[RELz] The ForgottenHalls

Post » Sat May 28, 2011 12:05 pm

I made a note that it conflicts with your awesome epic cartoon castle mod dagoth Jeff

Errmm, well, actually, the *ahem* conflict has nothing to do with that particular castle mod.
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Back on subject... looks interesting, MA!
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Dale Johnson
 
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Post » Sat May 28, 2011 9:35 am

Errmm, well, actually, the *ahem* conflict has nothing to do with that particular castle mod.
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Back on subject... looks interesting, MA!

I know :D

and thanks.
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Isabel Ruiz
 
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Post » Sat May 28, 2011 9:31 am

Hey,

you'd be pleased to know I am working on a small update for the Forgotten Halls and I am already planning the 4th mod in the Falmer series.


Forgotten Halls upadate

Some of the things are essential and some of them are just extras :D

so planned updates for v2:

Fixes:

- Spike trap damage script. Its buggy and doesnt always work.
- Staff trap ( form neverhalls) spikes fixed. They are not alligned correctly and they look messy whien rising.

Tweaks:

- Sila Textures. Ghostnull has kindly updated the textures and so I will be working them into the mod.

Extras:

-Ghoul summon spell. Was planned for the origonal mod but was not included
- Extra area. Some people want more to explore so I thought I might add an extra chamber or something

not sure how long all this is going to take so dont hold about donwloading the mod in the of chance the updates will be uploaded


The Shrine of Falzan

The Shrine of Falzan will be the 4th in the series of Falmer mods (Snow prince enhanced, Neverhalls and Forgotten halls being 1,2 &3)

It may explore the dissaperance of the Falmer - still working on the storyline. If I feel the storyline is complete rubbish, then I'd just turn it into another dungeon crawl ;)
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Jonathan Braz
 
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Post » Sat May 28, 2011 7:44 pm

Looks great Midge and I can't wait to play the Forgotten Halls when you're satisfied with that mod of yours. :D

Thanks for the update and your hard work on this. :woot: :celebration:
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Javaun Thompson
 
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Post » Sat May 28, 2011 5:03 pm

Y'know, man, I won't play your mod, because it conflicts with THE MOST AWESOME CASTLE MOD EVER, and besides, I'm too busy writing some blames to Bethesda for putting the damn Dogsbane plants (or whatever it's called) inside THAT AMAZING CASTLE...

Just kidding :D I'll try it ASAP. Nice work!



Errmm, well, actually, the *ahem* conflict has nothing to do with that particular castle mod.
-----
Back on subject... looks interesting, MA!


Wait what castle mod are you guys talking about? I recently downloaded a mod that adds a castle to Solstheim, but I wasn't aware of any Neverhalls conflict...
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Fanny Rouyé
 
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Post » Sat May 28, 2011 1:15 pm

It's a joke about a castle drawing on paper by Dagoth_Jeff :laugh:
it => http://i272.photobucket.com/albums/jj197/dagoth_jeff/Hvitkald.jpg?t=1282402805
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Euan
 
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Post » Sat May 28, 2011 8:39 pm

That joke needs to die. :P
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Kayleigh Williams
 
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Post » Sat May 28, 2011 11:15 pm

That joke needs to die. :P

yes it really does lol.

I've been looking at the actual castle mod and seing if I want to make a compatibility patch but might just make a note in the readme of a conflict.
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Zoe Ratcliffe
 
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Post » Sat May 28, 2011 6:20 pm

I honestly wouldn't even bother with that one Midgetalien.
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Ella Loapaga
 
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Post » Sat May 28, 2011 5:48 pm

It's a joke about a castle drawing on paper by Dagoth_Jeff :laugh:
it => http://i272.photobucket.com/albums/jj197/dagoth_jeff/Hvitkald.jpg?t=1282402805



That joke needs to die. :P



yes it really does lol.

I've been looking at the actual castle mod and seing if I want to make a compatibility patch but might just make a note in the readme of a conflict.


Oh, okay. Because Castle Hvitkald was the mod that I had downloaded. I didn't see the conflict warning the first time through.
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Harry Hearing
 
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Post » Sat May 28, 2011 7:32 am

You know, you and Psycholex could work together and maybe put the ruins inside of the castle, maybe underground... Secret chamber maybe? I don't know..

Although, I guess the easiest way is just to move the ruins. Ah well. I need to download this soon, once I'm done with some school things.
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Destinyscharm
 
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Post » Sat May 28, 2011 8:37 pm

You know, you and Psycholex could work together and maybe put the ruins inside of the castle, maybe underground... Secret chamber maybe? I don't know..

Although, I guess the easiest way is just to move the ruins.



:huh: or move the castle.....
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Samantha Jane Adams
 
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Post » Sat May 28, 2011 10:42 pm

so i know i am working in some new stuff for this tweaks/fixes etc but hows everyone else doing with the mod?
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JESSE
 
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Post » Sat May 28, 2011 3:24 pm

That joke needs to die. :P

I was trying to kill it, I didn't know that pic was still alive.
I guess I have a pretty steady hand when it comes to artwork.
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Vicki Gunn
 
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Post » Sat May 28, 2011 10:45 pm

It works just fine! Though I wouldn't mind an update ;)
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Crystal Clarke
 
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Post » Sat May 28, 2011 4:31 pm

Just noticed this and downloaded it (also put it on the list of things that need to be updated on my mod list).

