Haerter's Gap Int's for you modders |
Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Small update...
*I've re-written the script on Haerter's Statue. He now consistently
has the stone texture and I've got a MoveTo on him to keep him from
wandering off.
However, I can't seem to get him to draw his weapon without screwing up
the texture -- either he draws the weapon and isn't textured, or he's
textured but not "alert." I beileve the original script on this statue
contained a timer which was designed to give the statue enough time to
draw his weapon before being turned to stone, but this had never worked
successfully for me and was indirectly permitting the statue to wander.
Incidentally, I've found quicksaving & quickloading often resets
this statue while loading from a "full" savegame has no
effect...hmm...Anyway, I can continue to try to make the statue draw
its weapon if it's felt that this is important. (I'll try using a token
on the statue next...)
*Concerning miscellaneous dialogue: I've got ~60 short lines or so to
be recorded by voice actors specifically to allow HG NPCs to handle
crimes (theft, tresspass, arrest) in the same fashion as vanilla OB
NPCs. (I may trim these lines further, but I'm inclined to leave all of
them there.) I'll send these lines out to be read when I've gotten in
touch with any voice actor who claims one of our NPCs. I've decided to
eliminate all other miscellaneous talking ("Look at the muscles on
you!" or "I saw a mudcrab the other day.") by our HG NPCs, which I've
done by placing "GetInFaction 1SKHG == 0" conditions on as many random
conversation quests as I could reasonably identify -- unfortunately,
this has lead to an eerily quiet Public House and library-like
barracks. Alternatively, I could generate a bank of conversations,
greetings, and rumors specifically to be spoken by our NPCs, but this
would likely push the release date of HG well into 2007 -- like Easter
-- unless I had all voice actors onboard & ready to go. (Did you
know there are literally 30 ways for _each_ vanilla OB NPC to merely
say, "No!" in general conversation?) Personally, I'd love to have the
random chit-chatter customized for HG, and I intend to continue working
toward this goal. However, I'll certainly worry about quest dialogue
first, then crime reporting -- after this, I guess we'll re-evaluate
what's most useful. Also, I wouldn't be morally opposed to including
conversation upgrades to NPCs in HG post-release, perhaps as part of
the release of the next Skyrim city...this will, of course, be
partially dependent upon the zeal of any voice actor who helps out...
*I've done many miscellaneous tweaks, from repositioning a magic tree
and grounding flying rocks to correcting pathgrid anomalies and
ensuring correct ownership of in-game items -- I'll provide a complete
list, if anyone cares...
*I'm currently fleshing out the "Hunting the Beast" quest. I've picked
out two potential areas for the general locations of both the ruined
farmhouse and the Frost Giant lair -- both in/around the tall mountain
under the "t" in "Jerall Mountains" on the map, west of Azura's shrine,
east of Frostcrag Spire. (I'll post screenshots of the locations as
soon as I actually start playing in the Tamriel worldspace.) I'm aware
of a couple of Oblivion gates in the area, and at least one reasonably
popular mod -- Blackrock Mountain
-- is situated on one side of the same mountain, but I believe I've got
plenty of conflict-free spots with which to play...the farther away
(particularly westward) from HG, the more likely I am to run into such
conflicts; it's interesting to see how many modders chose to use the
areas immediately surrounding Bruma...hmph.
*I'm almost halfway through troubleshooting the other HG quests -- I
still need to look more closely at "Sins of a Dunmer," "Besieged by
Bears," "Too Many a Melon," and "Markers? What Markers?," but
everything else seems to work as intended in-game (except for Hauk's
checking for contraband in "Getting Into Skyrim"...I'm working on
this). Furthermore, I've got some questions about the "Markers? What
Markers?" quest, but I'll post them later in the appropriate quest
thread...
*Is there any way for me to fix the "shield04.nif" issue? It's a "model load error," for what that's worth...
*In a given modding session, the first time I load the HG exterior, I
get a host of errors -- starting with, "Assert at
C:\projects\tes4\tesshared\speedtree\bstreemodel.cpp, 709" (cilcking
"Retry" clears the error) and then proceeding through a litany of
messages about duplicate bear animations (clicking "Yes" clears each
error). For the record, I loaded a fresh copy of the HG.esp from page
31 of this thread to see if these errors were present before I did
anything to the .esp myself, and, sure enough, all these errors are
there. None of this causes a CS crash or prevents me from modding, and
everything appears to work fine in game, but it's a little
unsettling...
Thoughts?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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18.10.2006 13:23 |
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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've had the assertion error aswell and its harmless as far as I know..
you might try cleaning the mod, that will probably fix the problem.
