Page 3 of 3
Posted: Sat Dec 14, 2002 2:36 pm
by rnrules
cjdevito, I have to ask, what weapon do you have? It kind of looks like a banana
Posted: Sat Dec 14, 2002 3:19 pm
by cjdevito
Heh. Second person to ask that exact same question. It's the uber-weapon you get for completing Tribunal.
Posted: Sat Dec 14, 2002 5:30 pm
by rnrules
Are there any challenges after beating the main tribunal quest? Or is it kind of like morrowind? (Except for killing Vivec) and by challenges I meat combat challenges
Posted: Sat Dec 14, 2002 10:11 pm
by cjdevito
Okay, Kam and anyone else who wants to give it a spin....
http://advancedaquarist.com/cjdevitotemp/order.esp
This version has the entire 'join the guild' quest implemented (dialogue/journal entries/items), has the guild itself (faction coded) and the areas neccessary to visit to complete the join quest.
What it does NOT have:
1. Any quests beyond joining
2. "Polished" text for dialogue/writings. I don't have my notes with me (I didn't anticipate having this much luck this quickly), so I had to rely on memory and quickie versions of much of it, just to get it in for now. Expect all of it to be refined a bit later.
What I'm looking for in terms of specific criticism:
1. Lighting, in all new areas.
2. ANY scripting error messages you may get. I get none, but you never know.
I'm aware of several typos needing to be fixed. Those you don't need to call to my attention.
To start the quest, ask around in Balmora for 'latest rumors' and you'll eventually get one about a madman who was laughed out of town for claiming to be lich......
[Edit: Uploaded a newer version of the file, one that -does- have all guild-related dialogue on the guild NPC, but still has no further quests. Also did my best to to give the second dungeon more of an "Indiana Jones" feel by giving it the closest equivalent in Morrowind I could find to the boulder that rolls down the corridor after Indy....

]
Posted: Sun Dec 15, 2002 7:21 am
by Kameleon
Cheers, now I'm home from university I'll be online less, but I'll try out the mod and get back to you tonight hopefully

Posted: Sun Dec 15, 2002 2:07 pm
by Kameleon
OK, firstly I have to say nicely done, the feel of the mod so far is excellent. But there are a few points I'd like to bring up. These will be spoilers for anyone who hasn't played the mod, so if you want to wait until it's finished, I'd advise not reading.
1) When I kill what's-his-name in the cave, and get the note, what incentive do I have to attempt to become a lich, apart from curiosity? I could be role-playing a fairly good-aligned fighter who has no love for the Temple, but who would be ideal for the faction and vice-versa. Why would this character, knowing anything at all about liches, want to become one? Even playing this through, I wasn't sure that actually going to the tomb was the right thing to do, so I went to the Manor before I realised it was the only course of action.
2) I don't know if you attempted to implement what you mentioned finding re: a door that is impossible to open without the key, but I thought I'd let you know that my amulet of Open 100 had no problems whatsoever with either the Demnevanni Manor door or the Helas Ancestral Tomb door.
3) Following on from being able to get into the Manor without problems, Demnevanni himself didn't seem the most secretive guy in the world - when I asked him who he was, he seemed quite happy to tell me his exact position in the faction, as if I was in it. I don't know if you want to know about this either, but what he says when you ask him about "my trade" (obviously scripted by you) contradicts directly with the pre-programmed responses he gives when asked about "little secret" and "Morrowind lore" (i.e. Daedra are bad, good Temple people don't like them, etc.)
4) I didn't find any scripting errors, but I did notice when enabling the .esp file that it had as its parent masters both Morrowind.esm and Tribunal.esm...is this intentional that this will be a Tribunal-only mod? I've got Tribunal now so it wasn't such a problem.
5) As for lighting concerns etc., everything was pretty good - I was a bit uncertain with the lighting in the cave, as it was a little...(I'm not sure how to describe it)...rainbow-coloured, as if there were many differently tinted light sources rather than just yellow ones as would IMO be best in a cave of the type. And if you want my opinion, you could quite easily make that tunnel even longer - especially because there was a stop to dispose of an Ogrim halfway along, I think it could build up tension even more to that brilliant climax

And if possible, making the light source at the end more focused (instead of ambient lighting the whole tunnel terminus, perhaps just having a very bright candelabra to create more of a point of light?) would help. Maybe this is all just a product of crappy dynamic lighting effects on my Geforce 2 MX, I'm not sure.
Oh, and when you were talking about the Indy-style rock thing, you weren't talking about something in this version were you? Because if you were, I think I missed it...

