The Nerevane Dungeons (Completed Mod)

Post » Wed May 02, 2012 4:00 pm

~About~

The Dungeoneer Mod (Also known as Dungeon-Mod and The-Nerevane) is a mod I've been working on for a long time. Within this mod, the player will be escorted to Seyda Neen to explore a series of Dungeon that has formed. These Dungeons are known as The Nerevane, they appeared after the return of the Nerevarine and are base around his memories, imagination, dreams, etc. Everything in the Nerevane is fake but seems to real and quite deadly. The player will be the one, of two, mortals that will enter it. The other is a powerful threat to Tamriel who seeks great power to make himself Immortal. The player will interact with people, and enemies, that the Nerevarine had met and interact with the many objects that the Nerevarine collected. Finally, the player must complete all 100 Dungeons to unlock the secret... Do you have what it takes to successfully complete them all?

There is more info about this mod in the readme; this includes how to get it working, info about the dungeons, and info about hidden objects.

~Download~
( http://jusey1.deviantart.com/art/The-Nerevane-Mod-For-Morrowind-263745089 )
Had to upload it on my DeviantArt Account. Download button is Top-Right Side of the Light Green Area.

~In the Future?~
I am hoping to continue the story of this mod in Skyrim though it wont be about the Dungeons themselves. More about what happens afterwards... I wont spoiler anything so I'll let you figure out what happens at the end...

~Mod Name~
'Dungeoneer' is a Skill in RuneScape. That what made me want to do this Mod in the first place. The original name of this mod was Dungeoneer but then it changed to Dungeon-Mod when I made personally enhancements. I removed these enhancements and fix some bugs, and so other things, then called it The-Nerevane. It is currently called Dungeon-Mod on accident. (The file is called that). While on some sites, this mod is still known as 'Dungeoneer'.

~Enjoy~
I do hope you like it. Please comment if you wish and ask for help if you ever get stuck.

~Newest Updates~
The Lobby has been Updated.
-The New Cauldron in the Lobby can cook up to 3 different items. Will mess around with this more.
-The Werewolf Statue is Harmless, don't worry about it.
There is an enemy within the Lobby that has Bonemold Armor. There is another enemy that has Snow Bear Armor later on.
More Bugs that was created when the mod was cleaned had been fixed.
Added Chillrend and BiPolar Blade as two possible Artifacts you can find within these dungeons.
Updated F32
Changed the Spell Range of the Mines
Added more Spells that you can buy
The Mage in the Lobby can sell Healing Potions.
The weight of Healing Points and Soul Gems had decreased, so with the price.
Home Teleport is a Start Spell Now
Torches had been removed and replaced with a special Lantern that can last for a long time
Keening, Sunder, and Wraithguard are no longer on F50 since they can be gain on another Floor
Boss Scripts had been rewritten into Trap Scripts. This means more traps so watch out!
Updated Vampirism
Updated NPCs
Updated the Dungeon Ring
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Thu May 03, 2012 3:06 am

Says you couldn't clean it in the Readme. I've run it through SmartMerger, I'll be playing it to see if I have any problems in a little bit. (Should only have removed unmodified/default entries)

