Search found 43 matches

by The Mad God
Sat Sep 30, 2006 9:23 pm
Forum: Archives
Topic: [Morrowind] World Error Reporting
Replies: 164
Views: 14469

I'm sure a lot of these have been reported before, and I may have duplicated a couple of error reports within this as I noticed the same error more than once without realising I'd BCed it. Anyway, here's what I got after a couple hours of testing: Item: TR_Terr_TI_Cliff_45inr Location: Firewatch, Ba...
by The Mad God
Mon Mar 14, 2005 10:43 am
Forum: Archives
Topic: The DEVs about CS and TR (Interview at warcryNetwork)
Replies: 61
Views: 5181

Just because the Nerevarine doesn't age, doesn't mean he will neccessarily still be alive at the time Oblivion is set in. I believe Fyr's exact words were "live forever barring injury." Personally, I was always fond of the explaination that said: "Shortly after defeatikng Dagoth Ur at...
by The Mad God
Thu Feb 24, 2005 4:42 pm
Forum: Archives
Topic: How Old Are You? II
Replies: 164
Views: 15736

17, baby. Barely . . . illegal. Actually, the age of concent varies from state to state even within the US. In Michigan, for example, it is at 16. (Note: never take legal advice from people on internet forums. Confirm anything you see on the net with a lawier before taking action.) Anyway, I'm 21.
by The Mad God
Mon Dec 06, 2004 2:47 pm
Forum: Archives
Topic: Quest Proposal: An Ordinator's Legacy
Replies: 10
Views: 488

For one thing, that's how they handle it when the player gets a death warrant. As for the Morag Tong, they are are a covert group. They pride themselves on their ability to kill without their presence or activities being known. Dispite their legal status, it's a matter of pride to execute a writ wit...
by The Mad God
Fri Dec 03, 2004 2:39 pm
Forum: Archives
Topic: Quest Proposal: An Ordinator's Legacy
Replies: 10
Views: 488

I think it sounds pretty good. The only thing you might want to reconsider is the Blades Operative. I think instead, you could set up the trial of the Temple Official, and have him tell everyone (including the player) where to find the real evidence, but be disregarded by the authorities and execute...
by The Mad God
Sat Aug 21, 2004 6:56 am
Forum: Archives
Topic: Man eating plant q
Replies: 39
Views: 2199

When fighting the creature ingame (their habitat is my claim), I noticed the script does not work. You see the creature looking around, and when you get up to it it doesnt do anything other than keep looking around. I think the first part is he assigned the wrong animations to be played, but the pa...
by The Mad God
Thu Jul 22, 2004 3:47 am
Forum: Archives
Topic: Proposal: Tamriel Main Quest
Replies: 140
Views: 9916

There is nothing about that speculative exersize I didn't like Earl. I like the idea of bringing together the lose threads of all the previus TES games. The Eternal Champion's defeat of Jagar Tharn, The Warp of the West, and the battle with Dagoth Ur, all a part of Jagar Tharn's plans. I like the wa...
by The Mad God
Sun Jul 18, 2004 4:07 am
Forum: Archives
Topic: Proposal: Tamriel Main Quest
Replies: 140
Views: 9916

Terrific work Earl. These are better than anything I imagined.

I agree that these journals should be released as Provincial Main Quests are completed.
by The Mad God
Sat Jun 12, 2004 6:27 pm
Forum: Archives
Topic: Faction Proposal: The Hunters
Replies: 21
Views: 1285

I thnk it makes sense that both moons should be involved. I think that we ought to do is so that if either moon is full, they transform.

