TR_Data Updates Thread

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Post by Haplo »

TR_Data has been updated!

Update includes:
Fixed ndib tree collision meshes(tr_flora_tree02_nd through _12_nd, not including 07_nd)
Fixed Necrom loaddoor (UV map)
Fixed leveled list appropriateness in spots
Peaceful Velk instead of Angry Velk (yay!)
For real no more daedric bats appearing in places now
Seacrab and Parastylus have sounds now
Guards now respawn and have somewhat different faces/hairs
Guards don't have nolore scripts so they should say things
Fixed Indoril meshes: tr_ex_ind_bridge_p_01 and 02, tr_ex_ind_dwall_01, tr_ex_ind_hwall_01 through 04 and tr_ex_ind_hwstair, and tr_ex_ind_plat01.
Three new Indoril aqueduct meshes, found in the Statics tab under TR_ex_ind_aqueduct...
A new Indoril door with modified collision so that prisoners can detect players, in the Doors tab under TR_in_ind_q_jaildoor_col


Make sure you download both TR_Data.esm and TR_Data.7z
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Post by Mwgek »

Fixed ndib tree collision meshes(tr_flora_tree02_nd through _12_nd, not including 07_nd)
Sorry about that, here is the complete thing. All trees included. Left the collision on the bigger trees with a few more polys, not just a cylinder. Also note that the ends of the vertices at the end of the branches are still not connected, do you want me to "weld" them at the center? Making them pointy at the end?
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Post by Aeven »

Mwgek, a cylinder is actually fine.

EDIT: I tested it, your first version was really nice and fast, this is incredibly slow.
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Post by Mwgek »

Well, I cut some polys on the rooted trees. and added about the same amount on 1 of the other trees. The problem with the big trees is that a chunck of collision, like 1 cylinder, makes you walk like 10 meters away from the tree. So i'm not sure about the collision beign the problem. But I will double check.
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Post by Nemon »

10 meters? Note that we don't need collision on the leaf covered branches, mostly just the main stem - perhaps with a slightly upside down pyramid shape at the top to accommodate for branches reaching out. My understanding was that the earlier collision model followed the tree mesh pretty much 100%, which is a waste of resources since we're never going to need collision at that level. Even when levitating, when that effect wears off we want players to fall through the tree, as if the branches wouldn't carry their weight.

If we want trees with specific collision, we'd rather add the simple collision box meshes afterwards.
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Post by Mwgek »

collision on branches is already removed.
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Post by Nemon »

But still, where does the 10 meters come from?
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Post by Mwgek »

I think I found the problem, importing exporting the model (max->nifskope->max->nifskope) doubled some vertices somewhere in b'tween. Going to reload them into max and weld the vertices, after that I will try to get rid of some more polys on the collision.
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Post by Mwgek »

After hours of -> what the F*ck is wrong with these models I finally found out that it was some weird exporting problem from max2011. Ran them through blender and all the hundreds of vertices just disappeared. I'm going to run my other models through blender aswell.

I think they are to you liking Aeven. But please test them again.

[Edit] I also welded the end of the branches together. Kills also some polys and I think it's more natural.
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Post by arvisrend »

Concrete proposal for balancing centurion archers

First to make the problem clear: Take a level-30ish character (or lower) and spawn a centurion archer ("placeatpc centurion_projectile 1 1 1 1"). Don't try to kill it fast, just stand around. Do you notice the pattern? Most of the time he misses, but when he hits, he hits HARD. Hard enough to knockdown most players, which gives the thing a good chance to hit again. This is not "overpowered" or "too easy"; it is just unbalanced. A random death for no reason and hard to avert without overpowered sanctuary spells which the player would hardly have at the levels this thing appears in our leveled lists (that is, 10); but at higher levels it still makes no sense as an enemy.

How to fix it? Changing the creature doesn't help (you can change its combat skill, you can change its agility attribute, but neither of this has any ingame effect). So you would have to balance the darts, not the archer.

Weapon centurion_projectile_dart makes 20-50 damage. THIS is overpowered. Daedric darts make 2-12 damage.

So let us make a new Weapon called TR_centurion_projectile_dart (copying centurion_projectile_dart) with the following damages:
Chop 5-7
Slash 0-1
Thrust 0-1
(Look at the other dart types if you think these are too low.)
Rename it as "Light Dwarven Dart" and give it weight 0.05.

