[BETA] Ward of Akavir

Post » Fri May 27, 2011 3:05 pm

Sounds great I like Firemoth very much so any improvments are welcome
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Laura
 
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Post » Fri May 27, 2011 10:07 pm

Spoiler:
Spoiler
The shield is magically bound to the altar when Grurn is nearby, if the player can get Grurn far enough away from the altar, his magic no longer can hold the shield firmly in place. However, the shield may still have some of Grurn's unholy magic present, and it depends on the player skill whether the player can remove the shield safely.

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x a million...
 
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Post » Fri May 27, 2011 8:12 pm

Awesome work Quorn, as always. :^)

I have one question: have you left the island in the same location as Bethesda placed it? I remember moving the island from that location because it conflicted with Sea of Destiny IIRC, so I'm just wondering if I'll have to move it again (which wouldn't be a big deal at all). I'm not really playing much Morrowind ATM so I'll probably wait for you to finish polishing this gem before I download it.
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Kaley X
 
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Post » Sat May 28, 2011 2:11 am

Awesome work Quorn, as always. :^)

I have one question: have you left the island in the same location as Bethesda placed it? I remember moving the island from that location because it conflicted with Sea of Destiny IIRC, so I'm just wondering if I'll have to move it again (which wouldn't be a big deal at all). I'm not really playing much Morrowind ATM so I'll probably wait for you to finish polishing this gem before I download it.


Firemoth is still in it's original location. I decided to keep it there as it would be familiar. I originally planned to make the whole expedition take place in interior cells, but scrapped it as there were glitches and the performance was unsatisfactory. The concept thread is http://www.gamesas.com/bgsforums/index.php?showtopic=969126. I might revisit that concept after I finish this up. ^_^

Spoiler:
Spoiler
To enter the tomb, the player must defeat the two skeleton sentinels guarding the tomb. This is the toughest fight required to obtain the Ward of Akavir. To leave the tomb, the player must either acquire the Ward of Akavir, or kill Grurn. If the player re-enter's the tomb after leaving with the Ward, Grurn will not let the player escape again.

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Becky Palmer
 
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Post » Fri May 27, 2011 3:38 pm

Any feedback or suggestions? ^_^
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Ally Chimienti
 
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Post » Fri May 27, 2011 8:33 pm

I never played Siege of Firemoth, but this has me hyped. I will definitely play this! I'll let it develop a bit longer tho =)
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Laura Mclean
 
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Post » Fri May 27, 2011 12:08 pm

Something I noticed in Beta 4/2/2009 (might have been fixed since) was that the dialogue tree leading to "Firemoth" appeared broken... the "latest rumors" told me that Sellus Gravius wanted adventurers, but it looks like the greeting that would have added "Firemoth" as a discussion topic has vanished :shrug:
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candice keenan
 
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Post » Fri May 27, 2011 4:13 pm

Something I noticed in Beta 4/2/2009 (might have been fixed since) was that the dialogue tree leading to "Firemoth" appeared broken... the "latest rumors" told me that Sellus Gravius wanted adventurers, but it looks like the greeting that would have added "Firemoth" as a discussion topic has vanished :shrug:


So Sellus Gravius didn't have the greeting about the expedition to Firemoth? I haven't changed the conditions of the original plug-in for the greeting, which may be the issue if another plug-in alters Sellus Gravius' greetings. The fix would be easy enough to implement, as I would make the expedition greeting dependant on the rumor (right now it's just to integrate the plug-in better than relying in the readme).
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SaVino GοΜ
 
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Post » Fri May 27, 2011 5:51 pm

MWEdit can't find it while parsing the dialogue... I'll have a look in TESCS; there are two warnings about strings being different.

Edit: OK, I'm using Comprehensive Chargen... it looks like the solution would be to move the Firemoth responses above the "Who are you? Where are your papers?" response during chargen...
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Marta Wolko
 
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Post » Fri May 27, 2011 7:30 pm

MWEdit can't find it while parsing the dialogue... I'll have a look in TESCS; there are two warnings about strings being different.

Edit: OK, I'm using Comprehensive Chargen... it looks like the solution would be to move the Firemoth responses above the "Who are you? Where are your papers?" response during chargen...


I should've known using the original Siege at Firemoth's dialogue conditions would cause issues, like the rest of the original plug-in does. :lol:

I fixed the issue, I've placed the Firemoth-related greetings above the character generation greetings. This should fix the issue, as long as no other plug-in adds greetings to the same spot (don't think too many would). The expedition rumor will now trigger the Firemoth greetings, one can receive the rumor from any non-Dunmer NPC outside of Seyda Neen town limits, like in Pelagiad or Balmora. I'll get the fixed update posted later today. ^_^

---

I've did some more work on the interiors, notably adding sounds and mist to the caverns and tomb for ambience. I've also started working on swapping all of the containers found in the interiors for Firemoth-specific containers, which'll give more flexibility with their contents.

Spoiler:
Spoiler
Grurn can animate his guardians in the tomb, essentially giving Grurn an endless supply of guardians. However, the more times they are 'killed', the longer it takes to re-animate them. The only way to truely kill them is to kill Grurn.

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aisha jamil
 
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Post » Sat May 28, 2011 1:48 am

would it be possible to brighten up the place a bit? it's way dark when a character can't use night sight.
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JESSE
 
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Post » Fri May 27, 2011 7:30 pm

would it be possible to brighten up the place a bit? it's way dark when a character can't use night sight.


