Mournhold-> How is it going to be an exterior cell?

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

Xerox
Member
Posts: 64
Joined: Fri Jan 23, 2004 12:47 am
Location: Depends... What day of the week is it?

Mournhold-> How is it going to be an exterior cell?

Post by Xerox »

I was replaying Morrowind with my new char....

....and an idea of a brick just hit me smack in the face: Mornhold -> ALL OF IT is an INTERIOR CELL.
So hows it going to work? Will who ever claimed that cell just rebuild the city? -> Also the walls, are one sided... eg.Palace cortriard, if you could place it so you could se outsde of it, you will see right through the wall! So you can't just create a giant wall arround the cell were mornhold is suposed to be... also how will levetation work? aka, i like to fly, Levetate spell is a hot key in my game, infact, if I could Id create permentent effect, SO, I fly towords Mornhold and ....What happens, do I go "smack" on the ground after getting "sorry but Almalexia, having her period recently doesen't want you to float higher then her head (official statement from bethresa) "
or do I see a Huge Gray emptiness....
Last edited by Xerox on Fri Feb 13, 2004 12:22 am, edited 1 time in total.
Eraser
Developer Emeritus
Posts: 1377
Joined: Thu Aug 21, 2003 10:53 am
Location: New York

Post by Eraser »

Everybody asks this question ;)

In Almalexia where mournhold is supposed to be in the center of, there will be a mock exterior just like mournhold, but it will be blocked off by invisible statics to prevent the player from going in.

The gates of Symacchus will be unlocked and you'll be able to enter/exit the city throught those.
"There is no dark side of the moon really. Matter of fact, it's all dark."
Xerox
Member
Posts: 64
Joined: Fri Jan 23, 2004 12:47 am
Location: Depends... What day of the week is it?

Post by Xerox »

Ok, I get it, but how are you going to handle the walls? they are still se through...

so whos doind Alamalexia?
Last edited by Xerox on Fri Feb 13, 2004 2:25 am, edited 1 time in total.
Eraser
Developer Emeritus
Posts: 1377
Joined: Thu Aug 21, 2003 10:53 am
Location: New York

Post by Eraser »

hmm maybe i wasn't clear on this, mournhold will still be the tribunal interior and work just like it, only the gates won't be locked, and would teleport to our city. nothing would be seethrough
"There is no dark side of the moon really. Matter of fact, it's all dark."
Xerox
Member
Posts: 64
Joined: Fri Jan 23, 2004 12:47 am
Location: Depends... What day of the week is it?

Post by Xerox »

No, man I got you the first time... it Just:
How are you gonna have a gate into mornhold, without walls?, what there is going to be a giant gate in the midle of nowere? You know what I mean?

The walls that form cortriards in morhold, are see-through on one side (facing towards Alamalexia)

So think of this like this:

'-' are walls
':" are the interior
'<-" direction and position of the player

/----------------\
|:::::::::::::::::|
|:::::::::::::::::|
|:::::::::::::::::|
|::God's Reech:| <-
|:::::::::::::::::|
|:::::::::::::::::|
\----------------/


If you look frm this way YOU can see right through the wall.

So the walls ARE see trough on one side and the way they are shaped prevents building a decent looking outer wall for Alamalexia,

I think its just lazines/rush on Betheresa's part, they havent textured/ meshed the outer wall thinking that no one will see it (makes sense) but for us its a bitch.
Last edited by Xerox on Fri Feb 13, 2004 3:15 am, edited 1 time in total.
User avatar
STH
Member
Posts: 26
Joined: Tue Feb 03, 2004 1:20 pm
Location: Germany
Contact:

Post by STH »

i think it would be the following way:

if you enter the door in almalexia (exterior), you will be teleported into mournhold (interior)

if you want to leave morunhold, you active the interior door and you will be teleported to the exterior cells

we are using the door in mournhold which is blocked in the plaza.

around the exterior door of almalexia is a wall to show the player that is is the "tribual externtion" wall. this wall is then surrounded by invisible walls, so you don't have a change to take a look into mournhold from the exterior.

in the mournhold area (the trib expansion) you cant't walk throuh the walls, so you will never see the other side.

from almalexia, you will also never see the other side (trib. expansion)

we are blocking the player's view and teleport from interior to exterior cells and vice versa


the only thing in the trib. expansion, in my opinion, which is gonna be changed is the door-sccript, i. e. remove the script and give it teleport location.
Last edited by STH on Fri Feb 13, 2004 5:16 am, edited 1 time in total.
if in danger, if in doubt,
run in circles, scream and shout
Anonymous

Post by Anonymous »

No one is answering Xerox's question... I'll take a stab at it with my limited knowledge. The walls will be turned around so that the visible part shows on the outside in the exterior mock-up of Mournhold, and left normally in the interior so that the invisible part is always facing away from the player.
Seran
Developer Emeritus
Posts: 212
Joined: Thu Aug 21, 2003 11:11 am
Location: On some deserted island beyond the sea of ghost
Contact:

Post by Seran »

sorry.. haven't seen this
The static that are used inside the mournhold interior.
Has been taken and been double sided.
Kothloth did this and he's in charge of Amalexia.
He made lots of other new statics also.
A new indoril wall system, etc.

