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id be happy with something realistic and nearly complete, and also something that hasn't been started and is a colossal undertaking with unbelievably large scope
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# ? Mar 13, 2017 16:00 |
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# ? Jun 5, 2024 21:21 |
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Meyers-Briggs Testicle posted:Mortimer One person would probably be ideal, but if it's several people, the onus would be on the second quester to get the tone right. Stuporstar posted:Thanks for the links. This is awesome! I have been using the UESP map as a reference, and now I'm kind of dreading checking what I've done so far against it and having to redo a bunch of stuff. I hope you guys haven't moved a lot of mountains, because I've drawn enough of them to get hand cramps for life--though I've only just started working my way down from the east, and haven't drawn in much yet from the maps not released. Yeah, got some good news. The UESP map has been updated (landscape mostly). The bad news is that I keep making the Gridmap by MK I Eyeball and MK II Construction Set, so I keep finding these little plantations and manors all over the goddamn place. It keeps getting updated. After yesterday's meeting (notes are here), the planning is something like this: Meyers-Briggs Testicle posted:id be happy with something realistic and nearly complete, and also something that hasn't been started and is a colossal undertaking with unbelievably large scope I'll just leave this here.
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# ? Mar 13, 2017 22:01 |
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Slightly relevant to TR, but what were pre-TR landscape mods like? Mainly thinking of Silgrad Tower and Wizard Islands or whatever that was. I actually had the former in my load order at one point, but when I started modding, it was too much for my computer and Morrowind ran at like 8 FPS with 5 minute load times in Balmora. By the time I got a new one, I accepted that TR would eventually get to that region and didn't bother with it.
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# ? Mar 14, 2017 05:31 |
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Atrayonis posted:I'll just leave this here. Man this is gonna be such a good century for morrowind mods!!! e. Also what's the status of Almalexia, if you don't mind me asking?
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# ? Mar 14, 2017 05:49 |
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Atrayonis posted:I'll just leave this here. Oh drat. Has anyone done a land size comparison of TR to other TES games yet? Node fucked around with this message at 06:12 on Mar 14, 2017 |
# ? Mar 14, 2017 06:03 |
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HAT FETISH posted:Is this implying what I think it's implying The mod exists, just only as a brown landscape plugin on two individual PCs and as a "dummy" province mod to coordinate lore and Tamriel_Data assets. Maybe we'll turn that into a real thing when TR and PT are done and retirement is boring. Almalexia is still pending redoing. . Atrayonis fucked around with this message at 07:06 on Mar 14, 2017 |
# ? Mar 14, 2017 07:04 |
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I know Vvardenfell by itself is less than 10 mi2, Skyrim is ~15, Oblivion is ~20, and Daggerfall is ~60 thousand.
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# ? Mar 14, 2017 07:11 |
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is Skyrim really smaller than Oblivion? Huh. That's what happens when you actually design landscape as opposed to using a generator I guess
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# ? Mar 14, 2017 10:12 |
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Lunchmeat Larry posted:is Skyrim really smaller than Oblivion? Huh. That's what happens when you actually design landscape as opposed to using a generator I guess Yeah it didn't feel smaller at all to me too. That surprises me.
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# ? Mar 14, 2017 10:12 |
To me skyrim does feel incredibly small. I actually did a walk to unlock a few waypoints around the map near the beginning last time i played. the big cities for each region, it was an amazingly brief experience. the tutorial feels longer than a walk from whiterun to anywhere else. Another part is bullshit like being made to climb a mountain that pads out the world if you follow the main story or any of the 'big' questlines like the guilds and brotherhood.
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# ? Mar 14, 2017 10:19 |
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Oblivion felt much smaller because you could see the Imperial city from about a third of the entire map. It's kind of neat from a 'oh I guess White-Gold Tower's a really handy thing I bet people actually living here would be able to navigate with,' but really terrible in an actual game you want to create the illusion of large spaces with. Morrowind suffers from this a bit with Red Mountain when you have distant land too. WhiskeyWhiskers fucked around with this message at 10:52 on Mar 14, 2017 |
# ? Mar 14, 2017 10:49 |
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You actually can see the High Hrothgar monastery from a good portion of Skyrim, it's just that it's a very unobtrusive structure.
