TR_Mainland up to SE 1.2 (now obsolete!)
Moderators: Haplo, Lead Developers
- Bloodthirsty Crustacean
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On Harrumat, I thought that was your problem? "It is not clear what to do once the key is found. Erdwulf is conveniently blocking the path, so it is logical to expect that some dialogue would lead to him going away. Nope." What, then, do you mean was the problem?
On the IC Helnim changes, I believe the point of those was to tweak the Cult Chapel exterior a bit, or something to do with the boat owned by the Nord (who gets moved outside his cabin - make sure to check the boat's ints for a dupe). Check those areas as priorities for dirtiness.
On the IC Helnim changes, I believe the point of those was to tweak the Cult Chapel exterior a bit, or something to do with the boat owned by the Nord (who gets moved outside his cabin - make sure to check the boat's ints for a dupe). Check those areas as priorities for dirtiness.
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!"
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- Joined: Mon Oct 04, 2010 11:39 am
- Location: substitutional world
It was BC and it was mostly seafloor detailing. I'll look into it later today.Nemon wrote:Regarding Helnim, I added some clutter to 25,1 and 26,1 - but not nearly as much as I would have added if this was a new exterior claim. I also did some grass removal and vertex shading in 24,1 25,1 and 26,1.
Who did the other detailing? If it's better (i.e moar stuff) it can replace mine.
The unclarity was entirely due to Erdwulf blocking the path. In adventure games, an NPC blocking a path usually means that one has to convince (or, in an RPG, "convince") the NPC out of the way first. Sorry for the misunderstanding.Bloodthirsty Crustacean wrote:On Harrumat, I thought that was your problem? "It is not clear what to do once the key is found. Erdwulf is conveniently blocking the path, so it is logical to expect that some dialogue would lead to him going away. Nope." What, then, do you mean was the problem?
Right, thanks; I indeed forgot to notice the deleted NPC.Bloodthirsty Crustacean wrote:On the IC Helnim changes, I believe the point of those was to tweak the Cult Chapel exterior a bit, or something to do with the boat owned by the Nord (who gets moved outside his cabin - make sure to check the boat's ints for a dupe). Check those areas as priorities for dirtiness.
- Bloodthirsty Crustacean
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I don't recall detailing any seafloors? I musta had a lot of time on my hands back in those days!
Anyway, like I said, if you feel the quest is unclear that you're meant to go past Erdwulf due to lack of change in dialogue, you can give him that new extra line to make it clear to the player that they're meant use the key to investigate what he's 'looking at'.
Anyway, like I said, if you feel the quest is unclear that you're meant to go past Erdwulf due to lack of change in dialogue, you can give him that new extra line to make it clear to the player that they're meant use the key to investigate what he's 'looking at'.
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!"
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- Posts: 1971
- Joined: Mon Oct 04, 2010 11:39 am
- Location: substitutional world
All right, I'm resuming work on the Mainland.
First of all, I'll add dialogue topics for "errand" and "advancement" in the Mainland IC conditioned to the case when the player has not yet joined the IC. This way these two topics will appear blue when the "join the Imperial Cult" topic is uttered.
"errand": Your eagerness is a welcome omen, but you will have to join the Imperial Cult before running any errand.
"advancement": Deeds that honor the Nine are rewarded with advancement. But you will have to join the Imperial Cult first.
Are these okay?
Also, why are there TR_bk_ForMyGodsandEmperor and bk_ForMyGodsandEmperor ? [Explained by BC some posts below.]
First of all, I'll add dialogue topics for "errand" and "advancement" in the Mainland IC conditioned to the case when the player has not yet joined the IC. This way these two topics will appear blue when the "join the Imperial Cult" topic is uttered.
"errand": Your eagerness is a welcome omen, but you will have to join the Imperial Cult before running any errand.
"advancement": Deeds that honor the Nine are rewarded with advancement. But you will have to join the Imperial Cult first.
Are these okay?
Also, why are there TR_bk_ForMyGodsandEmperor and bk_ForMyGodsandEmperor ? [Explained by BC some posts below.]
Last edited by arvisrend on Sat May 05, 2012 3:55 am, edited 1 time in total.
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Again: http://mit.edu/~darij/www/TR_Mainland.zip .
Nemon: there are some unbolded posts (including at least two by me) on page 3; maybe you could look into them. They are mostly too hard for me, but you are longer into modding...
Meanwhile, I've done the last 2 buglists by Leon (cannot bold them out - I'm not a mod), except for this bug:
4/30/2012 (23:50 ) TR_Mainland.esm 4/21/2012 (07:19 ) Mephalain Mountains Region (23, -11 ) "Terrain_rocks_WG_03" 197884 -95764 1856 "caspering"
which I couldn't find (already fixed or wrong cell?). Leon, do you see anything wrong? I am still not completely sure when rotating things.
Also, fixed the 2 bugs in Nerano's post (Sun Apr 29, 2012 9:39 pm).
I have renamed Breton NPC TR_m3_Julian (female) as Jolanna.
BC: I've put the key into a mushroom (making it unowned first). This is Sheogorath after all.
What is the story of Namartyon (a cave with friendly inhabitants apparently collecting Dwemer artifacts)? An archeological expedition? Smugglers pretending to be one?
What about Tiranshiha (the Velothi tower inhabited by Khajiit)?
Also, final version of the dialogue on the amulet (it's a mix between the old one and BC's new proposal): Are you saying you actually believe their story? Alright, I took that amulet from those thugs. They are the ones who tried to hold me captive, so I think I deserved a bit of compensation. If it gets me my ring back, fine, but you can tell them that this isn't over between us!
Oh, and yesterday I edited the script on the Firewatch gates so that they say "The gate is barred in the night hours" rather than just "The gate is barred". I hope people will forgive me this kind of handholding :)
Nemon: there are some unbolded posts (including at least two by me) on page 3; maybe you could look into them. They are mostly too hard for me, but you are longer into modding...
