Morrowind Modding Showcases - Forums

ModTown 2015 => Modder Claims => Topic started by: Melchior Dahrk on June 27, 2015, 05:31:07 PM

Title: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on June 27, 2015, 05:31:07 PM
I've finished the first draft of ModTown 2015 Island. I really haven't done much with the town itself yet. I want other people to give that their own touch (mostly modder houses of course...). Please note that although I have fully placed rocks and flora, that does not mean it can't be moved or removed to make way for a modder home.

[SHOWCASE ALBUM] (http://imgur.com/a/NLdfH#0)

Fetaures so far:

1. ModTown (incomplete)
2. Faction Island (no structure yet)
3. ModTown Beach
4a. Daedric Tower
4b. Adjoining cave entrance
5. Pycave entrance for Fulgore
6. Entrance to DEG's Small Cave claim
7. Island Shrine
8. Goblin Settlement
9. Giant Goatherd

I know there has been talk of other dungeons and such. I don't have entrances yet, but those can easily be added. Either by the modders who make them or by me. I believe that Dark has done some testing on the best methods for merging exterior claims.

Looking for feedback. Good or ill.

-MD


!!!!! DOWNLOAD HERE (Updated December 29th) !!!!! (https://www.dropbox.com/s/twmun2s093wr3fm/ModTown%202015_MD_2015-12-12.002.7z?dl=0)
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on June 27, 2015, 06:37:42 PM
I am considering posting a couple teaser screenshots on the official forums. What do you guys think? I think we're getting pretty close to the point to be able to open this up to anyone interested in participating. Just a little more city planning to do.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: HangHimHigher on June 28, 2015, 05:54:46 AM
I think it looks stunning.  Having just listened to some of the recent modders' podcast with you and the other big names, I know that you appreciate constructive criticism... but I have very little for you!  Seriously, looking at the screenshots, the only suggestions I have to make the landmass better is adding a bit more rocks/foliage in some of the grassier regions like in screenshot 5, and (if possible) making the dividing lines between terrains (as seen in screenshot 10) less distinct.  Even those are me being super nit-picky and looking for things to suggest.  Really, the whole thing is great!

I especially liked the goblin settlement, the Daedric tower, and the Molag Amur/Ashlandish regions (that's like half the entire landmass, right?)!
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Istreddify on June 28, 2015, 07:04:14 AM
These look great - and the temple exterior you made reminds me how bad I am when working with exteriors (I tried to come up with something interesting, but I couldn't find an idea that would work - or wouldn't look terrible (or be completely and utterly bland)).  Speaking of that, could you fit a smallish park/garden area around the place? Would be great for those who worship more nature-orientated deities.

I am considering posting a couple teaser screenshots on the official forums. What do you guys think? I think we're getting pretty close to the point to be able to open this up to anyone interested in participating. Just a little more city planning to do.
A few of these (described as "a project that will soon be revealed") should definately spark some interest, so I'm all for it.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on June 28, 2015, 08:49:09 AM
I think it looks stunning.  Having just listened to some of the recent modders' podcast with you and the other big names, I know that you appreciate constructive criticism... but I have very little for you!  Seriously, looking at the screenshots, the only suggestions I have to make the landmass better is adding a bit more rocks/foliage in some of the grassier regions like in screenshot 5, and (if possible) making the dividing lines between terrains (as seen in screenshot 10) less distinct.  Even those are me being super nit-picky and looking for things to suggest.  Really, the whole thing is great!

I especially liked the goblin settlement, the Daedric tower, and the Molag Amur/Ashlandish regions (that's like half the entire landmass, right?)!
Yeah, I thought about the additional detail in the meadow/grazelands areas. What it really needs is some MGE-rendered grass... more rocks would detract from the theme, I feel. I wasn't sure how we all felt about generating some grass. I would be all for it, I suppose. Then we would just tell people that MGE is required to use that ESP.

I struggled with the transition between the ashlands and grassy areas especially. I mean... how do you transition from ash to grass? The vanilla game just uses rocks which wouldn't work well here. What I am considering is using one of the Grazelands grass textures as a border for the ashlands since they are yellower.
Yeah, the volcano and ashlands take up a good portion of the northern region. See this overview (https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/Screens%2005/MGE%20Screenshot%202015-06-28%2009.37.29.238.png).

