[BETA] Ward of Akavir

Post » Fri May 27, 2011 3:30 pm

"A patch would be easy to make, I'll have one for the next update."

Great! Thank you VERY much for that! I just reinstall MW after over a year of absence. I'm still trying few things with my new setup and having major problems with merging objects - some mods seem to size to work, but I would love to add this one to the list too! :celebration:
Cheers.

p.s.
Now... if I only learn how to delete a couple of these f%$&@*$g trees... :banghead:


Enter console(~)
Click on offending tree
Enter disable
Enter setdelete 0
Exit console(~)

sieboldii
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Juanita Hernandez
 
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Post » Sat May 28, 2011 2:42 am

Is it supposed to be an .ESM?


Yep, the game file is an .ESM, in theory this would allow others to make simple patches and add-ons for this without needing to redistribute the whole project.

---

Spoiler
Anyone get to try out the skull of Grurn? Any suggestions for it's power?

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Keeley Stevens
 
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Post » Fri May 27, 2011 8:23 pm

@ sieboldii
If you were a woman - I could kiss you! :twirl:

The only program I learned to use is EE. I've tried to use CS, but I couldn't even tell with certainty what I was selecting - too much foliage.
Thanks - that saves me time and a lot of stress! :)
Cheers.
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 2:18 am

I've made some more progress with the expedition. I should have the new content ready to test real soon. ^_^

Spoiler
I've finished up Grurn so that he now will cast his full assortment of spells at the player & their followers, as well as use melee to great effect. This makes Grurn extremely deadly without any magical protection. While Grurn's servants are immune to his spells, Grurn is vulnerable to spells and reflect. However, Grurn can dispel with ease. Grurn does however have a glaring weakness should the player make use if it, which will bring down his powerful protection until either the effect wears off, or Grurn uses dispel.


Spoiler
The Great Hall will now be a site of a mini-boss battle with an Apparition of Grurn, which, combined with the many skeletons and rats that already inhabit the hall, will be an intense battle and show the player what to expect from the true ancient lich. The apparition casts much weaker spells and has weaker abilities than the ancient lich, but is still a very difficult opponent to those unprepared. The player doesn't need to defeat the Apparition to advance past the Great Hall, but this would mean the apparition could appear and attack the player elsewhere.

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NIloufar Emporio
 
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Post » Sat May 28, 2011 1:47 am

I've added a feature where the skeleton guards are enhanced by skeleton captains. The skeleton guard's attack is fortified and their flee rating is reduced when a captain is nearby. A captain is generally in the middle of a patrol of skeletons encountered. There really isn't a way to differentiate between the two except for the glow of thier eyes, a captain's eyes glow slightly red in comparison.

Spoiler
A similar effect is used by the lich apparition, where the skeletons in the great hall that are near the apparition will become immune to magic.


I'm working on making turn undead useful in this expedition, so I'm trying out different flee settings. It seems that with the default settings, the AI won't flee at all unless the flee rating is greater than 100, regardless of how much health is left. I'm playing around with higher AI flee ratings, which improves turn undead greatly, but this could have a side effect if someone uses a plug-in that changes the flee settings (like WGI), which would make the skeletons flee way too soon (like in one hit, or at the start of combat). So I'm not sure if this will make the cut.
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Ezekiel Macallister
 
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Post » Fri May 27, 2011 10:22 am

I want to play this! It sounds a lot like Diablo!
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rolanda h
 
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Post » Fri May 27, 2011 10:55 am

captains that add bonuses to the grunts sounds really cool, i'll be sniping the captains with my thief char before moving in with my squad then

this sounds pretty epic, and it gets bonus points for being quest related (due to dire lack of decent quest mods)
i'll test the next beta for you seeing as i've already tested it before, looking forward to kicking some skelly ass
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K J S
 
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Post » Fri May 27, 2011 7:51 pm

captains that add bonuses to the grunts sounds really cool, i'll be sniping the captains with my thief char before moving in with my squad then

this sounds pretty epic, and it gets bonus points for being quest related (due to dire lack of decent quest mods)
i'll test the next beta for you seeing as i've already tested it before, looking forward to kicking some skelly ass


