Haerter's Gap Int's for you modders |
Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Cool. I look forward to having a chat with him, and when I say chat, I mean an epic battle between good and evil.
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29.10.2006 16:43 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Hehe...nothing like a quick exchange of philosophies at the end of a battle axe
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 16:45 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I think you might have added the frost giant in one of the later
updates you were talking about, because the only living thing I found
in there was some old guy (who I'm guessing you used a place marker).
hehehe, it was quite funny, the tension was building as I got lower
underground then bam, I go round the corner only to find some old guy
there.
Anyway the dungeon itself:
I love the entrance, that was very unique and quite hard to find, very
cool! The cave itself was suitably epic (love that word). A few things
I noticed that weren't as good though. You spawned all the dead people
standing up, so when you enter everyone falls down next to you which
looks sort of weird. However there was one guy who didn't fall over at
all, until I used the 'z' key on him. It seemed a bit illogical that
the frost giant had caught all this food and not actually eaten any of
it. he had only killed them. Bones would look much better I think.
There were a few annoying gaps inbetween the tiles that were
illuminated by the red water lying underneath, but there isn't really
anything you can do for that. What was with all the lava anyway? It was
cool but I didn't understand why it was there. Just so you know, I
think there is a real lava, you only used red water. If you used lava,
it would make sense to get rid of all the flames because they looked a
bit weird and symetrical. The exit idea was really cool too btw. The
lighting was just good enough to see in, which was cool with a torch it
was fine, maybe you should put some torchs on the dead adventurer, the
night eye things ran out really fast. |
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29.10.2006 17:14 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Thanks for the feedback!
* Frost Giant should be in game -- right by the exit door...hmm...is he not there in your CS?
* All captured animals/whatnot in the lair have "Kill scipts" attached
to them; clearly that's not the most efficient way to pull this
off...I'll try something else with 'em, BUT...
* ...I think you're right about having so many dead bodies in the first
place. Why _would_ the Frost Giant kill but not eat stuff? More bones,
less carcasses...roger that.
* I intend to spread bones all over the place...I figured I'd hammer
out all the other details in this cave first & save bone placement
for later...good call, though...
* My logic behind the lava (which looks like lava on my screen, not red water
) is: the Frost Giant lives (predicatbly) in the cold icy part of the
cave, and that random NPC you found downstairs was captured but not
eaten by the Frost Giant. The reasons for not him not otherwise being a
snack for the Frost Giant are: he smells strongly of wormwood/milk
thistle (which isn't apparent yet...still putting that quest in-game)
and he was able to scurry to a part of the lair which the Frost Giant
wouldn't enter -- in a hot zone near lava. (The NPC himself will
mention these things to the player when the dialogue is placed in
game.) Is this reasonable/ridiculous?
* Incidentally, that NPC has a key to his house which is WNW of the
Frost Giant Lair exit and contains a few interesting items...including
a "Horn of Nordic Homecoming" (which desperately needs a better name
), and use of this horn should teleport the player directly in front of Haerter's Statue...
* I thought I had gotten all of those misaligned tile pieces sorted out
-- I can't count how many times I've had to move each damn tile one
pixel along an axis to correct these gaps!
I'll look around some more for 'em, but if you could give me a general area to begin hunting, I'd appreciate it...
* I originally had smoke billowing across the ceiling on the inside of
the entire cave (to give a plausible reason why smoke was coming up
from the entrance), but this was an absolute FPS killer, so I removed
it. Is the smoke at the entrance ridiculous? Any better ideas that
don't involve a giant arrow which says, "HERE DAMMIT"
* Thanks for the opinion on the light level! I'll leave the ambient
light alone & I'll put some torches on the unfortunate adventurer...
* I'll remove those flames on the lava. I was interested in having one
flame randomly display every minute or so, and I just left them all
active until I got around to playing with the script for that, but it's
probably just overkill there...
Edit: about the AWOL Frost Giant -- I hafta ask -- did you put all the other folders with the .esp in your Data folder?
Edit^2: I modified the invisible staircase generated upon the death of
the White Witch leading to the Ice Blade of the Monarch such that the
stairs themselves should appear as a staircase made of faintly glowing
mist....is this actually your experience?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 2 time(s), it was last edited by Qxzyz: 29.10.2006 18:01.
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29.10.2006 17:49 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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lol...that just saved me a bunch of grief SG -- thanks!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 18:03 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I had a look in the cs and he was there...
. I'll reload and have another look for him, maybe he wandered off and got stuck somewhere?
The NPC bit might be plausible if you mention somewhere that there is
volcanic activity somewhere in the jeralls, I thought he might be
associated with a quest when I first saw him, but wasn't sure. My
theory was that you were having a private joke and using an old man as
a placeholder until they released the giant
.