Meanwhile, I've done the last 2 buglists by Leon (cannot bold them out - I'm not a mod), except for this bug:
4/30/2012 (23:50 ) TR_Mainland.esm 4/21/2012 (07:19 ) Mephalain Mountains Region (23, -11 ) "Terrain_rocks_WG_03" 197884 -95764 1856 "caspering"
which I couldn't find (already fixed or wrong cell?). Leon, do you see anything wrong? I am still not completely sure when rotating things.
Also, fixed the 2 bugs in Nerano's post (Sun Apr 29, 2012 9:39 pm).
I have renamed Breton NPC TR_m3_Julian (female) as Jolanna.
BC: I've put the key into a mushroom (making it unowned first). This is Sheogorath after all.
What is the story of Namartyon (a cave with friendly inhabitants apparently collecting Dwemer artifacts)? An archeological expedition? Smugglers pretending to be one?
What about Tiranshiha (the Velothi tower inhabited by Khajiit)?
Also, final version of the dialogue on the amulet (it's a mix between the old one and BC's new proposal): Are you saying you actually believe their story? Alright, I took that amulet from those thugs. They are the ones who tried to hold me captive, so I think I deserved a bit of compensation. If it gets me my ring back, fine, but you can tell them that this isn't over between us!
Oh, and yesterday I edited the script on the Firewatch gates so that they say "The gate is barred in the night hours" rather than just "The gate is barred". I hope people will forgive me this kind of handholding :)
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OUCH: Filter dialogue topic "specific place" for any Akamoran (e. g. TR_m2_Adrusu Rorvam). There will be one reply starting with "In the north of town there's the city's guard tower". I'm not talking about the typo ("Mage's Guild"). The main problem is that the result script has a : instead of a ;. This crashes the game.
Fixed by arvisrend - 2 May 2012
Fixed by arvisrend - 2 May 2012
Last edited by arvisrend on Thu May 03, 2012 1:01 am, edited 1 time in total.
- Bloodthirsty Crustacean
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- Location: Elsewhere
On Harrumat, it's meant to be a bit more Indiana Jonesy sinister ruin than comic Sheogorath moment: a mushroom does feel a bit silly. Maybe a chest could be hidden somewhere in the int, for ease of visibility? (or could it be put in its original location, under the floorboards, but in a small chest?) You'd probably want to put a dummy key under such a chest to ensure Detect Key still worked.
"I think I deserved a bit of compensation" Still sounds odd and overly formal. Either go for "...hold me captive - seems like fair payback to me." or at least "thought I deserved" for grammar correctness.
Tirashiha is an abolitionist hideout. I think that place has some dialogue, right? Maybe not enough then?
"I think I deserved a bit of compensation" Still sounds odd and overly formal. Either go for "...hold me captive - seems like fair payback to me." or at least "thought I deserved" for grammar correctness.
Tirashiha is an abolitionist hideout. I think that place has some dialogue, right? Maybe not enough then?
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!"
I've spent over two hours walking across the mainland and I couldn't spot more than two errors. Either I'm a bad reviewer, or there are not many landscape bugs left.
(May 01, 2012 9:51 pm version of TR_Mainland.esp)
furn_de_pathspear_04 Mephalain Mountains Region (35,-12) 291681 -95626 1827 "floating"
furn_de_pathspear_04 Mephalain Mountains Region (35,-12) 292195 -95594 1839 "rope floating"
Fixed by Nemon, second run May 2nd
(May 01, 2012 9:51 pm version of TR_Mainland.esp)
furn_de_pathspear_04 Mephalain Mountains Region (35,-12) 291681 -95626 1827 "floating"
furn_de_pathspear_04 Mephalain Mountains Region (35,-12) 292195 -95594 1839 "rope floating"
Fixed by Nemon, second run May 2nd
5/2/2012 (17:25) TR_Mainland.ESP 5/2/2012 (14:23) Windows TR_m3_Belsu Rithnim00000000 Dreynim (29,-23) 244359 -185239 196 "Has no topics!"
5/2/2012 (17:27) TR_Mainland.ESP 5/2/2012 (14:23) Windows Ex_De_Shack_Door Dreynim (29,-23) 245600 -186496 272 "Door not properly in jamb"
Fixed by Nemon May 2nd
And the male Indoril guards are still NoLore'd, and everyone still tells you Sailen is just north of here.
5/2/2012 (17:27) TR_Mainland.ESP 5/2/2012 (14:23) Windows Ex_De_Shack_Door Dreynim (29,-23) 245600 -186496 272 "Door not properly in jamb"
Fixed by Nemon May 2nd
And the male Indoril guards are still NoLore'd, and everyone still tells you Sailen is just north of here.
- Andres Indoril
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Sailen is the north pole of Nirn/Mundus/Yurmum.
We have made everyone aware.
We have made everyone aware.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
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Hmm; I didn't get the Indiana Jones feeling from this quest even in its original form, sorry. I think a quest can have either Sheogorath or Indiana Jones, not both...Bloodthirsty Crustacean wrote:On Harrumat, it's meant to be a bit more Indiana Jonesy sinister ruin than comic Sheogorath moment: a mushroom does feel a bit silly. Maybe a chest could be hidden somewhere in the int, for ease of visibility? (or could it be put in its original location, under the floorboards, but in a small chest?) You'd probably want to put a dummy key under such a chest to ensure Detect Key still worked.
If it's in a chest, how comes that nobody found it yet? But I agree that the mushroom location looks artificial. It's just that I couldn't find anything better.
Detect Key does work on containers; apparently Beth were able to code when they really wanted.
Right. Will change to the first one.Bloodthirsty Crustacean wrote:"I think I deserved a bit of compensation" Still sounds odd and overly formal. Either go for "...hold me captive - seems like fair payback to me." or at least "thought I deserved" for grammar correctness.
I didn't hear any of the dialogue on that...Bloodthirsty Crustacean wrote:Tirashiha is an abolitionist hideout. I think that place has some dialogue, right? Maybe not enough then?
