My (Evil Eye) Showcase Thread
Moderator: Lead Developers
My (Evil Eye) Showcase Thread
Hi, I decided to join up before my name was taken
So can I use this mod as my showcase?
[url]http://www.bethsoft.com/bgsforums/index.php?showtopic=978452[/url]
If so, here's my showcase!
Just for your information I won't really have time to do anything till the 13th of July (summer holiday) but I'd like to be able to start (almost) directly when my holiday starts so I'm posting 2 months in advance.
So can I use this mod as my showcase?
[url]http://www.bethsoft.com/bgsforums/index.php?showtopic=978452[/url]
If so, here's my showcase!
Just for your information I won't really have time to do anything till the 13th of July (summer holiday) but I'd like to be able to start (almost) directly when my holiday starts so I'm posting 2 months in advance.
Last edited by Evil Eye on Thu May 07, 2009 1:38 pm, edited 1 time in total.
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actually, we prefer that people make something specifically for us.
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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
It doesn't matter if what you are showcasing is made for us or not, as long as it is applicable, it works perfectly fine.
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I just ran through the quest, and I must say it's very well-made. It fits in with the game almost seamlessly, and is good-quality. I must point out a few things, however:
-It might be a good idea to automatically teleport the PC to the island with Gadave, since he has a boat and it would make sense for him to take you there himself. Of course, Gadave should ask one final time before taking the PC, so that the PC can make any necessary preparations.
-Secondly, the constant shooting of arrows in the second-to-last floor (Halls of Death, I believe) is annoying, but I suppose there isn't much that can be done to get rid of it. You could perhaps make the arrows not shoot until the PC reaches that area, but I don't know if that would work.
-The final riddle door before the big pool of lava and the two walls of arrows (as mentioned above) should go down completely, or at least more than it does now, because it hinders the movement of the companions.
-At the beginning, if you ask about "looting a ruin" a second time, Gadave asks you the same question as before. Obviously, you should add an entry that will result after the question has already been asked.
That should be all for now. I think you are a pretty skilled scripter, as you seem to know what you're doing. Good luck with you're future work on this.
-It might be a good idea to automatically teleport the PC to the island with Gadave, since he has a boat and it would make sense for him to take you there himself. Of course, Gadave should ask one final time before taking the PC, so that the PC can make any necessary preparations.
-Secondly, the constant shooting of arrows in the second-to-last floor (Halls of Death, I believe) is annoying, but I suppose there isn't much that can be done to get rid of it. You could perhaps make the arrows not shoot until the PC reaches that area, but I don't know if that would work.
-The final riddle door before the big pool of lava and the two walls of arrows (as mentioned above) should go down completely, or at least more than it does now, because it hinders the movement of the companions.
-At the beginning, if you ask about "looting a ruin" a second time, Gadave asks you the same question as before. Obviously, you should add an entry that will result after the question has already been asked.
That should be all for now. I think you are a pretty skilled scripter, as you seem to know what you're doing. Good luck with you're future work on this.
Don't like swimming?Beave wrote:I just ran through the quest, and I must say it's very well-made. It fits in with the game almost seamlessly, and is good-quality. I must point out a few things, however:
-It might be a good idea to automatically teleport the PC to the island with Gadave, since he has a boat and it would make sense for him to take you there himself. Of course, Gadave should ask one final time before taking the PC, so that the PC can make any necessary preparations.
I could just teleport the player to the island, but that wouldn't take any time (and I'm not sure messing with the GameHour global is such a good idea), if I were to give him a travel function he'd act as guildguide (directly again), besides the boat isn't that big and you're lvl 20+ I bet you can water walk or levitate.
I could remove the sound on those arrows.-Secondly, the constant shooting of arrows in the second-to-last floor (Halls of Death, I believe) is annoying, but I suppose there isn't much that can be done to get rid of it. You could perhaps make the arrows not shoot until the PC reaches that area, but I don't know if that would work.
Edit: I'll make it distance dependant.
Edit: I'll make all those sounds distance dependant.
I'll move it a bit to the right, if it goes through entirely it looks weird 'cause there's no hole.-The final riddle door before the big pool of lava and the two walls of arrows (as mentioned above) should go down completely, or at least more than it does now, because it hinders the movement of the companions.
That I did not know, will fix.-At the beginning, if you ask about "looting a ruin" a second time, Gadave asks you the same question as before. Obviously, you should add an entry that will result after the question has already been asked.