Posted: Sun Dec 15, 2002 5:28 pm
by cjdevito
OK, firstly I have to say nicely done
Thenk yew.
what incentive do I have to attempt to become a lich, apart from curiosity?
Not very much of one, which is the point of the exercise, after all
Remember the second note? Had you not been curious enough to follow through.... that would have answered the question being wondered about, too.
[But, to spoil it further.... you don't even need to gather the ingredients, just to go to the tomb. So perhaps a goody-goody wants to take possession of the phylactory to keep it out of less reputable hands, or to discover the identity of the authors of the first note....]
I don't know if you attempted to implement what you mentioned finding re: a door that is impossible to open without the key
Didn't. I have the script, it's tested, it works, but I didn't include it because it makes testing a bit more of a hassle; no taking shortcuts. It -will- be in later on, though.
when I asked him who he was, he seemed quite happy to tell me his exact position in the faction, as if I was in it.
Hard coded. I don't know of a way to remove the 'background' topic from an NPC. One reason why I needed the script (as mentioned, not yet put in) to prevent players from ever getting inside the manor without having first acquired the key.
I don't know if you want to know about this either, but what he says when you ask him about "my trade" (obviously scripted by you)
Nope -- that's straight from in the game. I had to give him a profession, and of the available choices in the editor, Warlock seemed appropriate. That "my trade" response is the stock answer for warlocks, which I can't alter. The response IS actually found on characters in-game, too (Ald Daedroth area), so I assume it doesn't contradict what you think it does.
is this intentional that this will be a Tribunal-only mod?
Yep. Tribunal enables a dozen or so scripting commands that were busted in regular Morrowind, so (while it's a pain for those who don't have tribunal) don't expect to see a whole lot of non-tribunal mods being made anymore.
I was a bit uncertain with the lighting in the cave, as it was a little...(I'm not sure how to describe it)...rainbow-coloured, as if there were many differently tinted light sources rather than just yellow ones as would IMO be best in a cave of the type.
Hmm. I'm damned if I know why. The only light sources in there are the torches, and some brighter non-object 'torch' light spheres. I'll try tinkering with it more.
Oh, and when you were talking about the Indy-style rock thing, you weren't talking about something in this version were you? Because if you were, I think I missed it...
Ah, your Ogrim was probably acting oblivious to you til you were right on top of him, I'm guessing. If he spots you from far off and starts running towards you down that narrow corridor, though, it's a different story

Visually, it's about the same as a boulder rolling at you

Posted: Sun Dec 15, 2002 8:18 pm
by cjdevito
Actually Kam, based on your comments, I went and made a number of changes. New file up at
http://advancedaquarist.com/cjdevitotemp/order.esp
Changes:
- unpickable locks now at two important places. Without keys, no way in. Important: the keys aren't used up by opening these doors, and if you ever plan to open them again you'll need to hold on to the keys.
- guild NPC no longer gives you topics if you're not a guild member, even if you already have the topic keyword from another source.
- guild NPC's class set to a custom class, "no one important". So background topic response is, "I'm XXX, no one important."
- lighting in cave changed. It's a bit darker, lemme know if it solves your "rainbow effect".
-corridor in tomb lengthened. Upped aggressiveness on the ogrim, hopefully translates to him charging you more often. He does to me, most of the time.
-light at end of tomb corridor changed to a chandelier dangling from the ceiling.
Posted: Tue Dec 17, 2002 4:40 pm
by cjdevito
Updated all the text (dialogue/journal entries/writings) from the 'quick' versions I had in over the weekend to the somewhat more developed ones I had written out on paper.
Completed the first actual guild quest. Will be putting in the rest of the first guildhouse's quests over the next day or two. I'm generally hopeful to have all six of the quests from the first guildhouse ready by thursday, friday at the latest.
Kam, I have to give you serious thanks for mentioning the big emperor crab shell building in Ald'ruhn the other day. I'd been struggling with how I was going to design something for a few days now, then I reread your comment about it earlier in this thread and bang, an idea clicked. The question I'd been asking myself for the past couple of days, "What kind of architecture would the dreugh use if they built an underwater city?" and I rather think the emperor crab shells rather fit the bill nicely

