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HotFusion3
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Reged: 01/04/03
Posts: 295
[Alpha REL] Sim-Manor
      #2753200 - 07/01/04 05:35 PM

Sim-Manor is now officially in the alpha stage. If you have no idea what I’m talking about, check out the links in my sig. There’s more information there than you could possibly ever want.

This is an “alpha” version. As in “pre-beta.” It is incomplete, buggy, and largely untested. Possible consequences of using untested software include, but are not limited to: corruption of save games, corruption of your MW install, catastrophic hard drive failure, dizziness, a fostering of deep-seated feelings of self-loathing, patricidal urges, latent male homosexuality, unwanted pregnancy, loss and/or gain of religious beliefs, communism, global warming, and nuclear holocaust. Use only as directed, at only at your own risk.

I’m serious. This is alpha-ware. Don’t expect a polished product. If you are reduced to needing thirty pounds of heavy machinery just walk around, don’t say I didn’t warn you.

If this is too much for you, there is no shame in walking out right now. The door’s over there.

Are they gone yet? Good. I lied about the “no shame" part. Those people were weak, and we do not need them. I feel nothing but contempt in my heart for them.

But seriously guys, this is dangerous stuff. This isn’t your usual plug-in. It’s not even finished. It’s barely been tested. Who knows what could happen? All I know is that some of us aren’t coming back from this. If anyone wants to back out, it’s okay. I know that I lied about that last time, but this time I’m playing straight with you. Seriously, you can go, and no-one will think less of you for it.

Alright then. It’s time to do this. Here’s the link. It’s been an honor serving with you fine men and women. Semper Fie!

Sim-Manor Alpha

************************************


Nighteye is out of town for another week, so the website and forums aren’t quite up to speed on this latest devolopment. I was just barely able to get the upload to work. For now, alpha feedback can go here. I want to keep the main thread for continuing updates only.

By the way, this is an alpha test. That means untested and incomplete. Just so you know.

I’ll post a special update on the main thread in a moment, detailing what features made the cut, and which ones didn’t.

Credits:

Korana: Gold Genie Lamp Retexture
Andoreth: Blue alchemy jar retextures
Jake_the_Snake: meshes and textures for the smaller alchemy jars
Pheobe: Careful study of her Abu Manor mod inspired the hanging garden found in this mod
Grond: Careful study of Stonewood Hall inspired the stalls found in the ranch
Industructible: I learned much of scripting by studying his Bank Mod and Armorer mod
GharBuriGhan: I learned everything else about scripting from him
DopeHatMan: The alchemy sorter script is a modified version of his script, found in Uvrith Inside
Dongle: The building and glass dome found in the ranch were done by him
Acid_Basik: Provided the special interior Redoran tiles that make the lobby possible
Night-Eye: Took care of the website and hosting. Thanks!
Dave Humprey: His MWEdit program made dailogue work much easier
Erik Benerdal: Who doesn't use TESAME when moddin?
Farrel Hayden: The Enchanted Editor made transporting data between versions of this plug-in possible

The file is a 2 Megabyte ace archive. Use winace or zipgenius (both available in free trail versions) to extract.


--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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watchinthewheels
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Reged: 04/26/03
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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2753216 - 07/01/04 05:39 PM

woo hoo! alpah or not i have been waiting for this for ages! into my data files it goes

--------------------
on leaving school emersed in philatroic (notions of a kind these days i find unthinkable) I pulled my frail frame onto my charger and rode off into the sunset, with agenda predicatable. Fresh faced and tragicaly convinced that blind faith could make an infantile normative, playground theory of social interation.

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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2753253 - 07/01/04 05:46 PM

Argh!! Not five minutes into the alpha, and I have my first bug! The payscales are set incorrectly for some of the employees. The numbers currently in the MainConfig script were based on an older mathematical model.

Open open the script "hf_mainconfigScript" and change this:

set HFBlacksmithPayScale to .2875
set HFRancherPayScale to .2875
set HFGardenerPayScale to .2875
set HFCaptainPaySCale to .2875
set HFMinerPayScale to .2875
set HFSiltHandlerPayScale to .2875
set HFClothierFlag to .2875
set HFAlchemistPayScale to .2875
set HFConjurorPayScale to .2875
set HFEnchanterPayScale to .2875
set HFScribePayScale to .2875
set HFToolsmithPayScale to .2875
set HFGuildmagePayScale to .2875

to this:

set HFBlacksmithPayScale to .25
set HFRancherPayScale to .25
set HFGardenerPayScale to .25
set HFCaptainPaySCale to .25
set HFMinerPayScale to .25
set HFSiltHandlerPayScale to .25
set HFClothierFlag to .25
set HFAlchemistPayScale to .25
set HFConjurorPayScale to .25
set HFEnchanterPayScale to .25
set HFScribePayScale to .25
set HFToolsmithPayScale to .25
set HFGuildmagePayScale to .25

If you are already in the middle of a game, you can re-intialize the variables by typing

StartScript, hf_mainconfigScript

into the console.



--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2753283 - 07/01/04 05:52 PM

ahhh sweetness!!!! finally an alpha!!! great work already hotfusion

wow, I haven't seen a winace file for MW in a LONG time...I'll have to dust off that winace installer and use it for once

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2753614 - 07/01/04 07:34 PM

Hotfusion 3

Told ya id be one of the first to dl

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2753639 - 07/01/04 07:38 PM

is it just me or is the link down

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Darkiss
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Reged: 03/12/04
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2753671 - 07/01/04 07:48 PM

could you upload it somewhere else because its already eceeded the bandwith

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Re: [Alpha REL] Sim-Manor [Re: Darkiss]
      #2753683 - 07/01/04 07:51 PM

thats what i ment

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2753853 - 07/01/04 08:43 PM

im so excited i piddled.

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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2753913 - 07/01/04 09:06 PM

Hmmm...

There's a 1000 MB cap. The fiel is only 2 MB, and this thread onyl has 100 views on it. That's a maximum of 500 MB of traffic. This is wierd.

I'm looking into some possible solutions.

--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2753987 - 07/01/04 09:41 PM

i think the only wussy thing here is your bandwidth

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2754001 - 07/01/04 09:46 PM

he alredy knows i sent him a pm

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werewolf4life
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2754347 - 07/01/04 11:27 PM

why oh why is the bandwith so small i was gonna to do some testing

curse bandwith you -sobs quietly- now i wont be able to test for a day

--------------------
Be not afraid of growing slowly, be afraid only of standing still.
Chinese Proverb

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Re: [Alpha REL] Sim-Manor [Re: werewolf4life]
      #2754402 - 07/01/04 11:39 PM

QUICK MY PRETTIES! Download before the bandwidth runs out! Its been reset!

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Lordzod
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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2754427 - 07/01/04 11:45 PM

Well I've checked it out a bit so far, and I have to say it's quite well done for a alpha. I've found some bugs, but I'll post the whole report in a bit, I'm busy having fun with the mod still

--------------------
"You're a wee puppet man!"

Screenshots of [WIP] Realm of the Damned

Realm of the Damned wallpaper!



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Re: [Alpha REL] Sim-Manor [Re: Lordzod]
      #2754513 - 07/02/04 12:07 AM

Must be out again.

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2755006 - 07/02/04 03:49 AM

Bandwidth down still.

*Just keeping this thing up top*



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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2755231 - 07/02/04 06:02 AM

Noooooooo, why does bad things always happen to good mods. I have been whit this mod fore a very long time, and when the alpha is finial released the bandwidth runs out. please get it up runing agin.

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Shanjaq
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2755239 - 07/02/04 06:07 AM

I second that. Argh!

Great intro HotFusion, can't wait to step into the meatgrinder!

--------------------
Overunity... The Plugin Manager that Makes Sense!

View My Screenshots

SPACE HAS A TERRIBLE POWER


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Re: [Alpha REL] Sim-Manor [Re: Shanjaq]
      #2755318 - 07/02/04 07:11 AM

i pmed Fusion about the bandwith and i have a reliable host with no
bandwith problems,
i told him the adress so it should be up in a couple of minutes ok?

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Arsonide
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2755702 - 07/02/04 10:26 AM

Bumps are against my religion, so consider this an honor.

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Re: [Alpha REL] Sim-Manor [Re: Arsonide]
      #2755768 - 07/02/04 10:48 AM

he didnt pmed me back and didnt upload it,
so we got to wait

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RL_101
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2755784 - 07/02/04 10:51 AM

GREAT!!!!!!!!!!!!!!!!!!!!!
Finally an alpha for this great mod!

can't wait to DL it!

--------------------
The Elder Scrolls III: Throne Of Asaroth
My mod site
CON 3

"You Will Never Get The Second Chance To Make The First Impression"


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Re: [Alpha REL] Sim-Manor [Re: ]
      #2755786 - 07/02/04 10:52 AM

i uploaded it to my webspace
so a second link is available at

http://users.pandora.be/poliander

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gerns
Acolyte

Reged: 05/03/04
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2755856 - 07/02/04 11:09 AM

thanks got it in 28 seconds on my cable-------gerns

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Re: [Alpha REL] Sim-Manor [Re: gerns]
      #2755862 - 07/02/04 11:11 AM

no problem gerns,

ok the first bug i encountered =

if you speak to the guy in ebonheart
and when you are the nerevarine, the topic doesnt come up,
anything to fix this?



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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2756182 - 07/02/04 12:30 PM

Quote:

no problem gerns,

ok the first bug i encountered =

if you speak to the guy in ebonheart
and when you are the nerevarine, the topic doesnt come up,
anything to fix this?






Huh. Can you tell me which message comes up exactly... maybe the first few words of the conversation? I talked through the Greetings tab, and the "E-e-e-excuse me sera." greeting might be the guily culprit.

Folks thanks for all of the offers of assitance (my PM box is overflowing right now). It looks like Theyls (which was already one of favorites sights) has a new beta mod section (making it my very favorite site). Mad Pauly has offered hosting there, which will premanently solve the bandwidth issue.

I've used the intervening problem to fix some ebarassing landscape bugs, as well as the bad MainConfigScript problem. The Thelys version will include these fixes. I also found out that some of the interior exit doors were appearing too early, and that the silly plate display wasn't working correctly. That's a lot of obvious bugs that I should've noticed earlier All I can say in my defense is that the pre-release version had literally hundreds of bugs like this, most of which were fixed.

My biggest concern has been the interface. Does everyone understand how it works? The method I used allows great flexibility, but takes some getting used to. Were the examples in the manual helpful?

Also, silly me, I forgot to include a blueprint of the manor in the manual. I'll stick one in for the Thelys version. without a blueprint, you can't make any long-term plans!

Edit: I old link will no longer work. I did this to protect Nighteye's bandwidth (he uses his site for other things, and I don't want to crowd out his other activities) Patience is a virtue.

--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

Edited by HotFusion3 (07/02/04 12:35 PM)

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2756199 - 07/02/04 12:35 PM

ok thx Fusion, great idea for the blueprint,

ok it's exactly as you say,
excu sxcuse me sss eerrra
your nerevarine a big hero ...
thats it,
any way i can or you can solve this?

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2756206 - 07/02/04 12:38 PM


Quote:


Edit: I old link will no longer work. I did this to protect Nighteye's bandwidth (he uses his site for other things, and I don't want to crowd out his other activities) Patience is a virtue.




http://users.pandora.be/poliander
for the old file,
should i remove it?