I got the impression that something like that was going on in Daggerfall, since the Full Moon times were kind of random.
by The Mad God
Fri Jun 11, 2004 3:55 pm
Forum: Archives
Topic: Faction Proposal: The Hunters
Replies: 21
Views: 1285

I think it's important that the BloodMoon Main Quest be agknowledged as something special and out of the ordinary. If we make our werewolves, werebears and werecrocodiles change only at the time of the full moon (either of them), and have the knowledgable NPCs you talk about it with suggest that you...
by The Mad God
Mon Jun 07, 2004 8:20 pm
Forum: Archives
Topic: Faction Proposal: The Hunters
Replies: 21
Views: 1285

It can be done. I'd be willing to do the scripting myself once we get the go ahead. I can't animate, but with a Daedroth like mesh, I could probably modify Cortex's code to trigger a transformation for PC and NPC alike once the neccessary conditions are met. Also, on the subject of Lycanthropy, what...
by The Mad God
Thu May 20, 2004 6:51 pm
Forum: Archives
Topic: Lycanthropes of Morrowind
Replies: 13
Views: 437

Lycanthropes of Morrowind

There are three types of Lycanthropes that are supposed to exist in Morrowind. Of the three types, only one (the werewolf) exists as of the GotY expansion. The WearBear which is supposed to be the most common Lycanthrope in Skyrm is also supposed to exist in Northern Morrowind. The WereCrocodile sup...
by The Mad God
Thu May 20, 2004 5:21 pm
Forum: Archives
Topic: Faction Proposal: The Hunters
Replies: 21
Views: 1285

Bladmand wrote:How are we gonna add werediles? Man, beth should release the sdk, dog!
Well, if Cortex ever finishes off his Transformations esp, that should let us script the rest of the Lycanthropic Transformations.

And what is sdk?
by The Mad God
Thu May 20, 2004 4:43 am
Forum: Archives
Topic: Faction Proposal: The Hunters
Replies: 21
Views: 1285

Vampire hunter? He was talking about werewolves. Since there are no werewolves in Morrowind I didn't see a reason for a guild hunting them. I thought that was just Vvardenfell. I had the impression from numerous ingame books from Daggerfall that there were Lycanthropes in Morrowind. On Lycanthropy ...
by The Mad God
Wed May 19, 2004 8:25 pm
Forum: Archives
Topic: Faction Proposal: The Hunters
Replies: 21
Views: 1285

Faction Proposal: The Hunters

This faction is dedicated to the erradication of werewolves (and other lycanthropes). Joining this faction is largely a matter of learning of their existence. All of the faction members should seem like filler NPCs until the player is on the inside. This faction is more secretive than the Blades. If...
by The Mad God
Mon May 03, 2004 4:56 pm
Forum: Archives
Topic: Map of the Empire
Replies: 49
Views: 3679

Those maps look terrific.

We can sell them in the Census and Exise Offices.
by The Mad God
Mon Apr 26, 2004 6:34 pm
Forum: Archives
Topic: ?Texturing in GMAX?
Replies: 18
Views: 1750

I got the textures working finally. It turns out I just needed to rescale the UVW Map. Thank you all for your help.

The models are finally starting to come together.
by The Mad God
Sun Apr 25, 2004 7:01 pm
Forum: Archives
Topic: ?Texturing in GMAX?
Replies: 18
Views: 1750

I couldn't get that to work correctly. I ended up just remaking all my models in 3d studio.

BTW, I'm having trouble applying an ingame texture. If anyone can help me with this, I would really appreciate it.
by The Mad God
Mon Apr 12, 2004 2:57 am
Forum: Archives
Topic: ?Texturing in GMAX?
Replies: 18
Views: 1750

Thank you Vegor. I'll download those files once I get this post up. I was starting to think I'd need to do the whole thing over again (three days of work with only the values of the old vertexes to show for it). Someone on the Elder Scrolls boards answered my plea for help, and I'm going to see if h...
by The Mad God
Tue Apr 06, 2004 4:10 am
Forum: Archives
Topic: ?Texturing in GMAX?
Replies: 18
Views: 1750

Well, if you think it's possible, I'll keep looking for the way to import. This was the first mod I ever wanted to do, and it tore me up to discover that I needed modeling skills I didn't possess. Now that I've got the models made, it's even worse thinking that I'm being held back by a technical lim...
by The Mad God
Mon Apr 05, 2004 4:36 pm
Forum: Archives
Topic: ?Texturing in GMAX?
Replies: 18
Views: 1750

Actually it's just Dwarven. Like I mentioned in my post, the models are (conceptually) from Death Gate not TES.