Thanks for the comments!

These look great - and the temple exterior you made reminds me how bad I am when working with exteriors (I tried to come up with something interesting, but I couldn't find an idea that would work - or wouldn't look terrible (or be completely and utterly bland)).  Speaking of that, could you fit a smallish park/garden area around the place? Would be great for those who worship more nature-orientated deities.
Lol, well I wasn't sure if you were going to make one so I just pieced something together as a placeholder, just in case. I have also sketched out the streets based on the marked up screenshot you posted. But that's about as far as I plan to go with the city proper. I really don't have a vision for it. So I'm hoping someone else has some thoughts. Oh, and I was thinking about other pantheons and there're the Redguards and their Tall Papa, walkaround and all that. But I don't know how we'd really portray that here. Or if it really makes sense to do so since it has yet to make it into a game, I believe... unless ESO has something.

A few of these (described as "a project that will soon be revealed") should definately spark some interest, so I'm all for it.
That wording is perfect. I'm probably going to get some flak for working on something other than Lyithdonea or OAAB, lol. Oh well, this is a worthy cause! And my primary contribution is now 98% complete.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: HangHimHigher on June 30, 2015, 02:35:54 AM
Yeah, I thought about the additional detail in the meadow/grazelands areas. What it really needs is some MGE-rendered grass... more rocks would detract from the theme, I feel. I wasn't sure how we all felt about generating some grass. I would be all for it, I suppose. Then we would just tell people that MGE is required to use that ESP.

As in, making a separate .esp which as MGE grass functionality?  That sounds pretty cool.

I struggled with the transition between the ashlands and grassy areas especially. I mean... how do you transition from ash to grass? The vanilla game just uses rocks which wouldn't work well here. What I am considering is using one of the Grazelands grass textures as a border for the ashlands since they are yellower.

That sounds like a good idea.  Just in case that doesn't work, I guess you could try re-colouring the existing textures to make them more similar to one another?  It wouldn't make anything seamless, but it might make the difference less striking.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on June 30, 2015, 11:04:24 AM
As in, making a separate .esp which as MGE grass functionality?  That sounds pretty cool.
Yes, exactly.

That sounds like a good idea.  Just in case that doesn't work, I guess you could try re-colouring the existing textures to make them more similar to one another?  It wouldn't make anything seamless, but it might make the difference less striking.
Yeah, I'll see what I can do. Might be able to do some better blending with vertex shading too.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on July 03, 2015, 07:37:24 AM
FYI. I have NO problem with someone else tinkering around with the landmass. I know that it looks pretty vanilla right now (on account of whipping this thing up in 3-4 days...). Maybe you wanted to see a tranquil valley, huge rock spire, cascading cataracts? Just make sure you upload the update here so that if I work on more updates we don't overwrite one another.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on July 05, 2015, 04:35:57 PM
Updated the landmass file. Changelog:

Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Istreddify on July 15, 2015, 02:31:55 PM
If my CS is to be trusted, the ModTown 2015_MD_2015-07-05.001.rar file has a bad case of GMST contamination.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Darkelfguy on July 15, 2015, 04:26:52 PM
If my CS is to be trusted, the ModTown 2015_MD_2015-07-05.001.rar file has a bad case of GMST contamination.

Aye, it does, but it is kind of a work-in-progress file, plus all of the claim .esp files shouldn't have any dependencies on the landmass file, so I don't think it'll be an issue as far as claims go.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on July 15, 2015, 07:21:34 PM
Eh, still embarrassing. Oh well. Cleaning sometimes slips my mind... I need to make some dungeon exteriors anyway, so I'll try and get an update out. But I'd like to start messing around with my claim too.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on July 15, 2015, 08:06:39 PM
Updated the landmass file. Changelog:


DOWNLOAD BELOW \/\/\/
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Darkelfguy on July 23, 2015, 11:57:26 AM
Probably best to wait for Melchior to fix that in the ESM itself, since he'll probably be going through and fixing a lot of minor issues and adding in new dungeon locations in the future.