The idea whit the innercity is that you'll have to go trought the teleport in Ebonheart to get to it.
Maybe a secre t entrence.
But you can't go trough the gates or fly over it.
If you don't bother with your past history. How do you know where your currently at? It's past what makes us who we are. And who we will be. Ignoring that, is ignoring who we are and where we're going.
Xerox
Member
Posts: 64
Joined: Fri Jan 23, 2004 12:47 am
Location: Depends... What day of the week is it?

Post by Xerox »

thanx, that what I was asking... i gues you guys fixed the tower too... since they were 3 sided....
av01d
Member
Posts: 112
Joined: Thu Jan 29, 2004 7:09 pm
Contact:

Post by av01d »

if i remember right, mournhold lacks a roof.

so if the player levitates over the walls wat will he see?

EDIT: i mean he levitates over the walls from the outside. he will see an empty shell will he not? so i think we will have to cover it up somehow....
Last edited by av01d on Sun Feb 15, 2004 9:25 am, edited 1 time in total.
"Um, I already gave my best"
"And that I have no regrets at all"

Lore: http://www.williamhung.net/
User avatar
Valkyre
Posts: 0
Joined: Mon Feb 09, 2004 2:52 pm
Location: cologne, germany

Post by Valkyre »

mournhold HAS been added to the exterior cell, but there will be a invisible roof over it. So when you levitate you can see the whole city, but you can`t reach it. The only way to get in is to go through the gates, whitch teleport you to tzhe interior-mournhold.
thats what i understood^^
Eraser
Developer Emeritus
Posts: 1377
Joined: Thu Aug 21, 2003 10:53 am
Location: New York

Post by Eraser »

Wait a second seran, you mean we aren't going to unlock the gates in mournhold to let players through? It's just one small change to bethesdas work to allow transportation, it wouldn't break any other mods/quests.
"There is no dark side of the moon really. Matter of fact, it's all dark."
User avatar
Kothloth
Developer Emeritus
Posts: 886
Joined: Thu Aug 21, 2003 11:33 am
Location: Beppu, Japan
Contact:

Post by Kothloth »

It is possible that it may be like how Seran said too. And it would be quite cool, I think. You'll be stopped at the front gates of Mournhold in Almalexia, not to be allowed to get inside. Like a forbidden city, and the only way inside would be through Ebonheart.

The reason to why it may be like this, is simply because in Tribunal, MH is isolated from the outside and the story reflects this. If you could access MH from Almalexia, you could also start the Tribunal mainquest *before* the events in Vvardenfell (with the dark brotherhood) starts. Which would mean that you'll be in Mournhold, hunting for the ones who tried to assasinate you when this hasn't happened yet.

A solution could be that the gates open when the mainquest is finished though. That wouldn't mess up a lot I think, however, I think it's quite nice to have the player stopped at the maingates. This way, it would feel extraordinary to be teleported inside from Ebonheart.

Anyways, this is the forth topic concidering this the past three months or so. Perhaps we should just make it a sticky in the Map 3 area? :P (Where the same topic has been discussed several times)
User avatar
Nairb
Developer
Posts: 260
Joined: Sat Jan 24, 2004 2:29 am
Location: Northen OH

Post by Nairb »

um i dont like the idea of locking the player outside. when you teleport into the city you teleport right next to a guard.
Hold on sec, my keyboard is sliding off the desk, i gotta catch it b4 it jnkgdnldnl
Yinnie
Developer Emeritus
Posts: 556
Joined: Thu Aug 21, 2003 11:32 am

Post by Yinnie »

As my Lord Captain commands..

Moved to Map 3.

Yinnie.
shadowmoon
Member
Posts: 76
Joined: Sat Feb 21, 2004 12:34 pm
Location: Draenor, England

Post by shadowmoon »

are we going to hide easter eggs in the space where exterior mournhold would be? that would be funny
Dermatalogically Tested
On Animals
User avatar
Kothloth
Developer Emeritus
Posts: 886
Joined: Thu Aug 21, 2003 11:33 am
Location: Beppu, Japan
Contact:

Post by Kothloth »

:P

Nah, that just add to the clutter we need for the Almalexia fps... ;)
Karniest
Member
Posts: 1
Joined: Thu Nov 27, 2003 12:54 pm

Post by Karniest »

Do you need tribunal expansion to run this Mod, as the scripting would be available if u only had Bloodmoon at aguess.