- Bloodthirsty Crustacean
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I mean, it's a sinister ancient ruin, not a 'lol Sheogorath made a funny', quest, regardless of the involvement of a Golden Saint.
The point would be that the chest is (nominally) hidden. Is there space under the floorboards, could they be raised or the floor lowered to accomodate? I can't remember the int very well.
I swear there was a bit of dialogue I did for that Khajiit place in my Darnim claim. It's the one with the 'meditating Khajiit skeleton' on the top floor, right? Maybe it was dialogue designed to be triggered once the player had completed some hypothetical 'help the Khajiit' quest that never got made...?
The point would be that the chest is (nominally) hidden. Is there space under the floorboards, could they be raised or the floor lowered to accomodate? I can't remember the int very well.
I swear there was a bit of dialogue I did for that Khajiit place in my Darnim claim. It's the one with the 'meditating Khajiit skeleton' on the top floor, right? Maybe it was dialogue designed to be triggered once the player had completed some hypothetical 'help the Khajiit' quest that never got made...?
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!"
-
- Lead Developer
- Posts: 1971
- Joined: Mon Oct 04, 2010 11:39 am
- Location: substitutional world
I am pretty sure there is a way to place a little gem chest under the floorboards, but how comes that workers don't take notice of it when making the floorboards? Or is somebody deliberately trying to hide the key from sight? That's already pretty Sheogorath.Bloodthirsty Crustacean wrote:I mean, it's a sinister ancient ruin, not a 'lol Sheogorath made a funny', quest, regardless of the involvement of a Golden Saint.
The point would be that the chest is (nominally) hidden. Is there space under the floorboards, could they be raised or the floor lowered to accomodate? I can't remember the int very well.
Yes. (Which you cannot really get to without levitating, though.)Bloodthirsty Crustacean wrote:I swear there was a bit of dialogue I did for that Khajiit place in my Darnim claim. It's the one with the 'meditating Khajiit skeleton' on the top floor, right?
Anyway, I now see some scrolls on the floor which explain the point of the place. Dialogue would also be good, though.
- Bloodthirsty Crustacean
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Put a chest under the floorboards (as long as it's still possible for the player to find it, too, which after all is the original point of this fix ) and chalk it up to videogame logic. That's perfectly fine.
If my dialogue from the Darnim claim didn't make the merge, I'm sure it shouldn't be too hard to import. But like I say, it may be that much of it is blocked off for the timebeing, in which case someone should write up some placeholder stuff. (I could do it if I find the time to work on the Inn Between quest any time soon - which is looking increasingly unlikely for the next five or six weeks)
If my dialogue from the Darnim claim didn't make the merge, I'm sure it shouldn't be too hard to import. But like I say, it may be that much of it is blocked off for the timebeing, in which case someone should write up some placeholder stuff. (I could do it if I find the time to work on the Inn Between quest any time soon - which is looking increasingly unlikely for the next five or six weeks)
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!"
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- Lead Developer
- Posts: 1971
- Joined: Mon Oct 04, 2010 11:39 am
- Location: substitutional world
Okay, will do so when I have the file again. -- Done.Bloodthirsty Crustacean wrote:Put a chest under the floorboards (as long as it's still possible for the player to find it, too, which after all is the original point of this fix :P) and chalk it up to videogame logic. That's perfectly fine.
I see. There is dialogue (greetings 7 actually), but it is conditioned on a "control" variable which the NPCs don't have. This should be solved by adding script TR_m2_NPC to them (at the moment, they have no script).Bloodthirsty Crustacean wrote:If my dialogue from the Darnim claim didn't make the merge, I'm sure it shouldn't be too hard to import. But like I say, it may be that much of it is blocked off for the timebeing, in which case someone should write up some placeholder stuff. (I could do it if I find the time to work on the Inn Between quest any time soon - which is looking increasingly unlikely for the next five or six weeks)
Fixed by arvisrend - 2 May 2012
Last edited by arvisrend on Thu May 03, 2012 12:48 am, edited 1 time in total.
On tel mothrivra, while update the monastery, I noticed the skeletons are not hostile. A suppose they are meant to be like this, just checking since they scared they hell out of me and allmost fling my axe through them .
Also noticed the cliff, when walking from the riverstrider to town, is caspering. Where you can walk under the telvanni tower at the end it needs another cliff model to sink into the hill.
Also noticed the cliff, when walking from the riverstrider to town, is caspering. Where you can walk under the telvanni tower at the end it needs another cliff model to sink into the hill.
--Mwgek--
Is the western-most region (A4 East) still supposed to be regionified? I don't know if we (you) are still detailing that claim, I was just curious if that portion isn't done yet (although it looks done by the looks of it), or if A4 West was meant to be included as well (that one looks to be closer to Almalexia territory than this map).
FYI:Anonymous wrote:I don't see a caspering cliff, only a few caspering pile of rocks. If you use the old TR_Mainland.esm then you will encounter most of the problems/errors that are listed here. The new TR_Mainland.ESP by Nemon, contains problem/errors that has been fixed.Mwgek wrote:On tel mothrivra, while update the monastery, I noticed the skeletons are not hostile. A suppose they are meant to be like this, just checking since they scared they hell out of me and allmost fling my axe through them .
Also noticed the cliff, when walking from the riverstrider to town, is caspering. Where you can walk under the telvanni tower at the end it needs another cliff model to sink into the hill.
5/2/2012 (23:57) TR_Mainland.ESP 5/2/2012 (20:12) TR_terr_WG_Cliff_03 Tel Mothrivra (33,2) 276168 20591 -2336 "what about this leon? //caspering"
--Mwgek--
- Andres Indoril
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How do I betacomment? D:
5/2/2012 (22:49) TR_Mainland.ESP light_torch_01_256 Sacred Lands Region (39,-11) 320815 -83826 455 "Torch inside staircase"
5/2/2012 (22:51) TR_Mainland.ESP terrain_rock_wg_08 Sacred Lands Region (39,-11) 327456 -84340 4916 "Bleeds with the landscape in a horrifying manner in the place it meets the upper staircase"
5/2/2012 (23:12) TR_Mainland.ESP TR_m2_Sathys Norvayn00000000 Acre of Saint Meris 200 -427 -122 "Has no gold to barter and does not mind me picking the lock on the trapdoor he stands on."
