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Messages - Moritius

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1
Modder Claims / Re: [Modder Claim] Plot #30 - Moritius
« on: April 17, 2016, 11:09:32 AM »
Back in saddle, didn't lose anything (unless I accidentaly delete something [and I was close deleting Morrowind folder because of errors :lol:]). Anyway, there are some design changes. I'm going to get rid of 'Frozen Garden' (but part with Aaken stays).
I realized I need to finish it asap instead of only working on P:C claims.

2
Modder Claims / Re: [Modder Claim] Plot #30 - Moritius
« on: April 04, 2016, 04:11:10 PM »
It's possible I lost all my data because my laptop just went die yesterday. It's probably screen/gfx but it's possible that HDD died.
It would be huge loss - 3.5 years of music works (including soundtrack for game a friend of mine is developing), nearly a year landmass mod developing, claims for P:C, ModTown and Lyithdonea and a lot of important personal data (e.g. Photos). I will see in the next week or two when I connect it via USB to another laptop/PC.

3
Open Public Building Claims / Re: [Claimed] Small Nord House - Moritius
« on: January 31, 2016, 08:33:46 AM »
I've forgotten about this claim  ;D. I will upload it asap.

4
Not a problem. In fact, I utilized script for my claim, which is used in Astral Plane, so, it was heavily tested before :D.

5
Nice tweak. I didn't do that because music should back to normal when player leave cell and current track is finished.

6
This funky music should play in this interior :D.

Use this attached to sound activator ;)
Spoiler for Hiden:
Code: [Select]
begin xyz_scriptname

float timer
short once

if ( CellChanged == 1 )
set timer to 0
set once to 0
endif

if ( GetDistance "player" >= 0 )
if ( timer == 0 )
if ( once == 0 )
StreamMusic"something\something.mp3"
set once to 1
endif
endif

set timer to (timer + GetSecondsPassed)

if ( timer >= xx ); xx is track length
if ( timer < yy ); yy is track length + 0.2-1.0, doesn't matter that much
if ( once == 1 )
StreamMusic"something\something.mp3"
set timer to 0
set once to 2
endif
endif
endif

if ( once == 2 )
if ( timer >= xx )
if ( timer < yy )
set once to 0
set timer to 0
endif
endif
endif
return
endif

end

It probably could be write better but it works so... :D

7
I will have one model for you as soon as I'll finish it :).

8
Modder Claims / Re: [Modder Claim] Plot #30 - Moritius
« on: January 02, 2016, 01:29:41 PM »
A cultist. You will see, they're involved in Aaken's acivity.

9
Modder Claims / Re: [Modder Claim] Plot #30 - Moritius
« on: January 02, 2016, 11:08:19 AM »
So far so good - I think I will finish soon (I mean this month) :).

Plot twist.


It's...

... a really big tree.

10
Modder Claims / Re: [Exterior Claim] ModTown Island Landmass
« 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).

11
Modder Claims / Re: [Exterior Claim] ModTown Island Landmass
« 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 ;].

12
Modder Claims / Re: [Exterior Claim] ModTown Island Landmass
« 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).

13
Modder Claims / Re: [Exterior Claim] ModTown Island Landmass
« on: December 16, 2015, 07:52:49 PM »
So, I fucked up something, need to revise it.

14
Modder Claims / Re: [Modder Claim] Plot #30 - Moritius
« on: December 16, 2015, 04:49:14 PM »
I will when have more of them to post ;).

15
Modder Claims / Re: [Exterior Claim] ModTown Island Landmass
« on: December 16, 2015, 04:48:25 PM »
At your service 8).

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