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2756302 - 07/02/04 01:00 PM

I can't decide. I could dl it now with bugs ect. but if I wait untill its fully done then there will be no bugs and I can enjoy it all I want. =/. You guys keep testing it!

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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2756410 - 07/02/04 01:26 PM

Dagoth: Yeah, I'd prefer that you remove the old file. Let's keep the number of versions floating out there to a minimum. It'll make de-bugging less complex.

I lokked into the CS. The "e-e-e-excuse me" line is indeed the culprit. This greeting was badly coded. It has no filters attached to it at all. It effectively overwrites a third of the greetings database once you complete the main quest.

Normally, I would try to work around officail ciontent, rather than editting it, but this is a special case. This greeting is broken, and needs to be fixed. I tried using not local and nolore, but for some reason this didn't work (maybe it's ineffective against greetings?). Try doing this:

Go into "Greeting 7." Find the "e-e-excuse me" greeting. Add Function: Talked to PC, 0 to the Function Variable list on the right.

This changes things so that people who are supposed to say this line do it once, and then revert back to thier normally programmed behavior. Not only does this fix Morganstern and the Steward, but it makes being the Neverine less annoying in general.

--------------------
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But first, read the Old Sim-manor Thread!

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Arsonide
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2756540 - 07/02/04 02:11 PM

2 thumbs way up on the prestige and collection/display system. That is worth the entire mod. Really cool. If you've read any of my other posts, you'll know that my philosophy is that collecting stuff for a higher purpose creates replayability...so this really tickles me. But hey, in the final version will you have buyable furniture? This is going to be a really really big empty house without furniture...

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Arsonide
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Re: [Alpha REL] Sim-Manor [Re: Arsonide]
      #2756608 - 07/02/04 02:28 PM

Also, if you build a barracks, and you haven't done the tribunal quests yet, and you try to sleep...Dark Brotherhood guys should spawn, with 50000 guards. They should only spawn once Your guards should apoligize for being so ignorant, and then send the head of the assassin to helseth.

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Re: [Alpha REL] Sim-Manor [Re: Arsonide]
      #2756655 - 07/02/04 02:45 PM

ok it's removed,
im gonna try to change the greeting

cheers

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iioopp
Curate

Reged: 11/04/03
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2756831 - 07/02/04 03:37 PM

Seems great. I will try to download, dunno if its wise for me to download it but it seems one of the best mods to be going.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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iioopp
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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2756900 - 07/02/04 03:54 PM

*looks around*

Hmmmm...

Any places to download it ?

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2756929 - 07/02/04 04:04 PM

ok fusion it works now,
do i have to release it?
i made a mod so the script is fixed with the neravarine,

im now at the little cottage and i cant enter the room,
there is a door but all it does is slide open like an interior door,



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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2756935 - 07/02/04 04:05 PM

Quote:

*looks around*

Hmmmm...

Any places to download it ?




It will be at thelys morrowind site,

HotFusion is updating the mod with a blueprint and some bugfixes,
then we can fully test this mod....

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iioopp
Curate

Reged: 11/04/03
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2756985 - 07/02/04 04:18 PM

Ill wait till tomorrow then or something . So where is this house thing located?

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2756997 - 07/02/04 04:22 PM

its directly above tel aruhn,

im now testing it for bugs and so far i encountered one


@HotFusion


The door to the shack should be fixed,
it could be me though, the door slides open like an interior door,

in the manor is evrything ok,
im gonna try to build all the rooms etc...

i'l be back in two hours with a little bug report

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2757069 - 07/02/04 04:41 PM

Go Dagoth go , go Dagoth go -Continues to cheer-


At this rate I won't need to test it and I can save it for the full version! \/\/00T!

Go Dagoth -cheers more-


-Yes is slightly drunk-

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iioopp
Curate

Reged: 11/04/03
Posts: 429
Re: [Alpha REL] Sim-Manor [Re: ]
      #2757082 - 07/02/04 04:43 PM

Quote:

Go Dagoth go , go Dagoth go -Continues to cheer-


At this rate I won't need to test it and I can save it for the full version! \/\/00T!

Go Dagoth -cheers more-


-Yes is slightly drunk-




I would of guessed

Well it was either your drunk or you have been on the smarties again. Too many E numbers these days.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2757108 - 07/02/04 04:49 PM

The smartie incident only happenened once, ugh getting of subect here. Ugh bump.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2757110 - 07/02/04 04:52 PM

rofl guys


ok here are some bugs,

when building clinic, the variable is not set right
total expenses to build clinic is %HFexpenses instead of the costs itself

In the handyman dialogue the same also %HFTotaExpenses
not much to worry about,


but now,

In the garden, the upper lvl of the house is the garden right?
when you click on the flower(s) lying on the ground the game ctd
crashes to desktop

and when you pick a lvl of security for a door,
you can't seem to select wich one, or am i doing something wrong?

well off to testing again...

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2757127 - 07/02/04 04:54 PM

another one,

when the library is build (1st lvl)
there are two books (there are only two books) floating and not in the correct position,



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Re: [Alpha REL] Sim-Manor [Re: ]
      #2757141 - 07/02/04 04:57 PM

Quote:

another one,

when the library is build (1st lvl)
there are two books (there are only two books) floating and not in the correct position,







I'm gonna leave it like it is now,
i disabled the plugin atm,
cuz iim gonna wait for the one to be released at thelys,
i hoped the previous posts helped a bit

cya around

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Darkiss
Initiate

Reged: 03/12/04
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2757602 - 07/02/04 06:48 PM

What's the link for the download at thelys .I went there and couldnt find it.

Edited by Darkiss (07/02/04 06:50 PM)

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Re: [Alpha REL] Sim-Manor [Re: Darkiss]
      #2757620 - 07/02/04 06:51 PM

its gonna be up soon,
he's fixing some bugs and inserting a blueprint,


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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2757702 - 07/02/04 07:10 PM

Dagoth:

Thanks for the reports. This is exactly what I need.

It will be about a week before the Thelys hosting occurs. In the mean time, I'll stash the alpha somewhere else. Bandwidth will be tight, be that's how it goes. Make sure that you only click once on the link. I think that might've been part of the problem last night.

I'm updating the read-me to reflect changes that I'm making:

-Using the blunt display will no longer place a firebite club in the fire weapons display.
-Added the adamantium, dwarven, iron, and sthalrim maces to the Blunt Display (don't know how thse got left out).
-Deleted numerous uneccessary and distracting floating statics.
-Fixed a bug that would cause Morganstern and the Steward to become unresponsive when the main quest is complete.
-Fixed a bug that caused the colored plate display to not initialize correctly.
-Deleted some wierd and redunant floating books in the library.
-Added the mace display
-Added support files neccessary to use Dongle's excellent display cases
-The Clinic construction dialogue now displays the correct variable
-the global variable HFTotalExpenses was incorrectly defined
-The door to the boathouse was scripted incorrectly
-Some internal exits were appearing too soon

I can't reproduce the ctd bug when clicking on the ivy blossoms. Nothing happens when I do this (which is what is supposed to happen).

The security menu is behaving correctly. The options only light up when:

1) The door actually exists
2) You have enough gold to cover the costs
3) You have an operating Toolshop of a Quality Level equal or greater to the level of lock if wish to build

If you do not meet any of these criteria, the steward won't even let you try.

I'll re-post the updated file late tonight. It's going to be first come first serve until the Thelys thing gets finalized.


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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2757795 - 07/02/04 07:41 PM

I found some more, BUt maby its just me

The door to the interior of the boat house dosent go any where

The activators to let the animals out dont work

No mater who you talk to the option to talk about "manage all rooms" is there and i dont get why the meadage about when you go to caldera is there.

No one comes to the bazar (well atleast for me)

When you hire someone for keeping the animals there tital is steward (dont know if this was intentional).

In the Ice caves there is one spot that you can go through the wall because its not covered with a static (when you forst enter stay strait its on the right wall)

In the egg mine there is a four way but two of the pagages only lead into nothingnes. (maby its only for me)

at the boat house before you build one (when you first show up) the npc that brought you there always has the option to sign the papers.

Sorry for all the bad news Just trying to help.


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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2757815 - 07/02/04 07:47 PM

bugs not mentioned:-

1.When i was walking around the outside of my manor with lv2 lobby and lv 3 vault, i was able to pick up all the outside walls, revealing another wall.
2. when upgrading to a level 3 lobby with a lot of workers, the steward said it would take one day, but it completed instanty
3.in the level 3 lobby you can pick up the bottom stair of the stairway to floor three, this causes an immediate CTD.
4.before you sign the papers the npc who takes you to the location can do so even after youve arrived. (screen goes black he says he has a boat waiting)

not bugs but suggestions:-

1. put each room in the stewards menu on a new line, and put relevent information next to each one. ie.current level, upgrade cost on the construction menu
2. can you make it so the vault tells you how much gold it can currently hold, and perhaps make it look better with each level (i apologize as this is probably already planned)
3. make it much clearer what upgrading different rooms make avaiable

its coming along fine

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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2758062 - 07/02/04 09:01 PM

Quote:


The door to the interior of the boat house dosent go any where




Fixed

Quote:


The activators to let the animals out dont work




This used to work fine just a week ago. I looked in on it, and it does seem a bit wonky... I'll get back to you on this later.

Quote:


No mater who you talk to the option to talk about "manage all rooms" is there and i dont get why the meadage about when you go to caldera is there.



There was a wierd contaminant in the "Maintain All Rooms" topic. Don't know how that go tin there, but it's gone now.

Quote:

No one comes to the bazar (well atleast for me)




Read the manual. You need a very high commerce score for them to appear regularly.

Quote:


When you hire someone for keeping the animals there tital is steward (dont know if this was intentional).




It turns out that I misnamed most of the servants. A harmless, but confusing bug. Fixed.

Quote:


In the Ice caves there is one spot that you can go through the wall because its not covered with a static (when you forst enter stay strait its on the right wall)




I couldn't find this. Is it in the Grahl room?

Quote:


In the egg mine there is a four way but two of the pagages only lead into nothingnes. (maby its only for me)




Fixed

Quote:


at the boat house before you build one (when you first show up) the npc that brought you there always has the option to sign the papers.




fixed


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Re: [Alpha REL] Sim-Manor [Re: ]
      #2758103 - 07/02/04 09:11 PM

Quote:

bugs not mentioned:-

1.When i was walking around the outside of my manor with lv2 lobby and lv 3 vault, i was able to pick up all the outside walls, revealing another wall.

3.in the level 3 lobby you can pick up the bottom stair of the stairway to floor three, this causes an immediate CTD.




This is a problem with the way MW handles newly created statics. I mention it in the Known Issues part of the readme. The problem usually goes away when you change cells, but the stairs in the lobby seem to persistatly remain problematic. I may have to change them to activators.

Quote:


4.before you sign the papers the npc who takes you to the location can do so even after youve arrived. (screen goes black he says he has a boat waiting)




The option to take you to the sight is only available through the "opportunity of a lifetime" topic, which becomes closed once Morganstern leaves Ebonheart. What kind of dialogue are you seeing when you get this option?

Quote:


2. when upgrading to a level 3 lobby with a lot of workers, the steward said it would take one day, but it completed instanty




I couldn't reproduce this bug. I hired 88 workers (the max), and it still took one day (as is proper).