Now let us make a new Creature called TR_centurion_projectile (copying centurion_projectile) which, instead of script replenishammo, has the following script:

Code: Select all

Begin TR_replenishammo

short isdead

if ( MenuMode )
	return
endif

if ( isdead== 1 )
	return
endif

;when killed, adds 5 darts to inventory. so player finds 5 plus whatever is left
If ( OnDeath == 1 )
	additem "TR_centurion_projectile_dart" 5
	set isdead to 1
endif

;if 1 dart left in inv, adds 5 more
If ( GetItemCount TR_centurion_projectile_dart < 2 )
	;Messagebox "less than 1 left. adding 5 more"
	additem "TR_centurion_projectile_dart" 5
endif

End
Fun fact: There is a cheap way to bring some more diversity into the leveled lists. Namely, add a (further) new Creature called TR_centurion_projmelee (copying centurion_projectile) which has no script at all. This means that this creature will have no arrows and fight in melee. There ARE melee animations for this critter, and they are never seen in vanilla since the script always gives the critter enough darts to shoot. I think the melee damage of this critter is rather well-balanced (it is basically a centurion sphere with less variation in damage output).

Next, remove EVERYTHING from leveled list TR_LC_centurion_archer_lev+0, and replace it by TR_centurion_projectile. Do the same for TR_LC_centurion_archer_lev+2 and TR_LC_centurion_archer_lev-2.

Remove all appearances of centurion_projectile from leveled lists TR_LC_Dwemeri_all_lev+0, TR_LC_Dwemeri_all_lev+2 and TR_LC_Dwemeri_all_lev-2 (caution: there are several in each list) and replace them by the two new critters.

Do the same for TR_LC_Dwemeri_cent_lev+0, TR_LC_Dwemeri_cent_lev+2 and TR_LC_Dwemeri_cent_lev-2.

This should fix the centurion archers. For the armor centurions, I think it is enough to remove centurion_projectile_dart and centurion_projectile_dart_shock from the leveled item "TR_random_Centurion_Weapon" (this is the leveled list where they get their weapons from), and replace every appearance of "centurion_projectile_dart" by "TR_centurion_projectile_dart" in their script (TR_cr_ArmorCenturionEquipment) so that they don't get the overpowered arrows.
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Post by arvisrend »

Copied here from a showcase thread:
abot1 wrote:[edit]
TR_Data.esm, script TR_LoopScript

line
set timer to 0

should be commented, or float timer declared
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Post by Mwgek »

Latest nifs for all the updated ind meshes that I uploaded earlier. The same buggy export that tripled the tree_nd vertices did the same to all other meshes I redid. Making them not better for fps, but even worse. I was wondering why my file sizes where sometimes larger then the original ones, but didn't think enough. Now everything has been ran through Blender exporter, which seems to correct all errors. Also the file sizes are lowered quite a bit. Sorry for the extra work to update tr_data files Haplo.

Included:

/d
*tr_in_ind_jaildoor_COL

/x
*tr_ex_ind_bridge_e (01/02)
*tr_ex_ind_bridge_p (01/02)
*tr_ex_ind_bridge_sect
*tr_ex_ind_column01 (A newly MH textured column, was kind of a misunderstanding between Nemon and me, so i don't know if this one is still needed.)
*tr_ex_ind_dwall01
*tr_ex_ind_hwall (01/04)
*tr_ex_ind_hwstair
*tr_ex_ind_plat01
*tr_ex_ind_tower_win (A new large window model for the towers in Almalexia. Uses a custom texturemap for the glass. This maybe still needs to be updated a bit)


Next up is finishing those Pagoda's and checking the rest of the ind_bridge/stairs
Last edited by Mwgek on Sat Apr 28, 2012 1:09 pm, edited 1 time in total.
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Post by Aeven »

Mwgek, it seems the lighting issue with the walls and platform (not the bridge pieces) is back.
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Post by Mwgek »

I should check these thing more often :). Forgot to uncheck the smoothing option on export.

Will remove the above file and update it with a new file when i finish the aquaduct and pagoda's.
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Post by Mortimer »

arvisrend wrote:Concrete proposal for balancing centurion archers
That script means the minimum number of darts they can drop on death is 7. And that's a little ridiculous. Changing the 5 to a 2 or a 3 in both cases makes a bit more balance and lore-sense, as most likely their dart stockpile has been greatly reduced.
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Post by arvisrend »

Good point. Is anything about Tribunal well-balanced at all?

