Search found 64 matches

by Xerox
Thu May 20, 2004 9:25 pm
Forum: Archives
Topic: Map 2: Darconis->Tower (26,1) #12,
Replies: 12
Views: 590

Because I had to double the mesh size of the library interior. all narmal dors and exits are of no use. The way I looked at the interior, is: The seperate office/living quaters shall be on the higher section of the tower. That way it would look somewhat symetrical to the tower exterior view. Now I'd...
by Xerox
Thu May 20, 2004 12:24 pm
Forum: Archives
Topic: Map 2: Darconis->Tower (26,1) #12,
Replies: 12
Views: 590

PLEASE NOTE: This is not a final version, but for Vegor and Assassinace only. The final version will come in 10+ days Alright, here is what I have now.... So Vegor and Assassinace enjoy. I'm going to turn the crysatal into a sort of teleporter... to the spherical room. Also I already linked it to th...
by Xerox
Thu May 20, 2004 12:21 pm
Forum: Archives
Topic: Map 2: Darconis->Tower (26,1) #12,
Replies: 12
Views: 590

ignore this post. accedently posted twice.
by Xerox
Wed May 19, 2004 11:07 pm
Forum: Archives
Topic: Map 2: Darconis->Tower (26,1) #12,
Replies: 12
Views: 590

I have gave considerable con sideration to Vegor's and Assistance ideas, BUT the thing is the #23 IS TOO SMALL for the interior I already have. And its a good interior, so i'm not redisigning it. So I propose that me and Vegor + Assistance, share my interior + we coloborate on creation of a more int...
by Xerox
Wed May 19, 2004 8:01 am
Forum: Archives
Topic: Map 2: Darconis->Tower (26,1) #12,
Replies: 12
Views: 590

Map 2: Darconis->Tower (26,1) #12,

For my Great Library Telvanni Mod. Like Yinnie sugested....

Note: I cant find the claim MAP for Darconis!
by Xerox
Wed May 19, 2004 1:04 am
Forum: Archives
Topic: Dragon
Replies: 43
Views: 2226

Have to agree with the others here, and say that althrough the dragon looks cool, the texture needs work....also aren't dragons more friendly?
by Xerox
Tue May 18, 2004 8:56 am
Forum: Archives
Topic: Ninja Monkeys: All TR modders should get this!!!!
Replies: 14
Views: 1276

Alright, here is the latest version of the mod. I have listened to all your ideas, and suggestions and implemented most of them accordingly.

To install, simply ovewrite the previous file. (if you had it)

Use it wisely! :)
by Xerox
Mon May 17, 2004 9:50 pm
Forum: Archives
Topic: Ninja Monkeys: All TR modders should get this!!!!
Replies: 14
Views: 1276

I cant force you to use this mod, and if you wish to make every single npc yourself...thats your choice. But consider this that this mod does for the Player as much as it does for you. Most of my experiance in Morrowind came form fighting in these bandit caves, were no npc is tougher than 15th level...
by Xerox
Mon May 17, 2004 7:37 am
Forum: Archives
Topic: How do you make NPCs see - through?
Replies: 2
Views: 272

chamelion. it is chamelion, i was actualy thinking something like a script....
by Xerox
Mon May 17, 2004 6:47 am
Forum: Archives
Topic: How do you make NPCs see - through?
Replies: 2
Views: 272

How do you make NPCs see - through?

I want to create an NPCs and creatures that are see through like Ghosts and Azura. How do I do it?
by Xerox
Mon May 17, 2004 4:54 am
Forum: Archives
Topic: Ninja Monkeys: All TR modders should get this!!!!
Replies: 14
Views: 1276

I see your point, this is a lot of work, i curently have 165 NPCs, and plan on making it 200+ in the next update, but what you propose, will requre several seperate lists..... What I could do, is create Random Generators for items for those regions for people to use, since NPC creation would be to c...
by Xerox
Mon May 17, 2004 3:51 am
Forum: Archives
Topic: Ninja Monkeys: All TR modders should get this!!!!
Replies: 14
Views: 1276

Na, Assistance these are valid points, and frankly I agree with them. What I will do: I'll create new "lowere Level" generators, that gives weaker guyes, weaker stuff. The only stuff I dont get is "Factions": Ok, the Npcs skill are going to be slightly diff. BUT if a player meets...
by Xerox
Mon May 17, 2004 1:55 am
Forum: Archives
Topic: Ninja Monkeys: All TR modders should get this!!!!
Replies: 14
Views: 1276

THe way I desighned these guys to be used, is for bandit caves and such, also they all have random equpment. I also wanted to give Archers short blades, but apperently they are not good at them....they are good with LONG swords! As for mages, sort blades are all blades under that categorie, includin...
by Xerox
Sun May 16, 2004 12:24 pm
Forum: Archives
Topic: Ninja Monkeys: All TR modders should get this!!!!
Replies: 14
Views: 1276