Anyways... a few things:

Ancient Falmer Longsword - disintegrate armor at the magnitude given is worthless. The frost damage is also sort of low. I would raise to:

frost damage 5-15 on strike (instead of 1-10)
disintegrate armor 50-150 on strike (instead of 1-10)

I'd also set it to auto-calc, but that's more of a personal thing.

Frostbite Ring - full frost resistance is a bit excessive. I'd drop it to around 25 or so, but again that's me. You might not want to set it that low, but I'd definitely lower it.

Falmer Amulet - permanent sanctuary, even at a magnitude as low as 20, is pretty damn nice (especially alongside those other two enchantments). Way too nice if you ask me. I'd remove it altogether, but you might consider dropping it to 10. I'd also drop the fortify attack magnitude to 10 and raise it from 5 to 15 on Sila's Aim (come to think of it, I imagine that this thing was supposed to fortify Marksman... I made the same mistake in my own mod in its last version, actually)

Prices:

The two weapons you've added are rather excessively expensive given how powerful they are. I'd drop the sword from 55000 to 5000 and the bow from 10000 to 1000.

The amulet and ring are rather undervauled given how powerful they are. I'd raise them both to 1000 (from 120 and 400). Sila's Aim could also stand a boost, from 1,200 to around 2,000 or 2,500.

Just my thoughts, anyways. Take them as you will.
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Sun of Sammy
 
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Post » Sat May 28, 2011 11:56 am

thanks for the thoughts and advice :)

I will look into balancing it all out in the next edition :D
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Rik Douglas
 
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Post » Sat May 28, 2011 11:16 pm

No worries. I finally updated my mod list, and this is now on it.

Also, let me know if you upload this thing somewhere other than PES so I can post the mirror download on my list. This is one of the few mods I only have one good link to.
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His Bella
 
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Post » Sat May 28, 2011 10:36 am

A request for your consideration... A combined version of the Falmer mods together would be nice for those of us approaching the upper mod limit. No biggie, will probably do it myself but would be a nice option.

Thanks for sharing


:)
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Natalie Taylor
 
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Post » Sat May 28, 2011 11:59 pm

A request for your consideration... A combined version of the Falmer mods together would be nice for those of us approaching the upper mod limit. No biggie, will probably do it myself but would be a nice option.

Thanks for sharing


:)

hmm, I am not sure about a combined plugin. Perhaps on day but no time soon.

The reason being: I am working on the forgottenhalls patch (right now infact) and secondly I am already working on The Hiddenhalls ( Previously called The Shrine of Falzen -The next mod in the series - name subject to change)
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SWagg KId
 
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Post » Sat May 28, 2011 9:28 am

Uh my this looks really nice, loved the moving traps...checking it out now
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Reanan-Marie Olsen
 
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Post » Sat May 28, 2011 4:54 pm

heres a taster for the up coming patch (also thanks to BTB for helping balance out the equipment):

DONE:

- added more loot chests
- fixed a few spelling mistakes
- re-adjusted the loot level list, increasing the chance of finding an item in a chest
- re-aligned the staff spike trap
- Changed the pit traps to damage the player
- New book to expand upon the falmer and Neselia lore/background
- Sila Textures. Ghostnull has kindly updated the textures and so I will be working them into the mod.
- balanced out the enchantments and the item values (see below for full list of balance changes)
- New summon spell! Now you can summon a ghoul! It Was planned for the origonal mod but was not included

Balanced Items:

---------------------------------------------------------------------------------------------------------

ITEM VALUE EDITS:


Falmer Ancient Amulet 2,000 (instead of 120)
Ring of Frost Bite 2,000 (instead of 400)
Sila's Aim 2,000 (instead of 1,200)

Falmer Bow 1,000 (instead of 10,000)
Staff of the Falmer 2,000 (instead of 20,000)
Ancient Falmer Longsword 5,000 (instead of 55,000)

---------------------------------------------------------------------------------------------------------

ENCHANTMENT EDITS:


*Ancient Falmer Longsword frost damage 5-15 on strike (instead of 1-10)
disintegrate armor 50-150 on strike (instead of 1-10)

Falmer Ancient Amulet fortify attack 10 (instead of 20)
resist magicka 25 (instead of 20)
(removed sanctuary)

Ring of Frost Bite fortify attack 10
resist frost 25 (instead of 100)

Sila's Aim fortify marksman 10 for 30 on self (instead of acrobatics 15)
fortify attack 10 for 30 on self (instead of 5)

*This enchantment has been set to auto-calculated

---------------------------------------------------------------------------------------------------------






The patch will be released monday.
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willow
 
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Post » Sat May 28, 2011 11:41 pm

Nice work MA, looking forward to it :)
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Amy Cooper
 
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Post » Sat May 28, 2011 2:21 pm

(also thanks to BTB for helping balance out the equipment)


You're quite welcome. Thanks for taking me up on it.

The patch will be released monday.


I see you stick to your release schedules about as well as I do.
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darnell waddington
 
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Post » Sat May 28, 2011 1:45 pm

Nice work MA, looking forward to it :)

thanks, glad you are :)

You're quite welcome. Thanks for taking me up on it.

I see you stick to your release schedules about as well as I do.


No worries. And yep - rally good at keeping to schedules lol!

I am working on it now, looking to release it soon. Just work and christmas got in the way....
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jason worrell
 
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