[RELz] Window Entrances

Post » Sat Mar 26, 2011 6:12 am

http://www.tesnexus.com/downloads/file.php?id=27308


Finally got round to continuing my old mod, Window Entrances-Anvil.
Not much to explain really, so just making this quick.
I will fix any major gamebreaking bugs, but other than that, Im finished with this mod and doors/windows in general :)

Enjoy



Description
========
Makes most windows in the citys useable as an entrance/exit into houses.


I highly recommend ScruggsyWuggsy The Ferret's "Thieves Arsenal" mod.
It contains Rope/vine arrows which can be a major advantage to get up to the higher windows.


How Its done + Apology

First, I used a collision box mesh as a door. I placed a box on the outside of a building, then one on the inside.
When i link them to teleport inside/outside, I have to place 2 Teleport markers.
This was in total 770 Windows/teleport markers.

Now, my apology. I have not done Leyawiin, Skingrad or the Imperial City.
I simply ran out of steam. So many windows, same thing time after time.
I also wanted to get it out of the way, and move on to something more interesting.

So out of fear i never got around to releasing this, Ive decided just to release what i have.

Sorry for that, but at least you can still use the other 5 citys.
If anyone wants to continue and finish the other 3 citys, Feel free, You have permission.



Requirements
==========
Oblivion Patch 1.2.0.214 (Official 1.2 Patch)
Optional- Thieves Arsenal by ScruggsyWuggsy The Ferret



Installation Instructions
=================
Just place the Window Entrances.Esp
into your Oblivion/data folder.

!!!! If using old version of Window Entrances- Anvil, remove that and use this updated version instead


Uninstallation Instructions
===================
Remove Window Entrances.Esp from Oblivion/data folder



Incompatability
===========
None that im aware of.

Tested on vanilla OB citys. I presume it wont work with Open cities, but i have no idea how they worked it.

Edit--Defintly doesnt work with Open Cities, Confirmed by Arthmoor



Known Issues
===========
Collision on house models is not too great as you go higher up buildings. Caused most of problems i had.
Should be no problems for users though.

Some interiors/exteriors do not match on some houses. Done my best to make the windows seem in the right places.



Change Log
=========
Old version of Window Entrances- Anvil can be replaced with this Esp

Credits
======
Morrowind Fan

Licensing
=======
Feel free to do whatever you like, But credit where due is nice.
User avatar
Dan Wright
 
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Post » Sat Mar 26, 2011 3:55 am

Good work. I'll look into this one.

One suggestion though: you should ask a moderator to add a [RELz] tag to the front of your thread title. That way it will attract more viewers and the thread won't look like a request (which is what I initially thought when I clicked it)
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Angelina Mayo
 
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Post » Fri Mar 25, 2011 11:06 pm

Woops, good spot. Thanks
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Alexxxxxx
 
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Post » Sat Mar 26, 2011 5:29 am

Tested on vanilla OB citys. I presume it wont work with Open cities, but i have no idea how they worked it.


Nope, definitely won't work with OC, and because of the astronomically large amount of work it would take to make it work, folks shouldn't count on a patch coming for this.
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priscillaaa
 
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Post » Fri Mar 25, 2011 7:25 pm

Thanks Arthmoor for confirming that. And yea, Definetly no patch coming out from myself.
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Lawrence Armijo
 
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Post » Fri Mar 25, 2011 11:49 pm

This is definately going in my modlist, Morrowind Fan!

Thank you very much for this. Thieves and Assassins may enter houses by other means now. :D
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Sara Johanna Scenariste
 
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Post » Sat Mar 26, 2011 7:41 am

Just giving a monthly bump :)
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RaeAnne
 
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Post » Fri Mar 25, 2011 11:45 pm

Can't believe I missed this one :P
Looks cool, works well since I currently have an assasin character :D
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Silencio
 
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Post » Fri Mar 25, 2011 10:26 pm

I'm not sure of this but could this be done much easier with newer versions of OBSE. I checked it and in version 18 they added functionality for setting door teleport.

SetDoorTeleport
GetDoorTeleportX
GetDoorTeleportY
GetDoorTeleportZ
GetDoorTeleportRot
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Ludivine Dupuy
 
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Post » Sat Mar 26, 2011 1:07 am

I'm not sure of this but could this be done much easier with newer versions of OBSE. I checked it and in version 18 they added functionality for setting door teleport.

SetDoorTeleport
GetDoorTeleportX
GetDoorTeleportY
GetDoorTeleportZ
GetDoorTeleportRot


I don't think so, unless they were already set as "doors".... I am not sure that there is a method yet that will identify a static, and even if you could, you still wouldn't be able to determine WHICH window it was. Would be rather odd going thru a window in Anvil, and ending up in Umbacono's house......
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carla
 
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Post » Fri Mar 25, 2011 8:52 pm

I'm glad to see you did as much as you did. I was just messing around with your first release yesterday (only Anvil), and I must say, it was quite a good idea and the implementation was quite satisfactory.