That would be pretty wierd to get into Mournhold through the gates without having tribunal you would just be in an empty space, that is if it didn;t crash.

I know u have thought of this and would just guess that the mod cant be run without both expansions, am i right?
Anonymous

Post by Anonymous »

Yeah, You need both expansions :)
User avatar
Kothloth
Developer Emeritus
Posts: 886
Joined: Thu Aug 21, 2003 11:33 am
Location: Beppu, Japan
Contact:

Post by Kothloth »

Indeed. You wouldn't get a lot our of your experience if you lacked all of the MH buildings :P (the ones we use for indoril cities)
User avatar
Hermit
Developer Emeritus
Posts: 2373
Joined: Fri Oct 17, 2003 8:59 pm
Location: The North German plains

Post by Hermit »

Besides, both are fun to play, too! :D
Elder Mod.

For now, I'm sleeping in my lightless city beneath the waves.

But someday ... I will be back.

Fthagn.
Walt[FT]
Member
Posts: 90
Joined: Thu Mar 25, 2004 6:50 pm
Location: Russia
Contact:

Post by Walt[FT] »

What the final resume :?:
Lost in a dream
I'm under spell
of this sunny magic LAND!
(Rhapsody about our project. he-he)
we SHALL HAVE PEACE!!! (Teoden of Rohan)
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

The mournhold "area" for the exterior will just be one big round wall, with no levitating , as far as I remember... But the core decides, not I.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
User avatar
Garriath
Developer Emeritus
Posts: 402
Joined: Wed May 26, 2004 1:34 am

Post by Garriath »

First of all, I realize that this post is somewhat unused.
shadowmoon wrote:are we going to hide easter eggs in the space where exterior mournhold would be? that would be funny
Please, I beg of you, don't do this. The website advertises making Tamriel 'like Bethesda would have' (or somesuch thing.) You're obviously going to great lengthes to fit in with all of the lore. However, stuff like this might very well ruin it.

Take the Sword of Perithia mod. It's a huge mod, with its own world and plot, etc. I was delighted when I downloaded it. However, not even after the first few hours playing it, I my attention started to drain. There were so many easter eggs, comic references, etc., that I simply couldn't focus on the world enough to enjoy it. I never even finished the mod.

This mod has the possibility of being great. A world where the gamer feels as though he/she's actually in Tamriel, and not a game meant to represent Tamriel.

((By the way, I just joined TR and will likely only start cracking on working and stuff in a week or so. Things are just winding down for me, but I plan to help as best I can.))
User avatar
Kothloth
Developer Emeritus
Posts: 886
Joined: Thu Aug 21, 2003 11:33 am
Location: Beppu, Japan
Contact:

Post by Kothloth »

Don't worry, I don't think that line actually was more then a hasty thought
Prowler
Member
Posts: 77
Joined: Tue Nov 25, 2003 5:41 pm
Location: Bedadras, city of dreams.

Post by Prowler »

So to summarize;

Mournhold
-Exterior only consists of a ring wall, not allowed to levitate in the area around the city so you cant see what is on the otherside of the wall. (nothing)

-Interior can only be accesed by the great gates or by teleportation from Ebonhart.

Correct?

Possible problems
-The scrolls of Icarus Flight
-Fortify jump potions
-Some one levitating up verry high and useing slowfall to fall in the no levitation area.

You can strip these effets when a player gets close but if he drops death in side MH we still have a problem. (Just levitate up higher and you'll just fall in the right direction)

/edit

The solution is quite easy. Push the player away, when he is high move him faster.

Added a script whit extencive explantion direction, tell me if you like the idea, then ill get the syntax errors out.
"Our vision is to recreate Tamriel in a way truthful to how Bethesda Softworks would have wanted it to look like by using TES lore."
Prowler
Member
Posts: 77
Joined: Tue Nov 25, 2003 5:41 pm
Location: Bedadras, city of dreams.

Post by Prowler »

I think I got something that works, push the player away, when he is high move him away faster.

Added a script whit extencive explantion and direction, tell me if you like the idea, then ill get the syntax errors out.
Attachments
TR_02o_MH_kickscript.doc
Script to keep player from levitating in a circle around MH and preventing him to get over the walls
(24 KiB) Downloaded 130 times
"Our vision is to recreate Tamriel in a way truthful to how Bethesda Softworks would have wanted it to look like by using TES lore."
User avatar
Kothloth
Developer Emeritus
Posts: 886
Joined: Thu Aug 21, 2003 11:33 am
Location: Beppu, Japan
Contact:

Post by Kothloth »

First, sorry for the late reply.

