[BETA] Pegasus House
#181
Posted 03 September 2011 - 01:46 AM
I've fixed a number of bugs, dialogue loops, floating objects and whatnot but there is one problem in particular that's been bugging me:
All the staff in PE has a schedule, they are also enabled/disabled depending on quests and/or services they perform. The result of that are occasional ghost npcs, they have no collision, are kind of see-through BUT are clickable causing a CDT if you do click on them. Changing cells make the ghosts go away.
That leaves me with 2 options: Leave this problem as a known issue or scrap the schedules altogether? I have already implemented an option in-game to have your staff stay put.
Another choice I have to make is the following: the farmer harvests your field of saltrice as a service. His better service will be to offer a selection of crops you want planted in your field. What crops would you find the most useful?
That's it for now, please let me know what options you like best.
#182
Posted 03 September 2011 - 01:57 AM
though, you'd have to do it without making it look silly; mini regions. i'd do it all one style, like the rocks are all the same type, and the grass is all the same, except for where they've unloaded a path of ashland sand.
ok, i'm going on now, got carried away
#183
Posted 04 September 2011 - 07:22 AM
Aha, it's a bit like creating whole biospheresash yams, salt rice, cork bulbs, annnnnnnnnd whick wheat? i think it's called... ooh, how about just all the common ones from each region? like there could be a patch of earth for fire ferns and other ashlandie plants? and a small rocky patch for growing west gash things, like those giant mushrooms?
though, you'd have to do it without making it look silly; mini regions. i'd do it all one style, like the rocks are all the same type, and the grass is all the same, except for where they've unloaded a path of ashland sand.
ok, i'm going on now, got carried away
I think I'll stick to saltrice, marshmerrow (grows anywhere), corkbulbs (an agricultural classic) all 3 lichen types (because I can never find enough) and fire fern (because it's the only MW plant mentioned in Special Flora of Tamriel).
I have finished the services for the hairdresser, she'll give you 4 different hairstyles in 3 colours each, like she says 'Don't worry, your hait will grow again and the dye will wash off...eventually...'
The artist service is done as well, he'll add paintings on the Estate's wall, a couple of rooms at a time, and take them down if you don't like them.
And my new favourite staff member: the gambler! He'll challenge you to a game of anagrams. You need to solve the anagram and bring him the corresponding item, for example Articles->Saltrice. Your reward is 10 times the value of the item. The gambler will also let you play a game of three cups (where's the coin?) and if you also have my MTC mod, he'll trade cards with you.
Oki, it's testing time for me, if everything checks out, I'll then add new scripts to the award cups in the lobby.
#184
Posted 05 September 2011 - 05:39 PM
I think it would a waste if you choose to remove the schedule for the staff so why not have a quest to rid of the ghosts, because they could be a result of the former owner who didn't have a natural death.Hi guys, I've had very little time to mod this summer but Pegasus Estate is still in progress.
I've fixed a number of bugs, dialogue loops, floating objects and whatnot but there is one problem in particular that's been bugging me:
All the staff in PE has a schedule, they are also enabled/disabled depending on quests and/or services they perform. The result of that are occasional ghost npcs, they have no collision, are kind of see-through BUT are clickable causing a CDT if you do click on them. Changing cells make the ghosts go away.
That leaves me with 2 options: Leave this problem as a known issue or scrap the schedules altogether? I have already implemented an option in-game to have your staff stay put.
Another choice I have to make is the following: the farmer harvests your field of saltrice as a service. His better service will be to offer a selection of crops you want planted in your field. What crops would you find the most useful?
That's it for now, please let me know what options you like best.
Have you check NoM of what crops you could use for the farmers?
You might want to check out Fligg's Gambler mod.And my new favourite staff member: the gambler! He'll challenge you to a game of anagrams. You need to solve the anagram and bring him the corresponding item, for example Articles->Saltrice.
Where is PE located and if it's close to mainland is PE compatible with Tamriel Rebuilt?
#185
Posted 05 September 2011 - 09:23 PM
#186
Posted 06 September 2011 - 12:10 AM
You gave me an idea Leonardo, I'll have the Majordomo warn the player about ghost that might appear and house touching them infects you with Contagious Deadly Trauma, CDT in short. So even people who don't read the readme (they don't??) will be warned.
Elaura is right, the Estate is out of TR's way.
Fligg's gambler was/is on the list of things I'd like my gambler do but I'm not sure about making Pegasus Estate require MGE.