http://rtcvb32.herobo.com/dm_cleaned.zip

Spoiler

Removed :smile: Not including any FRMR references

SCPT_weremazeScript
STAT_in_velothismall_curve_02
STAT_in_v_s_int_lentrance_03
STAT_in_v_s_int_lentrance_06
STAT_in_velothismall_4way_01
STAT_in_velothismall_pitd_01
STAT_in_velothismall_pitd_02
STAT_in_velothismall_pitd_03
STAT_in_velothismall_pitd_04
STAT_in_velothismall_pitd_06
STAT_in_velothismall_room_12
STAT_ex_imp_towers_light_01
STAT_ex_vivec_prisonmoon_01
STAT_in_lavacave_nat_exit00
STAT_in_velothismall_cap_01
STAT_ex_imp_towers_base_01
STAT_ex_imp_wall_corner_01
STAT_ex_imp_wall_corner_02
STAT_ex_imp_wall_stairs_03
STAT_in_v_s_int_lcenter_01
STAT_in_v_s_int_lcenter_02
STAT_in_v_s_int_lcenter_03
STAT_in_v_s_int_lcenter_04
STAT_in_v_s_int_lcolumn_01
STAT_in_v_s_int_lcolumn_03
STAT_in_v_s_int_lcorner_01
STAT_in_v_s_int_lcorner_02
STAT_ex_imp_foundation_01
STAT_ex_imp_guardtower_01
STAT_ex_imp_kdoorframe_01
STAT_ex_imp_towers_top_01
STAT_ex_imp_plaza_stairs
STAT_ex_imp_wall_arch_01
STAT_Ex_Vivec_P_water_01
STAT_in_v_s_int_lwall_01
STAT_in_v_s_int_lwall_02
STAT_in_v_s_int_lwall_03
STAT_in_v_s_int_lwall_04
STAT_Ex_common_plat_LRG
STAT_ex_vivec_palace_01
STAT_ex_imp_wallent_02
STAT_in_sotha_mon_mach
STAT_ex_vivec_b_wb_01
STAT_ex_emp_tower_01
STAT_ex_imp_dock_01
STAT_ex_imp_dock_02
STAT_ex_imp_plat_01
STAT_ex_imp_wall_01
STAT_Ex_Vivec_ps_01
STAT_in_lavacave_07
STAT_ex_de_rowboat
STAT_ex_vivec_c_02
STAT_ex_imp_plaza
STAT_Ex_DE_ship
DOOR_Ex_MH_sewer_trapdoor_sadri
DOOR_door_cavern_doors00
DOOR_Ex_imp_loaddoor_02
DOOR_ex_imp_loaddoor_03
DOOR_CharGen Exit Door
DOOR_in_com_traptop_01
MISC_bladepiece_03
MISC_key_hircine1
WEAP_BM nordic silver longsword_cft
WEAP_claymore_chrysamere_unique
WEAP_daedric_crescent_unique
WEAP_stendar_hammer_unique_x
WEAP_silver staff of war
WEAP_BM_Mace_Aevar_UNI
WEAP_crosierstllothis
WEAP_BM huntsman axe
WEAP_keening
WEAP_sunder
SPEL_vampire immunities
SPEL_vampire sun damage
ARMO_boots of blinding speed[unique]
ARMO_bonemold_tshield_hlaaluguard
ARMO_towershield_eleidon_unique
ARMO_boots_apostle_unique
ARMO_lords_cuirass_unique
ARMO_wraithguard_jury_rig
ARMO_steel_helm_ancient
ARMO_bonemold_shield
CLOT_robe_lich_unique_x
ACTI_Ex_waterfall_mist_s_01
ACTI_Furn_imp_altar_cure_01
ACTI_act_werewolf_statue_1
ACTI_act_werewolf_statue_2
ACTI_ex_vivec_waterfall_01
ACTI_Ex_Vivec_waterfall_05
ACTI_act_sotha_mach_door1
ACTI_act_sotha_mach_door2
ACTI_act_sotha_powertubes
ACTI_Ex_waterfall_mist_01
ACTI_act_sotha_oilbridge
ACTI_furn_pycave_spout00
ACTI_act_sotha_monster1
ACTI_act_sotha_monster2
ACTI_act_sotha_collide
ACTI_act_sotha_green00
ACTI_act_sotha_green10
ACTI_act_sotha_steam00
ACTI_act_sotha_steam10
ACTI_active_de_bedroll
ACTI_act_BM_sun_parts
ACTI_act_dwe_cavein00
ACTI_act_sotha_red00
ACTI_act_sotha_red10
ACTI_Inviso_wall_1
ACTI_BM_Ice_Wall
BOOK_BookSkill_Restoration5
BOOK_bk_AedraAndDaedra
LEVC_in_dae_clanfear_lev+0
LEVC_in_dae_clanfear_lev+2
LEVC_in_dae_clanfear_lev-2
LEVC_ex_grazelands_lev+0
LEVC_ex_grazelands_lev+2
LEVC_ex_grazelands_lev-1
LEVC_ex_grazelands_sleep
LEVC_bm_ex_felcoast_40
LEVC_bm_ex_felcoast_60
LEVC_ex_molagmar_lev+0
LEVC_ex_molagmar_lev+2
LEVC_ex_molagmar_lev-1
LEVC_ex_molagmar_sleep
LEVC_bm_ex_berserkers
LEVC_bm_ex_felcoast
CELL_Seyda Neen Bitter Coast Region - -002,-010
CELL_Mournhold, Godsreach Mournhold Region
CELL_Caldera West Gash Region - -002,0002
CELL_Mournhold, Royal Palace Throne Room
CELL_ Felsaad Coast Region - -021,0024
CELL_ Bitter Coast Region - -012,0001
CELL_ Bitter Coast Region - -012,0002
CELL_ Bitter Coast Region - -012,0003
CELL_ Bitter Coast Region - -013,0001
CELL_ Bitter Coast Region - -013,0002
CELL_ Bitter Coast Region - -013,0003
CELL_ Bitter Coast Region - -013,0004
CELL_ Bitter Coast Region - -014,0002
CELL_ Bitter Coast Region - -014,0004
CELL_ Bitter Coast Region - -014,0005
CELL_ West Gash Region - -015,0007
CELL_ West Gash Region - -016,0007
CELL_ West Gash Region - -016,0008
CELL_Mournhold, Royal Palace: Jail
CELL_Mournhold, Thendas Manor
CELL_ - -015,-008
CELL_ - -019,0014
CELL_ - -019,0015
CELL_ - -020,0015
CELL_ - -028,0024
CELL_ - -029,0023
CELL_Abaelun Mine
DIAL_B_1000-drake pledge
INFO_5335322465444076_bc8da654 -Extended
INFO_6255121491114572_0a190aff -Extended
INFO_1536517000274814875_cf4afa7e -Extended
INFO_15051289481993827866_393d3f88 -Extended