Quote:


not bugs but suggestions:-

1. put each room in the stewards menu on a new line, and put relevent information next to each one. ie.current level, upgrade cost on the construction menu




I wanted something like this, but you can only have 255 characters per dialogue screen, including the variable names. There is just barely enough space to have the room names by themselves. Additionally, a full statread out on any one single room comes close to the 255 limit by itself.

Quote:


2. can you make it so the vault tells you how much gold it can currently hold, and perhaps make it look better with each level (i apologize as this is probably already planned)



I could put that in the overview panel. I can't change the appearance of the chest. That would also alter its ID, which would invalidate all of the economic scripts.

Quote:


3. make it much clearer what upgrading different rooms make avaiable




Information like that is in the manual. I'll eventaully add a query command to the steward, but this is pretty low priority, since anything he says will also be in the manual, anyway.

Good reports people! Keep them coming.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2758200 - 07/02/04 09:39 PM

Slyreaper, I took a closer look at the ranch problem. It turns out that abouta week ago, I made some "improvements" to the ranch script. Apparently, therse "improvements" broke the ranch. The problem is now fixed.

Additionaly, I found that the soul unloader was going postal, activating itself every frame. Scripted objects sometimes do that, even though there's no reason for it to do so. It seems to happen when the attached script is very long. I split the script into two parts, fixing that potential problem. This bug was potentially very serious... it could've effectively crippled soul trapping effects. I'm glad that you caught it!

Also, I forgot to mention this in the manual, but blighted and diseased creatures can't be used in the ranch. I added a paragraph to the manual discussing this.

While I was in the CS, I also added a new armor stand. You can now display glass armor.

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Amanda
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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2758542 - 07/02/04 11:21 PM

It still won't download for me? When I click on the download link it brings me to a page that says 404 Page Not Found

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:O [Re: Amanda]
      #2759374 - 07/03/04 06:09 AM

I would never bump a thread ever.

Dunno if there is a download link now?

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I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2759379 - 07/03/04 06:15 AM

Quote:

Slyreaper, I took a closer look at the ranch problem. It turns out that abouta week ago, I made some "improvements" to the ranch script. Apparently, therse "improvements" broke the ranch. The problem is now fixed.

Additionaly, I found that the soul unloader was going postal, activating itself every frame. Scripted objects sometimes do that, even though there's no reason for it to do so. It seems to happen when the attached script is very long. I split the script into two parts, fixing that potential problem. This bug was potentially very serious... it could've effectively crippled soul trapping effects. I'm glad that you caught it!

Also, I forgot to mention this in the manual, but blighted and diseased creatures can't be used in the ranch. I added a paragraph to the manual discussing this.

While I was in the CS, I also added a new armor stand. You can now display glass armor.




So people can grab themselves a vivec?

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"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2759569 - 07/03/04 07:57 AM

Quote:


Quote:


4.before you sign the papers the npc who takes you to the location can do so even after youve arrived. (screen goes black he says he has a boat waiting)




The option to take you to the sight is only available through the "opportunity of a lifetime" topic, which becomes closed once Morganstern leaves Ebonheart. What kind of dialogue are you seeing when you get this option?





the dialog window shows the right um... dialog. "lets get started" appears on the topic list

also i just found i have the savegame where the lobby builds instantly every time, i email it, yes?


Edited by callmemr7432 (07/03/04 08:57 AM)

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2759613 - 07/03/04 08:17 AM

more bugs
1.in the save game i sent you later there is a door on the lower left of the lobby which just rotates and reveals a wall
2.the overhang underneath the walkway in the lobby is not solid
3. you can go into the left wing with a level 2 lobby wonder into the northern wing and then come through an invisible door to the central lobby

i know its really simple maths but a minumum amount of workeres need to complete a room in one day would be nice. and could you make it so you cant hire more then this without too much work?

Edited by callmemr7432 (07/03/04 08:23 AM)

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iioopp
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2759722 - 07/03/04 09:27 AM

Any place download this?

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I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2759812 - 07/03/04 10:03 AM

Keeep up the good work guys at this rate it maybe bug clean!



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Re: [Alpha REL] Sim-Manor [Re: ]
      #2759976 - 07/03/04 11:18 AM

Yes bug free but is there a place to download it.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2760030 - 07/03/04 11:40 AM

No, not yet. Fusion will fix those bugs there has been reported, and will then upload the alpha to TheLys, but it will take a couple of days before it is up, so you'll just have to wait, and that scuks because i am going a way tomorrow, and will first get home on friday, but as sone as I am home, i'm goanna play big time.

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2760371 - 07/03/04 01:38 PM

Quote:

more bugs
1.in the save game i sent you later there is a door on the lower left of the lobby which just rotates and reveals a wall




fixed

Quote:


2.the overhang underneath the walkway in the lobby is not solid




The overhand actually is solid, it's just that your head can sometimes poke through it if you're jumping. It's limitation of the MW engine that your head can sometimes pass through statics while jumping.

Quote:


3. you can go into the left wing with a level 2 lobby wonder into the northern wing and then come through an invisible door to the central lobby




fixed
Quote:


i know its really simple maths but a minumum amount of workeres need to complete a room in one day would be nice. and could you make it so you cant hire more then this without too much work?




I might toss that in later. I did something similar for paying off the principle on a loan.

NightEye has been working hard to get hosting back up. We have split the file into two sections, one for the esp and docs, and another for the meshes, textures, and icons. This will make updates easier to upload and download, and should cut back on bandwidth consumed.

Both files can now be found at
the Sim-Manor homepage . Bandwidth is still going to be tight, so its first come first serve. If you miss out, just wait for the 12 hour reset to kick in.

If you have the older version, you will still need the support file package. I added meshes for Dongle's display cases, as well as graphical support for the new glass armor stand.

All the bug fixes mentioned in this thread have been implemented, along with a few bugs that I found myself. In particular, the long-standing issue with certain animals in the ranch appearing too soon has been fixed (yay!).

Slyreaper, I finally found the hole in the Grahl room that you were talking about, but it's too late for me to include the fix. I'll get it next time. It's just a cosmetic flaw, anyway.

Evarhiel: I forgot to include you in the credits! A thousand apologies! Evarheil sent me a sample script from her armor sorter. I incorportated several ideas from her script into my own. the armor stands are a lot more comfortable to use beacause of her.

I also tossed in a new display case (besides the glass armor stand). Look for a musical instrument case in the SW corner of the lobby. It includes both types of lute and both drums. Let me know if there are any other instruments in official MW that I missed.


*Edit*
Callmemer: for some reason, I didn't see your first post. I'll look into those issues.

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Edited by HotFusion3 (07/03/04 01:52 PM)

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2760384 - 07/03/04 01:42 PM

You swithced them on the site.
The support files are the ESP, the Esp is the support files.
(this defies all grammatical rules...)


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Re: [Alpha REL] Sim-Manor [Re: Evoker]
      #2760445 - 07/03/04 02:01 PM

That was fast!

The link labels have been fixed.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2760474 - 07/03/04 02:08 PM

Incredibly, the bandwidth limit for the current 12 hour cycle has already been exceeded. That means that about 33 people have downloaded this in the last ten minutes. You guys are animals.

I'm afraid people will just have to wait in line until greener pastures arrive.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2760560 - 07/03/04 02:36 PM

Ok I talked to the guy with the long M name and he took me to the place and I signed the papers. Then he told me to go in to the foyer the stewards waiting. Well I turn around click on the door and...nothing. The door seems to be a static, with no teleportation properties. How can I fix that?

EDIT: I looked in the CS and there appears to be no DoorMarker? COuld that be the problem?

EDIT 2: I tired puting one in but it doesn't seem to work?

Edited by Amanda (07/03/04 03:00 PM)

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Re: [Alpha REL] Sim-Manor [Re: Amanda]
      #2760654 - 07/03/04 03:12 PM

Amanda: I can't reproduce this bug. Are you sure that you're trying the right door? The wooden shack that you arrive at is not the old administrative building that Morganstern talks about. That's the run-down boathouse (which you can't enter). The main building is a stone edifice off to the west. You'll have to go over a small rise to see it.

I'll make his directions mor clear in a future release. Maybe I'll even move the Boathouse closer to the main building.

Let me know if this turned out to be the problem.

While I'm at it, what is that thing in your avatar? It looks vaguely familiar.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2760756 - 07/03/04 03:57 PM



I just checked. The building is north of the boathouse, not west. No wonder you had trouble finding it.



I'll have to fix that.



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Re: [Alpha REL] Sim-Manor [Re: ]
      #2760955 - 07/03/04 05:00 PM

Quote:


4.before you sign the papers the npc who takes you to the location can do so even after youve arrived. (screen goes black he says he has a boat waiting)




Found and fixed.



Quote:


also i just found i have the savegame where the lobby builds instantly every time, i email it, yes?





I finally found this bug. It seems to only happen sporadically. I added an extra line to HF_BuildBLobby which may or may not resolve the issue.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2761457 - 07/03/04 07:38 PM

these arnt from the new version so they may or may not be present in the current build. i wont post any more until after i get the new version.

bugs
1. in the libary a few books dont apear correctly, ABC's for barbarians is one(if you want i could make a full list)
2. the workshop wont build for me? (LV2 lobby lv3 vault lV1 lib) instead the cost to build it each time increases, its now on 32,000.
-problem persists after all other mods are gone and manor is restarted
3. i am begining to think that its some mods i got going so now everything but the core morrwind files are going but this time on arriving at the manor, the npx just comented on how nice my (imperial)outfit was rather than letting me sign some papers. leaving and rentering the cell fixed this
4. the steward said the same thing as above

thoughts
could you make the manor map a texture, hang it on the wall, and then control the rooms through this?

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2761630 - 07/03/04 08:34 PM

Quote:


bugs
1. in the libary a few books dont apear correctly, ABC's for barbarians is one(if you want i could make a full list)




Yes. I would like that very much. After making the library, I just accepted that some of the 400+ books would not work correctly. A list of which ones are doing what would be very helpful.

Quote:


2. the workshop wont build for me? (LV2 lobby lv3 vault lV1 lib) instead the cost to build it each time increases, its now on 32,000.
-problem persists after all other mods are gone and manor is restarted




I couldn't reproduce this bug, but there I found several Workshop-related isues that would make it appear that the Workshop isn't building.

One of the doors leading to the workshop (the one in the main lobby) had the wrong script attached. The door leading in from the east lobby wing should be appearing normally. Try looking there.

Also, the RoomStats panel for the workshop was ten different kinds of screwed, and could give the impression that the Wrokshop wasn't actually getting finished. Does the capacity number shown in the Maintenance panel show the right numbers?

Quote:


3. i am begining to think that its some mods i got going so now everything but the core morrwind files are going but this time on arriving at the manor, the npx just comented on how nice my (imperial)outfit was rather than letting me sign some papers. leaving and rentering the cell fixed this




No, it's not some other mod. I just checked. There is apparently a 10% chance that you'll get this message everytime you talk to someone. If your clothers are very expensive, the odds go up to about 19%. I was able to get around this just by talking to them over and over again.

I had never thought to test if the clothes the PC was wearing would interact with the dialogue. Of course, that's why I released this test version.

*sigh* This, and all other possible dialogue conflcits, can be solved if I move all of my greetings to the top of the Greeting 0 area. Time to fire up MWEdit again.