My guess is that there are the same bear animations in two esps/esms your loading, causing this error.
__________________ ou av andanyammis
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18.10.2006 14:06 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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You call that small, Qxzyz
Anyway, your a machine! The dialogue thing sounds fine. Screw next year
GJ on the quests. Nice to see my quest skeletons fleshing out to a fully formed human (like the analogy?
)
AFAIK the "Assert" error is pretty harmless. That stupid "Getting into
Skyrim" thing will need more work (currrently it's just dialogue
conditions, might need a script.)
"Markers, What Markers?" is only about half done (like we need a script to disable markers and enable em and light them up etc.)
Once again, great work!
__________________ 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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18.10.2006 14:25 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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About the shield model, it might either be corrupted, in a wrong folder or something completely different.
Try loading the model in NifScope and see if any errors pop up. If
there are errors then the model needs fixing. I'm not at all sure what
it is, but it's most likely a problem with the nif.
Anyway, outstanding work Qxzyz.
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18.10.2006 15:22 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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@ Siesta Guru:
I'm only loading the OB.esm & HG.esp; I guess just there's some duplication going on...
As far as cleaning the mod goes, I _have_ actually noticed a lot of *'s
in many unexpected interiors. For example, while I can understand why
the Imperial Library may have been modified by us (to place our books
in game), I'm not sure why the tutorial dungeon is marked as
changed...In any event, while the mod probably could use a good
cleaning, I'm loathe to change/clean these things myself -- I'd be much
more comfortable leaving that duty to the Core, or at least someone
who's investigated the .esp more than once and can speak to what was
actually changed intentionally.
@ Smokindan:
quote: |
That stupid "Getting into Skyrim" thing will need more work (currrently it's just dialogue conditions, might need a script.) |
You're right: for whatever reason, the dialogue conditions simply aren't getting the job done. I'm on it...
quote: |
"Markers, What Markers?" is only about half done (like we need a script to disable markers and enable em and light them up etc.) |
I'll see what I can do about this.
quote: |
You call that small, Qxzyz
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lol...I do have a large "Average Words per Post" image to maintain...
Once again, you, Smokindan, are the MAN -- I'm just tryin' to help you out...
@ Psychotic:
Hmmm...apparently I don't have the file at all. Specifically, the error I receive is:
"Could not find parent node extra data for BASE Armor\1SK\Shields\Shield04.nif"
After nosing around my HD a little, I see that I've only got BASE
Armor\1SK\1SKxxPSxHaerterShield and BASE Armor\1SK\Light Bonemold...am
I, in fact, missing a folder or should I reassociate this shield with
something I've already got?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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18.10.2006 16:07 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Those are the correct folders, but the last time I worked on the .esp I
also fixed the nifs for the light bonemold armor (I did nothing to the
shield though as it was working fine at that time). I uploaded the nifs
on page 30 of this thread, but the upload has expired.
I'm uploading them again now, please post something after this so I can post the link in a reply.
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18.10.2006 16:30 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Roger Wilco, Psychotic
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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18.10.2006 16:36 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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THE LINK
Just extract the nifs and whatever else is in there in the same folders
as the old files, you don't really need the esp as it's an old version.
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18.10.2006 16:44 |
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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
Erm, I seem to already have these files...this is the bonemold folder.
(And the White Witch clothing, which I apparently already have as well.)
Should I just replace the shield in NPC inventory with this? Perhaps I'm just confused... |
I got the idea that the bonemold armor was screwed up as well... I must
have gotten you wrong though. As I said, the shield was fine last I
looked at it, so I have no fix for that currently. I'll take a look at
the nif just to be safe though.
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18.10.2006 17:04 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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It is excellent to see you are sorting out all the problems, I'm not sure about the last thing though.
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18.10.2006 18:37 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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So after a long delay, I was able to get my brain working a second time
today (!) and, on a whim, I looked around the Textures\Armor\1SK
folder...lo and behold, there's a "Shields" folder in there, and a
listing of .dds & _n.dds files for shield01 -> shield10 and the
Legion Shield...
So the point is: I've got a \Textures folder of appropriate .dds files
for 11 shields, but no corresponding \Meshes folder with the necessary
.nif files...
Because I'm "that guy," I looked through all the copies of the .rar's
for HG I've downloaded over the last few weeks and it appears the
problem first presented itself in Haeters_Gap_beta_07 -- that's the
first version of the HG beta which has the \Textures\Armor\1SK\Shields
folder, and there's no corresponding \Meshes\Armor\1SK\Shields folder.