Updated version of script:

Code: Select all

Begin TR_replenishammo

short isdead

if ( MenuMode )
   return
endif

if ( isdead== 1 )
   return
endif

;when killed, adds 1 dart to inventory. so player finds 1 plus whatever is left
If ( OnDeath == 1 )
   additem "TR_centurion_projectile_dart" 1
   set isdead to 1
endif

;if 1 dart left in inv, adds 5 more
If ( GetItemCount TR_centurion_projectile_dart < 2 )
   ;Messagebox "at most 1 left. adding 2 more"
   additem "TR_centurion_projectile_dart" 2
endif

End 
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Post by Mwgek »

It has no faces on the inside. So either way this model is suppose to be not visible from that side in TR lands or this is indeed a bug. I'm guessing for the first option.
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Post by Haplo »

Maybe the ground mesh entry uses the body mesh. Although I don't know if this is used anywhere in the game. It might be a leftover from days long gone.
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Post by Mwgek »

New files, should replace all past files. Excluding the trees since they are in the files above.
  • Includes:

    /d
    *tr_in_ind_jaildoor_COL

    /x
    *tr_ex_ind_bridge_e (01/02)
    *tr_ex_ind_bridge_p (01/02)
    *tr_ex_ind_bridge_sect
    *tr_ex_ind_column01 - A newly MH textured column, was kind of a misunderstanding between Nemon and me, so i don't know if this one is still needed.
    *tr_ex_ind_dwall01
    *tr_ex_ind_hwall (01/04)
    *tr_ex_ind_hwstair
    *tr_ex_ind_plat01
    *tr_ex_ind_aquaduct
    *tr_ex_ind_aqua_end (01/02) - Should replace both aquaduct meshes (aqua_end + aquaduct_end), changed naming so that they are the same.
    *tr_ex_ind_pagoda (01/02) - Not sure the center point is 100% dead on, but it should be really close, didn't see weird stuff on test in console + added bottum.
    *tr_ex_ind_tower_win - A new large window model for the towers in Almalexia. Uses a custom texturemap for the glass. This maybe still needs to be updated a bit
Picture for aquaduct: "Fixed the broken parts" on end02. Since I think Almalexia should not be in decay. Changed some texture, killed a lot of polys etc.

[url=http://imageshack.us/photo/my-images/838/testob.png/][img]http://img838.imageshack.us/img838/7410/testob.png[/img][/url]
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Post by Nemon »

Great, that looks promising!
Regarding the column, yes - that might be a misunderstanding on my part. I've used a in sewer thingy several places (for instance under a wall piece near the silt strider port) that looks like metal - a nice visual variation to the large amounts of more typical mournhold textures that dominate the scenery.
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Post by arvisrend »

Moved from public beta threads:

book TR_bk_AboveItAll: typo: 'it's' instead of 'its' (once again, use find/replace to kill this error in all books).

book TR_bk_mapbook_m1_01: "The chain contain three major islands" - probably "contains" is better.

book TR_bk_mapbook_m1_02: 'south and west of Firewatch' - doesn't this mean in the Inner Sea?

Also, for some reason, TR_Mainland edits TR_bk_mapbook_m1_02. Is that an uncleanness?
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Post by Haplo »

arvisrend wrote: book TR_bk_AboveItAll: typo: 'it's' instead of 'its' (once again, use find/replace to kill this error in all books).

Also, for some reason, TR_Mainland edits TR_bk_mapbook_m1_02. Is that an uncleanness?
I'll rather just go to Above It All and find that typo manually, because there are many instances where "it's" is actually correct (meaning "it is").

And I think the TR_bk_mapbook_m1 files were added with TR_Map1. This can be checked by loading TR_Data and seeing if the entries still exist. If so, then TR_Mainland shouldn't be modifying TR_bk_mapbook_m1_*
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Post by arvisrend »

By Find/Replace I didn't mean blindly replacing all matches by "its", but looking at the context. It's somewhat laborious to do in the CS, though; if I were you, I'd export them, do a search for this error, and correct it in the CS. But if you think this is not worth your time, I'd agree... There are more important things to be done for the upcoming release.
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Post by arvisrend »

What are you guys going to do with the Cephalopod (TR_cr_cephalopod, TR_cr_cephalopod_big)? Both of these critters spend more time making spastic movements than actually fighting, and when they fight their reach of damage is far higher than their tentacles would allow, leading to a highly unrealistic experience. The big one is almost immobile due to its size, which makes him stuck in most watery caves where it appears.
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Post by Mwgek »

Well I didn't do anything on animation yet. So I can't help with this problem right now. Maybe just leave it out on this release and wait for someone to fix it?
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Post by Bloodthirsty Crustacean »

A reminder again about these things, unless it's already been noted (apologies if so):

1 - replace 'Maps of XX' with the proper art created by Nomadic.