Posted: Wed Dec 18, 2002 1:01 pm
by Kameleon
Sorry I've been out of contact - my bloody ISP decided that to encourage us to get broadband, they'd turn off the dialup for a few days...which just makes my Dad even more determined that he doesn't need it - not from them, anyway. Grrr.
So I played the updated mod, and it's much improved lightingwise, I guess that chandelier could be a bit brighter but thats just little cosmetic stuff, and the Ogrim
still refuses to run at me for whatever reason...oh, and if you jump in that pool in the cave accidentally or on purpose, it's a b!tch to get out of again without levitation...
Otherwise, it's pretty much perfect. Thanks for the in-game mention, and as for the Ald'ruhn thing, it sounds brilliant - glad I could help

Posted: Wed Dec 18, 2002 1:26 pm
by cjdevito
and the Ogrim still refuses to run at me for whatever reason
Bummer. I've found standing around and jumping attracts his attention when he doesn't want to cooperate, but that kind of defeats the entire purpose. Ah well. I'll throw up a screenshot later of just what it looks like when he's barrelling down on you
Otherwise, it's pretty much perfect.
Cool. It's got a long way to go yet, but it's getting there. I pretty much have about 75% of the total scripts I'll need to get the entire mod done at this point. I really have to admit, I'm finding dialogue to the most time consuming thing to put in. I spent three hours last night just setting up the quest-related dialogue for the first guild house.... didn't implement any new items or locations yet, or the scripts to make it all work, just the dialogue took that long.
Posted: Sat Dec 21, 2002 5:35 pm
by cjdevito
I've hit a snag with a script related to one of the quests. For the life of me I can't spot what I'm doing wrong, so I've posted the details on a couple of scripting boards and am hoping someone takes mercy on me and comes up with an answer.
I'm continuing to work on other areas of the mod, though, so I still hope to have the entire first set of quests available to download shortly.
Posted: Sat Dec 21, 2002 6:24 pm
by rnrules
Cool, and I get morrowind for PC hopefully on christmas ^^. Your mod will be the first that I'll download!
Posted: Wed Dec 01, 2004 9:23 am
by Mex5150
[QUOTE=cjdevito]Actually Kam, based on your comments, I went and made a number of changes. New file up at
http://advancedaquarist.com/cjdevitotemp/order.esp [/QUOTE]
Did this mod ever get finished?
It sounds like it would be great to play.
-Mex
Posted: Wed Dec 01, 2004 9:40 am
by moltovir
It has been finished quite some time ago, and is available at
http://www.rpgplanet.com/morrowind (aka morrowind summit)
Posted: Wed Dec 01, 2004 10:27 am
by fable
Summit's experiencing some provider problems, and its mod database is inaccesible. Euro-RPG is retooling. You might check Gamers Roam, although that site will be closing, soon. Fortunately, TESMods.net has just opened up--but it's still light on content, and has a long way to go before the mod coffers are filled.
Posted: Wed Dec 01, 2004 11:09 am
by lifeishell91
Darn, Im on XBOX and cannot see this mod in play, and aldo for some resons I cannot see the screenshot, can't you somehow hyperlink it, thank you.

*kiss* *kiss*
Posted: Wed Dec 01, 2004 11:36 am
by Mex5150
[QUOTE=moltovir]It has been finished quite some time ago, and is available at
http://www.rpgplanet.com/morrowind (aka morrowind summit)[/QUOTE]
Found it now I looked under author cjdevito and didn't find anything, can see it now though.
Problem is I can't get it, I just get a Microsoft OLE DB Provider for SQL Server error '80040e31' error :^< Do you know if this is a recuring or just a temp problem with the site (can't get /any/ mods)?
Thanks.
-Mex
Posted: Wed Dec 01, 2004 12:07 pm
by fable
Check out the news on Summit's front page, if that's the mod site you're trying to download from.
Posted: Wed Dec 01, 2004 2:21 pm
by Mex5150
[QUOTE=fable]Check out the news on Summit's front page, if that's the mod site you're trying to download from.[/QUOTE]
Doh! Read the front page, now why didn't I think of that?
Thanks.
-Mex