Search found 77 matches

by Prowler
Sun Jun 06, 2004 1:54 pm
Forum: Archives
Topic: Claim 5-16 (Uvam Team)
Replies: 54
Views: 4114

K, I've seen this place and I must say it looks like shit. The basic was great but to many stupid jokes screwed it up. I think you should make a normal living town first and then apply the story line. Comments; On the story line, You cant mine that close to water, the tunnels will be flooded. Make t...
by Prowler
Sun Jun 06, 2004 1:09 pm
Forum: Archives
Topic: Claim (25,19): TO Shacks & Ba'nal [C]
Replies: 11
Views: 505

you have to change the AI settings, dunno the excat numbers for attack and alarm, should be in the help files under NPC AI
by Prowler
Sun Jun 06, 2004 10:49 am
Forum: Archives
Topic: Darconis Interiors
Replies: 36
Views: 2235

About the towers Now that makes sence? That mad lord might fidling around whit gravity aswell. So the Gaurds have to build a huge nettting around the town to prevent everybody from flying away. In this case you are letting a story influence the gameplay to much. Walking through underground cave's t...
by Prowler
Sun Jun 06, 2004 12:15 am
Forum: Archives
Topic: Darconis Interiors
Replies: 36
Views: 2235

Why are the tower connected to 1 building? in_common_tower statics have a exit door build in to them.

Nobody would be digging a tunnel for that. Its a waist of money and going theire will be anoying because its a long walk for nothing.
by Prowler
Sat Jun 05, 2004 10:43 pm
Forum: Archives
Topic: Map 2: Darconis (25,1) 1,2,3,4.19
Replies: 9
Views: 430

All done
by Prowler
Fri Jun 04, 2004 7:32 pm
Forum: Archives
Topic: Raw Silver?
Replies: 10
Views: 298

I think the big source of silver is from argonia. But can be found all trough morrowind. The reson theire is a lot of silver from Skyrim is because it works really good against werewolfs, so its small deposits heavly mined over theire.

I just made that up but sounds like fitting explantion.
by Prowler
Thu Jun 03, 2004 1:43 pm
Forum: Archives
Topic: Map 2: Darconis (25,1), 5 [C]
Replies: 19
Views: 572

K, so just use common sence.
by Prowler
Thu Jun 03, 2004 12:19 am
Forum: Archives
Topic: Mournhold-> How is it going to be an exterior cell?
Replies: 49
Views: 5537

I think I got something that works, push the player away, when he is high move him away faster.

Added a script whit extencive explantion and direction, tell me if you like the idea, then ill get the syntax errors out.
by Prowler
Wed Jun 02, 2004 9:38 pm
Forum: Archives
Topic: Could this be used?
Replies: 19
Views: 1085

LOL, great idea.
by Prowler
Wed Jun 02, 2004 5:20 pm
Forum: Archives
Topic: Map 2: Darconis (25,1), 5 [C]
Replies: 19
Views: 572

Vegor what else do you look at when reviewing?
by Prowler
Wed Jun 02, 2004 11:53 am
Forum: Archives
Topic: Mournhold-> How is it going to be an exterior cell?
Replies: 49
Views: 5537

So to summarize; Mournhold -Exterior only consists of a ring wall, not allowed to levitate in the area around the city so you cant see what is on the otherside of the wall. (nothing) -Interior can only be accesed by the great gates or by teleportation from Ebonhart. Correct? Possible problems -The s...
by Prowler
Tue Jun 01, 2004 4:20 pm
Forum: Archives
Topic: Map 2: Darconis (25,1) 1,2,3,4.19
Replies: 9
Views: 430

You are talking about 1 right?
by Prowler
Mon May 31, 2004 9:25 pm
Forum: Archives
Topic: Map 2: Darconis (25,1) 1,2,3,4.19
Replies: 9
Views: 430

Yea got word of that already. No big deal, didnt started on 1 yet.

Darconis (25,1)
1 Mining guild inn, nice and shoddy.
2 house
3 house
4 apotecery (something like nalcyra in balmora, whit more common stuf)
19 general merchant.
by Prowler
Mon May 31, 2004 9:19 pm
Forum: Archives
Topic: Darconis: Where have all the windows gone?
Replies: 14
Views: 1281

Mmh, problem is that just placing windows on the outside can lead to some freaky hard to match interiors and vice versa.

Maybe strip the windows and have interior modders place them? Its aditive so shouldnt be much of a problem.