As to not being able to open Gmax in 3DS, are you sure? I would hate to think that I just wasted 3 days.
by The Mad God
Mon Apr 05, 2004 5:33 am
Forum: Archives
Topic: ?Texturing in GMAX?
Replies: 18
Views: 1750

?Texturing in GMAX?

How do I do it? I have made some models, but can neither texture them, nor export them into NIFs. I know I need someone with 3DS to export them, but I would like to have them done before I ask to have them exported. In case anyone's curius, the models I made are of a Dwarven Submersible (Dwarven not...
by The Mad God
Mon Apr 05, 2004 3:08 am
Forum: Archives
Topic: Morrowind Main Quest
Replies: 62
Views: 4873

Okay Earl, I like that. The reason I didn't like the assassin being found out in the first place was because I thought it would touch off the hostilites too soon, but I think you've dealt with that issue. As to Tharn's heir being sympathetic, I completely agree. In that way, he is similar to Dagoth ...
by The Mad God
Fri Apr 02, 2004 4:45 am
Forum: Archives
Topic: Morrowind Main Quest
Replies: 62
Views: 4873

In my studies of the Nerevarine prophecies, I've found that the parts which say that the Incarnate will drive out the outlanders seem to be implied rather than directly stated. It seems more like wishful thinking on the part of the ashlanders than an actual part of the prophecy. As to the House War ...
by The Mad God
Thu Apr 01, 2004 4:45 am
Forum: Archives
Topic: Killer Plant
Replies: 40
Views: 4510

I have never been prouder to be a part of this project.

It sends a thrill through me every time I think about players being suddenly attacked by something they thought was a static.

I eagerly look forward to future colaborations.
by The Mad God
Thu Apr 01, 2004 4:36 am
Forum: Archives
Topic: Proposal: Tamriel Main Quest
Replies: 140
Views: 9916

I understand the concern that we might never get around to the point where the Tamriel Main Quest needs to be implemented. Still, even if the time to implement it never comes, I believe that having a Tamriel Main Quest ready is important. It will give all of the Provincial Main Quests a consistent f...
by The Mad God
Thu Apr 01, 2004 4:25 am
Forum: Archives
Topic: Morrowind Main Quest
Replies: 62
Views: 4873

Morrowind Main Quest

Background: During the reign of Jagar Tharn, he had in place a network of alies and supporters. This group was instrumental in preventing the truth of Tharn's usurping the Emperial Throne from coming to light. When the Eternal Champion defeated Jagar Tharn, only Tharn himself was stopped. His netwo...
by The Mad God
Sun Mar 28, 2004 3:52 am
Forum: Archives
Topic: Proposal: Tamriel Main Quest
Replies: 140
Views: 9916

Well, it looks as though my idea is being well enough recieved. I did my best to go over evry bit of lore I could stand. (My Morrowind Character Dispon still has a whole library worth of collected materials I haven't gone over yet.) I wanted to make sure that the ideas I came up with were the most c...
by The Mad God
Wed Mar 24, 2004 5:24 pm
Forum: Archives
Topic: Killer Plant
Replies: 40
Views: 4510

vorrheis pointed out a major problem with the old script. It took me a week to sort it out, but now the creature behaves flawlessly.

Once vorrheis and Majra finish texturing it, I'm sure we'll all be seeing in on the Island of Dr. Mureu (I know I can't spell).
by The Mad God
Thu Mar 18, 2004 4:21 am
Forum: Archives
Topic: Proposal: Tamriel Main Quest
Replies: 140
Views: 9916

A few thoughts: 1.) I'm not suggesting this story line be set in stone (just in mud). Of course further discussion is needed to flesh out the parts of the story not yet written. And if a better idea comes out of our discussions, it should of course be used. I just think that we need to have a story ...
by The Mad God
Tue Mar 16, 2004 5:46 am
Forum: Archives
Topic: Killer Plant
Replies: 40
Views: 4510

I finished the script and sent it to vorrheis.

