i1-66-Tel
Moderators: Seneca37, Lead Developers
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
i1-66-Tel
Claim type: Interior
Claim ID: TR_i1-66-Tel (#1714)
Faction: Telvanni
Parent claim: TR_1-37-Tel (#61)
Claimed by: Hemitheon
Status: Approved (Progress: 100%)
Location: 1:(4020, 1473):0
Files: TR_i1-66-Tel_Hemitheon_1.esp; TR_i1-66-Tel_Thrignar Fraxix_1.esp
---
An old and unstable piece of the pocket world needed for the Bal Gernak vs Eldale quest line. This realm will start rather normal but will become more bizarre as the PC progresses. Also as they progress magic will start to fail, and certain spell effects will begin to fail randomly. As always teleportation is not allowed, only Lord Dral can send or recall a person from the pocket world and even then only with difficulty. The last stage will be quite interesting and consist of the PC suspended in air (using a large collision mesh) within a field of floating stones and crystal that will bob up and down, rotate and shrink and expand rather randomly. At the far end of the "area" will be a platform and other daedric architecture to make it more visually appealing.
You can use the sky from i1-58, maybe make the last part static.
Claim ID: TR_i1-66-Tel (#1714)
Faction: Telvanni
Parent claim: TR_1-37-Tel (#61)
Claimed by: Hemitheon
Status: Approved (Progress: 100%)
Location: 1:(4020, 1473):0
Files: TR_i1-66-Tel_Hemitheon_1.esp; TR_i1-66-Tel_Thrignar Fraxix_1.esp
---
An old and unstable piece of the pocket world needed for the Bal Gernak vs Eldale quest line. This realm will start rather normal but will become more bizarre as the PC progresses. Also as they progress magic will start to fail, and certain spell effects will begin to fail randomly. As always teleportation is not allowed, only Lord Dral can send or recall a person from the pocket world and even then only with difficulty. The last stage will be quite interesting and consist of the PC suspended in air (using a large collision mesh) within a field of floating stones and crystal that will bob up and down, rotate and shrink and expand rather randomly. At the far end of the "area" will be a platform and other daedric architecture to make it more visually appealing.
You can use the sky from i1-58, maybe make the last part static.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Hey maybe one way to really mess with it could be weather distortions. Ashstorm...10seconds....Blizzard...8seconds....Rainstorm...6seconds...Foggy...4seconds...etc. Until the end in which the sky is toggled.
The sky part from i1-58 is weird because it has those color splotches. Maybe lavasquares with TR jewels since not only are they reflective, they kinda glow in the dark. Or the sky part with lavasquares covering the splotches.
The sky part from i1-58 is weird because it has those color splotches. Maybe lavasquares with TR jewels since not only are they reflective, they kinda glow in the dark. Or the sky part with lavasquares covering the splotches.
- theviking
- Developer Emeritus
- Posts: 2145
- Joined: Mon Jan 08, 2007 2:49 pm
- Location: Alphen aan den Rijn, the Netherlands
Yes, it's the same pocket world, but a different portion of it. This is an interior which acts like an exteror, like the outside of mournhold was. You need to make it clear that the world is large, but still there is only one path that you can walk. Maybe the path that you walk will be a steep valley or a natural bridge. The world is mixed with daedric ruins and landscape parts. At the end of the path it will appear to disintegrate and at the very end only parts of it remain.
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Claiming,
seems fun, i have read the several thrieds on this and start to have a better idea of what it is.
At the begining it should look like normal? A marsh could be a solution, then a floating forest on an invisible way...I have to see, how many stages,cells, progression, lights...Haunted athmosphere.
I really like the idea of changing of weather all the time...
I have some experience in pocket worlds and Ext in Int, no technical problems.
Is this work a priority?
seems fun, i have read the several thrieds on this and start to have a better idea of what it is.
At the begining it should look like normal? A marsh could be a solution, then a floating forest on an invisible way...I have to see, how many stages,cells, progression, lights...Haunted athmosphere.
I really like the idea of changing of weather all the time...
I have some experience in pocket worlds and Ext in Int, no technical problems.
Is this work a priority?
- theviking
- Developer Emeritus
- Posts: 2145
- Joined: Mon Jan 08, 2007 2:49 pm
- Location: Alphen aan den Rijn, the Netherlands
Granting, happy modding. The beginning should be normal (well, its still the pocket world so slightly normal), a floating forest seems cool if you can pull that off. But be careful with the references and the FPS. About the speed, it is required for a quest claim which is already claimed, so it should be done pretty soon. However, I think your map2 detailling claim is far more important.
Ok,
How many scene or different places we need?
