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Scc0332 [Finished]
03-05-2008, 08:12 PM,
#1
Scc0332 [Finished]
[Image: S0332.jpg]

[blockquote]
District: Riverside.
Cell name: SilgradCity0332.
Claim Difficulty: Easy.
NPC's: 2 or more.
Race: Dunmer, Hlaalu.
Class: Poor-Middle.
General info: Check -=this link=-.[/blockquote]

Status: Finished by Hegemege.


You'll find the exterior and interior building (screenshot) in the cell SilgradCity0332. Use the Silgrad_Tower.esm v2.98 or a higher version.


The NPC('s) must have (full) dialogue and AI, don't forget the pathgrid.
Full AI: Eat, sleep, one drink and/or read package.

I'll set the rotation for the Northmarker and connect the interior to the exterior.

Add a few windows to the interior and to the exterior building as well (matching with the interior).


Background.

No preference.

Poor-middle: Mostly poor furniture with some redware objects.
You can't use rich objects.

Use the existing cell (SilgradCity0332) and don't delete the exterior building.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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04-29-2008, 07:31 PM,
#2
 
Claiming this one. (now able to use redware, yay!!)
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.

Anyone interested in chess, challenge me on chess.com!
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04-30-2008, 08:57 AM,
#3
 
Have fun! Smile
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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04-30-2008, 06:05 PM,
#4
 
Here it is

Now I'm really hoping that I remembered all the things. Triple-checked it
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.

Anyone interested in chess, challenge me on chess.com!
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05-01-2008, 12:04 PM,
#5
 
Review.

Pathgrid.

Look at the screenshots, I removed one grid line because it's to close to the shoe, it will interfere with NPC's because these follow the grid lines.
Recheck the PG.



NPC.

Check "No rumors" is no longer required because we have our own Generic dialogue (WIP) and rumors. The Redoran/Soluthis topic have to be fixed (on my to do list).



AI.

If the NPC (Aralam) has armor and/or a weapon in the inventory:

Sleep packages : Check weapons and armor unequipped.
Eat packages : Check weapons unequipped.
NPC using a chair: Check weapons unequipped.



Dialogue.

You added both the topics to both the GREETINGs, you only have to add one topic per GREETING.


General Remarks.

It's a nice interior. Smile
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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05-01-2008, 12:27 PM,
#6
 
Quote:Originally posted by sandor

Dialogue.

You added both the topics to both the GREETINGs, you only have to add one topic per GREETING.

Both of the GREETINGs can be said by both of NPCs. So thats why both of the topics must be in result script. And that's why the conditions are OR. And the "Family" topic conditions are depending just the NPCs ID. So I don't see error there...

(The both Infos can be also duplicated...)

Quote:Originally posted by sandor

General Remarks.

It's a nice interior. Smile

Thanks Smile


And the file...
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.

Anyone interested in chess, challenge me on chess.com!
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05-01-2008, 12:42 PM,
#7
 
Quote:Originally posted by Hegemege

Dialogue.
Both of the GREETINGs can be said by both of NPCs. So thats why both of the topics must be in result script. And that's why the conditions are OR. And the "Family" topic conditions are depending just the NPCs ID. So I don't see error there...
I agree, that's what happens when your in a hurry.


Finished. :goodjob:
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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