Thanks.That should be all for now. I think you are a pretty skilled scripter, as you seem to know what you're doing. Good luck with you're future work on this.
Btw, did you find the skull made of gold?
Edit: Made some changes, lowered the arrow holes in the halls of death (they were way too high) they aren't aligned with the arrows though (mostly because there's 2 sets flying about), think I should (try to) align them, or add some?
Or should I just count on the darkness?
I did. Is it meant only for value and trapping the PC in the room (although I made it out with an acrobatics skill of 100) ?Evil Eye wrote: Btw, did you find the skull made of gold?
Aligning them wouldn't be too hard, just tedious. You'll want to line up the X (or Y) positions of each pair of arrow slits via the object window.Evil Eye wrote:think I should (try to) align them, or add some?
Or should I just count on the darkness?
For the riddle door issue, I like your idea much better. As for the boat/swimming thing, the swimming isn't a problem. I just think it would make more sense to go by boat since he has one handy. Oh, gotta go... I'll be back.
Last edited by Beave on Mon Jul 06, 2009 9:35 pm, edited 1 time in total.
Actually if you put the skull back the wall goes up again it's the trap of greed.
The arrow holes, the thing is the arrows are aligned like this:
So I'd have to put double the amount of holes on the wall, that's why I was asking if anyone cares.
The arrow holes, the thing is the arrows are aligned like this:
Code: Select all
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You'd might as well just align them. I think more arrow slits would be a bit extraneous. About the gold skull, I did put it back and watch the wall go back down; that's a good trap. As I was saying before... why do you think the GameHour global shouldn't be messed with? You're just fast-forwarding time a couple hours... I doubt it will mess up anything. Besides that, if you think just traveling by boat is too easy, you could modify the dialogue entry so that Gadave tells the PC to meet him at a specified time somewhere, and if the PC is late, well, he/she missed the boat, and will have to swim to the ruin. That might be an interesting way to start, and of course there are different ways the situation could vary, but I don't want to make it too easy for you; that defeats the purpose of the showcase.
Edit: One other point I forgot mentioning - the shrine servant's greeting (right before the big battle in the shrine) could be improved, in my opinion.
Edit: One other point I forgot mentioning - the shrine servant's greeting (right before the big battle in the shrine) could be improved, in my opinion.
Well I'm not sure about GameHour, it's just that it might have side effects and if you observe the script "EE_DarkRobe_blessings" you'll notice that I hate conflicts.Beave wrote:You'd might as well just align them. I think more arrow slits would be a bit extraneous. About the gold skull, I did put it back and watch the wall go back down; that's a good trap. As I was saying before... why do you think the GameHour global shouldn't be messed with? You're just fast-forwarding time a couple hours... I doubt it will mess up anything. Besides that, if you think just traveling by boat is too easy, you could modify the dialogue entry so that Gadave tells the PC to meet him at a specified time somewhere, and if the PC is late, well, he/she missed the boat, and will have to swim to the ruin. That might be an interesting way to start, and of course there are different ways the situation could vary, but I don't want to make it too easy for you; that defeats the purpose of the showcase.
I'll think of something then.
I know, I was hoping someone could voice it for me.Edit: One other point I forgot mentioning - the shrine servant's greeting (right before the big battle in the shrine) could be improved, in my opinion.
By the greeting I meant the dialogue entry itself could be improved; it just doesn't seem to fit well. And if GameHour is too risky (although it's still worth trying first), you could always just not change the global, make it seem like Gadave and the PC both paddled together and got there in 30 minutes or something.
Oh... I'll write something better, it was the crappiest part of the mod anyway.Beave wrote:By the greeting I meant the dialogue entry itself could be improved; it just doesn't seem to fit well.
Edit: How 'bout this?
Hehe... Right in the trap, the cat in the hole of the mouse... You wanted a robe, but instead of skinning your local Khajiit you came here. But lord Sheogorath doesn't like people who want his robe, maybe if you had given him some yarn... But now it's to late you are all going to die, for our lord requires more servants!
Maybe I'll make it realtimeAnd if GameHour is too risky (although it's still worth trying first), you could always just not change the global, make it seem like Gadave and the PC both paddled together and got there in 30 minutes or something.
I pretty much fixed the arrows though.
The new text is definitely better, just make it a bit more grammatically correct. Here's what I'm thinking:
Hehe... Right into the trap, the mouse in the lair of the cat... You wanted a robe, yet instead of skinning a Khajiit you came here. But Lord Sheogorath doesn't like people who want to take his robe; maybe if you had given him some yarn... but now it's too late. Our Lord requires more servants!