I like the idea of the horn that sounds pretty cool. I'll have a look at that house too, if it has been made.
There were quite a lot of the gap things, it would probably be best if
you went through and had a look for yourself as there were quite a few.
I liked the smoke idea, and I figured the smoke was coming from the lava but I'm sure there will be a better way of doing it.
Yup, I extracted the rest of the folders with the .esp. It was fairly
dark and I'm playing with a fairly new character who is a nord (so I
could have a nord for the videos) so he didn't have a torches and I
didn't have the music turned on so my theory is that he got stuck
somewhere when he started chansing and I couldn't see him. I dunno tho,
I'll have a look again. |
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29.10.2006 18:06 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Thanks -- I appreciate you looking around!
The house is in game...either console command your way in the house or pilfer the key from the poor bastard by the lava...
Fair enough on the tile thing...it all looks good on my CS screen though...hmmm...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 18:19 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Ok I'll give that a try. I may have just been a 'one-off' thing, I get all sorts of dodgy bugs all the time.
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29.10.2006 18:53 |
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quote: |
This
is very cool & the credit is not mine to take! Don't remember who
specifically rearranged things up here, but it is quite cool! |
It was me, when I last took the file I made quite a few changes to
improve quality, like putting the staircase in a seperate cell and
changing it's tileset. Also lots of other things like fixing floaters
and lights.
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29.10.2006 19:32 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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It looks much better than it did previously. Bravo.
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29.10.2006 19:34 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Cheese(liq): have you a chance to see if that video glitch cleared up?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 22:46 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I'll have a look tommorrow, I must have loaded up oblivion 30 times
today, to get different video clips and pieces of information. |
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29.10.2006 22:54 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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lol...fair enough...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 23:16 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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at Qxzyz's awesomeness
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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30.10.2006 01:28 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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quote: |
Originally posted by Qxzyz
It's comparatively easy to dress up something which already exists...creating it from scratch -- now _that's_ awesome!
Youdaman! |
I'm not a man, I'm a man-eating tiger.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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30.10.2006 01:39 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Currently you're a imaginary cartoon!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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30.10.2006 01:43 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Good call, Cheese(liq). I'll have a look at the horn script shortly.
Hmmm...I think maybe I should redesign the ice part of the Frost Giant
lair. I'll get rid of the stairs altogether, so the player will be
forced to confront the giant without the luxury of climbing out of
harm's way.
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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30.10.2006 20:09 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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I feel like a visitor in my own mod! Keep up the good work, guys!
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31.10.2006 17:47 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Maybe make it a bit smaller too, so it is more like the frost giants lair, than a massive cave system.
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31.10.2006 19:49 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Yeah -- I know what you mean.
I'm going for a natural formation-type thing -- presumably the Frost
Giant itself wouldn't be hollowing out the lair, it would have just
come across this cavernous area and set up shop, right? -- but I'm not
sure I pulled that off here. The tiles need to be inherently huge to
accommodate the Frost Giant at all (which, disappointingly,
magnifies/highlights the tile connection lines), and the whole lava
area thing is there mostly to provide a (quasi-)logical reason for that
NPC to have survived his initial encounter with the Frost Giant (but
also giving a reason why smoke is coming out of the entrance).
Hmmm...I'll certainly consider a complete overhaul of the lair, but
I'll focus on other bug squashing first.
By the by, I'll post another .esp with the fixes we've discussed here
so far (still labeled HG.esp_b_12; no extra files) tonight-ish --
thanks for all your help with this!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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31.10.2006 20:03 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I understood you were going for the idea of him being a beast that
found itself a lair in some natural caverns. You pull off that effect,
but personally I like lairs to either be a
mahooooooooooooooooooooooosive cave system with the beast at the end as
a unique boss OR a cosy little thing in a small room with one or two
bones here and there but that is really only my preference.
It was pleasure to help
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31.10.2006 20:17 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Apologies -- I've been dealing with a personal issue on-and-off for the
last two days which came to a head today...I'll be finishing/tightening
quests exclusively this weekend and post the most recent .esp on Sunday
evening (approx. 48 hours from this post)...
Quests I'm finishing by Sun. evening:
* Markers? What Markers? (having grief with RAI; will fix it by Sunday)
* Hunting the Beast (almost gtg; fixing Aaberg dialogue & Horn teleportation script)
* Getting Into Skyrim (just the scripted Hauk-check of items needs to be done)
* Besieged by Bears (all I need are the Snow Bear cuirasses)
* Sins of a Dunmer (dialogue written; not in-game yet)
* Too Many a Melon (melon scripts not working quite right; extra stuff I posted in the thread for this quest)
* Breaking the Habit (tweaking RAI)
Quests already completely finished/tweaked:
* Cold Argonian
* Heritage Unearthed
* White Witch
* A Girl Away from Home
* Where Art Thou, Traveller?