#187
Posted 06 September 2011 - 09:16 AM
Thanks Elaura.Unless she's changed the location, Pegasus Estate is on Azura's Coast and is completely compatible with TR. Depending on your settings, you can see the TR coastline from your dock.
You're welcome Danae.In my last test play-through (it takes at least 5 hours to test Pegasus House with all the quest items at the ready, a maxed-out char and handy teleport to everywhere...) I had none of these ''Ghosts" so there might be a conflict with another mod. I'll look into it.
You gave me an idea Leonardo, I'll have the Majordomo warn the player about ghost that might appear and house touching them infects you with Contagious Deadly Trauma, CDT in short. So even people who don't read the readme (they don't??) will be warned.
Elaura is right, the Estate is out of TR's way.
Fligg's gambler was/is on the list of things I'd like my gambler do but I'm not sure about making Pegasus Estate require MGE.
I guess that you're using MWSE scripts in PE and since MWSE is already included in MGE, so why not have MGE as a requirement and most people today are using the distant land feature in MGE.
Contagious Deadly Trauma, CDT in short
#188
Posted 06 September 2011 - 12:51 PM
I guess that you're using MWSE scripts in PE and since MWSE is already included in MGE, so why not have MGE as a requirement and most people today are using the distant land feature in MGE.
The key word is most, not all. I've tried using MGE. I've carefully followed the directions over and over but MGE makes Morrowind crash to desktop for me. In the end I've given up and accepted that for whatever reason, I can't use MGE. So if a mod requires MGE then it is a mod I can't use.
#189
Posted 06 September 2011 - 02:01 PM
That's the thing, Pegasus Estate does not require MWSEI guess that you're using MWSE scripts in PE and since MWSE is already included in MGE, so why not have MGE as a requirement and most people today are using the distant land feature in MGE.
That's the other thing.The key word is most, not all. I've tried using MGE. I've carefully followed the directions over and over but MGE makes Morrowind crash to desktop for me. In the end I've given up and accepted that for whatever reason, I can't use MGE. So if a mod requires MGE then it is a mod I can't use.
Ah...choices choices. First things first, get my field script to work and finish the 'throw a party' quest.
#190
Posted 06 September 2011 - 06:37 PM
Danae, there's no reason to make the mod dependent on MGE. There are standalone MWSE versions that are compatible with the internal version of MWSE in MGE. I've used MWSE-dependent mods with and without MGE, so I know it isn't necessary. What is it about MGE that would get rid of the ghosts?
#191
Posted 06 September 2011 - 11:50 PM
It's using Fligg's gambler's mod that would make MGE necessary, so it's nothing major.Forest Stalker, do you have an NVIDIA GPU by any chance? NVIDIA has it';s own control panel and the settings there can sometimes be . . . problematic. In any case, I'd check the troubleshooting part of the wiki (link in the readme IIRC).
Danae, there's no reason to make the mod dependent on MGE. There are standalone MWSE versions that are compatible with the internal version of MWSE in MGE. I've used MWSE-dependent mods with and without MGE, so I know it isn't necessary. What is it about MGE that would get rid of the ghosts?
Like I said, I'll first finish what I have planned, then worry about additional features
#192
Posted 07 September 2011 - 12:35 PM
ANyway, am I on the list to get PE's next beta?
#194
Posted 07 September 2011 - 02:11 PM
Ah, I missed it entirely. I have no idea why Fligg's Gambler requires MGE. I don't see any reason to include it in PE if you already have a working gambler anyway. Regardless of Fligg's reasons, I would definitely not make PE dependent on MGE. There are not only a lot of people who's machines won't run it, but also a lot of people who choose not to run it for other reasons. MWSE, I can understand because it adds some much needed scripting options, but not MGE.
ANyway, am I on the list to get PE's next beta?
And there are people who use MGE XE, which cuts MGE scripting, and would like to be able to Danae's mod anyway - me included
Edited by samtam99, 07 September 2011 - 02:11 PM.
#195
Posted 07 September 2011 - 11:39 PM
Elaura, I'm sorry to say that's a silly question: you are at the top of the listANyway, am I on the list to get PE's next beta?
Thanks!And looking good, Danae!
All right, that settles it, no MGE or MWSE.And there are people who use MGE XE, which cuts MGE scripting, and would like to be able to Danae's mod anyway - me included
My list of things to do or fix now fits on an A5 sheet of paper which is a vast improvement. Right now, I'm fighting with my field script and tweaking the quest to find the scout.
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