The subsequent beta versions have just carried the problem forward...
Apologies if this has been painfully obvious to everyone but me, but at
least I feel a bit gratified to have tracked down the issue...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 1 time(s), it was last edited by Qxzyz: 19.10.2006 02:55.
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19.10.2006 02:53 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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19.10.2006 03:09 |
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Is there an update on this?
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23.10.2006 01:17 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Apologies -- long, strange weekend...
Anyway, I'm currently finishing up the Frost Giant lair &
tightening up that "Hunting the Beast" quest in general -- I should
have this completed within 36 hours of this post. I intend to more
closely examine four other quests and, barring major problems, the only
things left to do will be voice acting & hardcore bug testing...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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23.10.2006 13:17 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Way to go, Qxzyz!
I'll be looking forward to the next release!
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23.10.2006 18:13 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Thanks!
Just to be clear, going through the quests like this is a rather
involved process -- it will take a while (7 - 10 days from now) to
completely hammer out everything, with no consideration of custom voice
implementation. If the .esp is needed elsewhere more urgently, just
lemme know...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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23.10.2006 18:31 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Since most of us are over our heads in RL, and you seem to have the
time, go ahead and keep it. But could you put up a version over the
weekend so that we can see where we stand? And don't forget that our
release date is Sept 1st - we just haven't decided which year.
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25.10.2006 17:58 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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lol...no problem. I'll post in this thread on Saturday-ish.
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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25.10.2006 18:28 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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This is quite an epic update, excellent work Qxzyz.
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25.10.2006 18:30 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Why thank you, kind sir!
Although, in fairness, you might want to hold off on the word "epic" until you see it...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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25.10.2006 18:41 |
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Locks and keys can fix most of the problems like that. Also making
scripts, etc only being able to bae activated once something else has
been done can also fix the problem.
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29.10.2006 03:55 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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True dat.
I'm currently disabling certain triggers until proper quests stages
have been met, adding variables to quest scripts to keep track of who
the player has/hasn't spoken with, and changing journal updates to
reflect all this...
Using the previously mentioned quest example:
* If a player picks up Arrinus' Diary & key before talking with
Falco, that player should still be able to carry on with the quest; any
reference to Falco himself prior to meeting him is being accounted for
with more conditional journal entries which effectively replace "Falco"
with "Arrinus' friend in Haerter's Gap" or other such things...
* If the player wanders into the Cave of Frozen Souls prior to visiting
Arrinus' camp, they should not be alerted to anything special about the
frozen corpse of Arrinus. They'll notice he's a named corpse when they
mouseover him, but that should just clue them into another potential
quest and shouldn't be an issue...
* It's entirely possible the player could kill the White Witch prior to
ever stepping foot in Haerter's Gap -- again, conditional journal
entries will take care of journal inconsistencies, but Tjernajel's
dialogue may need to change a little...in any event, I'm on it...
I guess the short version of what I'm currently doing is: I'm trying to
break the quests every way which occurs to me and trying to script/edit
accordingly...
On a side note: major
to Smokindan for already making certain quest responses conditional on
the status of other quests -- this dramaticaly enhances immersion when
it's obvious other stuff which has been accomplished by the player can
affect the responses of the current quest!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 04:45 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Hehe, thanks Qxzyz. I try my best
__________________ 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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29.10.2006 05:18 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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It occurs to me that it was only an update on the .esp which was requested...so here is that update...7zip file named "HG_b_12" (never mind the other nonsense in the folder)...
Things I'm still doing:
* Stuff described in my last post in this thread
* RAI for HG residents & appropriate pathgrids
* I've moved Drendnar Tures' skooma-addicted location to well west of
HG for 2 reasons: 1.) this keeps him from walking in areas which
contain roaming bears 2.) this will allow the player to see the general
location of the Frost Giant Lair entrance (there's a little wisp of
smoke billowing from a hole in the ground in the area)
* Generating dialogue for "Hunting the Beast:" I've generated a
backstory, house with clutter, and general quest logic for this quest,
but I've got to transfer it from my notepad to the game
For the record, the actual entrance to the lair is 25,37 and the exit
is 23, 38...the extra NPC's house I've made is a little WNW of the exit.
* I'm still not entirely satisfied with the Frost Giant Lair itself, and I'd appreciate input.
I've deliberately put the Frost Giant in a short tunnel leading to the
exit door just so you(se) can see exactly why I had to scale the tiles
up so dramatically, and it's dark in there on purpose!