5/2/2012 (23:15) TR_Mainland.ESP TR_m2_Indrys Norvayn00000000 Acre of Saint Meris 138 301 -126 "Doesn't seem to have any options for actually accepting books from me. I got the journal update that I have the books and he does ask what books I have brought, but no reply can be given in this regard."
5/2/2012 (23:33) TR_Mainland.ESP TR_ex_nec_loaddoor3 Necrom (42,-11) 351361 -83460 755 "Should probably be locked, despite the fact that the NPC is wandering right in front of the house. Alternatively, I guess it could be translated as the natives secure feel in the city above. Taking that there is almost no one anywhere, it is doubtful that someone would walk right into his house."
5/2/2012 (23:36) TR_Mainland.ESP TR_m2_Nethan Farys00000000 Necrom, Docks Administration 6390 758 14338 "Should probably not talk to me about Balmora as if it was the district seat of House Hlaalu, as he is not in the Vvardenfell district."
5/2/2012 (23:49) TR_Mainland.ESP TR_m2_ledger4_i2-77-tri Necrom, Docks Administration 5931 930 14395 "Has an unnecessary slash at the beginning of the text."
5/2/2012 (23:55) TR_Mainland.ESP TR_m2_Ethaso Athones00000000 Necrom, Docks Administration 6912 489 14978 "Maybe his background should reflect his trade?"
5/3/2012 (00:11) TR_Mainland.ESP TR_m2_Nedim Fareloth00000000 Necrom, Nedim Fareloth's House 3969 6802 21346 "Should probably have less topics available in his hungover state."
5/3/2012 (00:20) TR_Mainland.ESP TR_ex_nec_loaddoor3 Necrom (43,-11) 355404 -87094 1023 "Should probably be locked, while Rilam Arelas is outside."
5/3/2012 (00:26) TR_Mainland.ESP TR_m2_sonnote_i2-413-tri Necrom, Crematorium of St. Veloth 3761 3961 15226 "The Mages Guild does not have archmagisters, I am sure."
5/3/2012 (00:27) TR_Mainland.ESP TR_ex_nec_loaddoor3 Necrom (43,-11) 357521 -83799 934 "This door is locked. I am uncertain as to why this door is locked. If it is meant to be locked, could you maybe add a greeting to the NPC in it, that would reflect that the door is supposed to be locked as it is the only entrance."
5/3/2012 (00:30) TR_Mainland.ESP TR_bk_i2-25_Temple-corpse-prep Necrom, Charnelworks Mortuary 642 -1650 343 "The name of this book could do well to have matching capitalization to the other item names. Also, typing BC all the time makes one miss BC's presence form #tamriel. Just saying."
5/3/2012 (00:37) TR_Mainland.ESP TR_ex_nec_loaddoor3 Necrom (42,-11) 351501 -86275 904 "Might do well to be locked. The NPC is just standing in front of the house again though."
5/3/2012 (01:05) TR_Mainland.ESP TR_act_m2-69_bell Necrom, Shrine of Sharmat's Debt 4539 4349 13966 "Is activating this bell supposed to be a crime?"
5/3/2012 (01:13) TR_Mainland.ESP TR_m2_Dratha Senoril00000000 Necrom, Hospice 4573 4238 15618 "This lady is probably meant to talk about something other than the Boethian Mountains"
5/2/2012 (22:49) TR_Mainland.ESP light_torch_01_256 Sacred Lands Region (39,-11) 320815 -83826 455 "Torch inside staircase"
5/2/2012 (22:51) TR_Mainland.ESP terrain_rock_wg_08 Sacred Lands Region (39,-11) 327456 -84340 4916 "Bleeds with the landscape in a horrifying manner in the place it meets the upper staircase"
5/2/2012 (23:12) TR_Mainland.ESP TR_m2_Sathys Norvayn00000000 Acre of Saint Meris 200 -427 -122 "Has no gold to barter and does not mind me picking the lock on the trapdoor he stands on."
5/2/2012 (23:15) TR_Mainland.ESP TR_m2_Indrys Norvayn00000000 Acre of Saint Meris 138 301 -126 "Doesn't seem to have any options for actually accepting books from me. I got the journal update that I have the books and he does ask what books I have brought, but no reply can be given in this regard."
5/2/2012 (23:33) TR_Mainland.ESP TR_ex_nec_loaddoor3 Necrom (42,-11) 351361 -83460 755 "Should probably be locked, despite the fact that the NPC is wandering right in front of the house. Alternatively, I guess it could be translated as the natives secure feel in the city above. Taking that there is almost no one anywhere, it is doubtful that someone would walk right into his house."
5/2/2012 (23:36) TR_Mainland.ESP TR_m2_Nethan Farys00000000 Necrom, Docks Administration 6390 758 14338 "Should probably not talk to me about Balmora as if it was the district seat of House Hlaalu, as he is not in the Vvardenfell district."
5/2/2012 (23:49) TR_Mainland.ESP TR_m2_ledger4_i2-77-tri Necrom, Docks Administration 5931 930 14395 "Has an unnecessary slash at the beginning of the text."
5/2/2012 (23:55) TR_Mainland.ESP TR_m2_Ethaso Athones00000000 Necrom, Docks Administration 6912 489 14978 "Maybe his background should reflect his trade?"
5/3/2012 (00:11) TR_Mainland.ESP TR_m2_Nedim Fareloth00000000 Necrom, Nedim Fareloth's House 3969 6802 21346 "Should probably have less topics available in his hungover state."