Of course, I don't think there would be a problem if you fixed it yourself, since all modder plots get merged in eventually, I doubt it'd cause an issue.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on July 23, 2015, 03:42:53 PM
Yeah, feel free to fix it yourself, I'll probably just have to fix it again in the main file as landscape changes don't merge in well. I'll try and take care of some of the worse seams myself.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on August 17, 2015, 09:31:52 PM
Update: ModTown 2015_MD_2015-08-17.002.esm

Merged sewer claim (will require remerging once revamp is complete)
Merged Common House 03
Merged MT_common_house_02_fixed
Added 14 new claims (38-51)
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius on August 18, 2015, 11:07:45 AM
Umm... I think you used wrong file for common house 02. There's MT_common_house_02_fixedv2: http://darkelfmodding.com/forum/index.php/topic,47.msg985.html#msg985
 ::)
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on August 18, 2015, 02:05:01 PM
You're right. I must have grabbed the wrong one. I could have sworn I downloaded version two... maybe I had v1 from an earlier download. But screw it, I'm not remerging. I just made the fixes Dark suggested and it'll be in the next update.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: RE101003 on August 20, 2015, 11:19:00 PM
hey there ive pretty much finished my modders plot so i was wondering 1 can i claim a second plot and 2 if so are there any left (im not picky ill take anything)
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on August 21, 2015, 12:12:19 PM
Hey there, to answer your questions: you should not claim another modder plot, but you can claim a public plot (such as an NPC home or shop). OR, you could work on a dungeon or something which I could easily add a door/portal too somewhere on the island.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Wretched Fetcher on September 11, 2015, 08:04:54 AM
The island you made is truly beautiful, Melchior Dahrk! I know we should always expect quality stuff from you, but this landmass is gorgeous! Even such temporary things as daedric fences and plot numbers look very tasteful.

Also loved the giant with mushroom insted of a club - a nice touch.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on September 11, 2015, 09:00:16 AM
Thanks! I had fun making the island, so I am glad that people like the way it turned out.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Darkelfguy on September 13, 2015, 05:57:40 PM
Hey Melchior, new version looks good, but I did notice a few issues when looking around. Apparently the sand texture used on the hourglass in Common House 03 has a bug with it, I haven't been able to figure it out on my end, so I'd just recommend deleting the hourglass on the second floor desk. Also, the trapdoors in the Merchant Hall wings aren't connected, they're supposed to connect the basement levels to the towers above them.

A few other bugs I noticed:
(http://img.photobucket.com/albums/v603/Darkelfguy/Morrowind%202015-09-13%2017-24-16-99.jpg) (http://smg.photobucket.com/user/Darkelfguy/media/Morrowind%202015-09-13%2017-24-16-99.jpg.html)
(http://img.photobucket.com/albums/v603/Darkelfguy/Morrowind%202015-09-13%2017-24-09-00.jpg) (http://smg.photobucket.com/user/Darkelfguy/media/Morrowind%202015-09-13%2017-24-09-00.jpg.html)
It seems the Imperial walls here aren't connected to anything.

(http://img.photobucket.com/albums/v603/Darkelfguy/Morrowind%202015-09-13%2017-24-40-43.jpg) (http://smg.photobucket.com/user/Darkelfguy/media/Morrowind%202015-09-13%2017-24-40-43.jpg.html)
And there's some Z-fighting I noticed right here along the wall with that building sticking out.

Anyway, just thought I'd point out those issues.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on September 14, 2015, 09:27:21 AM
Oh, thank you for this, Darkelfguy. I'll make the fixes right away and it will be included in the next revision.

edit: FYI, the issue with the hourglass was that the file path didn't have "textures\" at the front. If you're using a custom texture (i.e. not included in the vanilla BSAs), then you need to include that in the path. I've fixed it and will include in the next update.