2 - Update Sacred Land weather set. I'd recommend a mix of Overcast - 40; Rainy - 20; Cloudy - 30; Clear - 10

3 - TR_common_shirt_ind_02's chest Body Part, TR_C_shirt_com_ind2_C uses the wrong mesh. It should use tr_pb_shirt_com_ii_c.

4 - Add Myzel's art to triolith in Fane of Ancestors?
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Post by Aeven »

And add more Velk to the LO lists. Currently there's what, twenty nixhounds in it? The odds of seeing anything else are too slim.
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Post by arvisrend »

TR_bk_TormentKlausein_I should be fixed as follows: [EDIT: removed copy of the book since bug is fixed now]
Last edited by arvisrend on Tue Jun 05, 2012 4:34 pm, edited 1 time in total.
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Post by arvisrend »

Haplo: please make the script fixes to TR_Data that abot proposed in http://www.tamriel-rebuilt.org/old_forum/download.php?id=20410 ( TR_Data_Scripts.mws ) . The TR_Mainland fixes I'll care about myself.
Last edited by arvisrend on Tue Jun 05, 2012 4:35 pm, edited 1 time in total.
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Post by Mwgek »

New file to replace all past (deleted all my past files), this way I hope to avoid missing something in tr data. Some models had some minor stuff updated like a flipped texture or adjusted collision. So to be sure that the latest files are in use; REPLACE ALL PAST MODELS I UPDATED.
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Post by arvisrend »

[DATA] Spell TR_AlmalexiaMercy is being cast on the player by a shrine (TR_m3-138_furn_shrine_Alma_cure, called "Shrine of Almalexia's Mercy"), but it's an on-self spell, so it has no effect. Unfortunately, the spell belongs to TR_data.esm.

The "on-self" version can be put to use, too. We could give it as a reward for a very high-level Temple quest (of course, 5% is not much, but once the player gets such a spell, he can increase it as far as he wants by spellmaking).
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Post by Mwgek »

The Necrom Robes Why aked for:

[url=http://imageshack.us/photo/my-images/137/testxm.png/][img]http://img137.imageshack.us/img137/268/testxm.th.png[/img][/url]

First time working with the pain-in-the-ass bones system (almost killed myself 3 times), so please test this. Robe was made by Adan, I just added correct bones and tried to minimalize the clipping when walking. Also added 1st person/groundmesh and icon.

Inside is an esp which add them to the center of Seyda Neen, can't miss it. PLEASE DO TEST THIS FIRST BEFORE ADDING.
Last edited by Mwgek on Sat Jun 02, 2012 8:21 am, edited 1 time in total.
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Post by Lud »

The robe looks excellent, well done Mwgek and Ada!

However, I suggest that it not be named "Necrom robe". It is noteworthy that in vanilla, Great House clothing is not named as such, the game simply lets you notice for yourself that the clothes are in the house colours. If a descriptive name is preferred, might I suggest something that merely hints at its function, like "Ancestor robe", "Mourner's robe", etc.
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Post by Mwgek »

That's just for the test plugin. The merger adds it to the DATA.ESM. So I guess Haplo insert it into the clothing tab of CS and names it.
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Post by Haplo »

Thank god; a piece of clothing with an icon included.
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Post by Why »

Needless to say Haplo I will love you even more than I already do if this makes its way into an updated TR_Data some time this weekend so I can give them to our Necrom NPC friends. <3
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Post by Thrignar Fraxix »

I also need the mainland file for like 30 minutes for some fixing after data gets that update, just want to make sure that doesn't get forgotten.
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Post by arvisrend »

Remove activator TR_watersoundbox. That thing does nothing (the script is supposed to be on something that has collision). I have already killed both of its users in TR_Mainland.
Last edited by arvisrend on Tue Jun 05, 2012 4:42 pm, edited 1 time in total.
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Post by Andres Indoril »

Fascinating. Quite sure it used to work. Might have used a different mesh in the occurrences that it did work though.
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Post by Mwgek »

Also remove:
  • tr_ex_ind_building_02
    tr_ex_ind_tower_01
    tr_ex_ind_aquaduct_end
They are doubles, make sure the cs uses the correct models:
  • tr_ex_ind_building02
    tr_ex_ind_tower01
    tr_ex_ind_aqua_end01
Also new version of the Necrom Robe, killed the pink/collapsed textures to 256x256 and added a little bit of dirtyness.
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