* A Tempting Offer
Other things:
* Barmaid & Rumors (barmaid function of Janine still ~50% done; rumors are still pending)
After all this is complete, more rounds of bug squashing & voice acting will be the only remaining issues for HG...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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04.11.2006 02:55 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Qxzyz, your dedication never fails to amaze.
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04.11.2006 02:59 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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I'm giving up on having Varian & Miaren actually walk down the
mountain to place/enchant the signs for the "Markers?" quest...adding
AI packages seems to have worked correctly (which is to say its
unpredictable) and the NPC's have difficulty negociating the mountain
side no matter how many blue pathgrid points I drop down...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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04.11.2006 22:20 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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A few posts ago I seem to have grossly underestimated how much time it would take to fix some of the issues I'm having:
* I need to completely redo the Frost Giant Lair -- I'm going nuts
bumping individual tiles one tick along an axis to cover a gap, only to
create another gap elsewhere...grrr...
* _All_ pathnodes in the Cave of Frozen Souls & Chamber of Frozen
Tears needed to be reworked (which is now completed) to help alleviate
errant Frost Wraith & Ice Slave pathfinding.
* The short jumping puzzle leading to the throne of the White Witch is
problematic; the player can snipe the White Witch with little fear of
reprisal, since she (or her summons, for that matter) won't jump across
to attack the player and, depending where the player stands, won't be
detectable.
* I need to rework the lights/mist I added to the invisible staircase
leading to the Iceblade of the Monarch -- the effects I added were too
subtle and there's probably a better way for me to approach the issue
anyway...
* I'm currently debugging the "Markers?" and "Beseiged" bear scripts;
bears are currently being inappropriately counted as dead (imminently
fixable).
* The Horn of Nordic Homecoming was still behaving unpredicatbly --
I've made the player gain an eponymous power while having the Horn in
their inventory, which seems to work fine at the moment. I'm still open
to suggestion on both a different tack on how to handle this object and
also a better name for it...
* I was having significant difficulty with Drendnar moving to HG from
the spot I had placed him...I've moved him to behind a rock almost
overlooking HG on the west side -- this seems to be the farthest from
HG I can place him where 1.) he'll actually behave as desired 2.) he'll
be able to get back and forth to HG and 3.) won't get mauled by the
local bear population. I'll make Aaberg more descriptive about the
Frost Giant Lair's general location (like talking about how another
adventurer once asked about some smoke he saw coming from a hole in the
ground, and I'll add more smoke coming out of the hole to make it more
obvious)...
I'm on it, but these issues won't be resolved by tonight as previously promised.
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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05.11.2006 16:14 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
* The short jumping puzzle leading to the throne of the White Witch is
problematic; the player can snipe the White Witch with little fear of
reprisal, since she (or her summons, for that matter) won't jump across
to attack the player and, depending where the player stands, won't be
detectable.
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I might have an idea on how to fix this (sort of). How about placing an
invisible wall around the ice throne that will only be disabled if the
player gets close enough to it (this can be done by placing a trigger
zone I believe); This will stop arrows from getting to the White Witch
(what... it's magic
) if you are too far away and attempting to snipe her.
It's not really a good solution, but it's all that I can think of atm.
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05.11.2006 17:32 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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True -- I'll see if I can't get this done...
I'll force conversation with the player when she appears -- perhaps that will make the transition even smoother...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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05.11.2006 17:46 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Can you not just add a door past the jumping puzzle, that leads into
her throne room? I havnt actually seen the cave so I don't know if this
is possible or not. |
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05.11.2006 18:59 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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or do what they did with mannimarco? you couldn't hit him till you talked with him
__________________ ou av andanyammis
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05.11.2006 19:03 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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I have no clue, and after looking at all scripts that had something to
do with the guy I think I was mistaken, but there a few ways.
Eample 1: Create a triggerzone that will intercept every spell or arrow
something like this (stolen from a tutorial by guidobot, and not sure if it stops spells, it does stop arrows thats 4 sure):
scriptName acDemoTrigSCR
; Causes any projectile fired by the player to disappear
ref trigRef ; reference to the triggering object
begin onTriggerMob ; a mobile object has collided with the trigger zone
set trigRef to getActionRef
if ( trigRef.IsActor == 0 ) ; it's not an NPC
trigRef.disable ; so make it disappear
endif
end
2: use a quest script to repeadetly set the health to what it should
be, use some condition so that when you talk to her itll stop setting
her health
3: uuh go finf this 1 out urself
__________________ ou av andanyammis
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05.11.2006 23:02 |
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