Not sure about the last sentence, though. After all, they are trying to kill you, so unless people somehow serve Sheogorath in the afterlife, it doesn't make much sense.
Hehe... Right into the trap, the mouse in the lair of the cat... You wanted a robe, yet instead of skinning a Khajiit you came here. But Lord Sheogorath doesn't like people who want to take his robe; maybe if you had given him some yarn... but now it's too late. Our Lord requires more servants!
Not sure about the last sentence, though. After all, they are trying to kill you, so unless people somehow serve Sheogorath in the afterlife, it doesn't make much sense.
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To me it doesn't make much sense, even for Sheogorath. It just doesn't sound like him or his servants.jonarus_drakus wrote:Its Sheogorath, it doesn't have to make sense
I doubt it. I've played through Shivering Isles and I don't think there were any souls imprisoned to an eternity of servitude, but you'd have to look it up in lore.Evil Eye wrote:And if you die Sheogorath may pull you into the Isles right?
Haskill doesn't seem to like his job all that much.Beave wrote:To me it doesn't make much sense, even for Sheogorath. It just doesn't sound like him or his servants.jonarus_drakus wrote:Its Sheogorath, it doesn't have to make sense
I doubt it. I've played through Shivering Isles and I don't think there were any souls imprisoned to an eternity of servitude, but you'd have to look it up in lore.Evil Eye wrote:And if you die Sheogorath may pull you into the Isles right?
And the Immortals, they "died" didn't they?Beave wrote:Haskill probably came through the portal like everyone else and made it to Sheogorath, where he became the right-hand man. His personality suggests that the Isles may have turned him into the boring person he is.
How about this:
Welcome to the shrine of the Madgod, the Prince of Madness, Sheogorath. It's too late to sacrifice yarn now, you are all going to die, and die again if our Lord so desires it!
Last edited by Evil Eye on Sun May 10, 2009 5:36 pm, edited 1 time in total.
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Hi, sorry this has been sitting here so long. Just posting to say I've started a review of this (for quests and scripting), but it's so damn massive I haven't quite finished yet. I'm away the rest of this weekend but should be able to get you some feedback by Monday.
MaMeeshkaMowSkwoz - choose your syllables
Don't worry about it I wasn't here this weekMMMowSkwoz wrote:Hi, sorry this has been sitting here so long. Just posting to say I've started a review of this (for quests and scripting), but it's so damn massive I haven't quite finished yet. I'm away the rest of this weekend but should be able to get you some feedback by Monday.
Do you mind swimming?
@Beave, I looked at the library, it said Dagon could do it, not that it matters anymore...
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Hi,
Sorry for the delay. I still haven't managed to review everything and this was an in-CS only review (I'll trust Beave that nothing was broken when he played it, and I certainly can't see anything that would cause issues).
First off, you're clearly a very competent scripter. You've used a wide variety of functions to do some pretty complicated stuff and your scripts are well arranged and efficient. The only thing I found was that if you were a beast race, you end up carrying around a disabled robe for the rest of the game (with script running)? Fairly minor, and I could be wrong.
However, I have two main concerns:
1) You use far more global variables and global scripts running from start than would be allowed for a TR quest. Something would really need it to justify a global variable and we almost never use global scripts running from start just because of the sheer size of the project. It's great that you know how to use them all, but you have to watch performance with TR stuff. I just thought I'd let you know.
2) There's relatively little dialogue in your mod and some of it is a little too un-vanilla. TR tries to stay as close as possible to the feel of the original game, so it's important to be able to write dialogue that fits with this. Here are my notes:
- A few typos, nothing big
- Some dialogue in greetings that could have been in a topic (Since TR is so big, the greetings sections get very full)
- Greeting 5 - "Hi, you must be %PCName, I'm %Name, shall we go?" entry unnecessariy repeated
- loot a ruin - unnecessary filters - 4th and 5th entries are filtered for EE_DarkRobe_walk==0 and their respective choice values, but the question entry already had that filter, so later filters aren't necessary.
- Dialogue style is too informal - don't use 'Hi'
- Don't use line breaks in dialogue.
- The Greeting 5 entries "Thank you, here's your pay. Now lets get out." and "I see you have the robe, give it to me." do not need to be duplicated (just use "if, else" in the results box for the different results)
Obviously I'm not going to ask you to submit a 'corrected' version, but I would like to see some more dialogue before I recommend you. A short dialogue-only quest would be sufficient, don't bother including any complex scripting or interior/exterior work (unless you really want to). It's just to show you can make the more ordinary vanilla-esque quests as well as the big impressive stuff
Sorry for the delay. I still haven't managed to review everything and this was an in-CS only review (I'll trust Beave that nothing was broken when he played it, and I certainly can't see anything that would cause issues).
