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Arsonide
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Reged: 11/14/03
Posts: 392
[REL] Endless Adventures: Primal
      #2735250 - 06/27/04 04:39 AM

Endless Adventure is an attempt to extend the replayability of Morrowind. In it's initial form, Morrowind is very open ended, but it has a very generic feel to it. There is not much reason to actually explore the actual world on your own, unless you're just levelling, or there is a quest guiding you. Endless Adventure will fix this by making the world around you change. You never know when there's a Guar Lair, or a Dwemer Ruin around the corner. In essence, a living, breathing world.

Primal is the first part of this endeavor, focusing on the wildlife of Morrowind. Now, occasionally creatures will build lairs. If you come across one of these, there will be a few creatures outside protecting it, or simply milling about. If you decide to attack the lair, creatures will come out to protect it. The lairs are a great source of ingredients normally dropped by those animals.

This plugin makes heavy use of levelled lists. If you want the desired effect, you should use Horatio's Levelled List Merger.

I have a request to everybody that downloads it. I'm not sure if the frequency of the lairs is right yet, so if you feel that they are popping up too often, or not often enough, share your opinions with me in a private message.

Now go get it at: ftp://MWForums:tes3@24.124.51.163/EA-Primal.zip !

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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2735256 - 06/27/04 04:40 AM

Downloading, sounds great, I wish you best of luck with the rest of the mod!

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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2735294 - 06/27/04 05:03 AM

Can't download it. I'm getting a "ftp can't be found" message.

Once I do get this mod, would I just unselect the Primal esp and select the Endless Adventures esp?



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Arsonide
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Reged: 11/14/03
Posts: 392
Re: [REL] Endless Adventures: Primal [Re: ]
      #2735297 - 06/27/04 05:06 AM

Correct, I'm surprised someone is still using the old Primal, rest assured the new one is much easier on the framerate, and is fully compatible with all other creature mods.

I'm new to FTP Serving, so I'm working on that, apparently only one person at a time can be on, so keep trying, and people get off as soon as your file finishes, don't stick around.

If you guys PM me your emails I can hook you up faster.

Edited by Arsonide (06/27/04 05:08 AM)

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Nigedo
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Reged: 05/29/03
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2735300 - 06/27/04 05:07 AM

I think this is a very worthwhile game improvement to attempt. I will be very interested to see further stages in this series and what clever methods you can come up with to create respawning adventures.


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Arsonide
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Re: [REL] Endless Adventures: Primal [Re: Nigedo]
      #2735387 - 06/27/04 06:14 AM

ftp://MWForums:tes3@24.124.51.163/EA-Primal.zip <---This link should work. The forums were adding http:// onto the front of the link. Now it should work fine.

Edited by Arsonide (06/27/04 06:17 AM)

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Gen_Lee
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Reged: 01/10/03
Posts: 2172
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2735593 - 06/27/04 08:17 AM

It works

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Ronin49
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2735804 - 06/27/04 10:00 AM

Arsonide - this looks like a very clever way to begin to realize that goal of Morrowind replayability that you have articulated so well in other threads on these Forums. Thank you and well done! I look forward to taking a stroll through the Ashlands with this mod loaded and also to seeing your further works along this theme.

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Lucypher
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Re: [REL] Endless Adventures: Primal [Re: Ronin49]
      #2735853 - 06/27/04 10:31 AM

I really like this addition to my game and I still have the old file so I will be replaceing it with this one and playing. Thanks for the mod.

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Mode_Locrian
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2735945 - 06/27/04 11:13 AM

Wow, that sounds like a pretty slick idea. I may have to download it just to check out the scripting. Yeah, I'll probably play it too, if I ever play MW again (I just can't seem to get out of modding).

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Puzzledplayer
Curate

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Re: [REL] Endless Adventures: Primal [Re: Mode_Locrian]
      #2735952 - 06/27/04 11:16 AM

its a great idea, i'd love to see the same thing with say.. bands of theives and vagabonds

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MaGISTraTe
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2735976 - 06/27/04 11:29 AM

Sounds interesting

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Re: [REL] Endless Adventures: Primal [Re: MaGISTraTe]
      #2736007 - 06/27/04 11:41 AM

The readme is numbered wrong. It says that 2. is Playing the Plugin when really it is Changes from last Version. After that everything's number is messed up.

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NelothsMouth
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Reged: 05/09/04
Posts: 276
Loc: Norway
Re: [REL] Endless Adventures: Primal [Re: ]
      #2736029 - 06/27/04 11:52 AM

Can we see some screenshots of this?

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Re: [REL] Endless Adventures: Primal [Re: NelothsMouth]
      #2736077 - 06/27/04 12:18 PM

Quote:

Can we see some screenshots of this?




I second that....I like to see something before I DL, but anyway: This sounds very cool....

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Re: [REL] Endless Adventures: Primal [Re: ]
      #2736140 - 06/27/04 12:49 PM

Arsonide - Can ya tell us how big the file is? Maybe you could upload it to a mod site instead of using the 1-user at a time ftp? I only say that because its like sort of sitting at the dmv right now Im just waiting for my number to be called.

Chauncey

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Cryonaut
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2736215 - 06/27/04 01:27 PM

Alrighty, been playing it for a while now and here's my $.02:

The good: Anything that adds more creatures to the game makes me happy... and this idea of the homes is just excellent.

