[RELz] Underdark: The Realm of Northdark

Post » Sat May 28, 2011 8:54 pm

Hi! Congrats on the 1.0v release! I have been following this project for a while, lurking if you will, and I must say I am very impressed.

And although I stated a while ago that I thought it was dead, I would like to inform you that Gamemods.info is officially in business! I know you expressed some intress in it before.
http://www.gamesas.com/bgsforums/index.php?showtopic=1073920&st=0

Will download shortly... Edit: would there happen to be a 1.0 link around here? the one in the OP still links to .59
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Darren Chandler
 
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Post » Sat May 28, 2011 12:30 pm

Hi! Congrats on the 1.0v release! I have been following this project for a while, lurking if you will, and I must say I am very impressed.

And although I stated a while ago that I thought it was dead, I would like to inform you that Gamemods.info is officially in business! I know you expressed some intress in it before.
http://www.gamesas.com/bgsforums/index.php?showtopic=1073920&st=0

Will download shortly... Edit: would there happen to be a 1.0 link around here? the one in the OP still links to .59


Yes, it's at the same link. Update 1.0 is part of the main files now at that link. I haven't created an OMOD yet or self-installer because I'm currently doing a hotfix for QC. It consists mostly of removing objects that are not referenced so as not to create bloats, removal of unused work cells, grammar changes, persistent flags that are not needed, moving some deeply nested statics that should be in TRoN, and lastly the possibility of transforming Ched Nasads interiors to web alpha interiors so that you can see through the walls into the main cavern :thumbsup:

Yeah, it's still a go for Gamemods too. I've dropped in there a few times and inquired at the thread whether it's still in construction.
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Code Affinity
 
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Post » Sat May 28, 2011 2:23 pm

Yes, it's at the same link. Update 1.0 is part of the main files now at that link. I haven't created an OMOD yet or self-installer because I'm currently doing a hotfix for QC. It consists mostly of removing objects that are not referenced so as not to create bloats, removal of unused work cells, grammar changes, persistent flags that are not needed, moving some deeply nested statics that should be in TRoN, and lastly the possibility of transforming Ched Nasads interiors to web alpha interiors so that you can see through the walls into the main cavern :thumbsup:

Yeah, it's still a go for Gamemods too. I've dropped in there a few times and inquired at the thread whether it's still in construction.

Not just under construction, but finished!!! Alright, I'll stop by the link and download it. Looks great
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Oyuki Manson Lavey
 
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Post » Sat May 28, 2011 8:01 pm

:facepalm:

I just realized!

I forgot to add spiders to the City of Spiders :embarrass:

Menzoberranzan!
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Erika Ellsworth
 
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Post » Sat May 28, 2011 7:53 am

Congratulations on releasing the 1.0 version. Being a fan Dungeons and Dragons I have always kept a close eye on this ambitious project. Well done!
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Kahli St Dennis
 
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Post » Sat May 28, 2011 6:57 am

..snip..
because I'm currently doing a hotfix for QC.
It consists mostly of
  • removing objects that are not referenced so as not to create bloats,
  • removal of unused work cells, grammar changes,
  • persistent flags that are not needed,
  • moving some deeply nested statics that should be in TRoN,
  • and lastly the possibility of transforming Ched Nasads interiors to web alpha interiors so that you can see through the walls into the main cavern
..snip..

This will take me a while since I'm finding more than what I want to admit, but I want to make this the final hotpatch. Once done, immediately I will make a self-installer for version 1.0
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Stephanie Valentine
 
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Post » Sat May 28, 2011 5:54 pm

Will the real Lolth stand up?

eh?

I found that the nif's were not applied to the references, what that means is players have not yet seen the Lolth Statues that have Lolth residing as a living SpiderDaedra standing behind her thrown and upon the altar at House Baenre. She was invisible, ah that was it.
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Josh Dagreat
 
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Post » Sat May 28, 2011 4:38 am

I have finished making modifications for cleaning and QC for the final patch for release v1.0. Though some records may seem unnecesary (unused records), they are there for incorporation into future releases of add-on mods.

I am combing through comments now to implement some suggestions to help the player in the Underdark.
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Evaa
 
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Post » Sat May 28, 2011 12:26 pm

Cool! 1.0 soon here in all its glory :D

Congratulations Aoikani!
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Tiffany Carter
 
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Post » Sat May 28, 2011 10:30 am

Thanks Locksley. I want to thank everyone who has participated in putting this together, including those who simply made suggestions for mod ideas and/or provided feedback for bugs and cleaning.
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Mrs shelly Sugarplum
 
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Post » Sat May 28, 2011 3:16 pm

Thank YOU Aoikani. Not only for contributing a massive amount of content, but for organizing, and most importantly turning a cobbled mess of bugs and conglomerate of content into a real mod.