Is there existing scripts for the moving meshes?
Should the arrival point be in a building or in the landscape?
Is this world populated, if yes, by whom?
Thanks Hemi, one idea i will use is the lightning trees and i will not hesitate to plundering you!
PS: happy to see the Pocket sky in TR, i didn't know. Did we also have the piece of floating earth going with?
How many scene or different places we need?
Is there existing scripts for the moving meshes?
Should the arrival point be in a building or in the landscape?
Is this world populated, if yes, by whom?
Thanks Hemi, one idea i will use is the lightning trees and i will not hesitate to plundering you!
PS: happy to see the Pocket sky in TR, i didn't know. Did we also have the piece of floating earth going with?
- theviking
- Developer Emeritus
- Posts: 2145
- Joined: Mon Jan 08, 2007 2:49 pm
- Location: Alphen aan den Rijn, the Netherlands
Hi kebra, I'm thinking of three cells, one 'normal', one partly destructed, and one mainly destroyed. You can link them with daedric doors. The very end will be a sort of platform, a sort of teleportation portal except that you can't teleport yourself. (the whole reason you should travel to this portal is to ambush a daedra which appears from it) The creatures will be placed by the quest maker. He will also take care of the scripts of the moving parts. If you want things to be moved, simply make a new activator and the quest maker will take care of the rest.
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
floating earth is done with exterior cliffs and disabled levitation as I recall. (and collision boxes for the cieling)*kebra wrote:Did we also have the piece of floating earth going with?
*note: if this is wrong please correct me
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
oh yeah, you didn't and it isn't neccesary
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
this is a map 1 claim... map 1 claims are the ultimate high priority. Please post an update within the next week or I will revoke this.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
I'll claim it
Cell 1: Everything is normal like i1-58, a spiral city upside down, hanging from the void, Ash storm over entire structure. (Combination of all 5 elements)
Cell 2: Distorted Landscape: size and weather are distorted, floating architectural pieces, etc (Earth)
Cell 3: Play on perspective. The player will think he is walked on a waterfall, down a cliff. In reality, everything is on it's side. (Water)
Cell 4: An entire cell of lava. Everything that is not lava will burn or kill the player. The lava will heal the player. (Fire)
Cell 5: Freewall. There will be levitation potions everywhere, but they are poisoned. The player should fall to the bottom where, he will immediately be teleported upon reaching an editor marker (Wind)
Cell 4: Magicka severing. All magic spells are cut off, Magicka is drained from PC. Completely destroyed zone, described in description (Magicka)
Cell 1: Everything is normal like i1-58, a spiral city upside down, hanging from the void, Ash storm over entire structure. (Combination of all 5 elements)
Cell 2: Distorted Landscape: size and weather are distorted, floating architectural pieces, etc (Earth)
Cell 3: Play on perspective. The player will think he is walked on a waterfall, down a cliff. In reality, everything is on it's side. (Water)
Cell 4: An entire cell of lava. Everything that is not lava will burn or kill the player. The lava will heal the player. (Fire)
Cell 5: Freewall. There will be levitation potions everywhere, but they are poisoned. The player should fall to the bottom where, he will immediately be teleported upon reaching an editor marker (Wind)
Cell 4: Magicka severing. All magic spells are cut off, Magicka is drained from PC. Completely destroyed zone, described in description (Magicka)
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
Here's the story so far. Dral's Sanctum realm was once enormous. He is now building a new one to replace the old one, hence that testing quest where the player drowns for awhile. But I digress, the old realm was inhabited with people and daedra but slowly it began to disintegrate. So Dral sealed off the main hub (i1-58-tel) from the rest. The rest has become overrun by daedra under the leadership of X (the monster the PC has to kill) Because the magicka is failing, the world is going all topsy-turvy.
Just wondering. What is the creature gonna be?
Just wondering. What is the creature gonna be?
- theviking
- Developer Emeritus
- Posts: 2145
- Joined: Mon Jan 08, 2007 2:49 pm
- Location: Alphen aan den Rijn, the Netherlands
This isn't the headquarters of the daedra, it is the place it retreats to when its being chased by dral and another Telvanni wizard. This is the only place it can retreat to, and that's why the player must go all the way through this realm to close the trap. So basically this realm is stand-alone and has nothing to do with the daedra. Dariel Inridar is making the quests but I don't know yet which daedra he had in mind.
