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Silgrad Tower from the Ashes
New Modders Start Here - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) former hosted projects for Oblivion. (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-former-hosted-projects-for-Oblivion)
+--- Forum: TESIV: Black Marsh (https://www.silgradmodding.net/forum/Forum-TESIV-Black-Marsh)
+---- Forum: The Sticky Guar (https://www.silgradmodding.net/forum/Forum-The-Sticky-Guar)
+---- Thread: New Modders Start Here (/Thread-New-Modders-Start-Here)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41


- Ibsen's Ghost - 05-27-2010

Thanks, PM. The skooma script should prove to be really useful actually. There's an alchemist in Stormhold called Allenie who may be buying and selling such stuff. I'm not sure if skooma would be a particularly big trade but we could potentially use an alternative ingredient such as Gagroot or, of couse, Hist sap. Allenie also deals in a range of different potions.

One of the long-standing tasks on my 'to do' list is to finalise the effects of the different flora in BM. Once that's done then sorting out the effects of our various potions can be decided. Some potions will be allocated as cures for the disease scripts but I'd like to plan out some ideas for mixing some BM ingredients so as to create cures inside some potions. I'll eventually get round to this but any disease scripts would be great.

If you could help out with adding dealers and shop sellers then that too would be a great help. I'll basically just be working through this list from Deeza's interiors and adding NPCs as I go: Claim: Unfinished AI and NPCs . As I say, I'm not that great with scripting so any help is appreciated if you have a little spare time to offer.


- PrettyMurky - 06-01-2010

Sorry for the delayed reply. Got my hand bitten by my neighbour's dog, which made mouse-use somewhat tricky. But it's pretty much up and running again now, so I should have that claim finished shortly (btw the mansion has a basement, anything specific to go in there, or just wine, & storage etc.?).

As to the narcotic dealing script: What are you looking for exactly? Somthing like my skooma script, where any NPC is a potential customer, who can get more addicted, the more you sell to them? Or only to certain NPCs, with/without addiction? Basically, let me know exactly what you want, & by the sounds of it, I should be able to do it without too much trouble.


- Ibsen's Ghost - 06-01-2010

This may be a little vague as responses go but there are no specific plans for the basement. I would certainly make use of it but it depends how you figure the occupants may make use of it. If it's a mansion then fine wines may be a good idea. However, there are no questlines based around the Mansion...yet.

Similarly, the narcotic dealing script would require a degree of creative interpretation. If we decide to have the dealers dealing in Hist sap instead then it will need careful implementation so that the lore fits right. However, given that this is a script that is readily available rather than one we'd have to develop over time then I think it's a good idea to get working on the specifics. I'm not sure how busy Deeza is right now but he's the best person to offer ideas on such things.

Soulrest would indeed the ideal location so maybe the smuggler's bay to the South would be suitable. This would also be the first point of call for Khajiit travellers bringing in Skooma so if we choose to use Skooma then this would be the best place to bring it in. Anyway, I'm afraid I'll have to get back to you on this as it could potentially prove to be a major feature of the Sotho Tren storyline and it needs discussing.


- Ibsen's Ghost - 07-05-2010

I'm just continuing a conversation held over here: Latest esm and esp updates on this thread.

Hi ZombieUK! It looks like we have a very large number of Brits on the team. Strange, really because working in modding teams in the past seems to have had me working with Russians and Americans (which is quite spooky if you think of the history between the two nations).

Yes, that's right about the worldspace. Sandor is presently looking at how to integrate the Cyrodiil borderland. Although BM will still be in its own worldspace, it should look a little more seamless when you pass from one to another. Our father project, Silgrad Tower, did roughly the same thing.

I don't often use the Nexus forums anymore. It's a great site but Bethesda always seems far, far more lively. It's a pity we ruled out using anything body-mod related as we're always on the lookout for enhancements here and there. However, as you'll see with the bsa file, it's getting bigger and bigger (around 700mb now) and I'm always looking to rein in the 'memory costs'. This means that any new items are pretty much always ones that are specifically requested, although that doesn't necessarily rule you out of the team as far as textures go, of course.

Funny you should mention just moving objects around as, considering the fact that you get tons of interiors in a mod like this, I made the decision to have 'dummy cells' for interiors. This means that the interiors are already made so all you have to do is move things around, sort out things like pathgrids and AI and make it look like it's supposed to. This often involves adding a lot of our custom objects but once you know where everything is, it's pretty easy and quite fun to play around with what our modellers produce.

Anyway, please take a look at the first post on this thread that should tell you everything you need to know about the project and give you some useful links (although some may be a little out of date). Also, check out the claims here: http://www.silgrad.com/wbb2/board.php?boardid=237&sid= . The interiors folder holds all current open claims. We currently have 'dummy cells' for our major city of Gideon but there will be others as well.

