[REL] The Lost Thrones

Post » Fri Mar 12, 2010 1:30 pm

So this is my first mod that I am releasing, although not the first I've worked on. I made a compatibility patch for BUUG and UL, but need to get in touch with the maker of the first before releasing. Anyways, I've been working on a dungeon/quest mod for a little while now, and so far the product is far from desirable.

I released it on PES, located here:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8414

Some screenshots are located there.
What this mod does: It adds a small dungeon, the entrance (for now) in Serano Ancestral Tomb. It is for high level characters, and is completely booby trapped. Some of the normal creatures are level 50+, while the boss and his cronies are all 80-95. The boss is actually stronger than Lord Vivec. Have fun. I've placed a really nice lantern in the first room, as the dungeon is purposely left really dark. As for the booby traps, well.... I'll leave that to you to find out. ;) Warning though, there is are two ways to continue to the main boss. One is to just open the door and plow through the trap, the other is to fight a really strong creature in the basemant and take the key. Your choice.




Bugs: I need some help on a few things. I'm having some issues with several things. I edited some textures for the Royal Guard armor and the Dragonscale armor. In the dungeon it appears fine, when placed on the altars, but when it is worn it appears like different armor. I used niftexture to replace the textures and rename the nifs. I think that it has something to do with the placement for it. You have to decide what body part it goes to, but there is no option for my new armor, only for stock gear. No idea how to fix
that.
There is also a strange error. Currently the entrance is located in Serano Ancestral Tomb, but no matter what the id is that I use for the door, when loading the game there is an error about the object not being loaded in the master file. It has no effect in the game though.
One other issue is that the game can become overloaded if you decide to risk the Dremoras in the throne room. Don't summon too many of them or else the game will freeze. Although maybe that was only because my computer is crappy.

Suggestions for the mod are greatly appreciated. The final version will hopefully have some kind of exterior entrance, possibly the ruins of a stronghold, as well as a few more levels. I planned this from the beginning, the reason why the cell is named Forgotten Stronghold, Throne Room. There will probably be a grand hall and an entry way before that, once I am done.
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Taylah Haines
 
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Post » Fri Mar 12, 2010 8:37 am

I have a suggestion for a possible exterior. You could make it a Velothi tower, since the interior of the tomb is much in the same style. Velothi towers are awesome and completely underutilized by most mods. The throne room could be placed inside the domed tower interior and it would look really impressive. You could even place it in Red Mountain (which would match the difficultly of the dungeon).

I'm not sure why you're getting a problem with the door, since your mod is very clean, but since there's no unique scripting or anything on the doors, you don't need to make unique ids for them. You can probably use an ordinary door with no problem, just remember not to hit save as you modify where the door is pointing to. If you hit cancel, the extra data is still saved. When using original game objects, you don't need to create unique IDs for all of them, only the ones you've actually modified in some way. The extra data stuff doesn't count since it's not saved for all references of an object.

For the armor, you have added the new mesh to the ground version only, and need to make new body parts to match. You can create new body parts in the CS the same way you create other new objects.

As for the compatibility patch for BuUG and UL you mentioned, you do know that Artimis Fowl made Building up Uvirith's Legacy that does exactly that? It's an alternate version of BuUG that's compatible with all interior Tel Uvirith mods.
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Mr.Broom30
 
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Post » Fri Mar 12, 2010 10:20 am

I love a good dungeon crawl and this is one of the areas where Daggerfall kicks Morrowind′s & Oblivion′s butt big time with great multi level tombs and crypts. My current char is not high lervel enough to tackle this yet but its sounds good
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Svenja Hedrich
 
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Post » Thu Mar 11, 2010 11:23 pm

I have a suggestion for a possible exterior. You could make it a Velothi tower, since the interior of the tomb is much in the same style. Velothi towers are awesome and completely underutilized by most mods. The throne room could be placed inside the domed tower interior and it would look really impressive. You could even place it in Red Mountain (which would match the difficultly of the dungeon).

I'm not sure why you're getting a problem with the door, since your mod is very clean, but since there's no unique scripting or anything on the doors, you don't need to make unique ids for them. You can probably use an ordinary door with no problem, just remember not to hit save as you modify where the door is pointing to. If you hit cancel, the extra data is still saved. When using original game objects, you don't need to create unique IDs for all of them, only the ones you've actually modified in some way. The extra data stuff doesn't count since it's not saved for all references of an object.

For the armor, you have added the new mesh to the ground version only, and need to make new body parts to match. You can create new body parts in the CS the same way you create other new objects.

As for the compatibility patch for BuUG and UL you mentioned, you do know that Artimis Fowl made Building up Uvirith's Legacy that does exactly that? It's an alternate version of BuUG that's compatible with all interior Tel Uvirith mods.


I never thought of the body parts. Thanks for that suggestion! As for the door, the problem is that even with a standard ID the error pops up, but this time for that id of the door. I thought that by creating a new id it would fix it, but that didn't work out. No matter what the id of the door is, the error still appears there.

As for BUUL, I tried it out, and didn't like it. I disliked the fact that you lose the really nice alchemy nest inside the tower, as well as the sweet doors in the dungeon. So I moved the stuff over. The patch I made keeps all the features of both mods, but moves the BUUG stuff over to maintain compatibility, as well as changes the function of that throne room and the dungeon created by BUUG. The dungeon becomes a pen for pets, and I have yet to come up with something for the throne room, possibly an armory.

I like the idea of a Velothi tower, thanks. :) I'll get working on that one pretty soon. Given the setup, in order to maintain some realism, the throne room would have to be below the tower, like the basemant level. So then you'd have to fight your way down the tower. Thanks for the idea.
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Markie Mark
 
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