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# ? Mar 14, 2017 11:01 |
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I don't mind seeing Red Mountain from everywhere because the island is a volcano and Death Mountain itself is actually a hostile, sprawling and hazardous area. White Gold Tower is just a giant empty static that doesn't even have a roof and contains one small conference room with some wooden chairs, and seeing it from everywhere is just a reminder of that. I think in a broader sense there's a difference in how it feels, between being able to see your ultimate goal/focus as a reminder and just being able to see a kind of lovely model of the main town in the game that you go back to all the time anyway. it's kind of like the new Zelda where you can see Hyrule Castle from pretty much anywhere but it's clearly a horrible place surrounded by evil fog, and you can see Death Mountain from anywhere but going near it results in you bursting into flames. Seeing them taunts you and makes you want to explore the rest of the world, prepare and get stronger
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# ? Mar 14, 2017 11:04 |
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Yeah that's all definitely true.
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# ? Mar 14, 2017 12:05 |
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So I installed Chocolate Pack, and I really just want to play with everything it recommends, but one mod has enforced entrance requirements for the guilds, which means my Dunmer battlemage is too weak in both magic and combat to join either guild, which I think is going to make it harder to advance. I'm okay with not immediately becoming an OP god king but the guilds provide a lot of early XP and a place to sleep at night. What do?
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# ? Mar 14, 2017 18:42 |
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horse mans posted:So I installed Chocolate Pack, and I really just want to play with everything it recommends, but one mod has enforced entrance requirements for the guilds, which means my Dunmer battlemage is too weak in both magic and combat to join either guild, which I think is going to make it harder to advance. I'm okay with not immediately becoming an OP god king but the guilds provide a lot of early XP and a place to sleep at night. What do? You'll be fine, it's rp as heck. That's what you get for being a Jack of all trades
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# ? Mar 14, 2017 19:14 |
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Meyers-Briggs Testicle posted:You'll be fine, it's rp as heck. That's what you get for being a Jack of all trades I'm just always bothered by mods like Skyrim Requiem which decide that the only way to get through a game is to specialize in one area. It really locks out a ton of playable options. I don't want to be the best sword master in all the land, I want to use a mix of tactics.
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# ? Mar 14, 2017 19:58 |
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horse mans posted:I'm just always bothered by mods like Skyrim Requiem which decide that the only way to get through a game is to specialize in one area. It really locks out a ton of playable options. I don't want to be the best sword master in all the land, I want to use a mix of tactics. the requirements aren't THAT strict, you have to ask yourself "should I be archmage and not know a lot about magic" if the answer is "sure why not" then don't install it, it's your game
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# ? Mar 14, 2017 20:05 |
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Scrawl committed distant land to openmw
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# ? Mar 15, 2017 14:50 |
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Meyers-Briggs Testicle posted:Scrawl committed distant land to openmw This is going to be so goddamn good.
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# ? Mar 15, 2017 14:52 |
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Meyers-Briggs Testicle posted:Scrawl committed distant land to openmw finally.
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# ? Mar 15, 2017 15:09 |
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http://imgur.com/a/6yzrm http://imgur.com/a/HqYhK quote:Performance is very good. I can render the whole island at 90 fps.
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# ? Mar 15, 2017 15:34 |
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Hmm, distant land but not distant statics yet. Still, that's one more step towards parity with modded vanilla, and better performance on top is the frosting on the cake. OpenMW should not release until MWSE functionality, at least, is present.
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# ? Mar 15, 2017 16:29 |
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Sky Shadowing posted:OpenMW should not release until MWSE functionality, at least, is present. I don't think you know what 1.0 means
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# ? Mar 15, 2017 16:35 |
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Meyers-Briggs Testicle posted:I don't think you know what 1.0 means 1.0 means feature parity with vanilla. My point is that I'd still pick vanilla Morrowind over OpenMW until MWSE, at least, is integrated. Unless they've changed it, of course. Granted, it will probably take a few weeks at most to get MWSE.
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# ? Mar 15, 2017 18:24 |
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mwse sucks
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# ? Mar 15, 2017 19:20 |
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MWSE is hip and cool (pretty much all of Fliggerty's old mods are worth using and they all need MWSE) and this OpenMW news is excellent news!
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# ? Mar 15, 2017 20:16 |
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I thought one of the points of openMW was it you wouldn't need MWSE any more - it'd have a better implementation of the same kind of functionality.
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# ? Mar 15, 2017 20:41 |
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Entropy238 posted:I thought one of the points of openMW was it you wouldn't need MWSE any more - it'd have a better implementation of the same kind of functionality. MWSE exists and there are tons of mods that use it, so if OpenMW wants people who use these mods to make the move from vanilla to OpenMW, they'll have to support MWSE's scripting functions.