Thanks for the unbelievable amount of time and dedication. I'd drop out for awhile, check in later and Aoikanis still trudging on. Really inspired me to keep contributing. Even when serious real life issues were going on for him, Aoikani was still there, maybe taking short breaks but diving right back in. That tremendous dedication to something that he's not getting paid for and really has no stake in other than personal time and interest is the reason the mod exists.

Seriously, I've been in a lot of different mod teams, and the only way I've seen a mod stay alive this long is when leadership keeps getting taken over by someone new because of constant interest, and typically after all that the mod just dies anyways because each leader is different.

I've contributed quite a bit of content, but that's the easy part. Then Aoikani gets stuck fixing problems and merging (and often filling stuff in). Plus I drop out for long periods of time, lose interest in Oblivion modding, etc. Tons of people have contributed to the mod, but that's seriously small beans compared to what Aoikani has done for it.

So thank you for the Underdark mod, Aoikani. :)
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QuinDINGDONGcey
 
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Post » Sat May 28, 2011 9:00 am

Thank YOU Aoikani. ..snip..


Thanks Shadow. Hey I need some assistance. Since I've been setting up my new laptop "Lenovo 1gig Nvidia, 4g ram, 8cpu", I started transferring and working on the project on it. I've come across something that I could not fix, found a fix then started testing the mod for many things.

1) I couldn't get the console to work because I have Windows 7 now, but I fixed that by uninstalling the microsoft ehome infrared transceiver, or something like that. I'm on my other laptop now. So that's fixed.
2) I implemented message boxes with proximity triggers that will help players find places now. The ones I put it the main tunnel work, but as soon as I move to the Main Cavern. I crash. There is no difference of what I placed in the two cells.
3) Except that one trigger overlaps a transition trigger. Eh, I'm reaching on this theory that maybe there's a confliction in the scripts between the two. I didn't check yet though, nor did I check another cell.
4) The other possibility is that one of the two triggers with message boxes in the cell that crashes has an extra long message. Is there a limit to message length?
5) Lastly, could it be something with Windows 7? This is another far reach. I'll test in my older laptop.

well, after testing on my old pc and not the new i7, everything works perfectly. Including the alpha walls in Ched Nasad.
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Smokey
 
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Post » Sat May 28, 2011 10:03 am

version 1.1 OMOD format of Underdark can now be downloaded at http://gamemods.info/.

I'll create more links soon.
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Juan Cerda
 
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Post » Sat May 28, 2011 9:04 am

version 1.1 OMOD format of Underdark can now be downloaded at http://gamemods.info/.

I'll create more links soon.


Not available yet, though I suppose it's going through a checking process. In any case, thanks for all the work!

EDIT: Still nothing, 5 hours later. They're slow. ;)
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Klaire
 
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Post » Sat May 28, 2011 11:10 am

Awesome. I'll try and check it out tonight. I got svcked into SL and been waiting for Viconia voicing lately.
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emma sweeney
 
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Post » Sat May 28, 2011 2:54 pm

Not available yet, though I suppose it's going through a checking process. In any case, thanks for all the work!

EDIT: Still nothing, 5 hours later. They're slow. ;)


sorry... :shrug: sleeping still? or maybe at work, some of us just have nothing to do. That's not me of course! :)
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Svenja Hedrich
 
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Post » Sat May 28, 2011 5:54 pm

Awesome. I'll try and check it out tonight. I got svcked into SL and been waiting for Viconia voicing lately.


SL ? What's that? :blink:

:celebration: :dance: :drool:
I get to start Shadows of Old Shanatar now...
I mean put it together to get it finished since most of it is already done!! :tops:

Can't wait, because it's going to change the dungeon in a huge way :clap: big surprise.
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Sabrina Steige
 
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Post » Sat May 28, 2011 1:35 pm

sorry... :shrug: sleeping still? or maybe at work, some of us just have nothing to do. That's not me of course! :)


The ability to fake work received an enormous boost when someone invented multiple windows. They should probably receive a Nobel. :)

What about putting the omod on TES Nexus? They seem to be a sort of "we never sleep, 24/7 modshop."

