[WIPz] West Gash Windmill

Post » Mon Sep 20, 2010 10:41 pm

So, http://www.gamesas.com/bgsforums/index.php?showtopic=1048227&hl= was a mod of Lucien's mod Atmospheric Balmora. It was the first time I'd used the construction set seriously, and I -think- I learned a lot from the experience (though I'd still love to find out if I messed anything up!). After browsing the MGE screenshot thread, I saw http://i37.tinypic.com/ka606v.png and that got me hunting for Windmill resources. I've always been fond of windmills, so I've decided to create a player home based around http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3345. I'm posting this WIP thread because I still doubt my prowess with the CS, and I was hoping some of you might like to help me out by taking a look at some betas as I throw them out and make suggestions for improvement. ^_^

My goal
...for this house mod: I'd like to make a comfortable Imperial style home with a windmill attached. Ideally, it will have two stories and a basemant. I have NO intentions of including cheats of any kind, so you can expect that there will be no uber merchants, no hidden weapon with a crazy enchantment.

UPDATE:
Alright, I've been working on this pretty diligently, whenever I get some time and the will. I've started completely from scratch, but things have turned out looking very similar to the older version. I'll release a beta as soon as I do a bit more cluttering and implement a stand-in for the quest I have planned.

Entius Estate is a small manor located between Balmora and Buckmoth Legion Fort. It's previous owner, a Breton named Veric Entius, was a retired freelancer who had been getting by selling processed timber to the nearby fort. Veric has passed away and now his faithful manservant and slave, an altmer named Armion, is expecting Veric's son Ernand to come and claim the deed to the house. Ernand is a Legionnaire stationed in Pelagiad.

Here is a taste for what is planned for the quest. If you'd rather be surprised, don't open the spoilers, but not much will be spoiled either way:

Spoiler
There will be several ways to obtain the deed to the house:
-If the player is a Breton male, Armion might confuse you with Ernand and simply give it to you if you do not correct his mistake, though there are consequences for dishonesty.
-The player can attempt to fetch Ernand for Armion, only to find that Ernand is curiously disinterested in the house. In fact, Ernand is so keen on getting rid of the house that he will sell you his right to the deed fairly cheaply (2000 gold). Specifically, he seems unsettled by the idea of living with Armion, perhaps because the two never got along.
-Of course, the player could simply kill Armion, take the deed, and use the house like any other house in the game, but then you'd be missing out on quite a lot, and are very likely to stumble upon some things that, with the death of Armion, will go forever unexplained.


Here are some screens of the current version (they came out kind of dark, my gamma settings look different in game, I swear!):
http://i38.tinypic.com/2vmx7xh.png
http://i33.tinypic.com/2v3pl5e.png
http://i34.tinypic.com/1o3khz.png
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Johanna Van Drunick
 
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Post » Mon Sep 20, 2010 6:37 pm

looks good :)
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Rinceoir
 
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Post » Mon Sep 20, 2010 11:54 pm

I'm done with the first draft of the interior, but I need some advice about pathgrids. Should I add them? There are no NPCs living in the house as of yet, and I don't think there will ever be, but I suppose there are always people's companions and things like that.

If I add them, how would you recommend I set things up? Could someone describe "standard procedure" to me? Should there be a path grid per floor, or should all the grids connect or what?
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Michelle Chau
 
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Post » Tue Sep 21, 2010 5:40 am

No NPC's, no need for Path Grids.
If you still want to include them, http://www.tamriel-rebuilt.org/?p=modding_data/tutorials§ion=202276 will explain it all. Very simple, and it might help Companions from getting stuck on chairs and corners.
Generating Default Grid is useless. You're better off making your own.
Remember, that Path Grids cannot cross cells.
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Sanctum
 
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Post » Mon Sep 20, 2010 6:45 pm

Thanks, Pluto! I appreciate it.

Don't think the cell bit should be a problem.
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alyssa ALYSSA
 
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Post » Tue Sep 21, 2010 8:15 am

I like it. I've always liked the look of those windmills. Good luck on learning more with the CS. Soon you'll be modding more than you play. :goodjob:
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Naomi Ward
 
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Post » Mon Sep 20, 2010 7:42 pm

Haha, Nazo. I think I already search for mods to install, tweak settings, and talk about them on here more than I play.
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Amber Ably
 
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Post » Mon Sep 20, 2010 10:13 pm

Haha, Nazo. I think I already search for mods to install, tweak settings, and talk about them on here more than I play.

:lol: I know exactly what you mean...

The screenshots look good, I'll try to take a peek in game sometime soon. Where is the house located? I know I should be able to tell from the screenshot with the ruin in the background, but I'm drawing a blank.

I like the glow in the windows, too. Is that part of the house mod?
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Vickey Martinez
 
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Post » Mon Sep 20, 2010 10:37 pm

:lol: I know exactly what you mean...

The screenshots look good, I'll try to take a peek in game sometime soon. Where is the house located? I know I should be able to tell from the screenshot with the ruin in the background, but I'm drawing a blank.

I like the glow in the windows, too. Is that part of the house mod?
That's the Darker Morrowind textures + the light source hanging in front of the door. I suppose it may be worthwhile to make a second vanilla install for these sorts of things, hm?

The house itself is located just north of Balmora on a hill to your right as you make your way towards Arkngthand and Moonmoth Legion Fort.

I wouldn't bother downloading v0.1. I'll be releasing v0.8 a little bit later, and that will be packaged with the windmill meshes and textures that the mod requires.
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Ann Church
 
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Post » Tue Sep 21, 2010 4:42 am

I'll wait for the next release then! Perfect location, by the way... meaning I can't offhand think of a single thing it conflicts with. ^_^
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Laurenn Doylee
 
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Post » Mon Sep 20, 2010 11:19 pm

New version [v0.8]. Includes interiors for the house and windmill.