First off, you're clearly a very competent scripter. You've used a wide variety of functions to do some pretty complicated stuff and your scripts are well arranged and efficient. The only thing I found was that if you were a beast race, you end up carrying around a disabled robe for the rest of the game (with script running)? Fairly minor, and I could be wrong.
However, I have two main concerns:
1) You use far more global variables and global scripts running from start than would be allowed for a TR quest. Something would really need it to justify a global variable and we almost never use global scripts running from start just because of the sheer size of the project. It's great that you know how to use them all, but you have to watch performance with TR stuff. I just thought I'd let you know.
2) There's relatively little dialogue in your mod and some of it is a little too un-vanilla. TR tries to stay as close as possible to the feel of the original game, so it's important to be able to write dialogue that fits with this. Here are my notes:
- A few typos, nothing big
- Some dialogue in greetings that could have been in a topic (Since TR is so big, the greetings sections get very full)
- Greeting 5 - "Hi, you must be %PCName, I'm %Name, shall we go?" entry unnecessariy repeated
- loot a ruin - unnecessary filters - 4th and 5th entries are filtered for EE_DarkRobe_walk==0 and their respective choice values, but the question entry already had that filter, so later filters aren't necessary.
- Dialogue style is too informal - don't use 'Hi'
- Don't use line breaks in dialogue.
- The Greeting 5 entries "Thank you, here's your pay. Now lets get out." and "I see you have the robe, give it to me." do not need to be duplicated (just use "if, else" in the results box for the different results)
Obviously I'm not going to ask you to submit a 'corrected' version, but I would like to see some more dialogue before I recommend you. A short dialogue-only quest would be sufficient, don't bother including any complex scripting or interior/exterior work (unless you really want to). It's just to show you can make the more ordinary vanilla-esque quests as well as the big impressive stuff
MaMeeshkaMowSkwoz - choose your syllables
Thank you.MMMowSkwoz wrote:Hi,
Sorry for the delay. I still haven't managed to review everything and this was an in-CS only review (I'll trust Beave that nothing was broken when he played it, and I certainly can't see anything that would cause issues).
First off, you're clearly a very competent scripter. You've used a wide variety of functions to do some pretty complicated stuff and your scripts are well arranged and efficient. The only thing I found was that if you were a beast race, you end up carrying around a disabled robe for the rest of the game (with script running)? Fairly minor, and I could be wrong.
I just like global scripts, they can be so easy... But I wasn't planning on using them for TR unless necessary, though.However, I have two main concerns:
1) You use far more global variables and global scripts running from start than would be allowed for a TR quest. Something would really need it to justify a global variable and we almost never use global scripts running from start just because of the sheer size of the project. It's great that you know how to use them all, but you have to watch performance with TR stuff. I just thought I'd let you know.
Could you point them out please?2) There's relatively little dialogue in your mod and some of it is a little too un-vanilla. TR tries to stay as close as possible to the feel of the original game, so it's important to be able to write dialogue that fits with this. Here are my notes:
- A few typos, nothing big
Will keep in mind- Some dialogue in greetings that could have been in a topic (Since TR is so big, the greetings sections get very full)
Didn't I use the talkedtoPc thing? Yes I did... Why is it repeated then?- Greeting 5 - "Hi, you must be %PCName, I'm %Name, shall we go?" entry unnecessariy repeated
I think I just copied those so I already had all the checks- loot a ruin - unnecessary filters - 4th and 5th entries are filtered for EE_DarkRobe_walk==0 and their respective choice values, but the question entry already had that filter, so later filters aren't necessary.
ok, what did I do?, How would I do that for the "I see you've got it"?- Dialogue style is too informal - don't use 'Hi'
- Don't use line breaks in dialogue.
- The Greeting 5 entries "Thank you, here's your pay. Now lets get out." and "I see you have the robe, give it to me." do not need to be duplicated (just use "if, else" in the results box for the different results)
Something like a long monologue or quiz?:)
Obviously I'm not going to ask you to submit a 'corrected' version, but I would like to see some more dialogue before I recommend you. A short dialogue-only quest would be sufficient, don't bother including any complex scripting or interior/exterior work (unless you really want to). It's just to show you can make the more ordinary vanilla-esque quests as well as the big impressive stuff
I was going to release a new version sometime anyway.