I'm debating whether to make the captains more visible. Maybe give them a helmet or bracers, etc. The red eyes right now are really subtle, and makes it difficult to spot captains until they are literally in your face (look at the http://llamahunter.homestead.com/files/firemoth_undead.jpg screenshot for an example of the eyes). I suppose I'll wait for feedback with the next update. ^_^
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Oscar Vazquez
 
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Post » Fri May 27, 2011 9:11 pm

a different helmet would be cool, even something simple like a different shield could be a good indicator of which is which though

if you want a unique model for them, i can kit a skelly out in some armor in max, just take your pic of armor
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Cat Haines
 
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Post » Fri May 27, 2011 6:05 pm

I'm debating whether to make the captains more visible. Maybe give them a helmet or bracers, etc. The red eyes right now are really subtle, and makes it difficult to spot captains until they are literally in your face (look at the http://llamahunter.homestead.com/files/firemoth_undead.jpg screenshot for an example of the eyes). I suppose I'll wait for feedback with the next update. ^_^


Often in combat situations officers will remove tell tale insignia to prevent their being selected targets. Just a note for thought.

sieboldii
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Motionsharp
 
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Post » Fri May 27, 2011 10:15 pm

quorn, you mentioned this takes up the same space as the original Firemoth, yet also talked about improving the landscape. Did you add any landscape, or extend the island in any way? I ask because Tamriel Rebuilt's Map 4 comes right up within the same cell as Firemoth, and actually adds some sea-floor detail to the Firemoth cells.
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Sweets Sweets
 
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Post » Fri May 27, 2011 11:40 am

quorn, you mentioned this takes up the same space as the original Firemoth, yet also talked about improving the landscape. Did you add any landscape, or extend the island in any way? I ask because Tamriel Rebuilt's Map 4 comes right up within the same cell as Firemoth, and actually adds some sea-floor detail to the Firemoth cells.


The island has the same shape, I didn't change or add any more land. The only thing I did was smooth out some of the terrain that was excessively blocky, and fixed all of the texture seams by repainting some of the areas and placing objects over unadvoidable seams. I am thinking of adding a dock at the base of the hill to the guard towers, since Firemoth Fort was suppose to be a stronghold guarding the Inner Sea, and it really doesn't make much sense that there is no accessible dock. Plus it would fit with the lore I'm including that Firemoth Fort was originally built to deal with piracy and smuggling around the Bitter Coast.

I originally tried making all of the cells of Firemoth interior cells, which I do have a proof of concept http://www.gamesas.com/bgsforums/index.php?showtopic=969126. The smoothing and seam-fixing of the terrain was originally for the interior version to clean up the created interior landmass meshes as a result. Unfortunately, the performance hit recreating all the cells used by Firemoth was unsatisfactory; it was too choppy, there were stability issues when encountering a large ammount of skeletons, and the local map had a lot of display issues due to the size of the landmass. However, I'm going to revisit that concept when I finish this, I think just using the two main islands of Firemoth would fix the majority of the issues encountered rather than recreating the whole island. Afterall, having it completely interior would solve any landmass conflicts, and have this expedition accessible to everyone as a result. ^_^
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Setal Vara
 
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Post » Fri May 27, 2011 8:59 pm

this is getting better! wow!
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Sammykins
 
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Post » Fri May 27, 2011 9:13 pm

New Beta version posted!

New Additions:
Players should no longer experience as many local ref. conflicts.
Skeleton Guards receive a bonus to attack rating when in the presence of a Skeleton Captain.
Skeleton Captains' eyes now glow red to set them apart from regular Skeleton Guards.
Skeletons' eyes now dim upon death.
Skeletal Corpses are handled differently.
Spoiler
Skeletal Corpses now carry diseases when searching
.
Scrolls of Turn Undead included in the expedition supply chest.
The Great Hall of Firemoth Fort now presents a new challenge.
Spoiler
Apparition of Grurn now challenges the player in the Great Hall, and fortifies the skeletons in his presence against magic
.
Spoiler
Skull of Grurn fully functional
.
Spoiler
Grurn and his apparition will now cast their full list of available spells as well as utilize melee
.
Spoiler
Dark Servants of Grurn now use a special effect when reanimated
.
Crates, barrels, & sacks will now have better selection of useful supplies.