This is my first public mod, so cut me some slack, I'm going to be upgrading whant this mod does, by adding Bloodmoon items. Also, can someone point in the derection of "armors of Tamaries" and "weapons of tamariael mods"? Cos I cant find them.... There was confusion on how to us...
by Xerox
Sun May 16, 2004 12:14 pm
Forum: Archives
Topic: Claim: Map 5: Kogo'tel-> #s 30-35 and 9
Replies: 6
Views: 423

Ok, so lets recap. I can do 34,35, 9. But, I've remember the from morrowind books, I've read, I heard of the "coblers guild" in the Ald'rhn. (I know it is not actualy IN the game, the point its in the lore). I was offering just a interesting idea here, since its lore compliant. 32,33 -> if...
by Xerox
Sat May 15, 2004 11:17 am
Forum: Archives
Topic: Ninja Monkeys: All TR modders should get this!!!!
Replies: 14
Views: 1276

Look down for my latest post, for the latest version of the mod.
by Xerox
Sat May 15, 2004 11:01 am
Forum: Archives
Topic: Ninja Monkeys: All TR modders should get this!!!!
Replies: 14
Views: 1276

Ninja Monkeys: All TR modders should get this!!!!

The new version is out, so get it, in my latest post. V 1.1 * Added bloodmoon's bear and wolf armors (w/o enchantments). Also added huntsman's weapons for to the random lists. The Sahulm and Nordic ones are "ANTI" lore, so I couldn't add the to the general list. How ever in the next versio...
by Xerox
Sat May 15, 2004 6:50 am
Forum: Archives
Topic: Claim: Map 5: Kogo'tel-> #s 30-35 and 9
Replies: 6
Views: 423

bump, I dont think this post getting any attention.
by Xerox
Fri May 14, 2004 9:08 am
Forum: Archives
Topic: Pirate sword
Replies: 29
Views: 2112

cool blade wish I was good at modeling.
by Xerox
Thu May 13, 2004 6:03 am
Forum: Archives
Topic: New Steel Armor Textures
Replies: 42
Views: 5350

Briliant textures. Are you going to replace the originals with some of them? or just add them as brand new?
by Xerox
Thu May 13, 2004 5:51 am
Forum: Archives
Topic: Barbarian Building Designs
Replies: 67
Views: 5965

sweet! I especialy like the tower/ rope bridge idea!
by Xerox
Tue May 11, 2004 12:40 pm
Forum: Archives
Topic: New Steel Armor Textures
Replies: 42
Views: 5350

love 'em all, how are you going to implement them into the game?
by Xerox
Tue May 11, 2004 6:36 am
Forum: Archives
Topic: Claim: Map 5: Kogo'tel-> #s 30-35 and 9
Replies: 6
Views: 423

Claim: Map 5: Kogo'tel-> #s 30-35 and 9

30)Redoran Consul seat. Think 3 floors, and a huge basement. 31)Guild -> ok, this would be a guild of say tamers or hunters or merchants, were you could get couple of qusts or alternatively rob their vault. Layout: 10-15 rooms, plus 1 vault level, and main reception area. 32)Noblemans house. Somewha...
by Xerox
Tue May 11, 2004 5:32 am
Forum: Archives
Topic: "Ninja Monkeys" a mod for ALL TR designers. PLZ :
Replies: 12
Views: 1425

Alright, here is the story, the actual mod "Ninja monkeys" is finished, however, it modifies THE ORIGINAL random creature and item generation....to be more precise, the core team would eat me a live for this... So I'm redoing the entire thing...should be posted in 2 days...maybe 3.. so wai...
by Xerox
Sun May 02, 2004 1:57 pm
Forum: Archives
Topic: How to post a mod
Replies: 1
Views: 214

How to post a mod

Ok, I've created a mod, I've created new items, new npcs, new spells. I havent used any new textures, or added new meshes.

How do I seperate it from my game? (its a seperate 'file')
Were do I upload it? i dont have online space.
by Xerox
Sun May 02, 2004 1:47 pm
Forum: Archives
Topic: Copper armor concepts
Replies: 105
Views: 7839

I believe that various shield designs would be cool. What we could do is atribute them to argonians... Think about it, Imperials would be romans in real life, Nords would be vikings in real life, And curently argonians have no 'identety. So having argonians with this armor and weapons, would be cool...
by Xerox
Sun May 02, 2004 1:34 pm
Forum: Archives
Topic: "Ninja Monkeys" a mod for ALL TR designers. PLZ :
Replies: 12
Views: 1425

Let me clear this up: The purpose of this mod is to save time for moders. Its to allow to quickly populate the "bad guy cave" with NPCs that will chalange the player regadles of what level she or he is. Further more Modders can use these generators to create evil henchmen for their quests....
by Xerox
Sun May 02, 2004 12:44 pm
Forum: Archives
Topic: "Ninja Monkeys" a mod for ALL TR designers. PLZ :
Replies: 12
Views: 1425