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Voila. Scenes from Cells 1 & 3
An Homage to Coldharbour
http://i91.photobucket.com/albums/k315/Hemitheon/Cell1-1.jpg
http://i91.photobucket.com/albums/k315/Hemitheon/Cell1-2.jpg
http://i91.photobucket.com/albums/k315/Hemitheon/Cell1-3.jpg
An Homage to Moonshadow
http://i91.photobucket.com/albums/k315/Hemitheon/Cell3-1.jpg
http://i91.photobucket.com/albums/k315/Hemitheon/Cell3-2.jpg
http://i91.photobucket.com/albums/k315/Hemitheon/Cell3-3.jpg
An Homage to Coldharbour
http://i91.photobucket.com/albums/k315/Hemitheon/Cell1-1.jpg
http://i91.photobucket.com/albums/k315/Hemitheon/Cell1-2.jpg
http://i91.photobucket.com/albums/k315/Hemitheon/Cell1-3.jpg
An Homage to Moonshadow
http://i91.photobucket.com/albums/k315/Hemitheon/Cell3-1.jpg
http://i91.photobucket.com/albums/k315/Hemitheon/Cell3-2.jpg
http://i91.photobucket.com/albums/k315/Hemitheon/Cell3-3.jpg
I have a question:
Why doesn't this work. The player hits the editor box and nothing happens.
Code: Select all
Begin TR_m1_teleport1_i1-66-tel
if ( GetCollidingPC == 1 )
Player->PositionCell, -64448, -39232, 18485, 90, "TRi1-66 3"
endif
end
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
See what happens if you do a "GetDistance Player < 20" or something similar instead of the GetCollidingPC, and if that fixes it or not.
I've done something similar to this before, so if you can't get it working, I'll send you my proper script.
I've done something similar to this before, so if you can't get it working, I'll send you my proper script.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
Here it is. I used this for a 'hole' that the player could fall through. (This is actually for that Dwemer ruin you created for the Ashamul miscs, if you remember)
It still has some 'specific' artifacts that will need changing/removing if you're to make use of it, and apparently it only works first time round (DoOnce doesn't get set back to 0) so may need some playing around with.
Anyway, enough talk, here it is:
See if you can make use of that.
It still has some 'specific' artifacts that will need changing/removing if you're to make use of it, and apparently it only works first time round (DoOnce doesn't get set back to 0) so may need some playing around with.
Anyway, enough talk, here it is:
Code: Select all
Begin TR_m1_q_FallHole
; A neat script that deserved saving: allows the PC to 'fall' through a 'hole'. The reset fails, however, and the 'falling' on
; the other side does not work. For this reason I have scrapped it. As a little nuggest of coolness, and possible
; usefulness, however, I have let it remain in the mod. I may use this for future ints.
short DoOnce
If ( DoOnce == 0 )
If ( GetDistance, player <= 100 )
set DoOnce to 1
; "TR_m1_FallWall_i1-65-tel"->SetAtStart
Player->PositionCell, 7300, 5382, 15305, 0, "Archtumz"
Endif
Endif
If ( DoOnce == 1 )
If ( GetDistance, player >= 100 )
set DoOnce to 0
Endif
Endif
End
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
Would it be possible to get a retextured door? The pocket realm is building towards a single space but the entrance to it is so anti-climactic it kills me. The door that looks best is the ex_mh_pav_gate_door but that's in MH style and this is a daedric ruin. Unless someone can suggest something. I wanted these cells to be reminiscent of the pocket realms in Battlespire and they have the nicest textures for their doors. There's 2 daedric doors and they are both overdone.
-
- Developer
- Posts: 1638
- Joined: Mon May 01, 2006 9:18 pm
- Location: N/A
- Contact:
You could solve that problem by making the entrance to the pocket the way it was done in the Morrowind Advanced mod by WormGod.
(The pocket world was accessed by means of an amulet that teleported to a platform. The whole thing was a mix of different architecture styles).
Otherwise, what is wrong with in_dae_door_01? You can clearly see the Battlespire influence in it. You might solve 'boringness issues' of the entrance by giving the player some eye-candy.
(The pocket world was accessed by means of an amulet that teleported to a platform. The whole thing was a mix of different architecture styles).
Otherwise, what is wrong with in_dae_door_01? You can clearly see the Battlespire influence in it. You might solve 'boringness issues' of the entrance by giving the player some eye-candy.
Im down to the minute detailing and the scripting. So how is this gonna work? Am I doing my scripting? or will the questers do it. If I do it, then I need to know what kind of daedroth to use for the badguy. When the creature is killed and Dral summons the player back, the player will lose all the things he has acquired in this realm: namely the 21 sigil stones and a few e. eggs from Battlespire which the player can't keep, the main one being Boots of Grotesque Liveliness and even then maybe like 2 people are ever gonna find it. Also I need to know the names of the 6 cells for the sake of scripting teleportation.