Quote:


thoughts
could you make the manor map a texture, hang it on the wall, and then control the rooms through this?




Hmm.. maybe. Someone would have to do the meshes for me, though. I don't have a clue how to make meshes or texture. I'd need a separate mesh for every room, and they'd have to be constructed to fit perfectly together.

To my keen embarrasment, I found a serious flaw in the latest upload. Clicking on the MAintence topic will cause a CTD. This happens because of changes that I made to HFTotalExpenses. I thought I found and corrected all of the references to this variable, but I missed one.

This will be fixed in the Thelys upload. Until then, it si easy enough to fix yourself. Go into the dialogue menu (in the CS). Find the maintenance topic. Click on the very first entry in that topic. Look in the results window (on the bottom) and change this line:

set hf1 to HFTotalExpense

to set hf1 to HFTotalExpenses

Amazing how big a difference a single little letter can make, huh?

Keep the reports coming. I want to kill as many bugs as possible before MadPauly picks up his version of the mod.



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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2762159 - 07/03/04 11:29 PM

i said i wouldnt post anymore but.....

ok i found the workshop, but its empty but, if i go to the construction menu he always says
"it costs (x gold) to BUILD the room"

you can jump over the walls in the greenhouse

most of the displays call themselfs "fire displays"

the armour manaquins dont tell you what armour they wear

if you go immediatly to the guy in ebonheart without talking to anyone you can ask him about latest rumours and he talks about himself in the third person (same with steward)

if you have a book on the shelf, but you have a dublicate in your inventory, clicking on the first bookcase will add the prestiege you would get for that book
but not take it from your inventory. all other bookcases work fine

booklist (most seem to be levitateing a little but its hard to pick out these are all the major problems)

ABCs for barbarians - floating behind bookcase
Arkey the enemy - piled to high to see
Arkey the enemy to bone part 1 - can be added to bookcase in the wrong order and create floating books
bone, part one - miles away from bone, part two
chronicales of nchleft - floating a bit (not much but its eye hight)
guylaines archetecture - pokes through top of upper shelf
hallgerd's tail - pokes through top of upper shelf
lord johnibrets last dance - Way too tall to fit on shelf
nchunaks fire and faith - pokes through top of upper shelf
no-hs picture book - pokes through top of upper shelf
old dewmer book - pokes through top of upper shelf
all poison songs - pokes through top of upper shelf
& pokes through front of upper self
the buying gamr - Way too tall to fit on shelf
the pig children - pokes through top of upper shelf
the pilgrims path - Way too tall to fit on shelf
the real barenzia II - pokes through the front of above shelf
the real barenzia III - pokes through the front of above shelf
the real barenzia IV - pokes through top of upper shelf
& pokes through the front of above shelf
the real barenzia V - pokes through the front of above shelf
the rear guard - pokes through the front of above shelf
the third door - pokes through top of upper shelf
& pokes through the front of above shelf
the vagaries of magika - pokes through top of upper shelf
the wild elves - clashes with support of bookcase

if your willing to do the code for the floorplans ill have a crack at the models, i think it would make the control system more intuitive. i think in the early days you can get the steward to lay the plans on the floor, and later it gets hanged up.(or you could get somone who knows what theyre doing :-p)

*EDIT got new version*

1. still a strange static behind the steward when you enter the manor
2. in the new musical instruments display whenever you click on it you hear the pickup noise
3. clicking on construction, then forge results in the option to return to the construction menu now being highlighted
4. not sure what i did but one time the steward informed me it would cost 0 septims to upgrade my vault
5. the polygons on the 2nd story roof in the loby get messed up near the third floor stairs
6. one of the rugs on the 3rd floor is floating
7. strange overhangs on the third floor near the tree
8. when you first talk to the steward and when you use "return to main menu" result in slighly different menus(one has two extra options at the bottom that are greyed out)
9. gap in the eggmine(lv.1). walk to the northenmost room and walk down the corridor a bit more. its on the ceiling
10. not really a bug but a trapdoor on one side shouldnt be a regular door on another(in the eggmine)
11. icecaves have lots of holes, if you walk to the west in the cave then you can even get trapped behind a wall
12. standing in the acadamy there is a door that opens into the void
13. at this point i accidently picked up the lower lobby stairs and crashed the game.(had left and rentered room as you suggested)





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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2762994 - 07/04/04 06:21 AM

Not letting this die

Bugged or not

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2763008 - 07/04/04 06:29 AM

Its hard to believe there are so many bugs in this mod, or atleast it looks like alot of bugs. No offence HotFusion.

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2763161 - 07/04/04 07:55 AM

all the bugs are due to the nature of the mod. (i bet if you put all the sripts from bloodmoon and the manor together the manor would have more). i think the speed hes fixing the problems is quite simply amazing, keep up the good work HF!

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2764065 - 07/04/04 02:48 PM

I'm sure Morrowind in Alpha stage was ten thousand times buggier!

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Mike_DeMong
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Loc: Truthfully I really don't know...
Re: [Alpha REL] Sim-Manor [Re: ]
      #2764471 - 07/04/04 04:39 PM

Is it ok if anyone could post some screenshots of the Manor, I'm still undecided. Does this corrupt saves??

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iioopp
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Re: [Alpha REL] Sim-Manor [Re: Mike_DeMong]
      #2764542 - 07/04/04 05:03 PM

Corrupt saves, hmmm alpha test means that its just a test and its not too safe or ready. Its corrupted no ones saves so far. So im guessing its safe to play, its just got bugs.

If you want wait for the beta version or the final release.

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I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: Mike_DeMong]
      #2764657 - 07/04/04 05:43 PM

Quote:

Is it ok if anyone could post some screenshots of the Manor, I'm still undecided. Does this corrupt saves??




its still mostly unfurnished so screenshots wouldnt show you much.
http://www.simanor.co.nr/ has screens of the good-looking bits. but overall this is an alpha so you probably would not play it for fun yet

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Amanda
Acolyte

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2764705 - 07/04/04 06:04 PM

Ok thanks for clearing that up.

It's a Bunchie very futuristic

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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2765735 - 07/05/04 12:59 AM

Quote:

ok i found the workshop, but its empty but, if i go to the construction menu he always says
"it costs (x gold) to BUILD the room"




Ah. I see now. This was a copy/paste error on my part. He actually does upgrade the workshop, he just used the wrong word (which you probably surmised yourself).

Fixed.

Quote:


you can jump over the walls in the greenhouse




This is a consequence of using interior cells to simulate exterior locations. I thought about surrounding the area with invisible walls, but I mostly relying on the player to use a little suspension of disbelief and not try ot peek behind the veil. I might toss in some barriers later, anyway.

Quote:


most of the displays call themselfs "fire displays"



Fixed

Quote:

the armour manaquins dont tell you what armour they wear




Fixed

Quote:

if you go immediatly to the guy in ebonheart without talking to anyone you can ask him about latest rumours and he talks about himself in the third person (same with steward)




Fixed

Quote:

if you have a book on the shelf, but you have a dublicate in your inventory, clicking on the first bookcase will add the prestiege you would get for that book
but not take it from your inventory. all other bookcases work fine




Wierd. The shelves all have identical scripts. This may be a problem with MW itself. When a very long script is attached to an object via the OnActivate function, it sometimes malfunctions. I've slowly been converting such scripts to globals, and replacing the script on the actual item itself with a shorter, more stable script. I did this to the library shelves, and they seem to work fine now.

I knew the library was still in the rough. All the same, it needed to be polished eventually, so I just went ahead and did it. The books are all now in true alphabetical order (instead of the psuedo-alphabetical order that they used to be in). Perusing your collection for a specific book should now be much easier. I re-sized the larger books so that they fit more gracefully in the shelves. It took forever to re-organize all 400 books, but now its done. This should resolve each and every one of the library issues that you mentioned.

Quote:


if your willing to do the code for the floorplans ill have a crack at the models, i think it would make the control system more intuitive. i think in the early days you can get the steward to lay the plans on the floor, and later it gets hanged up.(or you could get somone who knows what theyre doing :-p)




Sounds good. This could be done via the ForceGreeting command and a handful of local variables. I agree that something like this would make construction an easier task.


Quote:


1. still a strange static behind the steward when you enter the manor



Fixed

Quote:

2. in the new musical instruments display whenever you click on it you hear the pickup noise



Fixed

Quote:

3. clicking on construction, then forge results in the option to return to the construction menu now being highlighted




The Return to Construction Menu button wasn't working quite right. It's fixed now.

Quote:


4. not sure what i did but one time the steward informed me it would cost 0 septims to upgrade my vault




Hmmm. That would happen if you somehow got into the manor without the MainConfigscript having been executed... but that happens when you sign the enfeoffment papers, and you shouldn't be able to get inside until you do that. How'd you get in?

Quote:


5. the polygons on the 2nd story roof in the loby get messed up near the third floor stairs




There really isn't anything I can do about this. I was pushing the Redoran tileset in a direction that it was never intended to go, and as a result, some parts of it look funny. I'd need a custom made static to fix this. All I really need is for the in_r_l_int_lcenter_04 staic to be cut in half. If someone can do this for me, I'd be most grateful.

Quote:


6. one of the rugs on the 3rd floor is floating




Good eye. I didn't think anyone would be able to notice that. The rug is floating maybe an inch of the groudn because it is hiding another, uglier static poking up throught he floor. What I really need is a trimed down version of ex_hlaalu_wall_01

Quote:


7. strange overhangs on the third floor near the tree




Another custom static issue. Fixing this won't be as trivial. I put the railing around the trouble area to make it hard for the player to get up close and see the problem, but I guess you saw it anyway. Nothing I can really do about this.

Quote:


8. when you first talk to the steward and when you use "return to main menu" result in slighly different menus(one has two extra options at the bottom that are greyed out)



Fixed

Quote:


9. gap in the eggmine(lv.1). walk to the northenmost room and walk down the corridor a bit more. its on the ceiling




Good eye. I don't think I would've ever found that on my own. Fixed.

Quote:


10. not really a bug but a trapdoor on one side shouldnt be a regular door on another(in the eggmine)




This was a silly mistake that I made I while back. I kept meaning to fix it, but always forgot. Fixed.

Quote:


11. icecaves have lots of holes, if you walk to the west in the cave then you can even get trapped behind a wall




They were easy to find once I knew that they were there. Fixed.

Quote:


12. standing in the acadamy there is a door that opens into the void




Fixed
Quote:


13. at this point i accidently picked up the lower lobby stairs and crashed the game.(had left and rentered room as you suggested)




For some reason, those stairs were particularly recalcitrant. The outside statics all revert to nrmal behavior after chanign cells, but not these two guys. I finally just replaced them with activators. Fixed.


Other issues:

HFRancherFlag wasn't set to the correct starting value. As a result, the Rancher would occsionally appear without having been hired. Fixed.

There was a hostile spawn point in the eggmine. Oops. Fixed.

Thanks Callmemr! Getting prompt and succint feedback like this is really helping me keep my energy level high.

Quote:

(SleepWhilstyouWork)Its hard to believe there are so many bugs in this mod, or atleast it looks like alot of bugs.




You shouldn't be surprised. Consider that there are 837 separate scritps in the mod. Assuming an average of 50 lines per script, that's 41850 lines of code. Even if I were 99% accurate (which I doubt), that would mean that there would be 418 bugs from the scripts alone.

