WIP: Ascadian Rose Cottage DX, and a question.

Post » Tue May 17, 2011 3:06 am

Work is moving rather smoothly, so I thought I'd announce the upcoming mod release.
I'm working on an upgrade for Korana's Ascadian Rose Cottage.

For the first stage of the project, I merged in the NOM v2.12 tisane pot patch, and then extensively cleaned and fixed the plugin.
I corrected typos, fixed bugs, and adjusted various objects to reduce minor clipping issues.

For the second stage, I'm adding a variety of new features.
There will be Better Bodies compatible mannequins, display cases, re-locking training boxes, a practice dummy, and an alchemy sorter.

The original mod included a harp and piano that each played a music track. (Of authentic harp and piano pieces, respectively.)
I will include optional alternative tracks for them, as well as a music box that plays a single music box song, as well.

The house itself will be slightly restructured for RAM efficiency.
The display room has been remade into it's own cell for example, and I intend to do the same for the study.
The famous glass door effect, (used in most of Korana's mods, including this one) used for a feeling of openness, will be retained though.

These adjustments, as well as the clipping fixes, make the mod work very nicely on my laptop, and I haven't had to remove anything!
My laptop has a rather lousy Intel graphics card, you see... Objects rapidly blink in-and-out of existence if clipping isn't properly accounted for.
For example, almost every door in Seyda Neen does that if I move while looking at them, because the doors are set slightly too far in.
(Not doors in most other places though, Caldera uses the same type of doors and they don't do this, for example.)

Hmm, perhaps I'll make a plugin to correct that sometime?
Regardless, what I'm saying is that this mod should now play nicely with lower-end computers, and I haven't even had to make any cuts! :celebration:

Next, for the third stage, I will make a second version for users of NOM v3.
It will be fully NOMv3 compatible, and include minor tweaks to the kitchen to take advantage of v3's new functionality.
Lastly, I am also thinking of making an addon for users of Morrowind Crafting.

-------------------------------------------------------------------------------------------------

With that announcement out of my way, now for the question...
Does anyone here remember the "Blood and Gore" mod?

I once made an improved, fixed version of the mod, but I never released it publically, and eventually lost my version of it.
I am considering making a new version for public release, but I'll have to start over.

What I mean to ask, is what problems did it have that needed fixing, and do you have any complaints about it for me to address?

It had a number of issues that I managed to fix, but I've forgotten what they were.
(It was one of my first completed projects, so it's been a very long time since I've touched it.)

As I recall, the main issue was stability, which I actually managed to fix.
With that out of the way, it worked wonderfully, and I managed to make all of Solsthiem look like a nasty grindhouse slasher flick... :chaos:

Regardless, I'll need to remake it from scratch, anyway.
It will be fully tweaked and bugfixed, and I'll include an improved blood texture from a seperate mod resource. :)

So, what do you think?
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Claudia Cook
 
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Post » Tue May 17, 2011 3:45 pm

Update:

The new display room went in perfectly.
It is larger than the house's original display room, and is in it's own seperate cell.

It contains three different types of display case:
Four large "museum-style" glass cases, two small ones, and two of Dongle's green glass curio cabinets.
It also contains twenty Better Bodies compatible wooden mannequins.
Ten male mannequins are already set out on display, and they can be replaced with ten female ones ingame.
(The female mannequins can be found in a chest in the hallway outside of the display room.)

Lastly, the study will not be moved to a seperate cell.
The attempt to move it to it's own cell while maintaining the original look and feel of the house... didn't quite work out.
I didn't like how it felt ingame, and it didn't really help the cell's framerate at all.
(The rest of the "Private Quarters" cell is rather extensively decorated, so switching out part of the cell didn't help.)

The framerate loss is rather small, even on my laptop, so I've decided to leave the study where it is.
The study will however be getting a slight re-arrangement.
It will be given one of the above-mentioned glass curio cabinets, an alchemy sorter, and a few minor tweaks.

Hmm... I guess that's it for now.

Edit: The study is now finished.
There is not all that much more work left to do.
I may be finished with this in a few days.
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lauren cleaves
 
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Post » Tue May 17, 2011 8:27 am

I'd be very interested in what you've done with The Ascadian Rose Cottage when it is done. I love this mod and every single character gets this home. Having Bentil saving my bacon sometimes with teleporting me home is gold. That it is compatible and responsive to Emma's ready made Morrowind family in The Rat in the Pot, makes this the perfect home for family oriented adventurers.

As for Blood and Gore, haven't noticed any glitches yet, but then I haven't tried to "amp" it up via the spells featured to do so, so I might try and see what can and cannot be done in-game. I also have an atiquated machine (Dell Inspiron 2200 with a 30G harddrive) from over 6 years ago with a pedestrian video card, so I share your concerns some.
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Big Homie
 
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Post » Tue May 17, 2011 3:35 am

Thanks, I'm sure you'll love it! :)
(Or at least I hope so.) ;)

Progress is moving along smoothly, and I'm heading towards the last leg of work now.
Tweaks, some new things, a few last-minute fixes, and it's good to go.