As far as problems, the long ladders are incredibly difficult to 'mount' on a wall. Because of the limitations of the grab key, I really can't use these things. The shorter ladders are perfectly fine and effective, though.

Also, NPCs now want to use the windows. I saw one walking into the side of her house for a long time, and then entered the house through the window after I engaged her in conversation. Not sure how she dun it though. I needed the ladders to get to most of those things. :)

I know you're not working on this, but I'd thought I'd drop my two cents off.

I give it an 8.5, but only because of the little kinks above.

I also wish it was compatible with OC. (man, I need to learn how to make these things compatible).

And perhaps something for future workers on this project: It would be great if the ladders could be force-'wielded'. That way, when you pick up a ladder, it is 'equipped', and you don't encounter the spectacle of a ladder that disappears into the confines of your backpack. ;)
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Ria dell
 
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Post » Fri Mar 25, 2011 11:46 pm

:ninja: Runs of to download! Thanks! A super idea and a ton of much appreciated work from you!
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suniti
 
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Post » Fri Mar 25, 2011 10:51 pm

Lol, I was just thinking there should be a mod like this last night.
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Beulah Bell
 
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Post » Sat Mar 26, 2011 8:10 am

@Guenthar

Thanks, but what Heyyou said pretty much sums it up. I couldnt see any other way other than placing each and every window. Thanks anyway.

@Fiore

Glad you like it.
For the problems with ladders. Ive actually removed them from the updated version. If you want ladders, I do have them as a modders resource though. I dont really use the ladders myself tbh, Im a great fan of Thieves arsenal's Rope arrows. Highly reccommend it if you dont already have :)

As for the npcs using windows, Someone else has said the same before, But tbh im not really sure how i would fix that.

For being compatible with open cities... I dont use OC myself, but id imagine it'd be pretty simple to make it compatible. All you would have to do is place every single "window" in the OC Citys. Easy enough, but so many.... :bolt:

Good to know its being used :)
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Catherine N
 
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Post » Sat Mar 26, 2011 12:10 am

I would dearly love to see this expanded to the rest of cyrodiil........ Hint hint. :whistle:
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maya papps
 
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Post » Sat Mar 26, 2011 5:32 am

Nice idea. :icecream: Although I wonder if there is an easier way to do it ingame through scripting. It should be possible to just have a few doors and doormarkers and then place them dynamically at the closest houses around the player (no need to do it for houses on the other side of town until you get closer).

Ofcourse it would require different positioning for each type of house mesh in order to place the (fake)door and door markers in the right place but once that info is determined it should be fairly easy to make a script from it. Just place each house mesh in a master array and the info on all its windows and such. Then scan the statics around the player and look for any meshes that are recognized. :)

-kyoma
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Adriana Lenzo
 
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Post » Fri Mar 25, 2011 8:39 pm

I was thinking of something similar when I posted above but I'm not that familiar with scripting in this game. I'm trying to find my Oblivion disks right now but can't find them right now.

I was wondering if use the references for the windows to place teleporters using a script. With that you would just need to find what windows are attached to what buildings.

EDIT: I finally got Oblivion reinstalled and I guess windows don't have separate references from walls so you can't do what I was saying. I hate it that windows are not separate references which means you can't move windows on buildings either.
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vanuza
 
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Post » Sat Mar 26, 2011 4:20 am

As mentioned in the thread I made recently, I might be ''windowing'' up some places if it's of any interest.
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sexy zara
 
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Post » Sat Mar 26, 2011 1:15 am

nice mod, im going to have to get this one :)

watch your backs residents of Cyrodiil, ima get u! :ninja:
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neen
 
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Post » Sat Mar 26, 2011 12:47 am

Kyoma, Sounds great, Sadly, my scripting skills are well below that level :P

Anyway, Just gonna throw this in here.
Ive been trying to think of some ideas for stealth related mods. My idea thinking skills are also quite low, especially if it comes to story lines etc.

What im looking for is basically any stealth related mod ideas.
It could be quests,
More stealth entrances, excluding windows :brokencomputer:
Things along the lines of Lynges theives highway etc etc

As said above, im not too great at scripting, But i could handle some of the easier stuff if required.

Hopefully someone else can think up better ideas than me anyway :)
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Charleigh Anderson
 
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Post » Sat Mar 26, 2011 8:57 am

bump in the hopes that this will be updated/improved/continued.
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Luna Lovegood
 
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