5/3/2012 (00:20) TR_Mainland.ESP TR_ex_nec_loaddoor3 Necrom (43,-11) 355404 -87094 1023 "Should probably be locked, while Rilam Arelas is outside."
5/3/2012 (00:26) TR_Mainland.ESP TR_m2_sonnote_i2-413-tri Necrom, Crematorium of St. Veloth 3761 3961 15226 "The Mages Guild does not have archmagisters, I am sure."
5/3/2012 (00:27) TR_Mainland.ESP TR_ex_nec_loaddoor3 Necrom (43,-11) 357521 -83799 934 "This door is locked. I am uncertain as to why this door is locked. If it is meant to be locked, could you maybe add a greeting to the NPC in it, that would reflect that the door is supposed to be locked as it is the only entrance."
5/3/2012 (00:30) TR_Mainland.ESP TR_bk_i2-25_Temple-corpse-prep Necrom, Charnelworks Mortuary 642 -1650 343 "The name of this book could do well to have matching capitalization to the other item names. Also, typing BC all the time makes one miss BC's presence form #tamriel. Just saying."
5/3/2012 (00:37) TR_Mainland.ESP TR_ex_nec_loaddoor3 Necrom (42,-11) 351501 -86275 904 "Might do well to be locked. The NPC is just standing in front of the house again though."
5/3/2012 (01:05) TR_Mainland.ESP TR_act_m2-69_bell Necrom, Shrine of Sharmat's Debt 4539 4349 13966 "Is activating this bell supposed to be a crime?"
5/3/2012 (01:13) TR_Mainland.ESP TR_m2_Dratha Senoril00000000 Necrom, Hospice 4573 4238 15618 "This lady is probably meant to talk about something other than the Boethian Mountains"
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
-
- Lead Developer
- Posts: 1971
- Joined: Mon Oct 04, 2010 11:39 am
- Location: substitutional world
New file for Nemon: http://mit.edu/~darij/www/TR_Mainland.zip .
Done Leon's last two posts. Leon, please check the com_sack_01_saltrice_10 floaters in Hla Bulor; not sure they all have been fixed the way they should.
Fixed a few quest bugs, including one where one could skip 1-2 Mages Guild quests by slaying a necromancer too early. Also, fixed what might be the weirdest dialogue bug in the game: septims were referred to as shekels in "price of wickwheat".
My apologies, Nemon, I left you all the tough stuff...
The file has again shrunk due to cleaning out a book.
@all: It seems to me that all (or almost all) outlaws (i. e. enemy characters) on map 1 have a certain script (TR_m1_NPC_Outlaw) which feigns intelligent behavior by making them attack the player depending on how much higher the player's level is in comparison to theirs (and a few more factors). I'm not sure whether this is very good. Most players will not realize the idea behind and instead think that the enemies are buggy. Also, some enemies need be killed for certain quests; they should definitely not demonstrate such behaviour.
Done Leon's last two posts. Leon, please check the com_sack_01_saltrice_10 floaters in Hla Bulor; not sure they all have been fixed the way they should.
Fixed a few quest bugs, including one where one could skip 1-2 Mages Guild quests by slaying a necromancer too early. Also, fixed what might be the weirdest dialogue bug in the game: septims were referred to as shekels in "price of wickwheat".
My apologies, Nemon, I left you all the tough stuff...
The file has again shrunk due to cleaning out a book.
@all: It seems to me that all (or almost all) outlaws (i. e. enemy characters) on map 1 have a certain script (TR_m1_NPC_Outlaw) which feigns intelligent behavior by making them attack the player depending on how much higher the player's level is in comparison to theirs (and a few more factors). I'm not sure whether this is very good. Most players will not realize the idea behind and instead think that the enemies are buggy. Also, some enemies need be killed for certain quests; they should definitely not demonstrate such behaviour.
I'm just posting some links of skyview photos of Morrowind at the SE boarder (or where I think it is) to help out Nemon. I was asked to do this last night during IRC, I hope that any of this ends up helping.
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot040.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot041.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot042.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot043.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot044.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot045.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot046.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot047.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot048.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot049.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot050.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot051.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot052.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot040.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot041.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot042.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot043.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot044.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot045.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot046.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot047.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot048.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot049.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot050.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot051.jpg
http://i1118.photobucket.com/albums/k615/NinjaGoddessAyra/MGEScreenshot052.jpg
Not another memory
...And so my bad karma gets worse
...And so my bad karma gets worse
Oh and one more thing; I really wasn't sure where the SE boarder was so I kind of took screenshots of random places in the general area. If you need me to take more screenshots of a specific area, just message me and let me know. Once again, hope this all helps.
Not another memory
...And so my bad karma gets worse
...And so my bad karma gets worse
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
Andres, just to note that at the very least Rilam Arelas' house should stay unlocked, as the player's meant to be able to find Nedim there after the quest's completed.
P.S. at some point I will upload an .esp to add more NPCs in Necrom's exterior.
P.S. at some point I will upload an .esp to add more NPCs in Necrom's exterior.
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!"
Uhh, that sounds like it was me.arvisrend wrote: Also, fixed what might be the weirdest dialogue bug in the game: septims were referred to as shekels in "price of wickwheat".
Not: those screens look great. The map2/3 line is the at the -15 line on the world grid. [url=http://tamriel-rebuilt.org/?p=forum/showmap&map=3]See here.[/url] It's just north of Sailen and south of Ayemar.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
-Ophelia Benson
Sure, I can do that. // under the bridge:Anonymous wrote:@Mwgek
I really don't see a caspering "TR_terr_WG_Cliff_03", I looked at this cliff for 10 minutes and 360 degrees and I don't see any problems... Can you post a screenshot of it where you see it is caspering?