Ok, let me refrase this, I would like have an experiance were I have a % chance of victory how ever small. The non leveld aproach mostly gives you two extrems: Either you can't win, or you win too easily. Random aproach, gives you a generated sequence of NPCS to fight, so the dificulty of fights is ...
by Xerox
Sun May 02, 2004 11:56 am
Forum: Archives
Topic: "Ninja Monkeys" a mod for ALL TR designers. PLZ :
Replies: 12
Views: 1425

ok, thats one side of the coin. But consider my argument: Morrowind is oppen ended game. Infact I've achived grandmaster in Morag tong BEFORE i even visited balmora. So here is the question, how Would the TR mod builders place their monsters? What level would these creatures be around? lev 5 or 45? ...
by Xerox
Sun May 02, 2004 10:31 am
Forum: Archives
Topic: "Ninja Monkeys" a mod for ALL TR designers. PLZ :
Replies: 12
Views: 1425

"Ninja Monkeys" a mod for ALL TR designers. PLZ :

Ok, for those who know me, you've been accustomed to my constant whining about, EXPANSION content (e.g. Tribunal), is TOTALLY absent from original game. SO, after much useless complaining I’ve created a mod that fixes that. But while doing it I’ve expanded its original purpose. Now thi...
by Xerox
Sun May 02, 2004 10:27 am
Forum: Archives
Topic: Indoril and Dres law
Replies: 41
Views: 3912

Last I heard, regicide, no matter the regent, is an offense punishable by torture until death. ;-) But you see, there is this 'Accident' policy. For example its QUITE natural for people to die of natural causes such as, riped appart by wild animals. Plus HOW would you PROVE that you kiled Helseth? ...
by Xerox
Sun May 02, 2004 8:04 am
Forum: Archives
Topic: Is this posible?
Replies: 12
Views: 870

gaenor the anoying 'beggar' in Tribunal EXP? Yeh, thats SORT-OF what I want to accomplish....Except rather then a dumbass asking you for unrealistic ammounts of cash, I want, a npc that GIVES and impression of treaveling, adventuring, leveling. Also, I want them to be USEFULL, also I'd like them to ...
by Xerox
Sun May 02, 2004 7:59 am
Forum: Archives
Topic: Copper armor concepts
Replies: 105
Views: 7839

BTW, can you make shields with various imblemas? like ancient greek shields?

here is a web site (modeling) page with ideas for greek shields.
"http://www.totalmodel.com/workshop/pages/workshop_29.shtml"
by Xerox
Sat May 01, 2004 7:43 am
Forum: Archives
Topic: Is this posible?
Replies: 12
Views: 870

Is this posible?

Ok i want a Randomly generated NPC (Via ninja monkey) appear, say his name will be "l33t NPC". Now i want this person to give the player a discussion, and then dissapear. NOW in another area, some time later Ninja Monkey genrates same NPC, but this time his has cooler equpment, more powerf...
by Xerox
Sat May 01, 2004 7:34 am
Forum: Archives
Topic: Copper armor concepts
Replies: 105
Views: 7839

Minor suggestion, or rather request, can you PLZ not use the ULTRA shiny metal textures? ie the ones that are in "Swords of Morrowind" namely the rapiers, yes they look cool at a first glance but the prolonged exposure to that image gives me seizures. :wink:

Its just too shiny....
by Xerox
Tue Mar 30, 2004 6:32 am
Forum: Archives
Topic: Natural Armors
Replies: 106
Views: 8398

I realy love the idea of a living(or atleast moving) armor. However....can it be done?, the Armors are replacements for boddy parts, and these must be static.... Also, in case I projected a wrong impression. I like both indoril armors, the second one just looks more "open". And realistical...
by Xerox
Sun Mar 28, 2004 7:27 am
Forum: Archives
Topic: Natural Armors
Replies: 106
Views: 8398

Have you considered allowing the player to have hybrid armours custom made by one of your artisans? It would be cool to bring an armourer some netchleather and some molecrab and have some sort of strong, but light, armour made for you. And i know the emphasis is on natural armours, but what if you'...
by Xerox
Thu Mar 25, 2004 11:45 pm
Forum: Archives
Topic: How can I add all new faces/objects to my mod?
Replies: 3
Views: 364

OK, WHERE do i get these faces?
by Xerox
Sun Mar 21, 2004 4:05 am
Forum: Archives
Topic: How can I add all new faces/objects to my mod?
Replies: 3
Views: 364

How can I add all new faces/objects to my mod?

Ok here is the story...the mod i'm making, several npcs could do with a new face... so WHERE do i get them?

Problem is I have Stilgard Tower, and all the faces + items are in there, but i dont want to use it as my source file... is their a file that contains all these things that I can utilise?
by Xerox
Tue Mar 02, 2004 3:57 am
Forum: Archives
Topic: Proposed province order
Replies: 27
Views: 2134

Nice order exept Couldnt the summer set be a seperate project? since it's composed of islands?

so we could do:

Morrowind
Skyrim
Black marsh
Cyrodill
High Rock
Hammerfell
Valenwood
Sumerset
Elsweyr