I'm thinking about adding a few finishing touches.
I'd like to add a decorative statue, perhaps of Azura, on top of a boulder in the water, looking out further into the lake.
I'm also thinking about making an optional addon to disable the animated falling leaves coming down from the trees outside the house.
(They are a HUGE resource hog, even if the effect is rather nice.)

After that I'll prepare a version for users of NOMv3, and then I'll go ahead and release the mod.
I'll start work on a Morrowind Crafting addon sometime after the release.

Lastly, after thinking about it a little, Blood & Gore should be easy to work with.
I'll clean and polish it, and make sure it's good and stable.

One thing though... Is the version available at PES actually the final version? I don't remember.
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Yonah
 
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Post » Tue May 17, 2011 3:14 pm

I've been keeping an eye on this thread and am curious about how the finished mod will turn out. The Ascadian Rose Cottage is one of my favorite house mods and always have it in my game. Even if my character doesn't live there full time, I usually have it as a weekend or vacation home when it's time to take a break from adventuring. :)
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Ana
 
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Post » Tue May 17, 2011 3:46 pm

It's always been a favorite of mine, too. (That's why I'm making this.) :D
I'm also doing my best to preserve the original feel of the place, so previous users should feel right at home.

Earlier today, I finished editing the text and added the training dummy and relocking training boxes.
The adoptable children from CoM now have a little bit of new dialog for the display room, for example.
The training dummy is from a resource by Stuporstar, and the relocking boxes are the same as the ones in "Agent's Solitude".
(The boxes and dummy can all be found in the basemant, you can't miss 'em!) ;)
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Amber Hubbard
 
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Post » Tue May 17, 2011 2:37 am

Update:

I've decided to add one last new feature to the house.
I'm going to include one or two of Barabus's clocks, from his resource.

In my actual home, I have a rather large number of clocks, in a variety of different styles.
(Not all necessarily set to the right, or even same time, mind you!) ;)

For me, it just doesn't feel quite like home without them, you know?

I have previously used one of Barabus's clocks for my mod "Ashlander Tent DX".
They work wonderfully, look and sound just like the real thing, and always tell perfect in-game time.
(Also, if you're using Fliggerty's mod "Real Time Updating" for MWSE, they'll tell the actual real-life time!)http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5096 ^_^

I should have this ready in the next couple of days, so don't get too "wound up" waiting! :D
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Far'ed K.G.h.m
 
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Post » Tue May 17, 2011 2:48 pm

Update:

I've decided to add one last new feature to the house.
I'm going to include one or two of Barabus's clocks, from his resource.

In my actual home, I have a rather large number of clocks, in a variety of different styles.
(Not all necessarily set to the right, or even same time, mind you!) ;)

For me, it just doesn't feel quite like home without them, you know?



That's such a good idea. :) Recently I was checking out another house mod that had some of those clocks included and the sound gave such a homey feel to the room. I loved them and agree they would make a charming addition to the Rose Cottage. :thumbsup:
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mike
 
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Post » Tue May 17, 2011 4:25 pm

They sure do, don't they? :)

Barabus's Clocks has a variety of them for me to choose from, but I'll have to pick just one or two.
I think I'll go with a hanging wall clock in the display room, perhaps.
I'd really like to use the included longcase "grandfather" clock somewhere, too.

I'll have to be careful though.
The "Private Quarters" cell is the most RAM intense part of the house, and even now causes a noticeable FPS hit.
There wasn't much I could do about that, either, as I wanted to preserve the "feel" of the house.
(It feels slightly smoother now, though. Just don't take long, wide views across the main space of the cell.)

For the private quarters I think I might include a "portable" clock, like the one I used in Ashlander Tent DX.
That way you could place it where you want, and not use it if the FPS impact bothers you.
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scorpion972
 
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Post » Tue May 17, 2011 1:12 pm

Well... That certainly managed to malfunction spectacularly! :facepalm:

After installing the clocks resource an extensive error was triggered.
The game repeatedly refused to run at all, and gave me odd messages about things that weren't missing, but somehow were...
I had to remove the resource entirely to get the mod working again.
Thankfully, I didn't lose any other work.

Tomorrow I will try to install the resource again.
What is odd about it is that I've never had any problems with this resource before... Oh, well.

Regardless, I've decided to scrap my former clock setup.
Instead, there will be two clocks, one in the kitchen, and one upstairs.
They will be permanent, wall hanging clocks.

Lastly, I've discovered the reason for the FPS slowdown in the house.
As it turns out, the house's lighting setup is more extensive than I first noticed.