/edit

the place also needs smoke stacks
by Prowler
Mon May 31, 2004 8:10 pm
Forum: Archives
Topic: Darconis Interiors
Replies: 36
Views: 2235

What is this for sort of town? What do the pepole life from? Are theire any imperial guilds?
by Prowler
Mon May 31, 2004 8:00 pm
Forum: Archives
Topic: Map 2: Darconis (25,1) 1,2,3,4.19
Replies: 9
Views: 430

yea sorry 19, my mistake. Please add it to the claim aswell. Thank you. (only 1 to 4 done atm)
by Prowler
Mon May 31, 2004 7:19 pm
Forum: Archives
Topic: Map 2: Darconis (25,1) 1,2,3,4.19
Replies: 9
Views: 430

Map 2: Darconis (25,1) 1,2,3,4.19

Darconis (25,1)
1 mining guild hall 100%
2 house 100%
3 house of a nord 100%
4 apotecery 100%
19 general merchant 100%
by Prowler
Mon May 31, 2004 4:34 pm
Forum: Archives
Topic: Lvling down script
Replies: 3
Views: 421

Done, just need some beta testers now. You can activate the script by going to the dining room in the cencusoffice, theire is flask of bug musk named "SWITCH, Do not drink" to turn the script on and off. Now you can just activate, play the game like you normally do and tell me what goes to...
by Prowler
Mon May 31, 2004 12:27 am
Forum: Archives
Topic: Lvling down script
Replies: 3
Views: 421

script only runs trough its body once a day, doing nothing more then changing some vars. Shouldnt be that hard for the cpu. The script works by counting down the time, the lengt of time is based on the lvl of the skill, when the timer reaches 0 you loose 1 point of your skill and the timer goes coun...
by Prowler
Sun May 30, 2004 9:42 pm
Forum: Archives
Topic: Lvling down
Replies: 6
Views: 424

Already shooting. Machine gunspeed, got it working just have to copy and past and change all the skill names 5 times over.

/edit
nevermind that, for some reson the lady decide she wouldnt cooperate anymore. Giving me nothing but errors.
by Prowler
Sun May 30, 2004 3:45 pm
Forum: Archives
Topic: Lvling down
Replies: 6
Views: 424

As an agent I'v never felt my selfs uber whit speechcraft and mercantile on 100. But if its longblade and heavy armour (or other more serious skills) you're talking about, its not that hard to make certain skill drop faster then others. Besides, your lvl doesnt go down, the lvled creatures will stil...
by Prowler
Sun May 30, 2004 1:46 pm
Forum: Archives
Topic: Lvling down script
Replies: 3
Views: 421

Lvling down script

I've made this script for myselfs to keep the game interesting, running around whit every thing at 100 gets me bored pretty fast. Might be nice for tamriel. /edit suggestion for use in tamriel [url]http://forums.tamriel-rebuilt.org/viewtopic.php?p=50383#50383[/url] http://forums.tamriel-rebuilt.org/...
by Prowler
Sun May 30, 2004 1:46 pm
Forum: Archives
Topic: Lvling down
Replies: 6
Views: 424

Lvling down

I've got an idea. When you play morrowind, you'll lvl up till you got evrything at 100 making you a star at every thing in the game. Bethesda's way to counter this in theire expansions was to make the creatures more powerfull, and its likly we'll have to do the same. But theire is alternative, its e...
by Prowler
Sun May 30, 2004 1:17 pm
Forum: Archives
Topic: Is this posible?
Replies: 12
Views: 867

Re: Mmh

Didnt I just said the same? c, changing locations can be done althoug the function is quite buggy when used in combination whit the NPC moving. Easyer would be to have differnt NPC's, Like ,Joe1, Joe2, Joe3 one for each lvl. The steering can be done by having joe1, joe2A and B, joe3C, D and E. Not h...
by Prowler
Sun May 30, 2004 1:04 pm
Forum: Archives
Topic: Vanish script
Replies: 1
Views: 371

You mean like this? Creature dies,and its gone? begin vanish short cvar float timer if (cvar == -1) return elseif (cvar == 0) If (OnDeath == 1) set cvar to 1 endif elseif (cvar == 1) FadeTo 100 2 set cvar to 2 elseif (cvar == 2) set timer to timer+getsecondspassed if (timer > 2) set cvar to 3 set ti...
by Prowler
Thu May 06, 2004 2:10 am
Forum: Archives
Topic: portable bedroll
Replies: 1
Views: 347

Logic

You cant pick it up because picking something up is the same as activating a object whit no script attached. You need to add something like this if (cvar == 0) if (onactivate == 0) return else Messagebox "Do you want to sleep or pick up your bedroll", "Pick up", "Sleep"...
by Prowler
Thu May 06, 2004 1:58 am
Forum: Archives
Topic: Is this posible?
Replies: 12
Views: 867

