[BETA] Ward of Akavir

Post » Fri May 27, 2011 1:52 pm

I have to place my "Topics: I replied" marker to follow this up. *bookmarked* :read:
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Eric Hayes
 
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Post » Fri May 27, 2011 4:17 pm

another thing i like this that the grunt skeletons' shields break after a few blocks. definately helpful when there's a horde of them hacking you apart.
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Ludivine Poussineau
 
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Post » Sat May 28, 2011 1:32 am

oh, i was trying to get the supplies from sellus :facepalm: , and abyssmal, i wouldn't have lasted very long in the tombs if i didn't have good old Julan (,rest his poor soul) to act as a bodyshield ^_^
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Project
 
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Post » Fri May 27, 2011 5:54 pm

Spoiler
and the curse on the shield makes it alot harder to just take the shield without getting stabbed to death by 10 skeletons


lol, that's what did me in.
Spoiler
except it was a combination of skeletons surrounding my character with grurn sending wave after wave of lightning near while i was surrounded. didn't expect all of the skeletons to revive and charge that fast, lol.
the ward of akavir is a really nice shield for medium armor now. :goodjob:
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steve brewin
 
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Post » Fri May 27, 2011 4:49 pm

How is the beta progressing? I'm kind of excited =) I'll have to lvl up my character tho o_O
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Katey Meyer
 
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Post » Fri May 27, 2011 9:20 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.
...
another thing i like this that the grunt skeletons' shields break after a few blocks. definately helpful when there's a horde of them hacking you apart.


Thanks for the input! I'm tweaking the placement of the mist in the caverns, the next release will hopefully look better.

How is the beta progressing? I'm kind of excited =) I'll have to lvl up my character tho o_O


Actually it's going really well! I'm working on quest progression, making exploring the fort more interesting and challenging, and adding a little more dialogue concerning the expedition to flesh out the story for more immersion.

The followers are now experienced mercenaries, and are a valuable asset to the expedition, without being full-fledged companions. They drink potions responsibly and won't block hallways or kill each other anymore. They'll also re-equip at appropriate times too.

The skeletions pose a signifigant threat, especially in groups where they can surround the player or a follower. They are signifigantly stronger than in the original plug-in, though still manageable with the right tactics and follower support. The expedition is scaled for a character of level 16, and will scale in difficulty for higher-levelled characters to still provide some challenge. The final confrontation in this expedition will play out much differently than in the original plug-in. ^_^

The landmass no longer is plagued with texture seams, floating objects, or jagged terrain oddities, and should look nice with both vanilla and high-resolution textures. I've added more ambience to the interior levels, like sounds and mist. Little things here and there.

I'll release an update this weekend to test out the new content to make sure it works as intended and squash any remaining issues. ^_^
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Tanya Parra
 
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Post » Fri May 27, 2011 5:27 pm

This sounds very cool! I will now actually like this, rather than just like the shape of the archipelago on the map ;)

I'd like it however if you could somehow make the fort restored once you remove the curse and the liche, which is officially the reason given by Gravius in dialogue. It would also make sense.
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Jordan Moreno
 
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Post » Fri May 27, 2011 11:50 am

This sounds very cool! I will now actually like this, rather than just like the shape of the archipelago on the map ;)

I'd like it however if you could somehow make the fort restored once you remove the curse and the liche, which is officially the reason given by Gravius in dialogue. It would also make sense.


I'm working on the backstory of Firemoth and the expedition. I've changed a few things about how the expedition is presented, it now focuses more on the acquisition of the Ward of Akavir rather than the defeat of the undead. There will be a few things here and there that give a better idea of the circumstances of Firemoth Fort.

I won't make the fort restoration part of this release, I might make an add-on for it though. I want to leave what happens afterwards up to the player, whether they'll want the fort to remain in desolation, whether the islands are now forever cursed with the undead constantly spawning throughout, whether an Imperial faction, Dunmer faction, or some other interest group would show interest in restoration of the island, or even if they player chooses to become the new head of the army of undead. So I'm leaving the end of the expedition open for others if they choose. ^_^
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Rhysa Hughes
 
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Post » Fri May 27, 2011 7:12 pm

This just keeps getting better! Will this let you share with the companions, and have the companions follow after the quest? That would be really great!
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Arnold Wet
 
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Post » Sat May 28, 2011 2:12 am

This just keeps getting better! Will this let you share with the companions, and have the companions follow after the quest? That would be really great!