Descriptions:
1: modeled after Deadlands, it is red skies and seas of lava with dead eveywhere
2: modeled after Nocturnal's realm, lush garden always under the night sky
3: modeled after Moonshadow, dawn colored sky with beautiful temple and fountains.
4:daedric interior, covered with spiders' dens, devoted to Mephala
5: entry to the final cell: changing weather
6: circular chamber in the middle of the sky with changing weather and a plain for the player to fight the monster.
Descriptions:
1: modeled after Deadlands, it is red skies and seas of lava with dead eveywhere
2: modeled after Nocturnal's realm, lush garden always under the night sky
3: modeled after Moonshadow, dawn colored sky with beautiful temple and fountains.
4:daedric interior, covered with spiders' dens, devoted to Mephala
5: entry to the final cell: changing weather
6: circular chamber in the middle of the sky with changing weather and a plain for the player to fight the monster.
Last edited by Hemitheon on Sat Mar 15, 2008 9:23 pm, edited 1 time in total.
If an interior cell itself uses scripting, it should be done by the interior maker. If NPCs or quests involve scripting, it's done by the NPC or quest implementer. This is assuming said makers and implementers can script.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
You can do that with a script that constantly reset GameHour to the proper time... Better to keep count of the real time that passed so that you can update time to put it to the correct count once the player leaves the cell, though.Bloodthirsty Crustacean wrote:How'd you get things to be permenantly at a certain time/sky look? (At 2 and 3)
No scripts
Cell 2: used sky part from i1-58-tel, it's used several times in this claim.
Cell 3: perfect combination of lighting and fog.
ISSUE for Cell 6:
Cannot use moving crystals. I tried it for Cell 5 and OMG they were freaking. The mesh used is weird so it constantly caspers (I think that's the right lingo) which looks awful. So maybe stationary crystals?
Cell 2: used sky part from i1-58-tel, it's used several times in this claim.
Cell 3: perfect combination of lighting and fog.
ISSUE for Cell 6:
Cannot use moving crystals. I tried it for Cell 5 and OMG they were freaking. The mesh used is weird so it constantly caspers (I think that's the right lingo) which looks awful. So maybe stationary crystals?
As is usual for me, scripting isn't going too well. Maybe someone out there can find out why this doesn't work.
Originally this was for 21 keys, but the CS said that it passed the maximum. So I cut it down to 9 but now it says mismatch if/endif/else.
Code: Select all
Begin TR_m1_finaledoor_i1-66-tel
if ( MenuMode == 1 )
return
endif
if ( OnActivate == 1 )
if ( player-> GetItemCount TR_m1_skey1_i1-66-tel > 0 )
if ( player-> GetItemCount TR_m1_skey2_i1-66-tel > 0 )
if ( player-> GetItemCount TR_m1_skey3_i1-66-tel > 0 )
if ( player-> GetItemCount TR_m1_skey4_i1-66-tel > 0 )
if ( player-> GetItemCount TR_m1_skey5_i1-66-tel > 0 )
if ( player-> GetItemCount TR_m1_skey6_i1-66-tel > 0 )
if ( player-> GetItemCount TR_m1_skey7_i1-66-tel > 0 )
if ( player-> GetItemCount TR_m1_skey8_i1-66-tel > 0 )
if ( player-> GetItemCount TR_m1_skey9_i1-66-tel > 0 )
MessageBox "By the ineffable names of the Sixteen Lords of Oblivion, this Gate is unsealed."
Player-> RemoveItem TR_m1_skey1_i1-66-tel 1
Player-> RemoveItem TR_m1_skey2_i1-66-tel 1
Player-> RemoveItem TR_m1_skey3_i1-66-tel 1
Player-> RemoveItem TR_m1_skey4_i1-66-tel 1
Player-> RemoveItem TR_m1_skey5_i1-66-tel 1
Player-> RemoveItem TR_m1_skey6_i1-66-tel 1
Player-> RemoveItem TR_m1_skey7_i1-66-tel 1
Player-> RemoveItem TR_m1_skey8_i1-66-tel 1
Player-> RemoveItem TR_m1_skey9_i1-66-tel 1
Player->PositionCell, 4352, 3200, 11020, 0, "TRi1-66 6"
endif
else
return
endif
endif
end
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
That mahoosive string of Ifs for the GetItemCounts need an equally mahoosive string of Endifs. That'll sort it, I'd expect.
You can also remove the 'Else' block. (And will probably have to, to ensure desired functionality)
You can also remove the 'Else' block. (And will probably have to, to ensure desired functionality)
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"