[url=http://imageshack.us/photo/my-images/545/testln.png/][img]http://img545.imageshack.us/img545/3641/testln.png[/img][/url]
--Mwgek--
Thanks Lud. By the way, did you want me to take more screens at the line? (Now that I know where it is)Not wrote: Not: those screens look great. The map2/3 line is the at the -15 line on the world grid. [url=http://tamriel-rebuilt.org/?p=forum/showmap&map=3]See here.[/url] It's just north of Sailen and south of Ayemar.
Not another memory
...And so my bad karma gets worse
...And so my bad karma gets worse
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
BC: A simple GetJournalIndex, setlock 0 and unlock script would serve the purpose well enough.
5/3/2012 (11:52) TR_Mainland.ESP Ex_V_ban_comfort_01 Necrom, Alma Rula's Retreat 1086 -364 55 "The banner is making it impossible to access the vases and basket nearby." Killed one of them, try now...
5/3/2012 (12:00) TR_Mainland.ESP furn_de_rug_big_06 Necrom, Watch Barracks 4719 4503 14848 "The Necrom watch barracks have Temple Guards, yet pieces of Necrom Indoril armor around. Ignore the rug"
5/3/2012 (13:09) TR_Mainland.ESP ex_cave_entrance_ma_lava Necrom, Catacombs: Depths -2218 -8692 -888 "This could probably use some rocks as a staircase."
5/3/2012 (15:53) TR_Mainland.ESP TR_m2_Thadas_Erethan00000000 Hlersis, Mine 3246 6135 14865 "Asked me if I was there to see Thadas Erethan, when I asked about someone in particular."
5/3/2012 (17:16) TR_Mainland.ESP door_cavern_doors10 Dillitan Ebony Mine 2540 -1284 -23 "Does not teleport back outside."
5/3/2012 (17:52) TR_Mainland.ESP TR_m2_q_A9_3_Doril00000000 Haddadalmalu, Inner Shrine 5442 5852 10882 "This location could do with some non-random Daedra, so the scout would not have been killed by Scamps. Scamp is a wonderful modder, but he does not have it in him to slay scouts."
5/3/2012 (18:09) TR_Mainland.ESP TR_m2_Uleni Tenandus00000000 Necrom, Tenandus' Rare Books 4189 4243 15554 "Did not report the crime when I tried to sell her her copy of a book."
5/3/2012 (18:13) TR_Mainland.ESP TR_ex_nec_pl_01 Necrom (43,-11) 353263 -89077 1489 "This and the other planter could do with some more flora, to justify a caretaker for the courtyard. Alternatively, just place some sweeps around."
5/3/2012 (18:16) TR_Mainland.ESP TR_furn_shrine_Soth_cure_01 Necrom, Shrine of Safe Waters 96 -1312 -227 "Probably deserves an unique shrine, instead of just a Sotha Sil Mastery one."
5/3/2012 (18:19) TR_Mainland.ESP TR_m2_Tedril Nothro00000001 Necrom, Waterfront (42,-10) 346701 -74443 331 "Does not offer a travel service, while talking about his destinations." (necrom lighthouse, alt bosara, gorne - didn't we drop the lighthouse? And Gorne is in the next release.) I added Alt Bosara...
5/3/2012 (18:21) TR_Mainland.ESP TR_m2_Folms Omaren00000000 Necrom, Seafarer's Rest Hostel -3 -547 -126 "Has no gold for barter."
5/3/2012 (18:27) TR_Mainland.ESP TR_m3_Fathusa_Balvel00000000 Sailen (37,-16) 310103 -130168 1384 "Has every destination in brackets, as if those matter."
5/3/2012 (18:30) TR_Mainland.ESP Ex_MH_Door_01 Sailen Farmlands (38,-16) 315156 -129660 291 "No one cares if I pick this lock."
5/3/2012 (18:31) TR_Mainland.ESP Ex_MH_Door_01 Sailen Farmlands (38,-16) 317705 -129741 292 "No one cares if I pick this lock."
Assigned ownerships to these two doors
5/3/2012 (19:04) TR_Mainland.ESP TR_m3_Anise_Savil00000000 Sailen, The Toiling Guar 3898 4101 11266 "She should probably have something for sale and not buy armor and weapons."
5/3/2012 (19:20) TR_Mainland.ESP TR_m3_bk_researchnotes_c_i3-650 Sailen, Idroso Menas' House 3446 4105 14876 "These should probably be replaced with some other books, now that there is no longer a researcher here."
5/3/2012 (19:31) TR_Mainland.ESP TR_w_imp_dagger Fort Umbermoth, Interior 4534 4620 14529 "This blade does not look sufficiently sunk into the table to stand balanced like that."
5/3/2012 (19:32) TR_Mainland.ESP TR_m3_Clodian00000000 Fort Umbermoth, Shrine 4066 4291 15474 "Why is he locked into a dark shrine? Was the place designed to have the shrine abandoned?"
5/3/2012 (20:33) TR_Mainland.ESP Terrain_rocks_GL_01 Nedothril Coast Region (38,-21) 313512 -165204 499 "Landspike nearby"
5/3/2012 (20:44) TR_Mainland.ESP Flora_tree_MH_02 Nedothril Coast Region (37,-25) 310481 -203010 949 "Floating tree"
5/3/2012 (20:47) TR_Mainland.ESP TR_m3_Manus00000000 Seitur, Manus: Trader 4280 4359 15682 "Has no gold for barter."
5/3/2012 (21:13) TR_Mainland.ESP indoril pauldron right Necrom, Upper District (44,-11) 361001 -87180 1480 "This and the gauntlet are free for looting and at full health."
5/3/2012 (21:17) TR_Mainland.ESP TR_m3_Emeni Rethri00000000 Seitur, Emeni Rethri's House 185 -89 -126 "Emeni Udani is meant to replace the selected lady. This has not been implemented and thus breaks quest."
5/3/2012 (21:31) TR_Mainland.ESP EX_MH_door_02 Nedothril Coast Region (35,-22) 294496 -179136 382 "Looks as if a lock could be useful, but the hunter is standing right outside."