Let me know any feedback or suggestions! ^_^
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Emmi Coolahan
 
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Post » Fri May 27, 2011 7:30 pm

I downloaded this, how do I start the quest? I go to talk to Sellus Gravus and he doesn't mention Firemoth? I asked rumors like in the readmen in Seyda Neen and I get nothing. :confused:
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Jordyn Youngman
 
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Post » Fri May 27, 2011 6:56 pm

I downloaded this, how do I start the quest? I go to talk to Sellus Gravus and he doesn't mention Firemoth? I asked rumors like in the readmen in Seyda Neen and I get nothing. :confused:


The journal will update when you ask about 'latest rumors' from any non-Dunmer citizen outside of Seyda Neen town proper, like in Balmora or Pelagiad. ^_^

---

I've uploaded a quick-fix, Beta 5/16/2009. It fixed a script on one of the creatures so that the effects would work correctly, otherwise nothing would happen. Nothing game-breaking though.
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KRistina Karlsson
 
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Post » Fri May 27, 2011 7:27 pm

Ok I got the quest to work, holy crap it's hard! I died from the first skeletons crossing the water! I needed to turn down difficulty to pass them the third time.
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:)Colleenn
 
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Post » Fri May 27, 2011 4:06 pm

Ok I got the quest to work, holy crap it's hard! I died from the first skeletons crossing the water! I needed to turn down difficulty to pass them the third time.


The skeletons are much stronger than the original skeletons encountered in Siege at Firemoth. A skeleton guard is about the same strength as a skeleton warrior encountered throughout Vvardenfell in tombs. The original skeleton grunts from Siege at Firemoth only had 20 hitpoints, and a combat skill of 20, which made them weaker than the standard skeleton found throughout Vvardenfell. In comparison, a skeleton guard now has at least 60 hitpoints, and a combat skill of 40, which is boosted when in the vicinity of a skeleton captain.
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Lynne Hinton
 
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Post » Sat May 28, 2011 2:05 am

I've finally made it to the fort, only to find it locked? Now what? :confused:
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Shirley BEltran
 
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Post » Fri May 27, 2011 5:12 pm

I've finally made it to the fort, only to find it locked? Now what? :confused:
I'd recommend backtracking a wee bit, just to seek out some supplies, of course. Perhaps you may find a lockpick, or one of those loose keys about.
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Tracey Duncan
 
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Post » Fri May 27, 2011 7:11 pm

I've uploaded another quick-fix. This fixes the issue of the skeleton guards' flee from falling below 0, which wraps the value around to 255, thus preventing the skeletons from attacking.
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Gaelle Courant
 
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Post » Sat May 28, 2011 12:07 am

I'd recommend backtracking a wee bit, just to seek out some supplies, of course. Perhaps you may find a lockpick, or one of those loose keys about.


I went back to the supply chest and got the lockpick, but the lock is too complex? :confused: Am I missing something obvious?
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Leanne Molloy
 
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Post » Fri May 27, 2011 11:47 pm

I went back to the supply chest and got the lockpick, but the lock is too complex? :confused: Am I missing something obvious?


Your Security skill is too low, or you need a better lockpick.
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~Sylvia~
 
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Post » Fri May 27, 2011 11:38 pm

If the first half of the advice didn't work, then look to the second half -_- . I'm sure there must have been a gate captain of some sort who also has the key, and I'm quite positive he didn't make it far with all those packs of skeletons about. I'd look around in those fortifications once again, for they seem to be the only safe bastion around.
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 2:27 pm

You just need to approach the locked entrance like any locked door in Morrowind. You could use a lockpick, as one is provided for the expedition for those that are adept in security. You could also use a spell of opening if magically inclined, or a scroll if available. If you can levitate or jump high, there's another way in too. Or as Complan explained, there could be a key holed up somewhere nearby, it just requires a bit of exploring. ^_^
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NIloufar Emporio
 
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