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# ? Mar 15, 2017 20:44 |
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Cat Mattress posted:MWSE exists and there are tons of mods that use it, so if OpenMW wants people who use these mods to make the move from vanilla to OpenMW, they'll have to support MWSE's scripting functions. Both arguments are accurate. You can probably just provide an interface for MWSE commands and under the hood handle it in a much more efficient way. Still not as good as writing an OpenMW native solution but better than Morrowind and backwards compatible.
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# ? Mar 15, 2017 20:57 |
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I wonder how hard it will be to make a new item type in OpenMW. The fact that flowers etc. weren't their own type like in Oblivion was one of the things that was holding me back from making an autoharvest mod. That and a lack of scripting knowhow.
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# ? Mar 15, 2017 21:17 |
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Death Zebra posted:I wonder how hard it will be to make a new item type in OpenMW. The fact that flowers etc. weren't their own type like in Oblivion was one of the things that was holding me back from making an autoharvest mod. That and a lack of scripting knowhow. http://www.nexusmods.com/morrowind/mods/43140/ ?? plants are a subset of container https://github.com/OpenMW/openmw/blob/master/apps/openmw/mwclass/container.cpp you can make your own class if you want but that's a lot of work, hope you know c++
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# ? Mar 15, 2017 21:27 |
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Is it planned that openCS will be a much more powerful/low level tool than the original construction set? Being able to edit and add new spell effects and damage types would be sweet. Edit: I'm thinking spears doing piercing damage, maces doing blunt damage and enemies having different kinds of resistances Entropy238 fucked around with this message at 22:15 on Mar 15, 2017 |
# ? Mar 15, 2017 22:12 |
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I know about Graphic Herbalism and use it. I meant something that harvests every alchemy ingredient within a certain range like the Nehrim mod, The Holy Hand Scythe of Antioch. Come to think of it, I was just attempting to port that. I was attempting to have an item with a script to activate every alchemy container within range and let Graphic Herbalism take care of the rest. I failed to activate even one container however and gave up.
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# ? Mar 15, 2017 23:14 |
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Rot is currently working on integrating the Telvanni factions (Mainland/Vvardenfell). This is a bit difficult since the Mainland Telvanni are already a mess (like Dral, he shouldn't be around anymore). WIP file is here if anyone wants to test/feed back feedback.
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# ? Mar 18, 2017 19:43 |
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almalexia: well what do we have here? vivec: this, almalexia, is a weapon that was used to slay an official of the tribunal church not 10 minutes ago. sotha sil, a fine mer, i might add--you work fast, n'wah! nerevarine: you know i just got off the boat almalexia: well its a good thing we picked you up and retrieved the murder weapon nerevarine: that's not mine! vivec: dont bullshit me, s'wit! almalexia: yeah, dont bullshit him, s'wit! nerevarine: the gently caress you want from me this time? vivec: when we want you, we'll find you. in the meantime, try not to slay anymore officials of the church. nerevarine: y'all can't leave me here, this is ballas turf! vivec: i thought you said you was innocent? that you don't bang? *dumps nerevarine in ballas hood* vivec: see you 'round like the wheel, fetcher! hahaha! nerevarine: aw poo poo, here we go again. worst place in the world, rolling heights, balmora. i aint represented the guild in years, but the ballas won't give a poo poo.
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# ? Mar 21, 2017 18:14 |
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Never thought I'd get a video game tatt, but here we are. Love how this turned out
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# ? Mar 21, 2017 23:11 |
Nice. Come to think of it, a Morrowind tattoo is probably the only kind of tattoo I would want to get. I was never nerdy enough to learn Daedric though, what does it say? Edit: Has there been a 'shop of Edward Norton with the swastika replaced by an Oblivion rune? There should be. Captain Scandinaiva fucked around with this message at 23:47 on Mar 21, 2017 |
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# ? Mar 21, 2017 23:42 |
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smokyprogg posted:Never thought I'd get a video game tatt, but here we are. Love how this turned out "Duty Gravity Piety"?
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# ? Mar 21, 2017 23:55 |
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# ? Jun 5, 2024 21:21 |
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Captain Scandinaiva posted:I was never nerdy enough to learn Daedric though, what does it say? Sky Shadowing posted:"Duty Gravity Piety" This guy knows what's up/is nerdy enough
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# ? Mar 22, 2017 00:05 |