5/3/2012 (21:43) TR_Mainland.ESP TR_terr_WG_Cliff_02 Mephalain Mountains Region (34,-20) 282867 -163456 -639 "Less than beautiful terrain here." Tried enhancing a little...
5/3/2012 (21:44) TR_Mainland.ESP Terrain_rocks_WG_02 Mephalain Mountains Region (34,-20) 280761 -156868 2967 "Caspering."
5/3/2012 (21:56) TR_Mainland.ESP terrain_rock_wg_11 Mephalain Mountains Region (35,-20) 290771 -158242 3648 "Caspering."
5/3/2012 (21:57) TR_Mainland.ESP terrain_rock_wg_01 Mephalain Mountains Region (35,-20) 288088 -162504 1700 "Caspering."
5/3/2012 (21:57) TR_Mainland.ESP terrain_rock_wg_02 Mephalain Mountains Region (35,-20) 288319 -162681 1908 "Caspering."
5/3/2012 (21:57) TR_Mainland.ESP terrain_rock_wg_18 Mephalain Mountains Region (35,-20) 291803 -162886 2456 "Caspering."
5/3/2012 (22:37) TR_Mainland.ESP terrain_rock_wg_10 Sacred Lands Region (36,-11) 295066 -89868 3021 "I somehow managed to fall into this hole. There is a hole under the rocks." Ummmm, ok. Tried fixing.
5/3/2012 (23:28) TR_Mainland.ESP TR_m2_Relen Lloryn00000000 Mannusudipat Mine 3928 5487 9254 "This is an ebony mine. Dialogue for miners should reflect this."
5/3/2012 (23:38) TR_Mainland.ESP TR_m2_Zabul Ahalkalun00000000 Akamora, Guard Tower -461 -178 642 "Has no gold for barter."
5/3/2012 (23:44) TR_Mainland.ESP TR_m2_Laalalvo_Irano00000000 Akamora, Guild of Fighters 3770 4102 12674 "Apparently the leader of this guild hall, should she really be locked behind a door?"
Somewhat fixed by Nemon (prefers caspering, floating and bleeding)
5/3/2012 (11:52) TR_Mainland.ESP Ex_V_ban_comfort_01 Necrom, Alma Rula's Retreat 1086 -364 55 "The banner is making it impossible to access the vases and basket nearby." Killed one of them, try now...
5/3/2012 (12:00) TR_Mainland.ESP furn_de_rug_big_06 Necrom, Watch Barracks 4719 4503 14848 "The Necrom watch barracks have Temple Guards, yet pieces of Necrom Indoril armor around. Ignore the rug"
5/3/2012 (13:09) TR_Mainland.ESP ex_cave_entrance_ma_lava Necrom, Catacombs: Depths -2218 -8692 -888 "This could probably use some rocks as a staircase."
5/3/2012 (15:53) TR_Mainland.ESP TR_m2_Thadas_Erethan00000000 Hlersis, Mine 3246 6135 14865 "Asked me if I was there to see Thadas Erethan, when I asked about someone in particular."
5/3/2012 (17:16) TR_Mainland.ESP door_cavern_doors10 Dillitan Ebony Mine 2540 -1284 -23 "Does not teleport back outside."
5/3/2012 (17:52) TR_Mainland.ESP TR_m2_q_A9_3_Doril00000000 Haddadalmalu, Inner Shrine 5442 5852 10882 "This location could do with some non-random Daedra, so the scout would not have been killed by Scamps. Scamp is a wonderful modder, but he does not have it in him to slay scouts."
5/3/2012 (18:09) TR_Mainland.ESP TR_m2_Uleni Tenandus00000000 Necrom, Tenandus' Rare Books 4189 4243 15554 "Did not report the crime when I tried to sell her her copy of a book."
5/3/2012 (18:13) TR_Mainland.ESP TR_ex_nec_pl_01 Necrom (43,-11) 353263 -89077 1489 "This and the other planter could do with some more flora, to justify a caretaker for the courtyard. Alternatively, just place some sweeps around."
5/3/2012 (18:16) TR_Mainland.ESP TR_furn_shrine_Soth_cure_01 Necrom, Shrine of Safe Waters 96 -1312 -227 "Probably deserves an unique shrine, instead of just a Sotha Sil Mastery one."
5/3/2012 (18:19) TR_Mainland.ESP TR_m2_Tedril Nothro00000001 Necrom, Waterfront (42,-10) 346701 -74443 331 "Does not offer a travel service, while talking about his destinations." (necrom lighthouse, alt bosara, gorne - didn't we drop the lighthouse? And Gorne is in the next release.) I added Alt Bosara...
5/3/2012 (18:21) TR_Mainland.ESP TR_m2_Folms Omaren00000000 Necrom, Seafarer's Rest Hostel -3 -547 -126 "Has no gold for barter."
5/3/2012 (18:27) TR_Mainland.ESP TR_m3_Fathusa_Balvel00000000 Sailen (37,-16) 310103 -130168 1384 "Has every destination in brackets, as if those matter."
5/3/2012 (18:30) TR_Mainland.ESP Ex_MH_Door_01 Sailen Farmlands (38,-16) 315156 -129660 291 "No one cares if I pick this lock."
5/3/2012 (18:31) TR_Mainland.ESP Ex_MH_Door_01 Sailen Farmlands (38,-16) 317705 -129741 292 "No one cares if I pick this lock."
Assigned ownerships to these two doors
5/3/2012 (19:04) TR_Mainland.ESP TR_m3_Anise_Savil00000000 Sailen, The Toiling Guar 3898 4101 11266 "She should probably have something for sale and not buy armor and weapons."
5/3/2012 (19:20) TR_Mainland.ESP TR_m3_bk_researchnotes_c_i3-650 Sailen, Idroso Menas' House 3446 4105 14876 "These should probably be replaced with some other books, now that there is no longer a researcher here."