Anyways, this seems like a good solution. I havn't tried it out yet, but I'll check it out. Thanks for doing this work even without us having to ask you first :P
User avatar
Inferno_str1ke
Member
Posts: 1284
Joined: Thu Aug 21, 2003 11:25 am
Location: Manchester, UK
Contact:

Post by Inferno_str1ke »

The reason I claimed Almalexia as soon as it became available was that i had already made Mournhold an exterior cell. I used new meshes that Veet made me for the walls, and it all looked very good. What I did was miss out the door links and NPCs and sounds. When the player was levitating in, they would reach a point where they would be teleported to the interior, almost seemlessly. The same worked going out. Unfortunately when we begn building Almalexia around this the fps went too high due to every single part of Mournhold being an object. So we decided to use some sort of script to stop the player geting over the walls, and then put just a few buildings on the inside to show above the walls - the player in Almalexia sees what they should be able to of the Mournhold interior. but we wont let them get high enough to dispel the illusion. The gates will be opened once you have a)killed the Dark Brotherhood leader or b)once the ash storms have stoped

And that script is a good idea Prowler, thanks for the work.
M1ke
User avatar
Inferno_str1ke
Member
Posts: 1284
Joined: Thu Aug 21, 2003 11:25 am
Location: Manchester, UK
Contact:

Post by Inferno_str1ke »

now we have a release of the latest version, I will add the script, and test it to make sure there are no gaps. If it turns out that the player would go just high enough to see inside the city proper, ill add some texturing and statics to make sure this isnt a problem.
M1ke
User avatar
Violent_J
Member
Posts: 48
Joined: Sat Jun 26, 2004 10:46 pm
Location: Austria
Contact:

Post by Violent_J »

I think u found a very good solution for the Mournhold problem:

My question is are there any screenshots available from the rest of almexia?
We will never die alone Juggalos will carry on swing our hatchets if we must each and every one of us.

MCL to all the Juggalos out there!
User avatar
Kothloth
Developer Emeritus
Posts: 886
Joined: Thu Aug 21, 2003 11:33 am
Location: Beppu, Japan
Contact:

Post by Kothloth »

Simply download it in the Almalexia thread in this forum. There are not screenshots availible.

Though the script Prowler made seems to be quite the good solution already, please state your idea. It might be something even better :P (And better do it before we actually add the final touches to the claim ;) )
User avatar
Sucineri
Member
Posts: 7
Joined: Fri Jul 23, 2004 11:02 am
Contact:

Post by Sucineri »

I'd say turn whatever script off that is keeping you from flying after Almalexia is dead since her powers wouldn't be holding the effect anymore. Not before.
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

Sucineri wrote:I'd say turn whatever script off that is keeping you from flying after Almalexia is dead since her powers wouldn't be holding the effect anymore. Not before.
The problem with that is that it will still need to push people away from Mournhold so that they can't see over the top of the wall and realize there's nothing inside.
User avatar
Sucineri
Member
Posts: 7
Joined: Fri Jul 23, 2004 11:02 am
Contact:

Post by Sucineri »

Hrm..would it be possible to actually put the building in so you can see all of mournhold from the air? Maybe use generic npcs or even mannequins standing in the typical places where the npcs tend to be..and then when you are within a certain distance from the top of the wall you are blown away or something?

Maybe a see-through invisible dome on the wall so that you could stand in the air above mournhold, but you just can't get in?

That's prolly would I would do if I know anything about doing stuff like this :)
User avatar
Kothloth
Developer Emeritus
Posts: 886
Joined: Thu Aug 21, 2003 11:33 am
Location: Beppu, Japan
Contact:

Post by Kothloth »

Heh, the same discussion over and over again :P

For the eleventh time, no, that procedure would steal FPS but anyways since you can't levatiate in Mournhold even after Almalexia is dead, aswell as you keep the powers Almalexia blessed you with, the magics probably didn't disappear because the god isn't alive anymore. In which case, I'll probably just resort to put a huge block of invisible walls over the area anyways. It's simple, doesn't take the slightest FPS and it does the job.
User avatar
Zalzidrax
Developer
Posts: 898
Joined: Wed Dec 03, 2003 7:26 am
Location: Bothell, WA

Post by Zalzidrax »

What is someone makes a really really big jump spell and jumps high enough to see in?
User avatar
Kothloth
Developer Emeritus
Posts: 886
Joined: Thu Aug 21, 2003 11:33 am
Location: Beppu, Japan
Contact:

Post by Kothloth »

The invisible wall will take them aswell.
User avatar
Inferno_str1ke
Member
Posts: 1284
Joined: Thu Aug 21, 2003 11:25 am
Location: Manchester, UK
Contact:

Post by Inferno_str1ke »

you're only going to see its fake if you cheat - in which case you deserve to have your dreams crushed
M1ke
Anonymous

Post by Anonymous »

well said lol
Locked