i1-66-Tel

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Thrignar Fraxix
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i1-66-Tel

Post by Thrignar Fraxix »

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.
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Post by Hemitheon »

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.
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Post by kebra »

Is that the pocket world Lud was speaking about one year ago?

I will maybee claim this but i need more info: size, style, can it be in a kind of ether...
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Post by theviking »

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.
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Post by kebra »

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?
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Post by Hemitheon »

If you need inspiration you can always look at i1-58-tel, Rilvin Dral's personal pocket world.
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Post by theviking »

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.
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Post by kebra »

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?
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Post by theviking »

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.
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Post by Thrignar Fraxix »

kebra wrote:Did we also have the piece of floating earth going with?
floating earth is done with exterior cliffs and disabled levitation as I recall. (and collision boxes for the cieling)*

*note: if this is wrong please correct me
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Post by kebra »

I was speaking about the KO_lg_float_island03 i found with the sky in the Magus house mod by Korona.

This peace of earth is very practical for such use, but nothing important.
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Post by Hemitheon »

The sky is a part of the game set, it's just not used in the conventional way. That mesh is what makes the night sky ingame. The rock is Korana's. TR doesn't use it.

@ TF: yeah, cliffs and markers. I don't remember disabling levitation though.
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Post by kebra »

If i remember well the sky wasn't in the TR data at the begining of the i1-58, but was in some mods on the web.
It was just to know.
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Post by Thrignar Fraxix »

oh yeah, you didn't and it isn't neccesary
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Post by Thrignar Fraxix »

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.
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Post by kebra »

Revoke
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Post by Thrignar Fraxix »

revoked by request
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Post by Hemitheon »

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)
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Post by Thrignar Fraxix »

Granting... or am I claiming...
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Post by theviking »

Cool. Remember the ultimate point for this realm is to travel to a portal to trap a daedra. But I know you are going to make the claim really awesome.
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Post by Hemitheon »

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?
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Post by theviking »

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.
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Post by Hemitheon »

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
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Post by Hemitheon »

I have a question:

Code: Select all

Begin TR_m1_teleport1_i1-66-tel

if ( GetCollidingPC == 1 )
	Player->PositionCell, -64448, -39232, 18485, 90, "TRi1-66 3"
endif

end
Why doesn't this work. The player hits the editor box and nothing happens.
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Post by Bloodthirsty Crustacean »

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.
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Post by Hemitheon »

Could yousent it to me, BC? I tried it again and nothing.
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Post by Bloodthirsty Crustacean »

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:

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
See if you can make use of that. :)
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Post by Hemitheon »

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.
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Post by Harke the Apostle »

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.
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Post by Hemitheon »

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.
Last edited by Hemitheon on Sat Mar 15, 2008 9:23 pm, edited 1 time in total.
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Post by Haplo »

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.
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Post by Hemitheon »

Then I'll leave some of the scripts as is and just warn them to tweak them once the cells are named properly.
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Post by Nomadic1 »

Coldharbour is supposed to be like Nirn, only everything destroyed, defiled and frozen over.

1 sounds more like some part of Mehrunes Dagon's realm.
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Post by Gnomey »

It's only a pocket world devoted to Molag Bal, it's not as though Hemitheon is going to model the whole of Nirn. :P That being said, when I made a pocket world of Molag Bal just for fun I put some of the crystal-ly ice-sheets here and there to signify how cold it is.
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Post by Hemitheon »

Well I changed the statue in the center of cell 1 to MD that'll clear that issue up
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Post by Bloodthirsty Crustacean »

How'd you get things to be permenantly at a certain time/sky look? (At 2 and 3)
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Post by Gez »

Bloodthirsty Crustacean wrote:How'd you get things to be permenantly at a certain time/sky look? (At 2 and 3)
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.
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Post by Hemitheon »

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?
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Post by Hemitheon »

As is usual for me, scripting isn't going too well. Maybe someone out there can find out why this doesn't work.

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
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.
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Post by Bloodthirsty Crustacean »

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)
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