5/3/2012 (19:31) TR_Mainland.ESP TR_w_imp_dagger Fort Umbermoth, Interior 4534 4620 14529 "This blade does not look sufficiently sunk into the table to stand balanced like that."
5/3/2012 (19:32) TR_Mainland.ESP TR_m3_Clodian00000000 Fort Umbermoth, Shrine 4066 4291 15474 "Why is he locked into a dark shrine? Was the place designed to have the shrine abandoned?"
5/3/2012 (20:33) TR_Mainland.ESP Terrain_rocks_GL_01 Nedothril Coast Region (38,-21) 313512 -165204 499 "Landspike nearby"
5/3/2012 (20:44) TR_Mainland.ESP Flora_tree_MH_02 Nedothril Coast Region (37,-25) 310481 -203010 949 "Floating tree"
5/3/2012 (20:47) TR_Mainland.ESP TR_m3_Manus00000000 Seitur, Manus: Trader 4280 4359 15682 "Has no gold for barter."
5/3/2012 (21:13) TR_Mainland.ESP indoril pauldron right Necrom, Upper District (44,-11) 361001 -87180 1480 "This and the gauntlet are free for looting and at full health."
5/3/2012 (21:17) TR_Mainland.ESP TR_m3_Emeni Rethri00000000 Seitur, Emeni Rethri's House 185 -89 -126 "Emeni Udani is meant to replace the selected lady. This has not been implemented and thus breaks quest."
5/3/2012 (21:31) TR_Mainland.ESP EX_MH_door_02 Nedothril Coast Region (35,-22) 294496 -179136 382 "Looks as if a lock could be useful, but the hunter is standing right outside."
5/3/2012 (21:43) TR_Mainland.ESP TR_terr_WG_Cliff_02 Mephalain Mountains Region (34,-20) 282867 -163456 -639 "Less than beautiful terrain here." Tried enhancing a little...
5/3/2012 (21:44) TR_Mainland.ESP Terrain_rocks_WG_02 Mephalain Mountains Region (34,-20) 280761 -156868 2967 "Caspering."
5/3/2012 (21:56) TR_Mainland.ESP terrain_rock_wg_11 Mephalain Mountains Region (35,-20) 290771 -158242 3648 "Caspering."
5/3/2012 (21:57) TR_Mainland.ESP terrain_rock_wg_01 Mephalain Mountains Region (35,-20) 288088 -162504 1700 "Caspering."
5/3/2012 (21:57) TR_Mainland.ESP terrain_rock_wg_02 Mephalain Mountains Region (35,-20) 288319 -162681 1908 "Caspering."
5/3/2012 (21:57) TR_Mainland.ESP terrain_rock_wg_18 Mephalain Mountains Region (35,-20) 291803 -162886 2456 "Caspering."
5/3/2012 (22:37) TR_Mainland.ESP terrain_rock_wg_10 Sacred Lands Region (36,-11) 295066 -89868 3021 "I somehow managed to fall into this hole. There is a hole under the rocks." Ummmm, ok. Tried fixing.
5/3/2012 (23:28) TR_Mainland.ESP TR_m2_Relen Lloryn00000000 Mannusudipat Mine 3928 5487 9254 "This is an ebony mine. Dialogue for miners should reflect this."
5/3/2012 (23:38) TR_Mainland.ESP TR_m2_Zabul Ahalkalun00000000 Akamora, Guard Tower -461 -178 642 "Has no gold for barter."
5/3/2012 (23:44) TR_Mainland.ESP TR_m2_Laalalvo_Irano00000000 Akamora, Guild of Fighters 3770 4102 12674 "Apparently the leader of this guild hall, should she really be locked behind a door?"
Somewhat fixed by Nemon (prefers caspering, floating and bleeding)
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
My involvement as a head of exteriors has been mainly with the areas in map 3, 4 and 5 - seeing how some parts of the telvanni isles stick out like a sore thumb has irritated me during the recent error fixing effort.
I have actually CStrolled a few rounds in the north adding rocks and stuff here and there, but I don't have a good overview of the situation. I might do a little around cities and towns, but it's not my first priority.
I have actually CStrolled a few rounds in the north adding rocks and stuff here and there, but I don't have a good overview of the situation. I might do a little around cities and towns, but it's not my first priority.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
Honestly, I think we should start working on redoing Telvannis and AS before we release Heartlands. That is just an opinion though.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
I don't like the term "redoing". I'd suggest "detailing" - since my impression is it's mostly the landscaping that needs a bit of work.
Also, this needs to be said, I do somehow feel that telvanni landscapes actually needs a larger degree of emptiness than, for instance, the Lan Orethan or Thirr river region. We don't need a crapload of grass, flora and rock statics ALL over Morrowind.
How are the interiors in TL and AS? Good enough?
Also, this needs to be said, I do somehow feel that telvanni landscapes actually needs a larger degree of emptiness than, for instance, the Lan Orethan or Thirr river region. We don't need a crapload of grass, flora and rock statics ALL over Morrowind.
How are the interiors in TL and AS? Good enough?
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
Awww. I want to see the current Telvannis torn to pieces and shaped to fit in with the rest of Tamriel Rebuilt. Would give us the chance to make some more map 1 interiors as well.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
You know what? Let's rebuild Vvardenfell!! It doesn't meet the TR2012 standards either. Try "coc Vos" for an example. I think the exterior there wouldn't pass the review here. Loads of empty terrain, and too much randomness in the placing of various objects. This is not a Gothic game, where every square metre had to be filled with awesomeness (for the price of a smaller world). I'm not against more and better detailing than Bethesda did (and in an another thread I suggested the repainting of bad vertex shading in Map1/2 areas), but IMO we shouldn't treat this as an obligation. I want to see a finished Morrowind before I leave this world.Andres Indoril wrote:Awww. I want to see the current Telvannis torn to pieces and shaped to fit in with the rest of Tamriel Rebuilt. Would give us the chance to make some more map 1 interiors as well.