You seem in good spirits. Probably the lack of burden suddenly giving your spirits wing. :D

EDIT: Five more hours, still no upload at that site. Methinks they are sleeping at the wheel. But then, it appears the last mod added there was put up 19 days ago. Which means we only have another 18 days or so to go before this appears. ;)
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Jade Barnes-Mackey
 
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Post » Sat May 28, 2011 6:37 pm

The ability to fake work received an enormous boost when someone invented multiple windows. They should probably receive a Nobel. :)

What about putting the omod on TES Nexus? They seem to be a sort of "we never sleep, 24/7 modshop."

You seem in good spirits. Probably the lack of burden suddenly giving your spirits wing. :D

EDIT: Five more hours, still no upload at that site. Methinks they are sleeping at the wheel. But then, it appears the last mod added there was put up 19 days ago. Which means we only have another 18 days or so to go before this appears. ;)


Well, I've been testing and having fun playing :D

I'll say there are a couple things I noticed, but not too terrible. I found some floating death Rothe. Should have caught that. But on another note, I noticed the Driders drop some kicking loot and the AI for the drow are going further random areas than I expected. Such as in the Goblin lairs. And the goblins... whoo! better take an army with you! But the best of all is how the walls of Ched Nasad turned out! Since I got this new pc (i7) with 8 cpu's the video is awesome. I put a lot of walls in Ched Nasad as Alpha (see through) so that with the right lighting, you can see 300' down. But, it makes the hanging city of Ched Nasad rock! Got to see it!

I'll fix the dead Roth in the Shanatar expansion, and now before you :drool: anymore, I'll begin the upload for TESNexus.

btw, if you all don't know what a phase spider is... just watch out. They pop in and out of this dimension to feed... :gun:
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BethanyRhain
 
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Post » Sat May 28, 2011 12:27 pm

http://www.fileplanet.com/210772/210000/fileinfo/Oblivion-mod:-Underdark-OMOD-1.1
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Sierra Ritsuka
 
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Post » Sat May 28, 2011 11:33 am

http://www.fileplanet.com/210772/210000/fileinfo/Oblivion-mod:-Underdark-OMOD-1.1


That did the trick. Thanks!
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Mizz.Jayy
 
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Post » Sat May 28, 2011 10:00 am

Just a comment on the difference between version 0.59.1b and the OMOD release version 1.1.

Though vers 0.59.1b is stable, it did still have some meshes and textures that were not released yet and the biggest issue that I put in the OMOD release to correct was the persistent references that did not need to be persistent, were changed.

Why? Next time look at your save game and you figure it out.

The OMOD release not only corrected potential save game bloats (to the best of my ability), but in addition several activators were placed to help the player find important places that would open message boxes. They do not point things out specifically, but it does help give clues.
Several other changes were made, that are important, but not necessary to know. Such as, the player can now find gloves that will protect them from the dangers of handling Underdark plants.
Now that I've received a bit of time to do more of the testing myself in the form of having fun and playing what I worked on, I want to point out the best thing in the Underdark. First I want to mention I just replaced my computer with a laptop that has a Core i7, 8 cpu, Nvidia 1mb memory 240m vid card with Cuda, and 4 gb ram. I have no issues with anyting, infact, I'm trying to create issues. But on to what I was talking about.

Ched Nasad originally was a Shivering Isle tileset dungeon with webs applied as textures. So they were both white (silk webs) or black (blackground). Well... now I set most of the walls to alpha and since the tiles have lots of roots here and there, I'm really impressed. My opinion, the city rocks now, even though it is under Mindslayer rule with drow enslaved within. The webs seen with an enhanced system really makes the cell look like chaotic webs everywhere, not to mention the exterior. All this time I've been using a lower end system to put it all together.
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Schel[Anne]FTL
 
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Post » Sat May 28, 2011 8:59 am

A fix will be available in "Shadows of Old Shanatar" upon release that will correct the floating Rothe in the Main Cavern.

A fix will be available for the tear in the tiles at the bottom of the "Dragon's Maw" also in the same release.

What I mean for a fix, is that upon release of "Shadows of Old Shanatar" a separate TRoN update will be included.
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Nina Mccormick
 
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Post » Sat May 28, 2011 4:43 pm

@ShadowLance,

I've been looking over your mod Shadows of Old Shanatar and I have to say, I'm really impressed on your creativity.
Good job.
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Melissa De Thomasis
 
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Post » Sat May 28, 2011 8:09 am

... maybe we should separate the two and begin a new thread for Shadows of Old Shanatar?
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Melissa De Thomasis
 
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