzle will need to be crecreated (I have the script and the meshes for that though).

So if I put some work into it, I could reconstruct it, but I would love to hear from someone, who actually understand the sorcecode in the esp-files, since they contain a lot of gibberish.

I just recently got back into Morrowind and read this thread from the start, getting more and more interested as I went along. And then.. this! So sorry that all your hard work has come to this.

I'm not an expert but if you are happy to send me the file I would like to have a dig around myself and see if I can recover it. I would also suggest that you make a post on the Oblivion mods forum as it has a lot more traffic and there are a few people who really know their stuff with ESPs.
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Mashystar
 
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Post » Thu Feb 10, 2011 10:49 pm

I downloaded TES tool, which crashed, when I loaded my mod, so it's not robust or advanced enough to help my file, and I can't see the conflict detector helping me, when the tools dealing with one mod can't help me.

But Notepad++ shows my scripts clearly, and I might be able to extract the journal_entries and dialogue, if I can sort out the journalindex, conditions and responses.
But I also have to recreate other items including interior cells. I might not have so many of these, but I'm just not an interior designer, so that will be a pain. Even my dwemer puzzle will need to be crecreated (I have the script and the meshes for that though).

So if I put some work into it, I could reconstruct it, but I would love to hear from someone, who actually understand the sorcecode in the esp-files, since they contain a lot of gibberish.


That was a good news with your script. :wave: Do you know why I pick the TESPCD as a possible recovery tool ?

I just recently got back into Morrowind and read this thread from the start, getting more and more interested as I went along. And then.. this! So sorry that all your hard work has come to this.

I'm not an expert but if you are happy to send me the file I would like to have a dig around myself and see if I can recover it. I would also suggest that you make a post on the Oblivion mods forum as it has a lot more traffic and there are a few people who really know their stuff with ESPs.


I think that about your suggestion to open a new thread in the Oblivion section, is not a good idea because it could be closed or moved right away. The more proper section would be the General Discussion instead.
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Samantha Wood
 
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Post » Thu Feb 10, 2011 12:29 pm

I would really appreciate, if you or someone else would look at the file, since it represent a few hundreds hour of work. So I could upload it somewhere, I'm not sure where though.

I now have a backup plan involving an ancient backup (a very early version, but better than nothing) and what I can salvage from the corrupt file, but that would take a lot of time, and I'm afraid I would have to start from scratch with the interior cells, since they seems completely messy.

Do Morrowind and oblivion use the same type of esp-files?
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Chris Johnston
 
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Post » Thu Feb 10, 2011 10:21 pm

That was a good news with your script. :wave: Do you know why I pick the TESPCD as a possible recovery tool ?



I think that about your suggestion to open a new thread in the Oblivion section, is not a good idea because it could be closed right away. The more proper section would be the General Discussion instead.

There are so any tools, that I'm getting confused now. What is TESPCD?
Also your links are not working properly, since ericMelburne don't allow deep copy. But I think I found the tools, you mentioned though.
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Gavin boyce
 
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Post » Thu Feb 10, 2011 4:24 pm

There are so any tools, that I'm getting confused now. What is TESPCD?
Also your links are not working properly, since ericMelburne don't allow deep copy. But I think I found the tools, you mentioned though.


The TESPCD is similiar to the TESAME but with a big difference, that's it have an option to also detect a conflict between mods and do the same thing as TESAME does.

Which of my links is not working properly, what's it about the ElricM don't allow deep copy ? :confused:
What tool have you found then ?
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neen
 
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Post » Thu Feb 10, 2011 5:03 pm

I found TesTool, but it crashes, when I try to load my mod.

I didn't mean deepcopy but deeplinking, but it seems that it only happens, when I just click (an get a 'forbidden' error), but with open in a new tab it works. So now I found TESMU as well.
This have no problems with the file, but I'm not sure, how it can help me.
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kiss my weasel
 
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Post » Thu Feb 10, 2011 9:42 pm

I would really appreciate, if you or someone else would look at the file, since it represent a few hundreds hour of work. So I could upload it somewhere, I'm not sure where though.

I now have a backup plan involving an ancient backup (a very early version, but better than nothing) and what I can salvage from the corrupt file, but that would take a lot of time, and I'm afraid I would have to start from scratch with the interior cells, since they seems completely messy.

Do Morrowind and oblivion use the same type of esp-files?


I don't have that experience to recover a mod, but since you are involved with Amanita mod, why don't you send a PM to SGMonkey about this matter ? I'm not sure about the esp-files is the same for both Morrowind & Oblivion though. But I wouldn't be suprised if where not the same.
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Sarah Bishop
 
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Post » Thu Feb 10, 2011 7:25 pm

I know now what link that you have already mentioned before, but if you mean the Morrowind Enchanted Editor link I can't see why it's not working though. That link is working for me.



edit: I notice your reply about the TESAMU, but that's not going to help you at all
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Penny Wills
 
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Post » Fri Feb 11, 2011 12:18 am

Here's a new tool you could try: http://www.gamesas.com/index.php?/topic/1067443-wip-new-merge-objects-program/

Have a read of the thread. It may be able to copy the records out of the esp. If not it might be worth contacting the author as I presume he knows a lot about ESP structure.

If you upload the file to TesNexus it will give us a chance to take a look.
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Britta Gronkowski
 
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Post » Thu Feb 10, 2011 8:41 am

Here's a new tool you could try: http://www.gamesas.com/index.php?/topic/1067443-wip-new-merge-objects-program/

Have a read of the thread. It may be able to copy the records out of the esp. If not it might be worth contacting the author as I presume he knows a lot about ESP structure.

If you upload the file to TesNexus it will give us a chance to take a look.


Good idea. I didn't know about that thread but thank you. :)
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Daddy Cool!
 
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