Alternatively, you could help me with the AIs here: Claim: Unfinished AI and NPCs . I've been enjoying doing these because we have some cool races and Argonian hair variations that are fun to toy around with but you're welcome to chip in.

So I'll send you the link to the bsa archive. If you can manage at least five interiors then I'll be happy. I just get sick of people joining and offering the world and then doing sod all X( so that's what the deal is with the private file. Beyond that, if you feel the need to contribute further then feel free to ask what needs to be done by private message or on our general forums, 'The Sticky Guar'.

Welcome to the Black Marshes! :goodjob:


- ZombieUK - 07-08-2010

Right Thanks for having Me. Should be fun this project. Ill have alook at the links ya sent me and follow the rules etc.

Ill do the best I can to help out witn the interiors and such. I just recently done a Argonian Racepack + Settlement with own interiors etc Mod I released on The Nexus recently. Adds 3 types Of Args Plus one of 3/4 settlements in Blackwood.

Can be found here: http://www.tesnexus.com/downloads/file.php?id=32793 - 67 or so Megabytes to download. The textures are topnotch. They more or less recolors but damn good ones.

The images are a bit crap cos I couldnt take ingame pictures reguardless of following the Intructions of enabling the 0 to 1 thing.

EDIT: Id be happy to take a shot at the unifinished interiors but I dont know as of yet how to properly create AI or program behaviors or rotines such as patrols or so. Just create, add to world space and what not. My CS has the tendency to Crash if I tweak about with Dialogue. The same happens when I play about With Fallout 3's GECK Kit, witch was based off the CS.

Just waiting for the Black Marshes File to download proper. Its going 39 KB a Second and has been downloading for the last two hours. Right now its 89% done and I am Very Egar to see what I go here. I flippin Love Argonians and dying to see your take on thier Homeland. (:


- Ibsen's Ghost - 07-08-2010

Looks like a nice mod, ZombieUK! I like the races! A great pity that we can't use it as I've taken the decision not to rely on body mods but any contribution to the great world of Argonians is worthy of respect here. Although we have a full complement of Argonian race variants, if you were to create something like that independent of a body mod, I'd happily take a look.

Anyway, you'll find that some of our architecture and items are very unique so you'll have something to mess around with that you've never seen before.

Don't worry about AI and dialogue. I can add AI. Just record anything missing AI up here: Claim: Unfinished AI and NPCs and I'll deal with it in due course. We're going to add dialogue later though so you don't need to worry about that either.

In the meantime, according to this thread: Naming Codes , everyone needs a naming code for when they submit an esp to be merged. How's ZU? That sounds cool enough. This means that any esp you submit will be named something like BMZUGideonLC03 (BM = Black Marsh, ZU = ZombieUK, Gideon = area, LC = lower class, 03 = version of the file, as it's best to make back-ups).


- ZombieUK - 07-08-2010

ZU sounds just fine. I also just downloaded the file witch took flippin 4 hours tho no troubles as Im gonna see what I got to play about with.

Just to clarify, is there any patches, utilities, programs or anything that Im missing that requires The Black Marshes to run? My Game is a Game of The Year Edition with Shivering Isles and Knights of The Nine (Witch I still have not played yet as been disracted by tons of Mods on the Nexus. :o...)

Its patched to 1.2.146 too. Just wishing to clarify cos Had problems before that mods needed stuff to Function.


- Ibsen's Ghost - 07-08-2010

That sounds great to me. Just remember to go by the instructions that I sent over for the bsa to work properly. BM depends on SI in order to run and may, for some features, require OBSE...but you won't really need OBSE just yet, I shouldn't think.

I should tell you now that I can't resist correcting spelling errors. It's a habit. You need 'which' there as opposed to 'witch'. 'Witch' is the cackling, long-nosed bitch-on-a-broom. =)


- ZombieUK - 07-09-2010

Right. I tend to have a few spelling mistakes now and again, mainly due to fast typing and such or lack of sleep due to constant playing of Obilivion.

Since the weather in the UK, Well my Area is a bit damp, I have some spare time to do some work if possible.

Also Black Marsh for me is not exactly working. I Coc'd to Gideon for a quick jumpstart and all the buildings are missing except the Doors to the Interiors.

Ill just see if I did the Installation instructions right. Bare with me.


- Ibsen's Ghost - 07-09-2010

Sounds like something going wrong there. The best command to use for Gideon is something like "cow blackmarshes -25,-3" (without the quotation marks). That should leave you outside of the gates. You can use these maps to find out the co-ordinates of various places: All Maps (REFERENCE ONLY - No Posting) .