edit2: Hey, I fixed the trap doors in the merchant hall but I noticed there's a door in the basement that doesn't lead anywhere. Do you plan to do something with that? For a quest, perhaps?
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on September 14, 2015, 01:42:08 PM
Alright. All of those issues have been fixed for the next version. Thanks again.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Drakkmore on September 14, 2015, 03:48:36 PM
Hate to point this out to you MD, but I've found a bit underwater that could use some rocks around the base where the landscaping and mesh don't quite meet up. It's on the bridge from the lower portion of Modtown, to the higher area.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on September 15, 2015, 07:49:59 PM
Hey, no worries. I appreciate you guys bringing these bugs up. However, I could not find where you're talking about... either I fixed it in a later version which hasn't been uploaded yet or maybe you should test it with a new char and w/o any other claims.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Drakkmore on September 15, 2015, 09:53:40 PM
That was with my Test character who only has MW, TB, and BM on the save, the only claim on it also is just my claim so far. I'll grab the newest landmass, and see if it's been fixed. I kind of thought I had the newest one, but I guess I might not.




EDIT: Yup I just installed the "as of 11 - 14 - 2015 file, and the CS clearly shows that you've already addressed the issue with discreet placement of rocks. :D
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on September 16, 2015, 09:03:28 AM
Thanks for bringing it up though. And don't hesitate to let me know of any other issues or potentials for improvement that you see!
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius on September 27, 2015, 06:55:40 AM
There are some spelling errors in resource names (e.g. "Blue glass b ottle").
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on September 28, 2015, 08:48:23 AM
Thanks, I'll take a look at those. I think they were merged in with someone's claim.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius on September 28, 2015, 09:57:48 AM
I think they're used in DEG claims (http://www.skyrim.pl/forum/public/style_emoticons/default/whistlingw.gif)
Ant I'm using it in bathhouse claim.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Darkelfguy on September 28, 2015, 11:27:12 PM
Oh yeah, I was using The Wanderer's .esp version of his modder resource, so any spelling errors from the original .esp would have been cloned into my Common House 03 claim as well.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on September 30, 2015, 09:40:57 PM
Update: ModTown 2015_MD_2015-09-30.001

Changed Master File name to "ModTown 2015.esm"
Merged Melchior Dahrk's Claim, Enchanter's Shop, and Gambling Den
Fixed spelling issues for Wanderer's mod pack
Fixed placement issues on ModTown bridge
Fixed z-fighting on western wall
Made fixes to Common House 02

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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Autoclock on September 30, 2015, 09:55:05 PM
I'll have to try it out tomorrow, because I have a lot of work to do tonight.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius on October 01, 2015, 02:23:52 AM
Argh, my claim was independent from ModTown esm so long, I've added dependency just yesterday...
(http://40.media.tumblr.com/3724f7da561d0c602851cf8542849ce8/tumblr_ngnl2hv1371taqj7no1_500.jpg)

Edit///I see you're using some Karpik777's resources. Sadly, this guy is no longer active, both in international and Polish community.
Edit2///I have found some unexpected bug in casino, but it doesn't apprear unless you are cheating. I mean, if you go the lowest room without condition and accidentally attack someone, you will finish in infinite dialogue loop with Jason because everybody wants to kill you. And they're pressing doors as crazy. Also, I forgotten to set wander distance to 0 for barman.

And, you have daedric walls...
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on October 01, 2015, 06:08:45 AM
Ah, dang. I remembered to remove them from the other claims but forgot my own... I haven't looked at the exterior of my claim in a few months, lol.

If you have some bugs to work out - feel free to update your plugin. I will see if I can merge it back in with no issues (I need to test this anyway).
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius on October 01, 2015, 09:48:22 AM
I have another idea because I don't want to download all file again ;). In attachment is simple fix (tweaked barman, npc position and music script now react much better due to timer tweak, added signpost). One thing, under casino main building remains a sign...
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on October 01, 2015, 10:23:52 AM
Alright. Sent myself a reminder to download and merge this when I get home. So, changes for the next version needed so far:


If anyone else notices any bugs. Let me know.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Darkelfguy on October 01, 2015, 07:18:03 PM
Haven't fully tested the new version yet, but I'm still getting a texture error from that hourglass in Common House 03. Will test around a bit more tomorrow.