It turns out the Burdon trick didn't work quite as well as we had hoped.

I ended up just toying with the plant's agression (it's only agressive when the player is in atack range).
by The Mad God
Mon Mar 15, 2004 9:00 pm
Forum: Archives
Topic: Proposal: Tamriel Main Quest
Replies: 140
Views: 9916

Proposal: Tamriel Main Quest

Background: During the reign of Jagar Tharn, he had in place a network of alies and supporters. This group was instrumental in preventing the truth of Tharn's usurping the Emperial Throne from coming to light. When the Eternal Champion defeated Jagar Tharn, only Tharn himself was stopped. His netwo...
by The Mad God
Sun Mar 14, 2004 11:50 pm
Forum: Archives
Topic: Killer Plant
Replies: 40
Views: 4510

TMG you concur? I do. In fact that was one of the things I was considering to keep it in place. We still need a script to keep the thing nonhostile while the player is out of reach (since that would be how it lures the player in), but over encumbering the plant would work fine to keep it still. Onc...
by The Mad God
Sun Mar 14, 2004 9:45 pm
Forum: Archives
Topic: Killer Plant
Replies: 40
Views: 4510

Okay, I just logged on a few minutes ago. I thought this plant was supposed to take a couple of weeks. I'm not complaining or anything, it's just that I wasn't expecting it this quickly. I'm impressed. I'd love to work on the script for the plant, and told vorrheis as much. All I need is the animati...
by The Mad God
Fri Mar 12, 2004 4:28 am
Forum: Archives
Topic: Mummy
Replies: 52
Views: 2949

Here's the version I sent vorrheis: Begin AshMummyScript ;written by Nicholas Perry (The Mad God) ;March 11, 2004 ;Version 2.0 float playerdistance short mummystate float timer short OnPCHitMe if ( mummystate == 0 ) ;on the ground PlayGroup "idle2" set playerdistance to GetDistance player ...
by The Mad God
Wed Mar 10, 2004 6:54 pm
Forum: Archives
Topic: Twin Lamps!
Replies: 9
Views: 832

I don't see why the two should be mutually exclusive. The Twin Lamps is a secret society. If Dres knew the full member list, don't you think they would have done something about it by now? Perhaps it would mean blowing a quest or two for one side or another due to conflict of interests, but that wou...
by The Mad God
Wed Mar 10, 2004 12:51 am
Forum: Archives
Topic: Mummy
Replies: 52
Views: 2949

For that, I hereby will to you my first fishy stick given to me by Captain Elrad himself in the time before they had pictures. I have been trying to get copy and paste to work for years!! Finally I can have a scripting library I can work on outside the TESCS! Right now, I'm tweaking the mummy script...
by The Mad God
Tue Mar 09, 2004 2:31 am
Forum: Archives
Topic: Mummy
Replies: 52
Views: 2949

I finished the script work on the Ash Mummy. (It would have been easier if idle3 didn't loop, but no biggie.) I sent my test mod to vorrheis. The script I used (which should also apply to any other hide-in-plain-sight monsters we use) is as follows: Sorry, I forgot the copy and paste doesn't work in...
by The Mad God
Mon Mar 08, 2004 8:22 pm
Forum: Archives
Topic: Mummy
Replies: 52
Views: 2949

Okay, all downloaded. Once I'm done with the testing, I'll post the completed script I used. This sort of scripting could come in handy for Dwemer sentries and other creatures that would hide as statics until the player got close enough to atack. (I guess I got a taste for that sort of thing with th...
by The Mad God
Mon Mar 08, 2004 6:19 am
Forum: Archives
Topic: Mummy
Replies: 52
Views: 2949

Does anyone want to try to make a script to make the mummy stand up? I don't want to make the animations if nobody will script it. ------------------------------------------ Begin CreepyAshMummy short DoOnce short proximity short triggered short MummyState short initialized floar playerdistance If ...