EDIT:

Seems the dancing girl script is modified (but doesn't make any sense how), so I removed that as well. Then added back the crea_bonelord002 so the scripts won't complain. Beyond that, I'll just have to give it a try now.

btw, why did you remove the werewolf change scripts? (Just curious)
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Wed May 02, 2012 5:03 pm

Sounds cool. What is the recommended level for this mod?
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Thu May 03, 2012 4:23 am

Says you couldn't clean it in the Readme. I've run it through SmartMerger, I'll be playing it to see if I have any problems in a little bit. (Should only have removed unmodified/default entries)

http://rtcvb32.herobo.com/dm_cleaned.zip

Spoiler

Removed :smile: Not including any FRMR references

SCPT_weremazeScript
STAT_in_velothismall_curve_02
STAT_in_v_s_int_lentrance_03
STAT_in_v_s_int_lentrance_06
STAT_in_velothismall_4way_01
STAT_in_velothismall_pitd_01
STAT_in_velothismall_pitd_02
STAT_in_velothismall_pitd_03
STAT_in_velothismall_pitd_04
STAT_in_velothismall_pitd_06
STAT_in_velothismall_room_12
STAT_ex_imp_towers_light_01
STAT_ex_vivec_prisonmoon_01
STAT_in_lavacave_nat_exit00
STAT_in_velothismall_cap_01
STAT_ex_imp_towers_base_01
STAT_ex_imp_wall_corner_01
STAT_ex_imp_wall_corner_02
STAT_ex_imp_wall_stairs_03
STAT_in_v_s_int_lcenter_01
STAT_in_v_s_int_lcenter_02
STAT_in_v_s_int_lcenter_03
STAT_in_v_s_int_lcenter_04
STAT_in_v_s_int_lcolumn_01
STAT_in_v_s_int_lcolumn_03
STAT_in_v_s_int_lcorner_01
STAT_in_v_s_int_lcorner_02
STAT_ex_imp_foundation_01
STAT_ex_imp_guardtower_01
STAT_ex_imp_kdoorframe_01
STAT_ex_imp_towers_top_01
STAT_ex_imp_plaza_stairs
STAT_ex_imp_wall_arch_01
STAT_Ex_Vivec_P_water_01
STAT_in_v_s_int_lwall_01
STAT_in_v_s_int_lwall_02
STAT_in_v_s_int_lwall_03
STAT_in_v_s_int_lwall_04
STAT_Ex_common_plat_LRG
STAT_ex_vivec_palace_01
STAT_ex_imp_wallent_02
STAT_in_sotha_mon_mach
STAT_ex_vivec_b_wb_01
STAT_ex_emp_tower_01
STAT_ex_imp_dock_01
STAT_ex_imp_dock_02
STAT_ex_imp_plat_01
STAT_ex_imp_wall_01
STAT_Ex_Vivec_ps_01
STAT_in_lavacave_07
STAT_ex_de_rowboat
STAT_ex_vivec_c_02
STAT_ex_imp_plaza
STAT_Ex_DE_ship
DOOR_Ex_MH_sewer_trapdoor_sadri
DOOR_door_cavern_doors00
DOOR_Ex_imp_loaddoor_02
DOOR_ex_imp_loaddoor_03
DOOR_CharGen Exit Door
DOOR_in_com_traptop_01
MISC_bladepiece_03
MISC_key_hircine1
WEAP_BM nordic silver longsword_cft
WEAP_claymore_chrysamere_unique
WEAP_daedric_crescent_unique
WEAP_stendar_hammer_unique_x
WEAP_silver staff of war
WEAP_BM_Mace_Aevar_UNI
WEAP_crosierstllothis
WEAP_BM huntsman axe
WEAP_keening
WEAP_sunder
SPEL_vampire immunities
SPEL_vampire sun damage
ARMO_boots of blinding speed[unique]
ARMO_bonemold_tshield_hlaaluguard
ARMO_towershield_eleidon_unique
ARMO_boots_apostle_unique
ARMO_lords_cuirass_unique