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A monologue might be perhaps too easy. I think what would serve our needs best is just a quick fetch/kill quest with some somewhat more complex dialogue? But something with a bit of dialogue for us to chew on.
That sounds like the kind of thing that would be necessary from MowSkwoz's report.
I suggest that you make it a small quest based in TR lands, or on Vvardenfell, just so that we don't have to worry about which .esps and stuff to use.
That sounds like the kind of thing that would be necessary from MowSkwoz's report.
I suggest that you make it a small quest based in TR lands, or on Vvardenfell, just so that we don't have to worry about which .esps and stuff to use.
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!"
OK made a little dialogue mod, yay!, enjoy it's simplicity!
Also as a beast race you don't carry the robe with you it's simply left on the rock-thing (disabled so you can't see it, though)
Also as a beast race you don't carry the robe with you it's simply left on the rock-thing (disabled so you can't see it, though)
- Attachments
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- EE_Showcase.esp
- Go to Pelagiad and look for Viania's (I think) house, she will ask you to get some ingredients (which can be found in the open chest above your head (accessible through TCL) one of them is cursed, watch out a little)
Give her the ingredients and watch... - (83.73 KiB) Downloaded 183 times
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Just to address your previous questions:
Typos:
Sorry, I didn't write them down. I had another glance and all I found was the word after shouldn't have been capitalised in "Ah, you're here. The entrance is over there, After you." This isn't a problem at all. Everyone makes small errors when writing a lot of dialogue. As long as it's not a persistent problem, which it clearly isn't in your case, it's fine.
"Hi, you must be %PCName, I'm %Name, shall we go?":
I mean you have two entries when you only need one. You can remove the upper of the two since it is the same entry with more filters.
"I see you have the robe, give it to me." / "Thank you, here's your pay. Now lets get out.":
Yes, my bad. I didn't notice the "_bst" suffix on the 2nd "I see you have the robe, give it to me.". But you understand the other one, right? You can have a single "Thank you, here's your pay. Now lets get out." entry filtered for Choice >= 1 and have the following in the results box:
I'll take a look at your new file soon.
Typos:
Sorry, I didn't write them down. I had another glance and all I found was the word after shouldn't have been capitalised in "Ah, you're here. The entrance is over there, After you." This isn't a problem at all. Everyone makes small errors when writing a lot of dialogue. As long as it's not a persistent problem, which it clearly isn't in your case, it's fine.
"Hi, you must be %PCName, I'm %Name, shall we go?":
I mean you have two entries when you only need one. You can remove the upper of the two since it is the same entry with more filters.
"I see you have the robe, give it to me." / "Thank you, here's your pay. Now lets get out.":
Yes, my bad. I didn't notice the "_bst" suffix on the 2nd "I see you have the robe, give it to me.". But you understand the other one, right? You can have a single "Thank you, here's your pay. Now lets get out." entry filtered for Choice >= 1 and have the following in the results box:
Code: Select all
player->Additem, "Gold_001", 10000
if ( player->GetItemCount "EE_DarkRobe" > 0 )
player->RemoveItem "EE_DarkRobe" 1
AddItem "EE_DarkRobe" 1
else
player->RemoveItem "EE_DarkRobe_bst" 1
AddItem "EE_DarkRobe_bst" 1
endif
MaMeeshkaMowSkwoz - choose your syllables
Will start rereading soon, thanks.MMMowSkwoz wrote:Just to address your previous questions:
Typos:
Sorry, I didn't write them down. I had another glance and all I found was the word after shouldn't have been capitalised in "Ah, you're here. The entrance is over there, After you." This isn't a problem at all. Everyone makes small errors when writing a lot of dialogue. As long as it's not a persistent problem, which it clearly isn't in your case, it's fine.
No I can't, Cindaia doesn't have the variable, I know she never says the dialogue. I'll fix that in the next version.
"Hi, you must be %PCName, I'm %Name, shall we go?":
I mean you have two entries when you only need one. You can remove the upper of the two since it is the same entry with more filters.
Ok, yeah I got that, I'm not sure why I split it but I think I'll join them in v1.5 again.
