SHC54 "The Steadhelm bakery" [Finished]
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03-04-2009, 03:24 AM,
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Quote:Originally posted by trebor197676 Simply, if you place two 'path nodes' and connect them, the NPC will follow that line. Whether it is up or down stairs or trying to walk through walls. I believe the NPC will stop and be idle on a path node, so having one on the stairs could cause the NPC to stop and look about, use dialogue with another NPC or even pick their shorts. Although I am not quite sure about that last animation. Path node -------- Path node --------------------- Path node |
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03-04-2009, 10:38 AM,
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Quote:Originally posted by trebor197676 If the pathgrid between e.g. the basement and the house is interrupted (both in the same cell) you'll have to use a subspace. The basement is connected to the house through a door link. Without the subspace the NPC doesn't know that the basement belongs to the same cell and won't go there even with the proper AI settings. In your case you don't need a subspace. Quote:Originally posted by trebor197676I disagree, these are mostly technical issues and related to ST's way of handling modding like generic dialogue etc. You modded an interesting house, added some nice dialogue (voiced) and created an extensive AI schedule with only a few problems. After one or two other reviews I am sure they pass the review check without a problem. Quote:Originally posted by RazorwingI agree.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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03-04-2009, 01:59 PM,
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Quote:Originally posted by trebor197676Almost everyone's first interior had so many errors. WHen you are doing more claims, you're becoming more experienced andyou'll make less errors. |
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03-04-2009, 03:13 PM,
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Quote:Originally posted by blackbird :yes:It always looks big at first. It's more a reflection of sandor being very thorough than any modders messing up.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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03-04-2009, 03:28 PM,
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Quote:Originally posted by Ibsen's GhostI am not talking about bleeding and floating because there were none except for one item. Everything in my review affects the game-play and has to be fixed. I don't know which standards are used for the BM but ST will not merge esp's where the dialogue doesn't work, the AI isn't set up the right way etc. In short, I am thorough and that's what a reviewer should be. :check:
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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03-04-2009, 07:29 PM,
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Sandor I thought your review was extremely fair, very helpful, and useful. It was like a punch list, made it way easier to fix. And the help with the script and making it all work was awesome. Thank you. I will have the next version ready soon.
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03-05-2009, 08:06 PM,
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I can't test it in game at the moment, (I am experiencing technical difficulties with my original Oblivion install. Have to re-install it.)
But here is version 2, complete with voices. |
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03-06-2009, 01:18 PM,
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Thanks, I'll reply asap.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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03-06-2009, 03:58 PM,
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The voice work will be reviewed by SACarrow.
I noticed that the mp3's are still 32 bit. blue[/HR] A few remarks.
Everything has been fixed and the file has been merged. :check: Well done. :goodjob:
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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03-06-2009, 08:20 PM,
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Cool. Thank you.
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