Have you checked your game options or adjusting your screen gamma settings?

sieboldii
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kirsty joanne hines
 
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Post » Fri May 27, 2011 6:05 pm

Have you checked your game options or adjusting your screen gamma settings?

sieboldii


The levels are just really dark, i think only the torches provide any ambient light.
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DarkGypsy
 
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Post » Sat May 28, 2011 1:41 am

The levels are just really dark, i think only the torches provide any ambient light.


The interiors are suppose to be dark, the fort hasn't been inhabited in a long while. I haven't changed the light settings from the original plug-in, as I felt the lighting was one of the things that the original plug-in did right. ^_^

There are plenty of torches available, and the caverns are lit with standing torches and luminous mushrooms. The player could also utilize light and night eye spells & enchantments too. It adds to the ambience that light is scarce, and there are many things awaiting in the darkness.
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Lizzie
 
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Post » Fri May 27, 2011 8:01 pm

I can't wait to try these improvements because I liked the original Siege of Firemoth mod! Once this is finished I'm definately using it! :nod:
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Deon Knight
 
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Post » Fri May 27, 2011 9:58 pm

New beta version uploaded.

This fixes the expedition greetings with Sellus Gravius if another plug-in alters his dialogue. This also adds ambient sounds and mist to the caverns. Tweaks some of the scripts used too. Let me know any feedback!

Thanks! ^_^
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Sabrina Schwarz
 
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Post » Fri May 27, 2011 9:01 pm

sounds great with big improvements!
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Marion Geneste
 
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Post » Fri May 27, 2011 8:55 pm

I've began working on scaling the expedition to the player's level, from level 16 onwards. Creatures will scale in toughness, and the followers will scale in combat prowess. While the followers scale with with expedition, they are less effective fighting higher-levelled foes than at lower levels where they're fairly self-sufficient until deep into the fort, one will need to keep a closer watch on one's party at higher difficulty for their overall survival.
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Karl harris
 
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Post » Fri May 27, 2011 12:00 pm

Has anyone tested out the caverns or tomb? Any feedback?

I think I have a good balance with the scaling, I'll have the update ready in a day or so. I'm working on more dialogue and better quest progression, and a few more surprises along the way too. ^_^
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John N
 
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Post » Fri May 27, 2011 5:54 pm

I've added a feature in the next update so that if your party has at least reached the fort interior, you can return to Seyda Neen and talk to Sellus Gravius about 'more supplies'. He'll issue you a few more supplies for the expedition, and this will also restock your followers with a couple potions, if they're still alive. He will also mention to the player that their party can use any supplies left behind when the fort was evacuated, though he cautions about looting more than needed, as it's still property of the Empire.

Spoiler:
Spoiler
If the player makes it to the hidden supply room, this will equip the followers in imperial armor and give them a couple potions too. Even the kitty. ^_^

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^~LIL B0NE5~^
 
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Post » Fri May 27, 2011 11:00 pm

I've added a feature in the next update so that if your party has at least reached the fort interior, you can return to Seyda Neen and talk to Sellus Gravius about 'more supplies'. He'll issue you a few more supplies for the expedition, and this will also restock your followers with a couple potions, if they're still alive. He will also mention to the player that their party can use any supplies left behind when the fort was evacuated, though he cautions about looting more than needed, as it's still property of the Empire.

Spoiler:
Spoiler
If the player makes it to the hidden supply room, this will equip the followers in imperial armor and give them a couple potions too. Even the kitty. ^_^

That sounds awesome.
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Batricia Alele
 
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Post » Fri May 27, 2011 11:56 am

Every little bit helps as the expedition is much more difficult this time around. ^_^
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Maria Leon
 
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Post » Fri May 27, 2011 10:35 am

Tested out the tomb and it all works fine, grurn makes a much more challenging boss, the summoning skeletons summon correctly, the door works great,
Spoiler
and the curse on the shield makes it alot harder to just take the shield without getting stabbed to death by 10 skeletons
and the skeleton sentinels outside the tomb were a nice touch

i didn't get the 'more supplies' topic though, might be because the nord companion died, otherwise it's probably a dialogue conflict with one of my other mods :shrug:
firemoth was alot funner and challenging with this mod, great work :)
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Eire Charlotta
 
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Post » Sat May 28, 2011 2:33 am

Tested out the tomb and it all works fine, grurn makes a much more challenging boss, the summoning skeletons summon correctly, the door works great,
Spoiler
and the curse on the shield makes it alot harder to just take the shield without getting stabbed to death by 10 skeletons
and the skeleton sentinels outside the tomb were a nice touch

i didn't get the 'more supplies' topic though, might be because the nord companion died, otherwise it's probably a dialogue conflict with one of my other mods :shrug:
firemoth was alot funner and challenging with this mod, great work :)


Thanks for trying it out! The 'more supplies' topic is only active on Arrille with the current beta, Sellus Gravius tells the player that Arrille should have some supplies ready that he requested. I'll have that dialogue fully implemented in the next update when it's ready, along with the other features mentioned here, and some new things too. ^_^
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Samantha Wood
 
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Post » Fri May 27, 2011 12:04 pm

the caves are more atmospheric, especially with the sounds. the mist is ok, though i always thought the mist used by morrowind looked kinda low quality. but it does give the effect of styfling humid air in the wet areas of the caves. the tomb now has that whispering like the rest of the tombs in game. didn't last long at all against the horde in the tomb though.
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maddison
 
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