Thanks for the compliment! I won't enable companion share, as these mercenaries aren't companions, just followers hired for your support. I also am keeping this only dependant on the Morrowind.ESM, companion share being a Tribunal function. However, feel free to add in companion share if you want. ^_^

IF the followers survive the expedition, I do have them to be placed at various taverns where they'll act like regular NPCs and have a couple things to say about Firemoth and the expedition, though it'll be a novelty at best as they aren't likely to survive.
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+++CAZZY
 
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Post » Fri May 27, 2011 1:15 pm

I did some work on this over the weekend, changed a few things that were planned. I won't include the option to return to Seyda Neen for more supplies as I mentioned (although the spoiler mentioned is included and works like a charm), instead I've made the original supplies the player can receive of better quality, and increased the supplies found in the fort. I decided to keep this aspect simple.

I've made the expedition a contracted job of the Imperial Legion & the Census and Excise office (working for 'the Empire'), in that the player is hired as a 'surveyor' and mercenary for this expedition. The player will receive a contract which is required for the supplies and opens up more dialogue about the situation at Firemoth, which'll mention some hints.

I've also made a new mesh for the skeletons at Firemoth, the new mesh is fitting to the ambience.

I'll get the update out soon to test for any issues, and hopefully get the official release out soon after. ^_^
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Eibe Novy
 
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Post » Fri May 27, 2011 11:36 pm

Just finished my first run-through this morning. I'd call it great on all counts - the companions were more than 3-minute fodder, the fort had quite a sallow atmosphere, everything worked, and as should now be usual for me, grurn caused quite a few @%!^ to be heard -
Spoiler
along with those skeletal guardians
. I didn't find any surprises, but with my character being grievously wounded quite often I didn't want to risk it.

Just a couple things of note:
-I'm glad you're going to flesh out the mercenary angle of the quest, for it felt a bit incongruous to me for sellus gravius to say "thank goodness you're here" or whatnot while at the time I'm still a typical nobody off a prisonship. Also, as said before, the mercs and the avoidance of using the legion adds a certain bit of mystery that could be filled.
-
Spoiler
I don't know if this was a design decision or not, but I had several skeletons spawn without weapons in grurn's chamber. I killed a few skellies to attempt a quick steal, then noticed the nord knocked down by a mass of fist-fighters. If you meant that to prevent thieves like me, that'd work all right, but here it just meant I had to sacrifice my companions :(
-Lastly, I had a bit of a laugh when I triumphantly returned the ward of akavir to sellus gravius, whereupon he praised me then promptly equipped the shield. I'm not sure if that's to be its final resting space, but it calls to mind those merchants in vanilla who paid me pennies for my gear, then wore it proudly ;).
For such an artifact I imagine a scenario where it is to be sent back to Cyrodiil after a brief time for display (and boasting), which would handily give the more thieving-inclined players a chance to steal it back and thumb their nose at the Empire on two counts. Maybe an addon..

All in all, good work quorn.
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Add Meeh
 
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Post » Fri May 27, 2011 11:08 am

Just finished my first run-through this morning. I'd call it great on all counts - the companions were more than 3-minute fodder, the fort had quite a sallow atmosphere, everything worked, and as should now be usual for me, grurn caused quite a few @%!^ to be heard -
Spoiler
along with those skeletal guardians
. I didn't find any surprises, but with my character being grievously wounded quite often I didn't want to risk it.


I intentionally made Grurn hard for this beta, to put more focus on acquiring the shield, for testing purposes. Grurn'll be more vulnerable in the next beta, although he'll have a nasty assortment of spells instead of just shockblast. You don't want to be on the receiving end of 'Decrepify' or 'Blood Curse', for example.

Just a couple things of note:
-I'm glad you're going to flesh out the mercenary angle of the quest, for it felt a bit incongruous to me for sellus gravius to say "thank goodness you're here" or whatnot while at the time I'm still a typical nobody off a prisonship. Also, as said before, the mercs and the avoidance of using the legion adds a certain bit of mystery that could be filled.


Yep, this plays a big role in the dialogue and the development of the expedition, if the player chooses to explore that option. ^_^

I'm also going to add a reputation requirement for the quest, a minor one just so the circumstances would make a little more sense.