"I see you have the robe, give it to me." / "Thank you, here's your pay. Now lets get out.":
Yes, my bad. I didn't notice the "_bst" suffix on the 2nd "I see you have the robe, give it to me.". But you understand the other one, right? You can have a single "Thank you, here's your pay. Now lets get out." entry filtered for Choice >= 1 and have the following in the results box:
I'll take a look at your new file soon.Code: Select all
player->Additem, "Gold_001", 10000 if ( player->GetItemCount "EE_DarkRobe" > 0 ) player->RemoveItem "EE_DarkRobe" 1 AddItem "EE_DarkRobe" 1 else player->RemoveItem "EE_DarkRobe_bst" 1 AddItem "EE_DarkRobe_bst" 1 endif
You're dialogue looks good now. The only problem I have is the phrase "a hunk of rat meat"... Which doesn't particularly fit into the feel of Morrowind, in my opinion.
There seems to be no option to refuse the quest, which usually isn't good for TR quests. So do remember to always, or at least most of the time, add that option.
I noticed your file is still pretty dirty, it has several GMSTs in it. These should also be cleaned out as well. Considering your older file is clean it doesn't bother me so much. Just remember to keep checking this right before uploading a file for TR.
And onto another question, do you have Bloodmoon? Questers are required to have both expansion sets. If you do then I recommend for promotion in AI/Quests. Just keep the feel of dialogue in mind when creating TR quests and you should be good to go.
There seems to be no option to refuse the quest, which usually isn't good for TR quests. So do remember to always, or at least most of the time, add that option.
I noticed your file is still pretty dirty, it has several GMSTs in it. These should also be cleaned out as well. Considering your older file is clean it doesn't bother me so much. Just remember to keep checking this right before uploading a file for TR.
And onto another question, do you have Bloodmoon? Questers are required to have both expansion sets. If you do then I recommend for promotion in AI/Quests. Just keep the feel of dialogue in mind when creating TR quests and you should be good to go.
Haū! Omochikaerī!
Interior Reviews: 168
Interior Reviews: 168
It doesn't? I seem to remember "Corprus Meat Hunks"Stryker wrote:You're dialogue looks good now. The only problem I have is the phrase "a hunk of rat meat"... Which doesn't particularly fit into the feel of Morrowind, in my opinion.
She asks you to do it, you can say no...
There seems to be no option to refuse the quest, which usually isn't good for TR quests. So do remember to always, or at least most of the time, add that option.
Thought I removed them, oh well... No GMST when working on TR 'cause of the expansions.
I noticed your file is still pretty dirty, it has several GMSTs in it. These should also be cleaned out as well. Considering your older file is clean it doesn't bother me so much. Just remember to keep checking this right before uploading a file for TR.
How would I've made a file dependant on TR if didn't have Bloodmoon?
And onto another question, do you have Bloodmoon? Questers are required to have both expansion sets. If you do then I recommend for promotion in AI/Quests. Just keep the feel of dialogue in mind when creating TR quests and you should be good to go.
I've got GotY PC, doesn't get any better now does it?
Thanks for reviewing.
I just happen to randomly not think "meat hunks" fits in with Morrowind dialogue. But I guess if Bethesda had it in its okay...Evil Eye wrote:It doesn't? I seem to remember "Corprus Meat Hunks"
I obviously fail at properly explaining. You give the journal entry before the option to refuse the quest. This usually isn't good as it clutters the up the players journal with unnecessary journal updates. Usually give the first journal update after the player actually accepts it.Evil Eye wrote:She asks you to do it, you can say no...
I did not even know you had any file dependent on TR. The one I reviewed only needed morrowind.esp, so I was simply making sure. Sorry 'bout that.Evil Eye wrote:How would I've made a file dependant on TR if didn't have Bloodmoon?
Haū! Omochikaerī!
Interior Reviews: 168
Interior Reviews: 168
Did I? Well... Oops!Stryker wrote:I just happen to randomly not think "meat hunks" fits in with Morrowind dialogue. But I guess if Bethesda had it in its okay...Evil Eye wrote:It doesn't? I seem to remember "Corprus Meat Hunks"
I obviously fail at properly explaining. You give the journal entry before the option to refuse the quest. This usually isn't good as it clutters the up the players journal with unnecessary journal updates. Usually give the first journal update after the player actually accepts it.Evil Eye wrote:She asks you to do it, you can say no...
It's Dark Robe v1.?a for TR, 'cause I accidentally cut into an islandI did not even know you had any file dependent on TR. The one I reviewed only needed morrowind.esp, so I was simply making sure. Sorry 'bout that.Evil Eye wrote:How would I've made a file dependant on TR if didn't have Bloodmoon?
Member Promoted for quest work. Congratulations, and welcome to the team Evil Eye.
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[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