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Posted: Wed Feb 06, 2008 3:56 pm
by Magelord648

Posted: Thu Feb 07, 2008 4:35 pm
by Greg.
Gregele? I thought you were keeping in "in lore"... :p

Posted: Thu Feb 07, 2008 4:41 pm
by Magelord648
I went to the trader in Tel Ahrun and changed the first syllable of his first name.

Posted: Sun Mar 02, 2008 4:08 pm
by Magelord648
Over the weekend I've been thinking about an idea of Tamriel rebuilt compatibility. Through some fancy scripting the mod could detect if the player is running TR. If they are, the player is sent on quests to the mainland and if no, Fast Eddie goes. An example of this would be to retrieve the Silt Strider from the Sadas plantation near Port Telvannis the Telvanni capital. The mod would be in no way dependant and would run fine without TR.

Opinions?

Posted: Mon Mar 03, 2008 6:01 am
by Greg.
Would you have 2 .esps then? A TR and a non-TR one?

Posted: Mon Mar 03, 2008 11:37 am
by Magelord648
Nope. I would use scripts to check for the mod and dummy NPCs for dialogue.

Posted: Fri Mar 28, 2008 3:24 pm
by Anaxtheoz
Erm..

Is this mod still in development, Mage? Been a few weeks since the last post... just wondering. :)

Also you mentioned very early on in this thread a book that boosts enchanting, what are your ideas on how this would work? If i knew how to post an attachment i'd show you what took about 30 seconds to whip together, although it's a little underdeveloped in my opinion, but it's operable, and it's simple.

Posted: Fri Mar 28, 2008 4:31 pm
by Anaxtheoz
Spam is bad... shouldn't spam... really sorry. This esp is inccorect, funnily enough what took 30 seconds to make went through stages of progression, but ended up back where it started. However, it wasn't really where it started... it was somewhere else. I'll re-post again, the file i intended to post (Sorry about the spam) :( :(

Posted: Fri Mar 28, 2008 4:49 pm
by Anaxtheoz
Stumbling to the finish line... anyway.... this was only an initial look at it. I considered putting more into the script to stop people from spam clicking the activator (which really changes nothing, as it doesn't stack, just because im anal like that), but after playing for a while, and already being up all night (It's 10am), i decided not to do so.

Posted: Fri Mar 28, 2008 5:01 pm
by fable
Please use Edit Post in the future to contain everything in one post. Thanks.

Posted: Sat Mar 29, 2008 3:13 pm
by Anaxtheoz
Please use Edit Post in the future to contain everything in one post. Thanks.
I did attempt that... it wouldn't allow me to edit the uploaded file.

Posted: Sat Mar 29, 2008 5:24 pm
by fable
Anaxtheoz wrote:I did attempt that... it wouldn't allow me to edit the uploaded file.
Just drop me a private message, a PM, if that happens again, and you want an uploaded file removed from a message. As long as it doesn't happen frequently, I'll be glad to help out.

Posted: Mon Mar 31, 2008 8:43 am
by Magelord648
I have the enchant book sorted. Search for Arch-Mage's quarters on PES to see how it works. I haven't been posting because I have no internet at the moment and I have to post from my Nan's house when I go there.

Posted: Tue Apr 01, 2008 7:24 am
by Darethian34
Hey dude, really cool, definently better than something i could ever create, but have you thought to make it look like Aryon's Fortress, you know with the fort walls and stuff?

Posted: Tue Apr 01, 2008 9:14 am
by Anaxtheoz
=] Awesome Mage, feel free to post any ideas you're thinking of when you have access to the internet.

Posted: Tue May 06, 2008 3:55 pm
by Magelord648
I did some before and afters with the outside. It's not finished yet but I doubt it'll get any bigger.

http://i70.photobucket.com/albums/i96/c ... before.jpg

http://i70.photobucket.com/albums/i96/c ... _after.jpg

Posted: Tue May 06, 2008 5:26 pm
by Greg.
Looks quite big now ML

Posted: Fri May 09, 2008 12:40 pm
by Magelord648
It's not too big though is it. I think I've added all I need to but one or two more buildings might spring up.

The guilds I've got so far are;

Theives' Guild(in the tavern)
Tribunal Temple
Mages' Guild
Fighters' Guild
Morag Tong

All will have quests for members

The trades are;

Alchemist
Smith
Trader (Plus a small market underneath)
A Farmer with a couple of Guars

There are also some more houses, a silt strider, a tower, some barracks/prison and a watch tower

Anything else people want?

Posted: Sun Aug 31, 2008 3:44 am
by Magelord648
Well I've resumed work after a break to actually play some of my games.

I've not done anything worthy of screenshots. I've just been rooting up the dungeon to make those long passages you'll have to delve down at least once or twice a bit more unique. It drives you crazy in testing. Stone... stone... stone... oooh a corner.... oh, just more stone...

But now there's roots and mushrooms making the journey a lot more varied. Hopefully more screenshots soon.

Posted: Sat Oct 04, 2008 10:10 am
by lifeishell91
How about adding a quest that one of the local alchemists can send you on to create a powerful potion that would cause magicka regeneration? They would use respectful dialogue as well of course, simply saying that they'd do it for free, but they are too weak to fetch the ingredients themselves. However there is already a mod out there that gives you magicka reg. without a quest, you just have it from the beginning. So I don't know how anxious you'd be to make the quest.

Another possibility would be an uber-spell that a spell merchant could make for you, requiring that you retrieve certain parchments and tomes of magicka around Vvardenfall, to summon a permanent creature that stay alive constantly. It would be useful if you could change the distance by which they follow you to just a few paces behind and to the side, so that when you run, they start running immediately, when you walk they walk. They don't trail somewhere behind but rather much closer.

It might be unrealistic for it to be a spell that you can cast anywhere, but maybe there could be a summoning room in the tower where you could summon them (along with other requirements): to keep the summoning realistic, we could say the spell would be on your spell list, and that you can scast it, but the creature would only appear if you were standing behind an altar with specific ingredients on the altar. You then cast the uber-spell (maybe a new animation if you're up to it) and the creature arrives.

But then maybe you'd have to get the alchemist, enchanter, and spell-merchant to have meetings in you're summoning room to discuss how you're to go about this (when you've just asked them to help you with this) and so on... A real role-playing kind of quest. Where maybe on of them plans on having the spell backfiring and killing you... etc. A True Telvanni Tale.


Just a couple of ideas...