When you consider the 891 dialogue entires (some of which are very complex), and the several thousand items that had to be physically placed in the world, there's room for tons of bugs. About half of programming is simply de-bugging. The hardest part of de-bugging is actually finding the bugs. That's why I released this alpha, to enlist help. And so far, the help has been fantastic!

Quote:


No offence HotFusion.




None taken.



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silversheath_191
Layman

Reged: 07/02/04
Posts: 6
Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2765791 - 07/05/04 01:22 AM

hey hotfusion maybe you could add some horses or something that would be cool

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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: silversheath_191]
      #2766578 - 07/05/04 09:30 AM

Horses o_O well there is a ranch, im gonna try download now lol. Hmmm whats next strippers?

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Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2766630 - 07/05/04 09:52 AM

Ive been reading the manual I havent played the mod yet, hmmm interesting, I hope in later versions you will make builders/guards etc have graphics. Guards you could just see walking around the manor and around the insides, workers can just be walking/standing around. Is there some way you could have a randomized name for worker things in later editions?

Graphics will greatly improve the standard of play in the manor, however I cant fully comment because I havent started to play it yet.

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Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2766643 - 07/05/04 09:56 AM

Also cant you make longer name for mesh folders etc cause they interfere with other mesh folder mods...

or can these be changed manually and still have no effect on the mod? or do they have to stay the same?

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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HotFusion3
Adept

Reged: 01/04/03
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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2766750 - 07/05/04 10:35 AM

Making random names isn't possible. Names can't be generated or altered in run-time. I could make a giant database of pre-generated NPCs, each with a different name, and select randomly from them, but that would be a very small benefit at a very high cost.

There would be no reason to alter the mesh folder names. I did it the way that I did so that you wouldn't be forced to have two copies of the exact same meshes if you're using other mods that use the same models.

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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2766779 - 07/05/04 10:45 AM

I like it when I have a folder for each mod, unless I install him wrong, now I have your mod meshes in another folder with another mod thats A and another thats M I think.

Its not easy to take off again for later versions.

Or am I just installing wrong? o_O

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Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2766899 - 07/05/04 11:32 AM

837 separate scripts? Wow. You deserve more of these. For some strange reason I want to give you 37:



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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2767113 - 07/05/04 12:47 PM

Lets just say this will probably be one of the best mods ever when its finished, gonna take a long time though.

Hotfusion deserves a big congratulations. I still aint played it yet, damned msn.

But I will soon to check everything out, look for bugs and have a good go.

Ill be using a vampire character to play it to see if that works too.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2767135 - 07/05/04 12:55 PM

Quote:

Slyreaper, I took a closer look at the ranch problem. It turns out that abouta week ago, I made some "improvements" to the ranch script. Apparently, therse "improvements" broke the ranch. The problem is now fixed.

Additionaly, I found that the soul unloader was going postal, activating itself every frame. Scripted objects sometimes do that, even though there's no reason for it to do so. It seems to happen when the attached script is very long. I split the script into two parts, fixing that potential problem. This bug was potentially very serious... it could've effectively crippled soul trapping effects. I'm glad that you caught it!





Best thing any one has ever said to me on these fourms. I cried a single tear. I feel so wanted

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2767230 - 07/05/04 01:28 PM

I've been away for a while.
Great to see you've made such progress!
I've just downloaded Sim-Manor alpha and I'm about to do some testing. I'm very exited!
Quote:

Evarhiel: I forgot to include you in the credits! A thousand apologies! Evarheil sent me a sample script from her armor sorter. I incorportated several ideas from her script into my own. the armor stands are a lot more comfortable to use beacause of her.





Thanks a lot! I'm blushing here!
But... It's Evariel, not Evarhiel.
Now, let's do some bug hunting!

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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2767626 - 07/05/04 03:46 PM

Bugs found: (If they are bugs)

As a Vampire of the Quarra Clan level 29 Dark Elf. (Only character I have)

I am unable to open the door of the circle building (manor interior)
So I am unable to play I guess.

On the circle building (leading to manor interior), if you jump up you have a square roof not a circle roof. You cant see this from the ground but you can if you jump.

At the dock the little house thing as a door but nothing appears to be linked to no where as you cant enter it or no name appears to go anywhere.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2767739 - 07/05/04 04:23 PM

Quote:


I am unable to open the door of the circle building (manor interior)
So I am unable to play I guess.





this is probably beacuse you haven't started the mod correctly, you must first ask a NPC about "latest rumours" and follow the trail.

theres lots of bugs with the exterior atm, its mentioned in the readme.

Quote:



Quote:

4. not sure what i did but one time the steward informed me it would cost 0 septims to upgrade my vault





Hmmm. That would happen if you somehow got into the manor without the MainConfigscript having been executed... but that happens when you sign the enfeoffment papers, and you shouldn't be able to get inside until you do that. How'd you get in?




infortunatly i had signed the papers, i think i had a level 1 lobby and a level 1 vault at the time, if i was you id wait until someone else finds it before you try to track down the problem

ive not hard any time to play today, but ive started on the plans for you, if anyone could convert .3ds to nif when the time comes that would be great

*edit*

just wanted to add i feel the same way as skyreaper about the thanks except im too british to say it

Edited by callmemr7432 (07/06/04 05:13 AM)

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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2767764 - 07/05/04 04:32 PM

Bah, I was told the location of the manor is tel something, I had no access to the internet because of my parents needing the phone, so I couldnt ask online, so I was looking north of tel vos for about 30 mins to 1 hour... I got annoyed so I went in the construction set and loaded the mod to check its location and found it was near that temple thing. All to find out I just needed ask a npc latest rumours im gonna go MAD!!!!!!!!!!!!!!!!!!!!

Thanks.

--------------------
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Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2768588 - 07/05/04 08:28 PM

Ok hotfusion heres my list:

From the outside of the ranch/garden you cant see the inside, yes I know the reason. Isnt there something you could put over it to make it look pretty. It just looks like a basic open space. You could make it magical .

The rooms need to be named. The doors to rooms need to be named.

Then seed, alchemy and ranch boxes all need the ! take off them to make them look more proffesional.

In the ranch, to the far left, then cenus and exercise gate over laps with the wood. Also the gate shouldnt be called cenus and exercise gate but this gate it from the start of morrowind.

In the lobby east wing and maybe the rest of the manor, the pillars next to the door dont fit exact.

North east wing doors open up into a wall.

Several spelling mistakes with dialogue, all of it needs to be rechecked but beta version.

Ice cave exit cant be reached without jumping I dont think.

Shipyard, I dont think the door opens to the hut, havent tried it since I got the manor running.

Ranch gates to pens should open inwards so you can actually open then right.

While a vampire the handyman wouldnt talk to me unless I payed him for persuasion. (Im using vampire embrace mod so he could of even attacked me if I didnt have it on?) And I pay his wages!

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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iioopp
Curate

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2768851 - 07/05/04 09:23 PM

Oh also:

When hiring the ship master it says

%HFShipmasterPayScale

I know nothing but im guessing this is, his or her script, but its errored.

--------------------
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Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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HotFusion3
Adept

Reged: 01/04/03
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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2768997 - 07/05/04 09:54 PM

Quote:

From the outside of the ranch/garden you cant see the inside, yes I know the reason. Isnt there something you could put over it to make it look pretty. It just looks like a basic open space. You could make it magical .





Attempts to put something in the exterior garden mock-up resulted in disastrous frame rates. The cure is worse than the disease.

Quote:


The rooms need to be named. The doors to rooms need to be named.




The doors are named. They refer to the general cell that they open into. As for the intra-cell doors, these aren't named anywhere else in Morrowind either. Renaming them would involve creating a set of 26 unique doors, which I don't really have the patience to do. Opening an intra-cell door doesn't subject the player to a cell-load, so there isn't really a need to warn him ahead of time what's behind the door.

Quote:


Then seed, alchemy and ranch boxes all need the ! take off them to make them look more proffesional.




I don't understand what you mean.

Quote:


In the ranch, to the far left, then cenus and exercise gate over laps with the wood. Also the gate shouldnt be called cenus and exercise gate but this gate it from the start of morrowind.



The gate overlaps a bit because it has to. The mesh doesn't come with a supporting pole. The door has to be made part of the wall for the mesh to look right. I did fix the name thing, though.


Quote:


In the lobby east wing and maybe the rest of the manor, the pillars next to the door dont fit exact.




I don't think that they ever will fit perfectly. Believe me, I've tried.

Quote:


North east wing doors open up into a wall.



Fixed

Quote:


Several spelling mistakes with dialogue, all of it needs to be rechecked but beta version.




You need to tell me exactly where they are, or I can't fix them.

Quote:


Ice cave exit cant be reached without jumping I dont think.



Click on the ladder. That works just fine.

Quote:


Shipyard, I dont think the door opens to the hut, havent tried it since I got the manor running.




It isn't supposed to. The shack is just there for cosmetic purposes.

Quote:


Ranch gates to pens should open inwards so you can actually open then right.


]

This can't be resolved without a custtom animation file

Quote:


While a vampire the handyman wouldnt talk to me unless I payed him for persuasion. (Im using vampire embrace mod so he could of even attacked me if I didnt have it on?) And I pay his wages!




Individual servant dialogue hasn't been included yet, so you'll get some fairly random results when talking to them. Right now, talking with them serves two purposes: you can check their morale, and you can alter thier outfits.

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iioopp
Curate

Reged: 11/04/03
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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2769054 - 07/05/04 10:14 PM

Quote:

Quote:

From the outside of the ranch/garden you cant see the inside, yes I know the reason. Isnt there something you could put over it to make it look pretty. It just looks like a basic open space. You could make it magical .





Attempts to put something in the exterior garden mock-up resulted in disastrous frame rates. The cure is worse than the disease.


Quote:


The rooms need to be named. The doors to rooms need to be named.




The doors are named. They refer to the general cell that they open into. As for the intra-cell doors, these aren't named anywhere else in Morrowind either. Renaming them would involve creating a set of 26 unique doors, which I don't really have the patience to do. Opening an intra-cell door doesn't subject the player to a cell-load, so there isn't really a need to warn him ahead of time what's behind the door.

Quote:


Then seed, alchemy and ranch boxes all need the ! take off them to make them look more proffesional.




I don't understand what you mean.

The boxes on the wall that you put soul gems in etc take away the ! (excalmation mark)

Quote:


In the ranch, to the far left, then cenus and exercise gate over laps with the wood. Also the gate shouldnt be called cenus and exercise gate but this gate it from the start of morrowind.




The gate overlaps a bit because it has to. The mesh doesn't come with a supporting pole. The door has to be made part of the wall for the mesh to look right. I did fix the name thing, though.

Why does it need to overlap? The other ones on the ranch dont overlap only that one, im guessing all of them are the same.

Quote:


In the lobby east wing and maybe the rest of the manor, the pillars next to the door dont fit exact.




I don't think that they ever will fit perfectly. Believe me, I've tried.

Quote:


North east wing doors open up into a wall.



Fixed

Quote:


Several spelling mistakes with dialogue, all of it needs to be rechecked but beta version.




You need to tell me exactly where they are, or I can't fix them.