-
Spoiler
I don't know if this was a design decision or not, but I had several skeletons spawn without weapons in grurn's chamber. I killed a few skellies to attempt a quick steal, then noticed the nord knocked down by a mass of fist-fighters. If you meant that to prevent thieves like me, that'd work all right, but here it just meant I had to sacrifice my companions :(


I think that's just because
Spoiler
I gave those skeletons the same low durability sabers as the other skeletons, which wear out really fast. I'll give them regular durability ones, which should keep them from resorting to fisticuffs so soon. The skeletons in the tomb are guarded from looting by Grurn, much like the shield and door are guarded by him, once Grurn is vanquished, the skeletons will no longer animate and can be looted.


Spoiler
-Lastly, I had a bit of a laugh when I triumphantly returned the ward of akavir to sellus gravius, whereupon he praised me then promptly equipped the shield. I'm not sure if that's to be its final resting space, but it calls to mind those merchants in vanilla who paid me pennies for my gear, then wore it proudly ;).
For such an artifact I imagine a scenario where it is to be sent back to Cyrodiil after a brief time for display (and boasting), which would handily give the more thieving-inclined players a chance to steal it back and thumb their nose at the Empire on two counts. Maybe an addon..

All in all, good work quorn.


Thanks for the report! I'm planning on having the Ward of Akavir end up in Ebonheart,
Spoiler
where it could be a reward for the player if they manage to slay Grurn
. Otherwise the quest could be seen as Sellus Gravius just wanted the shield himself, but that would be disappointingly anti-climatic. ^_^
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 11:06 pm

Otherwise the quest could be seen as Sellus Gravius just wanted the shield himself, but that would be disappointingly anti-climatic. ^_^


yeh, that would be pretty anti-climatic.... but at the same time hilarious

i think a more vulnerable grurn with deadlier spells would work well, the skeletons pretty much act as a living shield, in fact that might actually make him even harder :bigsmile:
looks like some pretty neat tactics and a bit of dodging are gonna be needed for killing grurn in the final release
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Melissa De Thomasis
 
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Post » Fri May 27, 2011 3:31 pm

I always tend to either kill Sellus Gravius for the shield, or disintigrate the shield away, and then mug him. Having him keep the shield seems perfectly normal, since onece the quest is complete none of the other guards you talk to seem to have noticed that the ward has been recovered when you talk about firemoth.

The last time I tried to kill Grun, I actually managed to do it with the help of all my merc allies (not using this plugin - just the standard one). I got in a lucky paralyze hit, and from then on grun spent all his time flinching and so couldn't get off a cast/attack.

Is this still gonna be possible with your mod - or does he have some crazy-high reflect % (>80%)?
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Lynne Hinton
 
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Post » Sat May 28, 2011 12:30 am

-clip-
I've made the expedition a contracted job of the Imperial Legion & the Census and Excise office (working for 'the Empire'), in that the player is hired as a 'surveyor' and mercenary for this expedition. The player will receive a contract which is required for the supplies and opens up more dialogue about the situation at Firemoth, which'll mention some hints.
-clip-

What happens if the player swims/levitates/sails (via sailing mod) to Firemoth without the contract? What about with the contract but without using travel provided by this mod?

I've not tried the bethesda Firemoth plugin before, and probably won't have a chance to try out this version before final release. Never the less with the improvements you've made, this is something I'll now want to add to my game. :nod: :thumbsup:
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leigh stewart
 
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Post » Sat May 28, 2011 12:24 am

This is slightly off topic, but is there any chance that you could relocate the ship with the mercenaries for firemoth a little further off the dock at in Seyda Neen, so that it no longer has a visual conflict with The tamriel rebuilt travel mod?

Its not neccesary, just something that I thought I could throw out there as a possibility for the next incarnation of this sweet mod.

P.S. Thanks for updating this as well, I really enjoy the changes you have made.
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maddison
 
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Post » Fri May 27, 2011 12:32 pm

I always tend to either kill Sellus Gravius for the shield, or disintigrate the shield away, and then mug him. Having him keep the shield seems perfectly normal, since onece the quest is complete none of the other guards you talk to seem to have noticed that the ward has been recovered when you talk about firemoth.