ARMO_wraithguard_jury_rig
ARMO_steel_helm_ancient
ARMO_bonemold_shield
CLOT_robe_lich_unique_x
ACTI_Ex_waterfall_mist_s_01
ACTI_Furn_imp_altar_cure_01
ACTI_act_werewolf_statue_1
ACTI_act_werewolf_statue_2
ACTI_ex_vivec_waterfall_01
ACTI_Ex_Vivec_waterfall_05
ACTI_act_sotha_mach_door1
ACTI_act_sotha_mach_door2
ACTI_act_sotha_powertubes
ACTI_Ex_waterfall_mist_01
ACTI_act_sotha_oilbridge
ACTI_furn_pycave_spout00
ACTI_act_sotha_monster1
ACTI_act_sotha_monster2
ACTI_act_sotha_collide
ACTI_act_sotha_green00
ACTI_act_sotha_green10
ACTI_act_sotha_steam00
ACTI_act_sotha_steam10
ACTI_active_de_bedroll
ACTI_act_BM_sun_parts
ACTI_act_dwe_cavein00
ACTI_act_sotha_red00
ACTI_act_sotha_red10
ACTI_Inviso_wall_1
ACTI_BM_Ice_Wall
BOOK_BookSkill_Restoration5
BOOK_bk_AedraAndDaedra
LEVC_in_dae_clanfear_lev+0
LEVC_in_dae_clanfear_lev+2
LEVC_in_dae_clanfear_lev-2
LEVC_ex_grazelands_lev+0
LEVC_ex_grazelands_lev+2
LEVC_ex_grazelands_lev-1
LEVC_ex_grazelands_sleep
LEVC_bm_ex_felcoast_40
LEVC_bm_ex_felcoast_60
LEVC_ex_molagmar_lev+0
LEVC_ex_molagmar_lev+2
LEVC_ex_molagmar_lev-1
LEVC_ex_molagmar_sleep
LEVC_bm_ex_berserkers
LEVC_bm_ex_felcoast
CELL_Seyda Neen Bitter Coast Region - -002,-010
CELL_Mournhold, Godsreach Mournhold Region
CELL_Caldera West Gash Region - -002,0002
CELL_Mournhold, Royal Palace Throne Room
CELL_ Felsaad Coast Region - -021,0024
CELL_ Bitter Coast Region - -012,0001
CELL_ Bitter Coast Region - -012,0002
CELL_ Bitter Coast Region - -012,0003
CELL_ Bitter Coast Region - -013,0001
CELL_ Bitter Coast Region - -013,0002
CELL_ Bitter Coast Region - -013,0003
CELL_ Bitter Coast Region - -013,0004
CELL_ Bitter Coast Region - -014,0002
CELL_ Bitter Coast Region - -014,0004
CELL_ Bitter Coast Region - -014,0005
CELL_ West Gash Region - -015,0007
CELL_ West Gash Region - -016,0007
CELL_ West Gash Region - -016,0008
CELL_Mournhold, Royal Palace: Jail
CELL_Mournhold, Thendas Manor
CELL_ - -015,-008
CELL_ - -019,0014
CELL_ - -019,0015
CELL_ - -020,0015
CELL_ - -028,0024
CELL_ - -029,0023
CELL_Abaelun Mine
DIAL_B_1000-drake pledge
INFO_5335322465444076_bc8da654 -Extended
INFO_6255121491114572_0a190aff -Extended
INFO_1536517000274814875_cf4afa7e -Extended
INFO_15051289481993827866_393d3f88 -Extended

EDIT:

Seems the dancing girl script is modified (but doesn't make any sense how), so I removed that as well. Then added back the crea_bonelord002 so the scripts won't complain. Beyond that, I'll just have to give it a try now.

btw, why did you remove the werewolf change scripts? (Just curious)

Strange. I don't remember saying that in the readme... Bugger. V2.3 didn't got uploaded correctly. As for the WW change scripts, I changed how it all work. When you become a werewolf, you'll gain a power that you can use to transform instead of automaticly changing forms every night.