Dongle's resource has been included with the download this time.
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Lexy Dick
 
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Post » Tue Sep 21, 2010 6:53 am

Nice :) Will download.
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Lyd
 
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Post » Mon Sep 20, 2010 5:35 pm

Woot, more things using the windmill model - looking forward to a final on this. Looks great so far.
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matt white
 
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Post » Tue Sep 21, 2010 12:34 am

So, I want to make the house purchasable instead of just "free" but I have no idea where to start.

Help?
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Dustin Brown
 
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Post » Mon Sep 20, 2010 5:58 pm

So, I want to make the house purchasable instead of just "free" but I have no idea where to start.

Help?

Some simple dialog with an NPC waiting in the yard (or waiting at the nearest local bar) would suffice.
You pay him an amount of gold, and he gives you the key. A lot of house mods do it like that, short and sweet, but requires some gold.

Or hide the key in a nearby cave/ruin, and leave a note on the door that hints to the location of the key.
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Ricky Meehan
 
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Post » Mon Sep 20, 2010 10:18 pm

I was going to give the key to a new NPC in Caldera or something like that, but my question was more along the lines of "how" in terms of the CS.

My biggest question is "how do I make a key that opens a door specifically?" but also "how do I give that key to an NPC and let that NPC sell it to me?"
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Samantha hulme
 
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Post » Mon Sep 20, 2010 8:20 pm

Not sure how you'd do this myself but I'm pretty sure Marc's Mori Mountain Estate does this (buy a key off an NPC), have a look at how that mod's set-up.
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Nikki Lawrence
 
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Post » Mon Sep 20, 2010 7:53 pm

I was going to give the key to a new NPC in Caldera or something like that, but my question was more along the lines of "how" in terms of the CS.

My biggest question is "how do I make a key that opens a door specifically?" but also "how do I give that key to an NPC and let that NPC sell it to me?"

Make a unique key, set the Lock on the door 1-100, and set your unique key as the Key for the door. This is all done on the door's Reference window. You don't need to make a unique door for this, just close the door's Reference window without saving it.
This will still allow for someone to pick the lock, or open it with magic. If you want the door to only be opened with your key, you'll need a script on the door. The door would have to be made unique for that.

The dialog for an NPC to sell you a key is very simple stuff, but explaining the steps involved is kinda difficult to do over the forum. (especially when I dont have the CS handy) It would be easier to grab a tutorial and look at the examples provided there.
http://www.calislahn.com/elder-scrolls/tutorials/ has detailed examples, with pictures even.
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April D. F
 
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Post » Mon Sep 20, 2010 8:27 pm

Was this ever hosted anywhere else, or does anyone have a copy they could send me? I've been looking for this mod for a while, but now that I've found it, the file isn't on Mediafire anymore.
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Nomee
 
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Post » Tue Sep 21, 2010 5:52 am

I still haven't been able to find this, does anyone have a copy?
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*Chloe*
 
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Post » Tue Sep 21, 2010 6:53 am

Was this ever hosted anywhere else, or does anyone have a copy they could send me? I've been looking for this mod for a while, but now that I've found it, the file isn't on Mediafire anymore.
Gone forever, I'm afraid, unless someone who downloaded it has it kicking around. I've lost all of the relevant files, anyway. :[
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Joanne Crump
 
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Post » Tue Sep 21, 2010 7:21 am

Gonna ask one more time. Does anyone have the file kicking around?

If not, I suppose I'll have to start this over.~
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Tanika O'Connell
 
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Post » Tue Sep 21, 2010 6:46 am

Alright, I've been working on this pretty diligently, whenever I get some time and the will. I've started completely from scratch, but things have turned out looking very similar to the older version. I'll release a beta as soon as I do a bit more cluttering and implement a stand-in for the quest I have planned.

Entius Estate is a small manor located between Balmora and Buckmoth Legion Fort. It's previous owner, a Breton named Veric Entius, was a retired freelancer who had been getting by selling processed timber to the nearby fort. Veric has passed away and now his faithful manservant and slave, an altmer named Armion, is expecting Veric's son Ernand to come and claim the deed to the house. Ernand is a Legionnaire stationed in Pelagiad.

Here is a taste for what is planned for the quest. If you'd rather be surprised, don't open the spoilers, but not much will be spoiled either way:

Spoiler
There will be several ways to obtain the deed to the house:
-If the player is a Breton male, Armion might confuse you with Ernand and simply give it to you if you do not correct his mistake, though there are consequences for dishonesty.
-The player can attempt to fetch Ernand for Armion, only to find that Ernand is curiously disinterested in the house. In fact, Ernand is so keen on getting rid of the house that he will sell you his right to the deed fairly cheaply (2000 gold). Specifically, he seems unsettled by the idea of living with Armion, perhaps because the two never got along.
-Of course, the player could simply kill Armion, take the deed, and use the house like any other house in the game, but then you'd be missing out on quite a lot, and are very likely to stumble upon some things that, with the death of Armion, will go forever unexplained.


Here are some screens of the current version (they came out kind of dark, my gamma settings look different in game, I swear!):
http://i38.tinypic.com/2vmx7xh.png
http://i33.tinypic.com/2v3pl5e.png
http://i34.tinypic.com/1o3khz.png
User avatar
Jessica Colville
 
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Post » Mon Sep 20, 2010 8:14 pm

Wow, it's cool to come back from a very long Morrowind hiatus and see that you've picked up this mod again! The new version is looking very cool already. I regret not picking up the original mod before it disappeared, but I won't make that mistake again :hehe:

Keep up the great work! :goodjob:
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Emily Martell
 
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