Mmh

@Xerox What you want is perfectly possible, aslong as you dont have them randomed in (Ninja monkey's) but only a limited number of uniqe NPC's. (So you have Joe, Mathilda, Zantir, Elisa, Karn, ect wich each theire own story) Things that can be done in that case a, leveling up can be done by using th...
by Prowler
Thu Feb 12, 2004 4:23 pm
Forum: Archives
Topic: More Logic in TR
Replies: 27
Views: 1567

Well I've seen some pepole on solstheim running around in white armour that was pretty good against frost. Riddle: How can you drop an unboiled kwama egg one meter whit out breaking it? Anyway check the books of riddles, some good ones are in it. TIL has some riddles aswell. Just dont over do the lo...
by Prowler
Thu Feb 12, 2004 4:15 pm
Forum: Archives
Topic: The Praetorian Guards
Replies: 36
Views: 2915

mmh, I think we need a good storyline before we start whit that.
by Prowler
Thu Feb 12, 2004 4:10 pm
Forum: Archives
Topic: Necrom light-tower
Replies: 20
Views: 1427

I think he means the style of the dummer strongholds
by Prowler
Thu Feb 12, 2004 3:59 pm
Forum: Archives
Topic: 2 or more 'mark' or recall spells
Replies: 15
Views: 1380

Yes its is possible but only to preprogrammed locations. You make custom spell that has name, like "TR_Balmora_recall" whit the recall effect and you have a global script to check when the player is efected by "spellID" (got to look the code up though) then have the script remove...
by Prowler
Fri Dec 19, 2003 6:08 pm
Forum: Archives
Topic: Map 2:(27,-5) Marog/Helnim Wall Interiors [C]
Replies: 6
Views: 413

no body has replied yet, and I've got a new grapcard, so I'm taking it back again.
by Prowler
Fri Dec 19, 2003 12:54 am
Forum: Archives
Topic: Creature Encyclopedia
Replies: 51
Views: 4195

Now some one has to write all that info in to short catsy descriptions of that race. Maybe have one or two street merchants advice it because a good adventurere knows what he'll be up agenst. On the scripting Better chance to command, imposible no way to tell what critter you are trying to command. ...
by Prowler
Thu Dec 18, 2003 8:04 pm
Forum: Archives
Topic: Map 2:(27,-5) Marog/Helnim Wall Interiors [C]
Replies: 6
Views: 413

I'm releasing my claim on this town due to thecnical problems whit my comp, currently my grap card is beeing buggy and showing everything is way to bright. That wasnt really a problem until now, because I cant check if I lighted the interior of buildings right. Apart from that I'm getting bored whit...
by Prowler
Sun Dec 14, 2003 11:11 am
Forum: Archives
Topic: Bards Guild
Replies: 75
Views: 6807

and how about killing the compition? Finding out some gosip to make another bard les populair, killing his lover or qeust to find the Drum of Jasan Nil Naro, the famous redgaurd Bard? ect, ect, ect I doesnt have to be, just preforming.
by Prowler
Fri Dec 12, 2003 1:52 pm
Forum: Archives
Topic: Vertex Shading Tips?
Replies: 6
Views: 542

pure black for under buidlings, dark muddy brown for the sides of buidlings, dark grey for under rocks, a bit darker then the ground colour to mark hight changes.

I've learned it by remvoing all paint from a area and then repaint and compaire it whit the old one.
by Prowler
Fri Dec 12, 2003 9:41 am
Forum: Archives
Topic: New Armor-Ursine Hide
Replies: 19
Views: 2008

how about a dragon fly armor?
by Prowler
Thu Dec 11, 2003 10:43 pm
Forum: Archives
Topic: New Armor-Ursine Hide
Replies: 19
Views: 2008

Didnt Solstheim already have bears, besideds morrowind is to hot and to dry for bears to live in anyway.
by Prowler
Thu Dec 11, 2003 9:08 pm
Forum: Archives
Topic: Guild of Ye Olde Bard
Replies: 30
Views: 2847

nah I want to take a shot at my selfs first. /edit here is the first Idea, just typed it out so it will be full of spelling errors. I also think its to complicated. the other idea I have would be using a set of lvl creatures (whit bards) for every location whit bards, it will all place them but thos...
by Prowler
Thu Dec 11, 2003 8:14 pm
Forum: Archives
Topic: Guild of Ye Olde Bard
Replies: 30
Views: 2847

it should be posible to do, might take some brain bashing though to prevent bards from singing after they have been killed or are already preforming some where else.