I'm considering making a seperate "lo-fi" version, for lower-end PCs.
It will remove the falling leaves effect from outside the house, and tone down the lighting setup a bit.

Well... That's it for now, I guess.
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Campbell
 
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Post » Tue May 17, 2011 2:30 am

Update:

The clock issue has finally been solved.
Apparently, it was a minor editing issue with the Enchanted Editor.
The EE is otherwise very useful, so this one caught me by surprise...

Regardless, the clocks have now been added to the house.
They can be found in the kitchen near the back door, and upstairs near the master bedroom.
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Lucy
 
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Post » Tue May 17, 2011 6:46 am

Yes! I love the clock in the Ashlander Tent. Since so many things are time oriented, it's good to be able to just look at it, or even to hear the chimes. I think the clocks will be great for the cottage.
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Matt Fletcher
 
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Post » Tue May 17, 2011 6:41 am

You'll love these, then. :)
They're made with activators, so there's no need to fiddle around with them, either! ;)

As for the mod itself, it's fully tested and ready.
Tomorrow I intend to convert it into a .esm master file.
Then it will be a simple matter to make the NOMv3 and Low-Fi addons.

I'll be ready for release soon. As for when... It'll be done "when it's done". :D
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Victoria Bartel
 
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Post » Tue May 17, 2011 8:00 am

The main project is now finished! :)

I was having a problem with the clocks, but I finally fixed it.
This problem caused the clock to produce a broken buzzing sound instead of ticking.
At first I thought it was an issue with my sound card, but then I took another look at the script.

It turns out that there was an error in the original script from the resource.
The problem only occurs in the original script for the wall-hanging activator clocks.
(The portable clocks are just fine, though.)

For anyone interested in using Barabus's Clocks resource, here is a copy of the fixed script for the wall clocks.

Begin bar_script_clock10

; Furniture wall clock

Short hours
Short minutes
Short chimes
Float timeStamp
Float chimeCheck

If ( MenuMode )
StopSound bar_clock_tick05
StopSound bar_clock_chime03
Return
Endif

If ( GetSoundPlaying bar_clock_tick05 == 0 )
PlayLoopSound3D bar_clock_tick05 1.0 1.0
Endif

Set hours to GameHour
Set timeStamp to ( DaysPassed + ( hours * 0.01 ) )

If ( chimeCheck != timeStamp )

Set chimeCheck to timeStamp
Set chimes to 0

Set minutes to ( ( GameHour - hours ) * 60 )

If ( minutes >= 1 )
Return
Endif

If ( hours == 24 )
Set hours to 0
Elseif ( hours > 11 )
Set hours to ( hours - 12 )
Endif

Set chimes to hours

If ( hours == 0 )
Set chimes to 12
Elseif ( hours == 3 )
Elseif ( hours == 6 )
Elseif ( hours == 9 )
Else
Set chimes to 0
Endif
Endif

If ( chimes > 0 )
If ( GetSoundPlaying bar_clock_chime03 == 0 )
PlaySound3D bar_clock_chime03
Set chimes to ( chimes - 1 )
Endif
Endif

End


I'll start work on the NOMv3 and Lo-Fi addons tomorrow.
I'm too tired after working on this all day to finish it right now.

Well... that's it for now, I suppose.
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[ becca ]
 
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Post » Tue May 17, 2011 8:08 am

I've just finished the first addon plugin: "ARCDX: LowFat".
It reduces and adjusts the lighting, and removes the falling leaves effect from the trees outside the house.

This results in greatly improved framerates on my laptop.
(It actually looks pretty good, too!)

Now just about anyone should be able to use this mod. :D

Edit: Do note however, that there may still be some slight slowdown.
It just won't be anywhere near as bad as before. ;)
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Naughty not Nice
 
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Post » Tue May 17, 2011 12:46 pm

Well, I wasn't able to work on the mod today. Not enough time. :sad:
Thankfully, there isn't that much left to do, really. ^_^

If I really buckle down, I might be able to finish all of what's left tomorrow, though.
I might even manage to release this by the day after tomorrow, hopefully.
(It would still probably take another day or two for it to be approved on PES though, obviously.)

I really had fun working on this, but I'll be glad when it's finished.
I'm practically itching to start on another project! :D
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Agnieszka Bak
 
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Post » Tue May 17, 2011 2:40 am

And... It's finished! :celebration:

The mod has been uploaded to PES.
I'll post a new thread when it's available for download. :D
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Alyna
 
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Post » Tue May 17, 2011 12:13 am

I'm looking forward to seeing the changes you've made and will certainly download this mod when it's available.
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Eliza Potter
 
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Post » Tue May 17, 2011 2:49 am

It's up!
I'll have a new thread ready shortly. :)
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Nicole M
 
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