Also, those problems you found; I fixed them for V2.3. I might upload that later on after I play through it all myself. So far F1 - F50 works just fine. One guy can use a script so I might add that to him.

~Edit~

The Dancing Girls Script I tried to edit to fit for a comedy boss but it never worked. That is why it is like that.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Thu May 03, 2012 1:53 am

Sounds cool. What is the recommended level for this mod?

You gotta start a New Character that is made for ONLY this mod.
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katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Thu May 03, 2012 3:53 am

Strange. I don't remember saying that in the readme... Bugger. V2.3 didn't got uploaded correctly. As for the WW change scripts, I changed how it all work. When you become a werewolf, you'll gain a power that you can use to transform instead of automatically changing forms every night.


The Dancing Girls Script I tried to edit to fit for a comedy boss but it never worked. That is why it is like that.

Hmm well i just downloaded the V2.1 apparently. Hmmm....

Spoiler

~Not Clean?~
Don't bug me about cleaning this; I tried it and didn't end well so not trying again. Go ask a modder who knows what they are doing to clean this, not me!

You gotta start a New Character that is made for ONLY this mod.
Nice to know... hopefully it won't crash my computer again :P
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Wed May 02, 2012 4:38 pm

Hmm well i just downloaded the V2.1 apparently. Hmmm....

Spoiler

~Not Clean?~
Don't bug me about cleaning this; I tried it and didn't end well so not trying again. Go ask a modder who knows what they are doing to clean this, not me!


Nice to know... hopefully it won't crash my computer again :tongue:

You can always download the newer Version. That is the one you've cleaned and I remade a lot of scripts. Instead of using 'DoOnce', they are using their own type of thing. Reason is because 'DoOnce' keeps getting set to 1 and staying on 1 thus making the majority of scripts not able to work because they need 'DoOnce' set to 0 to begin.
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clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Wed May 02, 2012 1:45 pm

You can always download the newer Version. That is the one you've cleaned and I remade a lot of scripts. Instead of using 'DoOnce', they are using their own type of thing. Reason is because 'DoOnce' keeps getting set to 1 and staying on 1 thus making the majority of scripts not able to work because they need 'DoOnce' set to 0 to begin.
DoOnce is set to 0 to start with in scripts unless the script itself changes it?
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Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Thu May 03, 2012 2:03 am

DoOnce is set to 0 to start with in scripts unless the script itself changes it?

It'll be like this:

DoOnce = 0
Does whatever the first script says to do then sets DoOnce to 1.

DoOnce = 1
Doesn't do nothing nor change anything. Next Script will read that DoOnce = 1 and does the same instead of doing what it should do.

That is my only guess why most of my scripts never manage to work.
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Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Wed May 02, 2012 2:34 pm

It'll be like this:

DoOnce = 0
Does whatever the first script says to do then sets DoOnce to 1.

DoOnce = 1
Doesn't do nothing nor change anything. Next Script will read that DoOnce = 1 and does the same instead of doing what it should do.

That is my only guess why most of my scripts never manage to work.
DoOnce is a local variable and doesn't carry over between scripts. Regardless of what one script does, unless it sets a global variable which another script uses, the next script will not depend on it.
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Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Thu May 03, 2012 5:13 am

You can always download the newer Version.

Do you need assistance with cleaning them then?
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Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Wed May 02, 2012 7:33 pm

So erm, will we get to see any real screens of your mod? I didn't notice any screens related to this mod on your DA page.
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Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Wed May 02, 2012 3:15 pm

So erm, will we get to see any real screens of your mod? I didn't notice any screens related to this mod on your DA page.

http://jusey1.deviantart.com/gallery/6794471

That should have 'Bird's Eye View' pictures of the lower level floors.
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sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Thu May 03, 2012 4:30 am

Do you need assistance with cleaning them then?

I think I'm alright. You caused a bug when you've cleaned it though.. A common robe I use on enemies has a 'Drain 600 Health' enchantment once again so any enemy wearing that robe appears dead. I already fixed this bug, and another bug I found. I'm playing through my dungeons to find any other.