Argh, my claim was independent from ModTown esm so long, I've added dependency just yesterday...
(http://40.media.tumblr.com/3724f7da561d0c602851cf8542849ce8/tumblr_ngnl2hv1371taqj7no1_500.jpg)

Edit///I see you're using some Karpik777's resources. Sadly, this guy is no longer active, both in international and Polish community.
Edit2///I have found some unexpected bug in casino, but it doesn't apprear unless you are cheating. I mean, if you go the lowest room without condition and accidentally attack someone, you will finish in infinite dialogue loop with Jason because everybody wants to kill you. And they're pressing doors as crazy. Also, I forgotten to set wander distance to 0 for barman.

And, you have daedric walls...

Eh? Karpik777 is still around, I talked to him not that long ago. He's just a bit on the downlow these days.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on October 01, 2015, 07:49:02 PM
Haven't fully tested the new version yet, but I'm still getting a texture error from that hourglass in Common House 03. Will test around a bit more tomorrow.
Let me know what you find. Maybe I didn't include it properly. I just quickly copied over all the files...
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: LadyPhoenixFireRose on October 01, 2015, 08:46:50 PM
Is there a way to change what master files my mods are using? As I'd like to move my mods to the latest master file, but I started them all with the first one.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on October 01, 2015, 09:04:22 PM
If you're using Wrye Mash, uncheck the old ESM, then load the ESP with the new ESM in the CS and save it. I think that should work.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: LadyPhoenixFireRose on October 01, 2015, 09:33:21 PM
Thanks, I'll give that a shot.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius on October 02, 2015, 08:12:30 AM
Eh? Karpik777 is still around, I talked to him not that long ago. He's just a bit on the downlow these days.
Is he? So, he only disappeared from Polish community, good to know.

If you're using Wrye Mash, uncheck the old ESM, then load the ESP with the new ESM in the CS and save it. I think that should work.
If you don't have issues with Wrye Mash (mine doesn't want to work :D). And, with TESDTK it f**ed up a bit (I mean I can't open file in CS).
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on December 12, 2015, 12:00:24 PM
Update: ModTown 2015_MD_2015-12-12.001

Merged Danjb's claim
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Autoclock on December 12, 2015, 12:10:32 PM
Downloaded. Clicking on Danjb's link led me to a strange place for some reason...
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius 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 :).
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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?
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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!
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius on December 16, 2015, 04:48:25 PM
At your service 8).
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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?
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Autoclock on December 16, 2015, 06:54:12 PM
You need to have the option for uninterrupted scripted music switched on in MCP.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius on December 16, 2015, 07:52:49 PM
So, I fucked up something, need to revise it.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius 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).
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius 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 ;].
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Moritius 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).
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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 (https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/ModTown%202015_MD_2016-01-02.002.7z)

DEG, forum isn't letting me upload any more files.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Darkelfguy 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 (https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/ModTown%202015_MD_2016-01-02.002.7z)

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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on January 03, 2016, 09:03:52 AM
Yeah, when I try to attach the file it loads it up and then goes to post a new topic instead.

Pictures of new beach access to replace the old hotel location:

http://darkelfmodding.com/forum/index.php?action=gallery;sa=view;pic=162
http://darkelfmodding.com/forum/index.php?action=gallery;sa=view;pic=163
http://darkelfmodding.com/forum/index.php?action=gallery;sa=view;pic=164
http://darkelfmodding.com/forum/index.php?action=gallery;sa=view;pic=165
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on January 24, 2016, 03:34:07 PM
ModTown 2015 Update ALBUM - 2016-01-24.003 (http://imgur.com/a/5xcDh)

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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on January 24, 2016, 09:44:08 PM
Added The Knight's Tower Inn screenshots.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Autoclock 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"?
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Autoclock on January 27, 2016, 09:08:27 AM
What does combining materials accomplish?
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk 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.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Autoclock on January 27, 2016, 06:38:59 PM
Ah, I see.

