Author Topic: [Exterior Claim] ModTown Island Landmass  (Read 17985 times)

Moritius

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #60 on: December 16, 2015, 08:51:28 PM »
It's working now (tested; music played three times in a row before I finished testing). As I said before, it's possible it still needs some more tweaks (I'm not sure cell changing. Also, combat music... well, it can break loop but music should return ewentually. After all, it's hardcoded to be played :D.

When I tested script I've found one small issue which I've fixed in this esp. One "in_dae_pillar_tall.max" was levitating, also near it was small gap in wall, player could see eternity through it ;).

And also, I've tweaked a bit glove script and now it's not rotating when ( MenuMode == 1 ).

Edit///There's also some engine limitation with scripted music, which, I hope, will be removed with OpenMW - atm it's impossible to change some things (maybe with MSWE it's possible, I dunno). Eg player re-entering multiple times (I mean exiting and instant re-entering) can easily break script, I think.

Edit2///Removed attachment atm, need to tweak something else (or maybe rewrite script) because now it may not work properly. [OT. Also, it's 4AM here in Poland, which reminds me track: https://www.youtube.com/watch?v=Xl9lQonO_RQ [I love to listen progressive house/trance when working, it motivates me a lot]; and also I have strong desire to play HoMM 3 now :D).
« Last Edit: December 16, 2015, 09:06:13 PM by Moritius »
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Moritius

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #61 on: December 16, 2015, 11:21:50 PM »
Morrowind doesn't want to cooperate - there's still one issue, when cell changed to Twisted Passage. It's the place where music doesn't want to be looped. I have no idea how to fix it, it should work properly...

BTW. I think that Shade's Flaming Eyeball should have some other effects than Grahl's Eye because player could make potion with all those effects ;].
« Last Edit: December 16, 2015, 11:24:55 PM by Moritius »
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Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #62 on: December 17, 2015, 09:33:08 AM »
Autoclock may be right about the MCP. I thought I had the patch activated, but I will verify when I get home.

Thanks for looking at it, Moritius. And good point about the shade's eyeball... I'll take a look at the effects.

Moritius

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #63 on: December 17, 2015, 10:47:54 AM »
In first version was little bug so it played this track only once (I've made little tweak before uploading which I didn't test and it appeared to be buggy).
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Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #64 on: January 02, 2016, 10:44:33 PM »
Update: ModTown 2015_MD_2016-01-02.002

Completed Mages Guild claim. With NPCs and basic dialogue.
Added generic dialogue responses to ModTown 2015 residents.
Started implementing exterior path grid (25,46)
Removed luxury hotel and replaced with beach access

Download

DEG, forum isn't letting me upload any more files.

Darkelfguy

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #65 on: January 03, 2016, 04:40:09 AM »
Update: ModTown 2015_MD_2016-01-02.002

Completed Mages Guild claim. With NPCs and basic dialogue.
Added generic dialogue responses to ModTown 2015 residents.
Started implementing exterior path grid (25,46)
Removed luxury hotel and replaced with beach access

Download

DEG, forum isn't letting me upload any more files.

Huh, weird. Try uploading again, and let me know if it still prevents you from attaching files.
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Melchior Dahrk

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« Last Edit: January 03, 2016, 09:06:48 AM by Melchior Dahrk »

Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #67 on: January 24, 2016, 03:34:07 PM »
ModTown 2015 Update ALBUM - 2016-01-24.003

Hoping to upload this version soon. I'd like to wait and get SASS Man's claim fixed up and merged into it too. Then I will add some pictures of that claim to the album!

Hoping to work on The Knight's Tower Inn this evening.

Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #68 on: January 24, 2016, 09:44:08 PM »
Added The Knight's Tower Inn screenshots.

Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #69 on: January 26, 2016, 10:14:39 PM »
Update: ModTown 2015_MD_2016-01-26.001

Completed the beachside watering hole purveyor's dialogue
Merged in LiskoMies bookstore
Completed City Guard Fort and Tower
Completed Dippy Dorugg's Deep Dive (plus a secret area)
Added some Credit documents to the mod archive
Merged in and cleaned up Istreddify's Temple and Memorial with Drakk's Animated Memorial!
Merged in Autoclock's Smuggler's Den (added path gridding, optimized creatures)
Fixed existing and added new Northmarkers to merged interiors
Added City Guard around the city
Completed The Knight's Tower Inn
Completed the Hightown Wall

Still won't let me attach files to the forum so I will just post the dropbox link:
https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/ModTown%202015_MD_2016-01-26.001.rar

Autoclock

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #70 on: January 26, 2016, 11:07:56 PM »
Pathgridding? Well leave it to me to forget that shit. :P I don't think I've ever even done it before. Should probably start, Autotropolis is going to need it, more than likely...

And what do you mean by "optimized creatures"?
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Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #71 on: January 27, 2016, 05:21:18 AM »
I always remember it for exteriors but I sometime forget for interiors. It mostly prevents them from walking into walls and stuff as they wander. But it's especially crucial if you're going to use AITravel like I did in the knight's inn.

I think all that I did on the creatures was combine materials (there were like a thousand to combine I'm the juggernaut iirc!) And then changed some of the texture maps: dark, detail or whatever to have the NiTrilerp filter so that they don't look pixellated in game.

If those things are new to you, I can show you what I did.

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #72 on: January 27, 2016, 09:08:27 AM »
What does combining materials accomplish?
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Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #73 on: January 27, 2016, 04:20:57 PM »
What does combining materials accomplish?
Theoretically it would improve performance for that model. Though I have never tested that. The juggernaut would be an interesting case study because it's such an extreme example. But I would bet that any improvement would be small or negligible.

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #74 on: January 27, 2016, 06:38:59 PM »
Ah, I see.

Well, it didn't shrink the file size, I know that much.
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