There also appear to be another bug that the Starting Kit (A Barrel) doesn't appear. Gonna fix that later.
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Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Wed May 02, 2012 1:27 pm

Interesting. I do look forward to trying it :)

My computer seems unstable at the second; I think I have a bad memory stick, meaning 4Gb of my memory could be useless. I'll be contacting HP probably tomorrow, after I run a few tests. Means if I also play it will be on my 6 year old machine. (Not horrible, but an annoyance to re-set up...)
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Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Wed May 02, 2012 5:33 pm

Interesting. I do look forward to trying it :smile:

My computer seems unstable at the second; I think I have a bad memory stick, meaning 4Gb of my memory could be useless. I'll be contacting HP probably tomorrow, after I run a few tests. Means if I also play it will be on my 6 year old machine. (Not horrible, but an annoyance to re-set up...)

Alright. I just now uploaded a new version of my mod that fixed the issues that came up from the mod being cleaned. I also trimmed the scripts and maybe they'll work now. If not, then it doesn't matter. I've made sure there is always a way to pass a Dungeon.
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hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Thu May 03, 2012 2:43 am

http://jusey1.deviantart.com/gallery/6794471

That should have 'Bird's Eye View' pictures of the lower level floors.

Aren't those pics outdated? :ermm: Rooms look..empty. :shrug:
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Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Wed May 02, 2012 11:13 pm

~Glitches~

When a wall is disable, it may take some time for you to walk through it. Walk around and save/reload while waiting.

You can overcome this by either integrating the fixme function into your script or, even better, by simply setting the position of the object to a location that it cannot be seen, ie. a very low negative value on the z axis. This result of it instantaneously disappearing will be visually identical.

Hope this helps.

+1 for request screenshots before download.
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matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Wed May 02, 2012 11:27 pm

Aren't those pics outdated? :ermm: Rooms look..empty. :shrug:

I don't add much unneccesary detail in my dungeons. I'll only add chests, main-static-pieces, doors, enemies, and activators (Traps, Beds, etc).
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Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Thu May 03, 2012 4:34 am

You can overcome this by either integrating the fixme function into your script or, even better, by simply setting the position of the object to a location that it cannot be seen, ie. a very low negative value on the z axis. This result of it instantaneously disappearing will be visually identical.

Hope this helps.

+1 for request screenshots before download.

I'm thinking about uploading a video of the first 5 Floors, but I need some sort of tool to do that. Otherwise, you can check out the pictures of the first 20 Floors I have here:
http://jusey1.deviantart.com/gallery/6794471
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Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Wed May 02, 2012 11:15 pm

I look forward to trying it but I have not finished the main quest yet :D
Dungeon Crawling is awesome.
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Angela Woods
 
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Post » Wed May 02, 2012 9:25 pm

Gone through the first four levels, making use of Divine intervention quite a bit. Necromancer is a pain in the butt at 2nd level :P

All the levels are replayable from what I can tell, they respawn monsters. Overall looks very promising :)

Suggestions: Get regenerate, bound (something), and beggers nose (your sign), so far makes things quite a bit easier.
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u gone see
 
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Post » Thu May 03, 2012 3:16 am

I'm thinking about uploading a video of the first 5 Floors, but I need some sort of tool to do that. Otherwise, you can check out the pictures of the first 20 Floors I have here:
http://jusey1.deviantart.com/gallery/6794471

There is a free version of FRAPS that can make short videos. Really easy to use.
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Chavala
 
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Post » Thu May 03, 2012 1:09 am

I was just curious, did you use any of these?

http://www.mwmythicmods.com/toolsmod.htm#Tool_esp_i2
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Angela
 
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Post » Wed May 02, 2012 1:27 pm

I don't add much unneccesary detail in my dungeons. I'll only add chests, main-static-pieces, doors, enemies, and activators (Traps, Beds, etc).

What exactly means "unneccesary" to you? :P Those "unneccesary" details are what parts a fake, factory-generated halls of nothingness that looks generic, boring and uninviting, and a place that has it's hirstory and looks like people were actually in there and built it and lived there/hanged out there/left their dead there/whatever and we want to explore it. Those dungeons currently look like something I wouldn't bother to see because it's that plain.

Sorry if I seem harsh, but this is really only constructive critisicm, I mean nothing wrong. :)
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Erich Lendermon
 
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