(Incidentally, I bumped up the ambient light for this update; it was
pitch-black in there originally.) Don't just look at this in the CS --
fire up the game and have a character wander into the cave to get the
full effect...apologies ahead of time for the inelegant placement of
rocks -- the rocks are there specifically to patch up irreconcilable
differences between recalcitrant tiles...
* I have yet to look at "Markers? What Markers?" and "Sins of a Dunmer," but these are on-deck
* Today's adventure for myself includes scripting Hauk's checking of
the player in "Getting Into Skyrim" and generating random bears to fill
Clyde's quota in "Beseiged by Bears" (I intend for there to only be two
or three popping up, but they'll keep regenerating until the quest is
closed)
* The illogical door activation issue I've been yammering about still needs to be fixed; I've jumped on a thread in the ESF - CS area, and hopefully something will come of it...
* I'm trying to pull off a way to make Janine behave like a barmaid
(ie: replacing food/drink when it disappears)...I'm currently about 50%
done with this
* Other stuff (yeah, that's vague...must...get...caffeine...)
Obviously, I'll still need at least another couple of days with the
.esp, and I'll post another update in this thread when it's done -- I'm
just posting this now since it was requested (and 'cause I said I would
).
Since I've made many little/cosmetic changes, I decided not to list
them all here -- please ask me many questions & give as much
feedback as possible. Nothing I've put in here is sacred; I can very
easily fix anything which is thought to be "out-of-bounds." Again, this
is just an update and a more completed .esp is around the corner...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 1 time(s), it was last edited by Qxzyz: 29.10.2006 13:54.
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29.10.2006 13:51 |
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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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Good job
so any idea whatsup with the door that wont be activated as it should?
__________________ ou av andanyammis
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29.10.2006 14:01 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Not a damn clue...the problem is seen on the exterior side of the
entrance to the Skyrim Office and also on the door leading from the
Morrowind Office Stairs into the Morrowind Office. Like I stated in
that ESF thread, there's an already functioning version of this
door/archway in HG (the exterior door of the entrance to the Imperial
Office)...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 14:05 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Ooh updates
noice. I'll have a wander and tell you what I think.
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29.10.2006 14:24 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Please do, Cheese(liq)
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 14:27 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Wow, things are really starting to come together. All the npcs are
there and in their beds at night. I love Clyde's Hides(is that new to
this update), he was firing arrows when I first walked in, but then he
moved round behind the counter for me, hehe . I noticed an example of
your quest conditioning. I found Arrinis' journal before starting that
quest and got the cool message box which didn't mention his friends
name or anything. The sign are also cool, hehe. I never actually knew
the correct route to haerters gap, I used to just run up the side of a
cliff face or something.
Anyway I looked for some bugs whilst I was there. (I'm aware that you
probably know about some of these things, but best to be safe than
sorry):
- Some of the doors aren't lined up with the teleporter things. The
exterior of the skyrim office and one of the ones on the stairs near
the basket in the MW office.
-Some of the artistic capitalised letters that begin some books are
missing. Examples: Haerters Gap guide and Sins of Youth Volume 1.
-Aralinus' Bench still sticks through the wall (excellent update for her room btw, I love the pattern made by the tapestries)
-The pit greaves in Clyde's Hides on have an armour value, everything else (eg weight) is set to 0.
-You can't buy anything from Clyde.
-When you pick up Arrinis' Journal, if you havn't yet started the
quest, the message box that pops up mentions how you found a journal in
a chest when it should say bag or sack.
-In Oblivion you could repeat a topic, if you missed something, you
can't do that with any of the NPCs here (not really that much of a
problem)
-Most of the buildings aren't locked at night
-In the Morrowind office you can pretty much steal everything
downstairs as I havn't seen anyone down there when I have been playing.
- You can run through the statue.
-The texture 'weared off' for the statue, when I came back after some
exploring. So he just looks like a stationary NPC with all of his
ordinary armour textures etc.
I think that was everything I found. I have only scratched the surface of your update but I could really a lot of changes.
Btw are we going to have Sulan's music in?
This post has been edited 1 time(s), it was last edited by Liquid Cheese: 29.10.2006 15:23.
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29.10.2006 15:21 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Thanks very much Cheese(liq) for the fast observations!
quote: |
Originally posted by Liquid Cheese
(I'm aware that you probably know about some of these things, but best to be safe than sorry) |
True dat.
Much better to have a problem reported multiple times than to let it slip through, IMO
quote: |
Originally posted by Liquid Cheese
- Some of the doors aren't lined up with the teleporter things. The
exterior of the skyrim office and one of the ones on the stairs near
the basket in the MW office. |
Yep -- check the link to the ESF thread in my original update post for info on things I've done to try and correct this...