Well, it didn't shrink the file size, I know that much.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on January 29, 2016, 10:22:17 PM
Update: ModTown 2015_MD_2016-01-29.001
Merged in SASS Man's claim
Added path gridding to Hightown area
Added access to top of wall in Hightown
Assigned the MT Region to the Creatia Island
Made Temple non-sleepable
Completed Lighthouse
Fixed broken "Little Advice" topics

Download: https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/ModTown%202015_MD_2016-01-29.001.rar
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Autoclock on January 29, 2016, 11:28:03 PM
Lighthouse interior looks great, and I love what you did with the caretaker. Or TO him, rather. :D
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on January 29, 2016, 11:34:45 PM
Thank you! Seemed like a good excuse to use those functions. ;)
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Autoclock on January 30, 2016, 12:02:07 AM
Yeah, those don't show up often, if at all. They're extremely situational, like speaking French, but only knowing how to say: "I'll have the calamari, with some chardonnay, please." Not much mileage there. :P
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on March 19, 2016, 12:35:58 PM
Update: ModTown 2015_MD_2016-03-19.001

Download: https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/ModTown%202015_MD_2016-03-19.001.7z

Note: Feel free to test this out to see if you find issues in any of the claims!
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: the SASS Man on May 15, 2016, 04:04:15 AM
"Issues with the claims"

There is a problem with the dialog for the Lighthouse.  One line of dialog is not properly filtered for the lighthouse keeper.  Simply selecting that line will correct it, however.  I can't remember exactly which line of dialog it is--the last line in the group of dialog entries, I think..."Would you like to hear about the Lighthouse" or something to that effect.  You are offered a "Yes/No" choice, and then cannot get out of it.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on May 16, 2016, 07:26:03 AM
I'll look into it, thanks SASS Man.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on June 22, 2016, 09:20:59 PM
I'm going to upload this latest merged copy in case I need to disappear again.

Update: ModTown 2015_MD_2016-06-22.002


Download: https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/ModTown%202015_MD_2016-06-22.002.rar

Notes: this version has a couple open issues on Bagel's claim (http://darkelfmodding.com/forum/index.php?topic=241.msg3079#msg3079). I've done some minor testing of all the new claims and everything looks good overall.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: MattTheBagel on June 22, 2016, 09:30:43 PM
hmm, I'll get to fixing those issues.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on August 02, 2016, 07:24:54 AM
So the last update merged in a bunch of claims. I know a couple more since then have been sent to me. I am going to try and compile the list here so that I don't lose track of any because I am planning on just merging them all once claim submissions are closed. Can you guys help me out and see if I have missed any?

Chaka ZG - Ready for me to test it out and then merge (sent via Dropbox)
Danae - Ready for merging / bug-testing
Lefok - ready for merging / bug-testing
Danjb - ready for re-merging / bug-testing
MattTheBagel - ready for re-merging / bug-testing (sent email - plot 45)
OrinDac - ready for merging / bug-testing (sent via email)
Tizzo - ready for merging / bug-testing (sent via email)

Drakkmore - in process (not ready for merging)
broder_fisk - in process? (received email with WIP version)

A note for those reading this: minor edits to a claim post the deadline can probably be handled by me rather than bothering with re-merging a claim. Especially things where you can tell me exactly what to do like adding a dialogue topic or editing a script.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on January 24, 2017, 04:46:10 PM
Update: ModTown 2015_MD_2017-01-24.002


Download: https://drive.google.com/open?id=0B2ScXXuXhFD7MFBlb3JEYWd2dmM
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Drakkmore on January 25, 2017, 02:04:58 PM
I haven't done anything else with my plot Melchior. You can go ahead, and merge it.
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on January 26, 2017, 10:50:37 PM
I haven't done anything else with my plot Melchior. You can go ahead, and merge it.
Okay, very good! I will get it merged in then!
Good to see ya Drakk. :)
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on February 20, 2017, 06:51:49 PM
Update: ModTown 2015_MD_2017-02-20.001


Download: https://drive.google.com/open?id=0B2ScXXuXhFD7WGFfM1pXU2dySHc
Title: Re: [Exterior Claim] ModTown Island Landmass
Post by: Melchior Dahrk on February 20, 2017, 11:23:37 PM
Update: ModTown 2015_MD_2017-02-21.001


Download: https://drive.google.com/open?id=0B2ScXXuXhFD7RE93TGJ2WE44OFE