Well the only ones ecountered so far are from the man from ebonheart, when at the ship dock thing next to the manor he says things like telvanni are nearb and Hlaalu will cry bloddy murder

Quote:


Ice cave exit cant be reached without jumping I dont think.



Click on the ladder. That works just fine.

Quote:


Shipyard, I dont think the door opens to the hut, havent tried it since I got the manor running.




It isn't supposed to. The shack is just there for cosmetic purposes.

Quote:


Ranch gates to pens should open inwards so you can actually open then right.


]

This can't be resolved without a custtom animation file

Quote:


While a vampire the handyman wouldnt talk to me unless I payed him for persuasion. (Im using vampire embrace mod so he could of even attacked me if I didnt have it on?) And I pay his wages!




Individual servant dialogue hasn't been included yet, so you'll get some fairly random results when talking to them. Right now, talking with them serves two purposes: you can check their morale, and you can alter thier outfits.




--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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iioopp
Curate

Reged: 11/04/03
Posts: 429
Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2769064 - 07/05/04 10:18 PM

Oh I mean name the doors like Kitchen etc not north east wing and the like, the manor gets confusing to run around, I dont know where I am half the time.

Also foyer main enterance thing, I dont think I can build that.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2770232 - 07/06/04 06:29 AM

1.gap next to stairs in forge on the floor
2.lots of mistakes in the cieling of forge
3.square above the acadamy stairs is differnt to the others(morrowinds fault?)
4.lobby east wing, standing outside the south eastern door at least two gaps are apparent
5.small thing but in roomstats for mine, the word mine is highlighted in places it probably shouldnt
6.on paying your loan it should be made clear if your setting what the modified value is or how much your paying off
7.%HFscratch 12 shows up in the finance menu as money stolen
8.two return to main menu's in finance menu
9.nine doesnt apear in the number selection screen for construction workers
10.its begining to be annoying that the west wing is in the south....i say this although i know it would be a lot work to rotate everything, so why not rename the cells
11.east wing, south western corner look north and a gap is in the floor

1.add rails or something to the acadamy stairs?

ill edit this post with more until HF posts again


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iioopp
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2770254 - 07/06/04 06:38 AM

99 workers aint needed, I mean 10 get a job done in a day...

I was paying for 88 workers for a while then I decided to take it to 40 and still it was 1 day, then 20 workers and its still 1 day, then 10 workers and its still 1 day.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2770273 - 07/06/04 06:47 AM

but what if i dont want 99 workers.... i want 9?

12.no return to main menu on construction menu.
13.should not the "take me home" topic on transport npcs cost gold? if so it dosnt tell you
14.on clicking the polyhedron in teleport center. a dialog box starts up to an NPC called coin guy who allways does the "e-e-excuse me sera *bla bla* neravine" greeting
15.door to barracks form lobby didnt appear correctly
16.all armours stands except ebony make the pickup sound
17.gap in colthier next to door
18.stairs show through the floor in clothier
19.doors appear in the barracks when rooms to the south end of the manor are added
20.vault isnt on roomstats(it has a level so should be present)
21.i cant remeber what size my vault is but in the readme it says it holds infinty gold at max level,it now costs me 50000 to upgrade the room but if i hire 50 workers it calculates the cost at minus 10000 and a bit gold
22.not really an issue but underneath the libary floor there is a grand soul gem
23. the interior of the shrine is disproportional to the size of it on the outside

2.could you add console commands to upgrade rooms immediately, just for the beta?

i give up.... wheres the bazaar and mines?

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iioopp
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2770339 - 07/06/04 07:20 AM

None of the manor is right sized for its inside. It states that in the manual, this includes ranch, garden outside.

Dunno where the hell the mine is lol.

I dunno even if my gardener turned up after I hired them. Ill try hire again and see.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2770370 - 07/06/04 07:36 AM

i know none of the manor is the right size, but inside they are square, on the outside they are long and thin


24.the lamp open dialog with npc "coinguy" again who somehow has the "mineall" topic
25.door appeared in alchemy lab going to nowhere
26.buttons in lobby arnt distrubeted along the wall evenly
27.got the 0 septims bug again, this time building the spell lab. i think i was building several things at the same time, could this be related? i think i was doing this with the vault as well
28.door between main lobby and spell lab didnt appear when spell lab built
29.holes in spell lab on the northen and southern wall- and to the right of the door to west lobby
30.built every room in manor but still no silt strider
31.somehow fell through ceiling of manor next to the gardens, not sure how that happened
32.small holes near hanging gardens
33.floor static on top floor of exterior pokeing through wall
34.rear end of fully built manor has an overlap error at the center of the wall
35.clipping problems on orcish armour display
36.clicking on the weapon display tables dosnt work, but the wall mountings do
37.cannot remove daedric katana from lower northen display(in fact you can pick up some and not others in each display.)
38.picking up and putting down the chitin club adds to prestiege each time
39.picking up and putton down the steel staff leads to pretiege dropping

note:- i finally get to room funtion testing!
note:-i lied!

40.in mace display you can put down the steel club and pick it up but you cant put it doen a second time
41.cant recover all orcish armour from stand, and some increases prestiege if you pick it up and put it back
42.dropping and picking up the dewmer curriass means you cant put it back on the stand
43. display near the door dosnt seem to work, i went to toddtest and got all the weapons but it has accepted nothing
44. stralrim war axe on display cant be replaced after removal
45.picking up and droping stralhim mace on mace display causes drop in prestiege
46.dunno how i saw the rug and not this but the stairs to 3rd floor lobby dont match up with the floor of the 3rd floor
47.chokeweed pot isnt correctly aligned with other pots
48.gap betwwen scrib jerky and scuttle pots?
49.west lobby acsess door menu dosnt work
50.roof door acsess door brings up security menu
51.after you hire someone no options for menus come up.
52.clicking on the persons name after you hire them results in the hire/dont hire question
53. you can talk to toolsmith about 3rd story door(then she breaks(seriously im stuck)) and adamantium mining



3.when you have time could you add gisplays for differnt weapons, in catorgories like glass,ebony,daeddric ect.?
4.could you make it so you have to build displays?
5. nopickup script on statics?
if hf dosnt show up soon i think hes gonna die fixing all these bugs

Edited by callmemr7432 (07/06/04 08:25 AM)

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iioopp
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2770405 - 07/06/04 07:54 AM

Quote:

i know noe of the manor is the right size, but inside they are square, on the outside they are long and thin


24.the lamp open dialog with npc "coinguy" again who somehow has the "mineall" topic
25.door appeared in alchemy lab going to nowhere
26.buttons in lobby arnt distrubeted along the wall evenly
27.got the 0 septims bug again, this time building the spell lab. i think i was building several things at the same time, could this be related? i think i was doing this with the vault as well
28.door between main lobby and spell lab didnt appear when spell lab built
29.holes in spell lab on the northen and southern wall- and to the right of the door to west lobby
30.built every room in manor but still no silt strider
31.somehow fell through ceiling of manor next to the gardens, not sure how that happened
32.small holes near hanging gardens
33.floor static on top floor of exterior pokeing through wall
34.rear end of fully built manor has an overlap error at the center of the wall
35.clipping problems on orcish armour display
36.clicking on the weapon display tables dosnt work, but the wall mountings do
37.cannot remove daedric katana from lower northen display(in fact you can pick up some and not others in each display.)
38.picking up and putting down the chitin club adds to prestiege each time
note:- i finally get to room funtion testing!


3.when you have time could you add gisplays for differnt weapons, in catorgories like glass,ebony,daeddric ect.?
4.could you make it so you have to build displays?

if hf dosnt show up soon i think hes gonna die fixing all these bugs





Yup but once youve found one, you find another . The manor needs get a little more busy with features and soon it will be great. Aint played it since 1 am last night though.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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lordmaker
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Posts: 214
Loc: in the darkest realm where daedric's roam in my home sweet home
Re: [Alpha REL] Sim-Manor [Re: ]
      #2770425 - 07/06/04 08:09 AM

Does anyone have a link that goes right to the mod ?!?
i couldnt find it on any of the links....???

or thelys

~~~~~~§LordMaker§~~~~~~

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iioopp
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Re: [Alpha REL] Sim-Manor [Re: lordmaker]
      #2770436 - 07/06/04 08:20 AM

Quote:

Does anyone have a link that goes right to the mod ?!?
i couldnt find it on any of the links....???

or thelys

~~~~~~§LordMaker§~~~~~~




http://www.simanor.co.nr/

That should be it.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2770440 - 07/06/04 08:27 AM

To stop the toolsmith talking to me i had to kill her and remove her clothes, crazyiest bug ever! (better bodies indeed )
EDIT
crap.... when i went to speak to the sourcerer he had the dialog from toolsmith. and now HE wont shut up...

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iioopp
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2770446 - 07/06/04 08:31 AM

Quote:

To stop the toolsmith talking to me i had to kill her and remove her clothes, crazyiest bug ever! (better bodies indeed )
EDIT
crap.... when i went to speak to the sourcerer he had the dialog from toolsmith.




I bet o_O do you have better bodies nudity version on by any chance lol?

Or are you serious?

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2770459 - 07/06/04 08:39 AM

seriously, she wouldnt shut up so i used "sethealth 0" on her then she still talked so i went into companionshare but that didnt make her stop until i removed her clothes.

would one of the many people who downloaded this add some furnishings about the place, im sure that if its good HF would host the esp

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iioopp
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2770463 - 07/06/04 08:42 AM

Quote:

seriously, she wouldnt shut up so i used "sethealth 0" on her then she still talked so i went into companionshare but that didnt make her stop until i removed her clothes.

would one of the many people who downloaded this add some furnishings about the place, im sure that if its good HF would host the esp




The mods only in a test stage. Its unfinished at the moment. More things will be added/changed I think.

--------------------
Blade
Vampire
"The Day Walker"

I have to say a personal thank you to Cortex for his vampire embrace that make playing as a vampire enjoyable. I would also like to say a personal thank you to many great modders out there that have made my game enjoyable too.

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Re: [Alpha REL] Sim-Manor [Re: iioopp]
      #2770477 - 07/06/04 08:50 AM

i think hf is to busy debugging to work on the decor, it just be nice to have more indication what a room is without looking at the map.

anyway, thats as many bugs as i can handle for 2day i post more 2morrow

see ya's

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aznchinkboi
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Reged: 07/04/04
Posts: 74
Loc: USA
Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2771890 - 07/06/04 04:55 PM

i've been looking around this thread and all i can say is awesome mod u got there hf. i havent gotten to dl it cuz the ur site is always out of bandwith. it seems u dont like furnishing alot maybe i culd of be some help. i was making a mod for hlaalu stronghold expending and redcorating the interior so if u want i can pm some screens or the my mod to u and u tell me if u want my help or not.

keep up the good work man.

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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2772055 - 07/06/04 05:39 PM

Quote:

1.gap next to stairs in forge on the floor



Fixed

Quote:

2.lots of mistakes in the cieling of forge




I searched the ceiling pretty carefully, but couldn't find anything wrong. Could you alaborate?
Quote:


3.square above the acadamy stairs is differnt to the others(morrowinds fault?)




The ceiling for that particular static is just different. Not really a bug.

Quote:


4.lobby east wing, standing outside the south eastern door at least two gaps are apparent




Fixed

Quote:


5.small thing but in roomstats for mine, the word mine is highlighted in places it probably shouldnt




This is a side effect of how MW handles dialogue. Fixing it would have numerous unwanted consequenes. It doesn't hurt anything, so I'm content to leave it.