I only bothered discussing one of the problematic doors in that
discussion (because it wasn't strictly relevant), but I'm definitely
aware of both of these doors...
quote: |
Originally posted by Liquid Cheese
-Some of the artistic capitalised letters that begin some books are
missing. Examples: Haerters Gap guide and Sins of Youth Volume 1. |
I had forgotten this entirely - I'm on it.
quote: |
Originally posted by Liquid Cheese
-Aralinus' Bench still sticks through the wall |
Fixed now. I've been focusing my attentions on NPC's in order of
whatever quest I'm tinkering with at the time, and I haven't gotten to
that quest yet...prolly more stuff to be fixed in the MW Office...
quote: |
Originally posted by Liquid Cheese
(excellent update for her room btw, I love the pattern made by the tapestries) |
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!
quote: |
Originally posted by Liquid Cheese
-The pit greaves in Clyde's Hides on have an armour value, everything else (eg weight) is set to 0. |
Fixed.
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Originally posted by Liquid Cheese
-You can't buy anything from Clyde. |
Hmmm...he should offer services from 7AM to 5PM...I look into this further...
quote: |
Originally posted by Liquid Cheese
-When you pick up Arrinis' Journal, if you havn't yet started the
quest, the message box that pops up mentions how you found a journal in
a chest when it should say bag or sack. |
Fixed.
quote: |
Originally posted by Liquid Cheese
-In Oblivion you could repeat a topic, if you missed something, you
can't do that with any of the NPCs here (not really that much of a
problem) |
No -- that's a fair observation. I'll rectify this before the next update.
quote: |
Originally posted by Liquid Cheese
-Most of the buildings aren't locked at night |
Yeah, that's intentional so far, but I'll fix this before the next
update. I noticed some NPCs who share a room/building could actually
get locked out by their roomates...
quote: |
Originally posted by Liquid Cheese
-In the Morrowind office you can pretty much steal everything
downstairs as I havn't seen anyone down there when I have been playing. |
Good spot -- I'll get on that when I hit the relevant quest. Basically,
I've been assigning interior ownership to created factions (like
"HGNordBarracks" & "HGImperials") instead of to individual NPC's to
allow for more flexible AI...I must've forgotten to change that
building...
quote: |
Originally posted by Liquid Cheese
- You can run through the statue. |
The non-collision statue is 'cause of a "SetGhost" script command
placed on him in order to prevent the player from hitting him with a
sword and drawing blood.
Perhaps I'll just put an impenetrable collision box around him...
quote: |
Originally posted by Liquid Cheese
-The texture 'weared off' for the statue, when I came back after some
exploring. So he just looks like a stationary NPC with all of his
ordinary armour textures etc. |
There's a "DoOnce" type variable for the statue in its script -- perhaps I'll try getting rid of it and see if this helps...
quote: |
Originally posted by Liquid Cheese
Btw are we going to have Sulan's music in? |
I'm looking into conditions for the "StreamMusic" command...AFAIK,
we've got two ambient pieces of music for being in/around HG, and I
think -Sulan- made some dungeon music also...I'll check his site again
and see what is available, pending his approval of course.
The trick with the "StreamMusic" seems to be that it will pick music
based upon first loading of a cell -- it can be as specific as 'always
play this one track' to as vague as 'play something in this folder.' I
haven't focused on this yet (makes more sense to work on it with voice
acting considerations
)...
Incidentally, I inadvertantly posted the 2nd most-recent version of the .esp in that 7zip (I've got _many_ backups
) -- the only differences in that one and the actual most recent
version are 1.) pathgrids around town have a "preferred path" to aid in
the "Breaking the Habit" quest 2.) "preferred path" nodes have been
placed from HG to the spot of Drendnar's skooma-drinking for the same
quest and 3.) Both versions of Drendnar (addict and cured) have had
proper AI placed on 'em...addict version alternately sleeps &
drinks skooma (12 hour blocks) while cured version has normal RAI in
and around HG...
By the by -- have you seen the Frost Giant yet?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 16:09 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I haven't actually. I'll go and find that now, if you give me a location. I can give some feedback on the dungeon too.
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29.10.2006 16:26 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Entrance to Frost Giant Lair: cell 25, 37
* Fast travel to Temple of Moth Priests -> head north to rune stones
-> turn right towards OB gate -> should see a path near the gate
heading NNW -> look for a rock with a small wisp of smoke coming
from it on the right (should be able to just barely see both the
Oblivion gate and the Ice Tower from this spot...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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29.10.2006 16:37 |
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