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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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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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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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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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Hotfusion 3
Told ya id be one of the first to dl
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is it just me
or is the link down
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| Darkiss |
| Initiate |
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| Reged: 03/12/04 |
| Posts: 78 |
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could you
upload it somewhere else because its already eceeded the bandwith
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thats what i
ment
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im so excited
i piddled.
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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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i think the
only wussy thing here is your bandwidth
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he alredy
knows i sent him a pm
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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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QUICK MY
PRETTIES! Download before the bandwidth runs out! Its been reset!
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| Lordzod |
| Curate |
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| Reged: 02/09/04 |
| Posts: 727 |
| Loc: Eugene, Oregon | |
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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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Must be out
again.
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Bandwidth down
still.
*Just keeping this thing up top*
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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 |
| Disciple |
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| Reged: 07/31/02 |
| Posts: 1021 |
| Loc: Kudanat | |
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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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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 |
| Adept |
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| Reged: 11/14/03 |
| Posts: 392 |
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Bumps are
against my religion, so consider this an honor.
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he didnt pmed
me back and didnt upload it, so we got to wait
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| RL_101 |
| Disciple |
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| Reged: 12/31/03 |
| Posts: 1051 |
| Loc: Israel | |
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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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i uploaded it
to my webspace so a second link is available at
http://users.pandora.be/poliander
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| gerns |
| Acolyte |
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| Reged: 05/03/04 |
| Posts: 100 |
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thanks got it
in 28 seconds on my cable-------gerns
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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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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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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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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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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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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.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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| Arsonide |
| Adept |
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| Reged: 11/14/03 |
| Posts: 392 |
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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 |
| Adept |
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| Reged: 11/14/03 |
| Posts: 392 |
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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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ok it's
removed, im gonna try to change the greeting
cheers
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| iioopp |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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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 |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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*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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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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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 |
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| Reged: 11/04/03 |
| Posts: 429 |
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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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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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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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| Curate |
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| Posts: 429 |
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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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The smartie
incident only happenened once, ugh getting of subect here. Ugh bump.
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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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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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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 |
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| Reged: 03/12/04 |
| Posts: 78 |
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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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its gonna be
up soon, he's fixing some bugs and inserting a
blueprint,
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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.
-------------------- Read
the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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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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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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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
-------------------- Read the
Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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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.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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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.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Post Extras: |
| Amanda |
| Acolyte |
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| Reged: 05/15/03 |
| Posts: 186 |
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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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| iioopp |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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I would never
bump a thread ever.
Dunno if there is a download link now?
-------------------- 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.
Post Extras: |
| iioopp |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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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?
-------------------- 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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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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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 |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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Any place
download this?
-------------------- 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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Keeep up the
good work guys at this rate it maybe bug clean!
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| iioopp |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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Yes bug free
but is there a place 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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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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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.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Edited by HotFusion3 (07/03/04 01:52 PM)
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| Evoker |
| Adept |
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| Reged: 06/28/04 |
| Posts: 306 |
| Loc: Uvirith, Tel Uvirith...
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You swithced
them on the site. The support files are the ESP, the Esp is the
support files. (this defies all grammatical
rules...)
-------------------- "That was
extraordinary." "Unfortunately for you, that was extraordinary
bad" Simon Cowell
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That was
fast!
The link labels have been fixed.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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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.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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| Amanda |
| Acolyte |
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| Reged: 05/15/03 |
| Posts: 186 |
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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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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.
-------------------- Read the
Sim-Manor thread!
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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.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Post Extras: |
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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.
-------------------- Read the Sim-Manor thread!
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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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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.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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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)
Post Extras: |
| iioopp |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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Not letting
this die 
Bugged
or not
-------------------- 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.
Post Extras: |
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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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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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I'm sure
Morrowind in Alpha stage was ten thousand times buggier!
Post Extras: |
| Mike_DeMong |
| Novice |
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| Reged: 06/21/04 |
| Posts: 42 |
| Loc: Truthfully I really don't know...
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Is it ok if
anyone could post some screenshots of the Manor, I'm still
undecided. Does this corrupt saves??
-------------------- My screen name is NOT me real name,
so please don't ask. Not that anyone would.
Post Extras: |
| iioopp |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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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.
-------------------- 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.
Post Extras: |
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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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| Reged: 05/15/03 |
| Posts: 186 |
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Ok thanks for
clearing that up.
It's a Bunchie
very futuristic
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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.
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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.
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12. standing in the acadamy there is a door that opens
into the void
Fixed
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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.
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(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!
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No offence HotFusion.
None
taken.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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hey hotfusion
maybe you could add some horses or something that would be cool
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Horses o_O
well there is a ranch, im gonna try download now lol. Hmmm whats
next strippers?
-------------------- 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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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.
-------------------- 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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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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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.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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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
-------------------- 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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837 separate
scripts? Wow. You deserve more of these. For some strange reason I
want to give you 37:
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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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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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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!
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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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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.
-------------------- 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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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.
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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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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.
-------------------- 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.
Post Extras: |
| iioopp |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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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.
Post Extras: |
| iioopp |
| Curate |
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| Reged: 11/04/03 |
| Posts: 429 |
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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.
-------------------- 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.
Post Extras: |
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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 i |