The last time I tried to kill Grun, I actually managed to do it with the help of all my merc allies (not using this plugin - just the standard one). I got in a lucky paralyze hit, and from then on grun spent all his time flinching and so couldn't get off a cast/attack.

Is this still gonna be possible with your mod - or does he have some crazy-high reflect % (>80%)?


The guards now do mention that the Ward of Akavir has been recovered if the player decides to return it, and there is a little dialogue post-expedition too. The Ward of Akavir will eventually make its way to Ebonheart, though I haven't decided where to put it.

Grurn will have reflect 20%, although not constant effect. He is more vulnerable this time around, although it doesn't make him any less dangerous.

What happens if the player swims/levitates/sails (via sailing mod) to Firemoth without the contract? What about with the contract but without using travel provided by this mod?

I've not tried the bethesda Firemoth plugin before, and probably won't have a chance to try out this version before final release. Never the less with the improvements you've made, this is something I'll now want to add to my game. :nod: :thumbsup:


The player can explore Firemoth regardless whether the player decides to accept the quest, the player only misses out on the associated dialogue and the mercenary support.

This is slightly off topic, but is there any chance that you could relocate the ship with the mercenaries for firemoth a little further off the dock at in Seyda Neen, so that it no longer has a visual conflict with The tamriel rebuilt travel mod?

Its not neccesary, just something that I thought I could throw out there as a possibility for the next incarnation of this sweet mod.

P.S. Thanks for updating this as well, I really enjoy the changes you have made.


Since I'm releasing this as a master file, creating a patch that does this would be really simple.
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Ysabelle
 
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Post » Fri May 27, 2011 6:32 pm

I'm still deciding whether to make this dependant on the expansions. While it would give me more options to play with, and optimize a few things here and there, I want to keep this simple and let everyone be able to play this, as the options available with the expansions aren't truely necessary.
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glot
 
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Post » Fri May 27, 2011 10:56 am

I'm still working on this, most of my time is spent on the backstory and the dialogue, which is progressing slow but steady. ^_^

The mechanics of the expedition work great, and I'll be releasing an update to test them out.

I've switched out the mage follower for another warrior follower. The archer already provides superior ranged support (faster attack, faster projectiles, better evasion), and having another warrior in the party benefits the existing warrior with survivability. This also benefits mage players and archer players too, as two warriors draw out and survive against the skeletons longer.
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Casey
 
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Post » Fri May 27, 2011 3:45 pm

I'm still deciding whether to make this dependant on the expansions. While it would give me more options to play with, and optimize a few things here and there, I want to keep this simple and let everyone be able to play this, as the options available with the expansions aren't truely necessary.

You could just make two seperate versions. One with expansion stuff, and one without. More options = More fun. ;)
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SaVino GοΜ
 
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Post » Fri May 27, 2011 8:02 pm

I'm still deciding whether to make this dependant on the expansions. While it would give me more options to play with, and optimize a few things here and there, I want to keep this simple and let everyone be able to play this, as the options available with the expansions aren't truely necessary.


I'd say go ahead with making this dependent on expansions if needed. The expansions could provide the mod with more scripting functions and resources. GoTY edition is less than $20 anymore and can be found in bargain bins as well for even less.
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michael danso
 
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Post » Sat May 28, 2011 12:55 am

I might end up making this dependant since there's some interesting things I could do with the expansions enabled. I'll play around with what I can do. ^_^

I probably will make the followers have 'companion share' enabled, since that would be the easiest way for the player to resupply them. Would certainly cut down on the scripting used currently.
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Petr Jordy Zugar
 
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Post » Fri May 27, 2011 8:54 pm

I decided to make use of the expansions' functions. The mercenaries now have companion share and act like mercenaries in regard to profit. Players can now supply and equip the mercenaries, which becomes very useful as the expedition progresses, especially as equipment shows wear and supplies run low. The mercenaries will report their health status in greeting if wounded, and also have dialogue in regards to their specialty & the expedition, though won't have much to say apart from that, and their contract limits them mostly to the Firemoth region.
Spoiler
The survivor found in the mines will also have these functions, and have extra dialogue about the events at Firemoth
.
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Jamie Moysey
 
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Post » Fri May 27, 2011 4:57 pm

Will the companions utilize repair item such as hammers and tongs to keep their weapons and armor up to snuff?

sieboldii
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REVLUTIN
 
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