Quote:


7.%HFscratch 12 shows up in the finance menu as money stolen
8.two return to main menu's in finance menu




Fixed
Quote:


9.nine doesnt apear in the number selection screen for construction workers




I meant to include this in the Known issues section of the readme. You can only have 9 buttons in a single messagebox. That can't be helped. I tried adding a sub menu to allow you to access th enumeral nine, but for some reason, doing so always caused a CTD. It isn't as a bad as it first seems. At worst, you'll have to hire an extra work every now and then.

Quote:


10.its begining to be annoying that the west wing is in the south....i say this although i know it would be a lot work to rotate everything, so why not rename the cells




Some of the North markers were missing. Fixed.

Quote:


11.east wing, south western corner look north and a gap is in the floor





Fixed


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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2772212 - 07/06/04 06:20 PM

Quote:

12.no return to main menu on construction menu.




More of a feature quest then a bug, but a good idea nonetheless. Added.

Quote:

13.should not the "take me home" topic on transport npcs cost gold? if so it dosnt tell you




It doesn't cost anythng because you're using your own personal lines. presumably, the daily maintenance fees absorb the costs of using outdie help.

Quote:


14.on clicking the polyhedron in teleport center. a dialog box starts up to an NPC called coin guy who allways does the "e-e-excuse me sera *bla bla* neravine" greeting




This, all all other dialogue conflicts with offical content have been addressed. More on this later.

Quote:


15.door to barracks form lobby didnt appear correctly




I couldn't reproduce this bug. It worked fine for me.

Quote:


16.all armours stands except ebony make the pickup sound




Fixed

Quote:


17.gap in colthier next to door




Fixed. This room was especailly difficult for some reason. The statics don't quite snap to the grid in this room.

Quote:


18.stairs show through the floor in clothier




it looks like the stairs with always conflict just a little bit with the floor. The stairs did need to be centerred better, however.
Quote:


19.doors appear in the barracks when rooms to the south end of the manor are added




Fixed
Quote:


20.vault isnt on roomstats(it has a level so should be present)




Fixed

Quote:


21.i cant remeber what size my vault is but in the readme it says it holds infinty gold at max level,it now costs me 50000 to upgrade the room but if i hire 50 workers it calculates the cost at minus 10000 and a bit gold




a short variable needed to be re-classified as long. Fixed.

Quote:


22.not really an issue but underneath the libary floor there is a grand soul gem




How'd you find that? Fixed.

Quote:


2.could you add console commands to upgrade rooms immediately, just for the beta?




Go into hf_mainconfigscript and set the various basecost values to 0. That will achieve the desired effect.

Quote:


i give up.... wheres the bazaar and mines?




Go out the west lobby door. The Bazaar will go right in front of you. As for the mine... I forgot to include it. The mine works. It collects resources and delivers them just fine. There just isn't a visible representation of it. I'll toss one together later.

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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2772675 - 07/06/04 08:24 PM

Arrgh! My browser crashed right after I finished typing my repsonse to your second post! Here's a condensed version:

24-25: Fixed
26: they're close enough for me.
27: Don't know about this one
28: There isn't supposed to be a door there
29-30: Fixed
31: MW does that sometime. I sometimes fall through the Vivec canton
32: The hanging garden is big. Where are the holes, exactly?
33: Can't be fixed without custom statics. The poke-through is small, and only visible at a strange angle. I'm surprised you saw this at all.
34: The silt port covers this up
35: A consquence of using stands instead of dummies. Some armor clips even when you're wearing it, so this doesn't bug me much.
36: Fixed
37: It works for me. I picked it up and put it down ten times in a row w/o a problem.
38-39: fixed
40: The club worked fine for me
41: Fixed
42: The Dwemer Stand worked for me. I tried dropping it and then replacing it, and that worked fine.
43: Which display, exactly? They all worked for me. Is your savegame dirty, prehaps?
44: ????!!! How did you even get the Stalhrim axe to appear?! I had forgotten to add it to the display (an oversight which I just fixed). Making it appear requires a custom made item, a custom made script, and a modification to the display case script, as well as careful hand placement of the new item. No bug could possibly do all of that. Are you sure this wasn't something that you added yourself?
45: fixed
46: Can't be fixed without custom statics
47: How on earth did you see that? it was off by 1.4 game units. The difference so so small that I couldn't see it even when lookin gdirectly at it. I had to open it up in the editor and read the actual co-ordinates to see the difference. Fixed.
48-49: Fixed
50: It works for me
51-53: Fixed

Feature request 3: I plan on adding such displays, but it'll take 60-100 hours of work to do them all. Something for much later.

4: There will eventually be about 100 displays. The interfeace would be a nightmare.

5: You can't attach scripts to statics.



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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2772703 - 07/06/04 08:33 PM

Whew! In addition to the bug-fixes above, I have:

1) Greatly expanded the capabilites of the genie, as well as made the process of constructing the lamp more involved

2) Altered the way loans work, simultenously making them more convient, but also less abusable.

3) Implemented the Scriptorium. I can't believe that I finished it in one night. 140 custom items and scripts, plus a giant sorter script.

4) permanently solved all dialogue conflicts with vanilla MW dialogue entries.

I'm not giving the file to Thelys while there are still open bug reports. The Theyls version will be the last alpha version to be released. While I certainly don't expect it to be bug-free, there is no point in having it on a public server if there are known and unaddressed issues. I'd just get the same bug reports over and over again. Callmemr hinted that he had more bugs to report, so I'll hold off a little while longer.






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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2774722 - 07/07/04 09:00 AM

responses
2. problems on the forge roof
- just non-aligned textures
15. door from barracks to lobby
- it appeared later, i think if you build more than one room at once more bugs appear
18.stairs show through the floor in clothier
- really? it seems to be ok in the other rooms
22.not really an issue but underneath the libary floor there is a grand soul gem
- i cheated :-0
37 & 40 & 43 (daedreic- dai-katana,steel mace in mace display,weapon stand)
- both these bugs still happen for me, could it be something you already fixed/changed?
42 dewmer stand
- it seems to work for my new charecter
44. stralrim war axe on display cant be replaced after removal
- i meant to say nordic silver axe sorry

more bugs
54.door to outside on the second floor of the main lobby clips with wall behind it
55.third floor of lobby, one of the back corners is a differnt hight to the rest of the area
56.raised portion of the south-eastern corner of the lobby is thicker than other parts.
57.above the main lobby, a table and a shrine is present(a nice easy one for you)
58.door to west lobby from center lobby. has a gap beneath it
59.floating petal and two petals on the floor near eastern hanging gardens
60.hatch on third floor roof is flying.
61 just went swimming near the boathouse and a lot of the shells/seaweed are flying
62.walking in the garden along the wall, a lot of gaps are visable
63.some grass in the ranch is flying, at least one piece in every clump before the pond
64.mining menu. initally it says all types have a limit of zero. on licking on them it says the limit is 2700, but if you return without setting your own it stays zero
65.when you arrive at the manor for the first time, the boatmaster is visable for a frame or two

features
6. a huge drop in reputation if you kill a merchent
7. the only merchant ive seen "fargol" had items which where probably a little too good, let the have good items but dont let them have too many
8. i have 273 reputation, why have i only seen one merchant in 8 days?
9. upgrading the manor should add prestiege
10.could we remove certain books from the libary?
like progress of truth, dewmer books?
11. could i have a trophey for most annoying newbie?

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HotFusion3
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Re: [Alpha REL] Sim-Manor [Re: ]
      #2775720 - 07/07/04 01:51 PM

Quote:

responses
15. door from barracks to lobby
- it appeared later, i think if you build more than one room at once more bugs appear




I found a pervausive bug that kept resetting the variable hf1 to 0 every frame if you were standing in the lobby. Hf1 is a "scratch" variable that I use to pass information between scripts. This bug was interferring with the ability of certain scripts to talk to each other. I think that is was responsible for a host a wierd, seemingly random problems. I know that it was causing problems with lock calculations, and a I strongly suspct it is behind the construction bugs that you've been occasionally encountering. Anyways, it's fixed now.

Quote:


18.stairs show through the floor in clothier
- really? it seems to be ok in the other rooms




I don't understand it either, but the stairs are too big to fit in the gap pefectly. I have no idea how I got the others to work.







44. stralrim war axe on display cant be replaced after removal
- i meant to say nordic silver axe sorry



Ah. The silver axe works for me (althought the Prestige calculations were off). Maybe this was another hf1 related bug?



Quote:


54.door to outside on the second floor of the main lobby clips with wall behind it




This door is always going to look a little bit funny. It's a consequence of the unusual manner in which I joined the foyer and lobby.

Quote:


55.third floor of lobby, one of the back corners is a differnt hight to the rest of the area



I caught thsi one myself lat night. Fixed.
Quote:


56.raised portion of the south-eastern corner of the lobby is thicker than other parts.




Do you mean the raised bridge running alound the perimeter? Those are all the same scale. Are you referrig to something else, prehaps?


Quote:


58.door to west lobby from center lobby. has a gap beneath it



Good eye. Fixed.

Quote:


59.floating petal and two petals on the floor near eastern hanging gardens




Man, I thought I got all of those. Deleted

Quote:


60.hatch on third floor roof is flying.




I inced it up a little more. The roof in that room is curved, so if I push it too far up, it'll visibily clip the ceiling. But it's so close to the celing that only a determined search could find the gap now.
Quote:


61 just went swimming near the boathouse and a lot of the shells/seaweed are flying



fixed
Quote:


62.walking in the garden along the wall, a lot of gaps are visable




For some reason, the garden statics have a bunch of tiny, hairline seems in between them. They was won't snap together correctly. I'm afraid I'd have to rebuild the whole thing to make it stop. The gaps are awfully small, though. I'll probably let this one slide

Quote:


63.some grass in the ranch is flying, at least one piece in every clump before the pond




you have an eye for detail. I couldn't tell without using the editor. Fixed.

[qupte]
64.mining menu. initally it says all types have a limit of zero. on licking on them it says the limit is 2700, but if you return without setting your own it stays zero




I couldn't reproduce this bug. It sounds famillar though. Maybe it's something that I fixed after the second upload.
Quote:


65.when you arrive at the manor for the first time, the boatmaster is visable for a frame or two




Not a whole lot I can do about that. The script that makes her go away requires one full frame to execute. It's harmless enough.

Quote:


6. a huge drop in reputation if you kill a merchent
7. the only merchant ive seen "fargol" had items which where probably a little too good, let the have good items but dont let them have too many
8. i have 273 reputation, why have i only seen one merchant in 8 days?




The merchants are an experiment. The idea came from a discussion in the "Fixing Morrowind's Economy" thread. The idea was to gradually move the more powerful items from the monsters (where you essentially get them for free), and into the hands of merchant (where their high costs will work against you for a change). We had explored various ideas for preventing the player from simply killing the merchants and looting the items. Unfortunately, the only method that would actually work would also take hours to script correctly. Right now, the only protection that the merchants have is an injuction in the manual, explaining the situation. You aren't supposed to harvest the merchants for thier goods. That's not what they are intended for. MW does not react appropriately to most crimes ("You killed seven people and stole 1.2 million gold in equipment? Well, as long as you pay your 7,000 septim fine, I guess that's okay. Carry on, citizen.").

