Author Topic: [Exterior Claim] ModTown Island Landmass  (Read 15142 times)

Melchior Dahrk

  • Moderator
  • Community Ambassador
  • *****
  • Posts: 603
  • Karma: +26/-0
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #45 on: October 05, 2015, 10:49:35 PM »
Update: ModTown 2015_MD_2015-10-05.001

Fixed pain and loss icon scripts in Melchior Dahrk's Claim
Fixed issue where having multiple Daedric icons in MD's claim would prevent progression
Reduced Dwarven Rocket Rifle damage
Dialogue corrections for Melchior Dahrk (thanks, Wretched Fetcher!)
Added path grids to MD's claim in vault
Covered visible fog markers in MD's claim
Removed Daedric walls from MD's claim
Fixed materials on wl_frame01.nif
Added vertex shading to merged buildings
Merged Moritius' Casino fixes 1 & 2
Merged bathhouse + fixes
Merged Small Common House - Moritius
Merged JohnK222's claim
Additional dialogue tweaks to casino
Fixed floating lantern by Common house 03
Raised fort so that MGE waves won't show through the floor
Raised land under the fort to cover the base of the meshes

Comment: I am looking for a lot of testers on my claim... there are 37 scripts in it to do a lot of different things. So I would REALLY appreciate some feedback on how things operate. On one hand I am terrified about how you guys can break my scripts, but on the other, I want to improve it for future players of ModTown 2015.
« Last Edit: October 05, 2015, 10:52:36 PM by Melchior Dahrk »

Melchior Dahrk

  • Moderator
  • Community Ambassador
  • *****
  • Posts: 603
  • Karma: +26/-0
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #46 on: December 04, 2015, 01:11:45 PM »
Update: ModTown 2015_MD_2015-12-04.001

Added Tower of Baelgon dungeon

Comment: The dungeon may not be 100% complete as Moritius is planning on adding some additional scripting; but it is ready for some initial playtesting / feedback.

Melchior Dahrk

  • Moderator
  • Community Ambassador
  • *****
  • Posts: 603
  • Karma: +26/-0
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #47 on: December 12, 2015, 12:00:24 PM »
Update: ModTown 2015_MD_2015-12-12.001

Merged Danjb's claim

Autoclock

  • Modder Emissary
  • *****
  • Posts: 354
  • Karma: +29/-0
  • I am the Eggman. I am the Walrus. Koo-koo-kajoob.
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #48 on: December 12, 2015, 12:10:32 PM »
Downloaded. Clicking on Danjb's link led me to a strange place for some reason...
Mod not for recognition, but for respect for the craft.

Moritius

  • Community Secretary
  • ****
  • Posts: 168
  • Karma: +13/-0
  • I'm watching you...
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #49 on: December 15, 2015, 10:14:21 AM »
Comment: The dungeon may not be 100% complete as Moritius is planning on adding some additional scripting; but it is ready for some initial playtesting / feedback.
I have no idea what to do so I do nothing with scripting and probably won't do.
"Grammar, the difference between knowing your shit and knowing you're shit"

Melchior Dahrk

  • Moderator
  • Community Ambassador
  • *****
  • Posts: 603
  • Karma: +26/-0
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #50 on: December 15, 2015, 01:34:41 PM »
I have no idea what to do so I do nothing with scripting and probably won't do.
Sorry, Moritius; I didn't mean to sign you up for something you weren't planning on doing! I was just responding to your comment in the Tower of Baelgon WIP thread where you said you could add some scripts to the artifacts I made. And I was thinking that maybe we could script in the music that Autoclock suggested.

Moritius

  • Community Secretary
  • ****
  • Posts: 168
  • Karma: +13/-0
  • I'm watching you...
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #51 on: December 15, 2015, 02:09:21 PM »
You know, I was thinking I do something extra for this but have no ideas. And, about music, I will script, I simply forgot about it :).
"Grammar, the difference between knowing your shit and knowing you're shit"

Moritius

  • Community Secretary
  • ****
  • Posts: 168
  • Karma: +13/-0
  • I'm watching you...
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #52 on: December 15, 2015, 03:27:50 PM »
Done. Probably needs some tweaks, I've tested it but not heavily, loop works. It's global script because it needs handle more than one interiors - maybe later I will merge it with town music script (when we'll decide to include it; or perhaps MD merge them? ;))  to increase preformance.
"Grammar, the difference between knowing your shit and knowing you're shit"

Melchior Dahrk

  • Moderator
  • Community Ambassador
  • *****
  • Posts: 603
  • Karma: +26/-0
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #53 on: December 15, 2015, 06:23:09 PM »
Thanks for throwing that together! I'm curious to try out my dungeon with that music... perhaps to help with performance the script could be triggered by a hidden activator when the player enters each cell?

Moritius

  • Community Secretary
  • ****
  • Posts: 168
  • Karma: +13/-0
  • I'm watching you...
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #54 on: December 16, 2015, 08:22:45 AM »
I don't think it affects preformance, I haven't noticed any issues. But I think that running multiple global scripts will affects.
At first I thought about hidden activator but music has global timer so probably it could be fucked up a bit. And, I wrote this script thinking about MCP fix - this one changing StreamMusic to be uniterrupted. So, adding activator to each interior would not work as expected.
"Grammar, the difference between knowing your shit and knowing you're shit"

Melchior Dahrk

  • Moderator
  • Community Ambassador
  • *****
  • Posts: 603
  • Karma: +26/-0
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #55 on: December 16, 2015, 09:24:02 AM »
Okay, sounds good to me. I'll test it out as soon as I get a chance then. Thanks for throwing it together, Moritius!

Moritius

  • Community Secretary
  • ****
  • Posts: 168
  • Karma: +13/-0
  • I'm watching you...
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #56 on: December 16, 2015, 04:48:25 PM »
At your service 8).
"Grammar, the difference between knowing your shit and knowing you're shit"

Melchior Dahrk

  • Moderator
  • Community Ambassador
  • *****
  • Posts: 603
  • Karma: +26/-0
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #57 on: December 16, 2015, 06:45:30 PM »
So here's something: it seems like the music played once and then reverted to the Morrowind sound track. Even when I entered the next cell in the tower it switched from a battle track to an exploration one. Is that the expected behavior?

Autoclock

  • Modder Emissary
  • *****
  • Posts: 354
  • Karma: +29/-0
  • I am the Eggman. I am the Walrus. Koo-koo-kajoob.
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #58 on: December 16, 2015, 06:54:12 PM »
You need to have the option for uninterrupted scripted music switched on in MCP.
Mod not for recognition, but for respect for the craft.

Moritius

  • Community Secretary
  • ****
  • Posts: 168
  • Karma: +13/-0
  • I'm watching you...
    • View Profile
Re: [Exterior Claim] ModTown Island Landmass
« Reply #59 on: December 16, 2015, 07:52:49 PM »
So, I fucked up something, need to revise it.
"Grammar, the difference between knowing your shit and knowing you're shit"