The mercahtns only appear when your Commerce is very high. Prestige currently has nothing to do with it (although it eventually will).

The items that they have are powerful because a player that has that much commerce won't be interested in anything else. After you've invested several hundred thousand septims in your home, you've probably graduated from bonemold and chitin.

Like I said, it's an experiment. We'll see how it works out.
Quote:


9. upgrading the manor should add prestiege




It eventually will.

Quote:


10.could we remove certain books from the libary?
like progress of truth, dewmer books?




I have added special scripts that allow you to retrieve quest-related books. This is something that I'd been meaning to do for awhile, but only just now got around to doing.
Quote:


11. could i have a trophey for most annoying newbie?





It looks like we're getting there. I'm going to implement the spellmaker and item maker functions, and fix a few random overview mistakes that I found. If a whole day goes by without any more bugs being found, I'm going to go ahead and send the file to Theyls. Bug-hunters, this is your chance! Any bugs that slip past you will become a permanent part of the alpha upload.



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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2776243 - 07/07/04 03:54 PM

more bugs.(sorry people who want to see it released now)
54. both the east and west lobby doors (to the main lobby) have gaps behind them(level 1 lobby)
55. (level 1 lobby) on the roof where the stairs go for the next level, there is a missing crossbar
56.hired the toolsmith went into toolroom and waited a day, she didnt appear, although metaphysically she seems to be present
57.adamantium in alchemy lab has no buttons
58.lloramor sspores and medow rye buttons are out of alighment
59.ampolues jar buttons out of alignment
60.hackleweed buttons out of alignment
61.hackle-lo buttons out of alignment
62.clicking on roomstats for alchemy lab and alter alchemist settings produces nothing.
63.both of the north ends of the 2nd floor balcony in the lobby have small gaps
64. tauted alchemist until i got 0 dispositoion, the next day it was 40,
65.in the level 0 lobby, a gap is visible at the top of the northwestern wall.
SUGGESTIONS
11.add differnt error messages when you try to upgrade tools, so the user knows whats going wrong, all i hear is a noise and i dont know if it scuceeded or not

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2778395 - 07/08/04 01:04 AM

Quote:

more bugs.(sorry people who want to see it released now)




No worries. More time = less bugs = good. I think that most people can see that.

Quote:


54. both the east and west lobby doors (to the main lobby) have gaps behind them(level 1 lobby)
Quote:



This bug was dissproportionately hard to fix. The scripts just didn't work correctly. I had to write a deliberaetly flawed script to get the doors to appear correctly. A painful exercise in trail and error.

Quote:


55. (level 1 lobby) on the roof where the stairs go for the next level, there is a missing crossbar



Fixing this problem would involve more work than I'm willing to invest right now. The flaw is cosmetic, hard to see, and goes away once you upgrade the lobby.

Quote:


56.hired the toolsmith went into toolroom and waited a day, she didnt appear, although metaphysically she seems to be present




Fixed. She had had erroneosly assigned the same flag as the Conjuror.

Quote:


57.adamantium in alchemy lab has no buttons
58.lloramor sspores and medow rye buttons are out of alighment
59.ampolues jar buttons out of alignment
60.hackleweed buttons out of alignment
61.hackle-lo buttons out of alignment




Fixed

Quote:


62.clicking on roomstats for alchemy lab and alter alchemist settings produces nothing.




A courier variable had been set incorrectly. I found a similar error for a few of the other Alter xxx Settings buttons as well.
Quote:


63.both of the north ends of the 2nd floor balcony in the lobby have small gaps




Fixed.

Quote:


64. tauted alchemist until i got 0 dispositoion, the next day it was 40




Not a bug. An employee's disposition always reflects their Morale. I can't stop persuasion effects from working, but I can undo their effects once the conversation ends. I had originally installed a system where persuasion effects could have small effects on Morale, but this resulted in random and permanent changes to the player's Personality, so I abandoned the idea.

Quote:


65.in the level 0 lobby, a gap is visible at the top of the northwestern wall.




Fiixed.

Quote:


SUGGESTIONS
11.add differnt error messages when you try to upgrade tools, so the user knows whats going wrong, all i hear is a noise and i dont know if it scuceeded or not




You get the armorer failure sound if you fail, and the success sound and a messagebox of you succeed. I'll add some more information to the "Set preferences" button so that pinpointing the cause of a failure will be easier.

I also fixed a bug that caused you to hire a blacksmith when what you wanted was an enchanter. Additionaly, I cleared up some flaws in the Barracks' stats /page.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2779075 - 07/08/04 06:49 AM

about the boatmaster, i had an idea for a fix.
you could spawn her behind the boathouse out of sight, and then when shes meant to be present, move her into the correct location.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2779105 - 07/08/04 07:11 AM

whoever already got this please send to euro-morrowind or morrowind summit for everyone else

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Re: [Alpha REL] Sim-Manor [Re: Ditre]
      #2779715 - 07/08/04 11:15 AM

I looked at the enclosed garden in the CS and saw a lot of your outer walls were out of alinment and that created a small gap you placed an extra static in to cover.Also some of the planters are floating and a couple of the plants stick through the bottom of the plank floors.I could send you an esp with these problems fixed if you want.

I haven't had a chance to look at the rest of the mod yet so ill get back to you if I find more problems.

P.S. you can PM me if you want the fix with a place to send it.

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Re: [Alpha REL] Sim-Manor [Re: Ditre]
      #2779726 - 07/08/04 11:20 AM

It's still in test mode. Even when the existing bugs are squashed, it will still be an incomplete alpha release. I very seriously don't won't it on one of the larger, more public sites.

When I'm satisfied that the current build is stable, I'll upload it to Theyls Beta (and probably Gamer's Roam as well), where it will have a temporary home. Both of those places are just about the right size. I don't want people seeing this alpha test and believing that it is the final product.

In between fixing bugs, I've been tossing in more features. The Clothier now is partially functional, as is the Enchanting Lab, and Spell Lab.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2788294 - 07/10/04 01:54 PM

Any news on the Sim-manor?

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2788453 - 07/10/04 02:56 PM

Work on this mod has been going faster than ever. Paradoxically, this also means that the final alpha upload will be delayed. Besides squashing bugs, I've been adding new content ( as in, a LOT of new content). It looks as if nearly every room is going to have at least partial functionality. I don't want to upload the mod with the new material only half-formed, so the time table is set back a bit. I'll post an update tommorrow on the main thread detailing the current status of the mod.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2792373 - 07/11/04 02:48 PM

I had a question about the outside roofs.I noticed you used a lot of scripted statics and wondered why you didn't use your ranchground land nif mesh instead if the color was the problem it can be retextured.I created a couple of the roof pieces using that nif and they used only 1 static for the small roofs and about a 18 statics to make LobRoof. I know to replace them all would be a lot of work but it would help the frame rate.


In the lobby behind the steward a wall piece sticks through the wall and if you move the back wall in a little and resize the other wall from 2.0 scale to normal then retexture that piece it takes care of the problem.



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Re: [Alpha REL] Sim-Manor [Re: Darkiss]
      #2792655 - 07/11/04 04:21 PM

The color was indeed the problem. I can't retexture to save my life. Send me the retextured mesh. I can't promise anything, but I may eventaully get around to switching the roof peices out. It will, as you say, be a lot of work. The impact on framerate will probably be marginal. As a test, I used the console to disable all of the roof tiles, and couldn't notice any difference. Each of those flat tiles only adds a single polygon. Just one of those tiny ivy blossom probably contributes several dozen.

The static sitcking out of the foyer wall has already been fixed.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2809763 - 07/15/04 08:14 AM

The latest build is now available at Theyls Beta . This will be the final alpha release of Sim-Manor. The current mod is a substantial improvement over the last build. Besides incorporating every single bug fix mentioned on this thread (and a lot of fixes not mentioned), it contains oodles of entirely new content. At this point, I consider the mod to be quite playable, if still incomplete. The decor is still pretty Spartan, but mods like Real Furntirure can make this tolerable until the beta release comes along.

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2810865 - 07/15/04 01:30 PM

( The crowd cheers) Yay.

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2822515 - 07/18/04 03:22 PM

has the discussion for this moved elsewhere?,
ive been really busy recently, but i cant beleive that no-one has posted a bug report in this many days?
plus i cant get at the manor web-site....... 'tis begining to look like a conspiracy

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2842317 - 07/23/04 03:42 PM

ok... I found a very evil bug (to me atleest, I am Telvanni...), a static in Sim Manor and a light in Uvirith Unleashed (It might have been Uvirith Awakened) both have the same ID, meaning I couldnt even get into the game! It kicked me out while it was loading the main menu! So until that is fixed, I cant play. It helps if you name statics and new objects like this; Ex: A light's ID, _LGT_1Green_123_UNI; That tells you that it is a light, it is a green one, it is the first green one, and it is unique, plus the '123' is just there cause it makes your ID more 'unique' so it doesnt interfear with IDs from other mods.

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2856806 - 07/27/04 01:06 PM

i found an odd bug when walking a round my manor i found about 4 slaughter fish and 1 drough not that mush of a problem but anoying and theier is some leftover help and seaweed on a hill by the manor

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Re: [Alpha REL] Sim-Manor [Re: werewolf4life]
      #2915853 - 08/11/04 11:06 AM

Is there an update for this thread? I have been following this closely for quite some time now, and have not seen any activity/updates for longer than one would expect.

Anyone have a clue what's up here????



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Re: [Alpha REL] Sim-Manor [Re: ]
      #2922821 - 08/13/04 12:06 AM

its been so long since hotfusion has posted that i sent an e-mail... ill tell you guys if i get a response.

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Re: [Alpha REL] Sim-Manor [Re: werewolf4life]
      #2925338 - 08/13/04 03:50 PM

guys give em a break hes prolly just working hard on the mod or having troubles, theres no reason to bother him constantly, hes beoin working on this for a year and i dont think hes gonna give it up

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Re: [Alpha REL] Sim-Manor [Re: VampyrPrince]
      #2932235 - 08/15/04 12:48 PM

bump

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2932272 - 08/15/04 01:09 PM

bumpity bumpity bump

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Re: [Alpha REL] Sim-Manor [Re: werewolf4life]
      #2966094 - 08/24/04 04:36 PM

Any updates here???? It has been quite some time since I have seen/heard anything about this little jewel. Has the discussion moved elsewhere? Is this still an ongoing project??

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werewolf4life
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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2968695 - 08/25/04 10:53 AM

bumpity bump

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Re: [Alpha REL] Sim-Manor [Re: HotFusion3]
      #2984480 - 08/29/04 07:54 PM

bump


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Re: [Alpha REL] Sim-Manor [Re: werewolf4life]
      #2984648 - 08/29/04 08:50 PM

been over a month since we heard anything about him...

perhaps something bad happened

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Re: [Alpha REL] Sim-Manor [Re: Sangdraxe]
      #2985886 - 08/30/04 06:53 AM

i never got any mail back.

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Re: [Alpha REL] Sim-Manor [Re: ]
      #2985961 - 08/30/04 08:04 AM

i pmed like 3 weeks agoi no pm bac

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Re: [Alpha REL] Sim-Manor [Re: VampyrPrince]
      #2988768 - 08/30/04 11:40 PM

lets hope hes ok....

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