The bad:
- The homes should appear twice as often as they currently do... I walked up and down almost the entire west coast of Vvardenfell and only found 2.
- They should be MUCH bigger... there's no way anyone's gonna believe that a bunch of Guar live in a pile of dirt the size of a mud crab, and something about the meshes just doesn't make it believable that there's a whole lot more to the home underground as well.
- Because the size of the homes is too small, the creatures "coming out of them" totally looks unrealistic, because the home is not hiding them at all, and they don't get a chance to move from their spot before you attack them. You just see the home with a guar head, legs, and tail sticking out of it, and then when you look closer you realize it's actually 3 guar all occupying the exact same space. Just doesn't look right.

Suggestions: Make the homes appear about 2 times more often and make them big enough to completely hide the creatures inside them. Also would it be possible to make them statics instead of creatures themselves? That way the creatures inside would have to actually exit the homes thru the exit instead of just popping out of it from any direction... again making it look unrealistic.

All in all a great idea, and I think it could be a great mod if executed properly... I hope nothing I said seemed too harsh or offensive... thanks for the time you put into this.

--------------------
- Brett
My mods: http://www.zamien.com/mw

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Arsonide
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Re: [REL] Endless Adventures: Primal [Re: Cryonaut]
      #2736529 - 06/27/04 03:29 PM

Well, if I made it a static it would have to be very very rules based to kill the lair, as in, every time you swing there'd be a 10% chance of the lair dying. The creature system allows for the lairs to have health.

It's interesting you say there is not enough, I got a PM saying I should slow down the spawn rate by half because there is too many.

I agree with lair size, however the models are already twice their original size, as high as Morrowind will allow, any higher will require tweaking the actual model.

The next version will:
-Increase the number of ingredients inside lairs slightly.
-Tweak the animation of animals leaving lairs, so that they "fade in" outside of a lair, instead of clipping through it.
-For now, since I've only gotten 2 conflicting responses regarding spawn rate, I'll assume the spawn rate is fine.
-If I can get a response from Acid_Basick, maybe some new area dependant lair models.

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Cryonaut
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2736619 - 06/27/04 04:01 PM

Ah okay, sounds good about the frequency then... keeping it the same would probably be best. After running around a bit more I did find more so it's okay.

About the size, you actually can make things bigger than 2 times, but it just is done thru a script instead of thru the creature properties window. I can't remember how the script is done right now but I do remember it was pretty easy because eve I could do it (I made a kwama forager 50 times bigger than default with it).

--------------------
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My mods: http://www.zamien.com/mw

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Arsonide
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Re: [REL] Endless Adventures: Primal [Re: ]
      #2736803 - 06/27/04 04:58 PM

Ok the old links are now down, because my ISP will KILL me if I continue hosting. I didn't know Euro-RPG had no wait time. Now it's up there.

For those curious - here's some screenshots.

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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2737643 - 06/27/04 09:09 PM

Bump for a really good mod.

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MrMistophelees
Initiate

Reged: 10/16/03
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2738141 - 06/27/04 11:25 PM

Great job Arsonide!

I've been waiting for this one's progress

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Arsonide
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Re: [REL] Endless Adventures: Primal [Re: MrMistophelees]
      #2742785 - 06/29/04 05:44 AM

Ok, I'm almost ready to release a new version of this with a few pleasant changes, but I need the opinions of some of you.

The lairs are now resized generally according to how big the monsters that own them are, however, sometimes that makes them pretty large....Do any of you think this is too big? Netch are big to begin with, but this does look kind of massive to me. Screen 1 ||| Screen 2

Along with the usual 1-3 monsters that spawn with a lair, if the player stands around the lair more creatures will actually "trickle" out, occasionally. Not often, just enough to be cool.

I did not actually change the creature spawning animation, now that the lairs are big enough to fit the creatures inside them, the creatures can come out and it looks pretty realistic. Creatures that come out during combat will actually spawn outside the lair, there's a fundamental reason for that though. When you fight a lair, and the creature spawns inside it, you hit the creature, and not the lair sometimes. This lead to some confusion for me, as I didn't know what I was fighting! So now creatures that originally spawn naturally from lairs, will do so from within the lair, except in combat.

Also, I am not going to increase the frequency of lairs, or decrease for that matter, but I am going to add a console option so people can decrease the frequency if they find there are too many lairs around. Keep in mind, not increase, only decrease. The lairs are meant to add on to the original creature system, not replace it, plus they are in levelled lists, there's not really any way to "increase" frequency, other than by hand.

There will be much more ingredients inside the lairs. Release will be ready later today if I don't fall asleep... At the very latest tomorrow. Anyway, what do you people think about these changes?

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Ivza
Acolyte

Reged: 01/05/03
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2742868 - 06/29/04 06:31 AM

They sound good enough for me to download the mod Of course, as always, I disagree on something. I don't think even the creatures of Vvardenfell can breed so fast that constant spawning is required (even if the spawning rate is quite slow). After all, Morrowind is no Gauntlet. But I'll wait and see what the actual "trickling rate" is before I say anything else on the matter.

I hope you get some new nest models, especially open ones (although in that case the trickling effect would be out of the question). I'd use the current model only for the smallest creatures.

As for your comment on nest frequency, thank you for the opportunity for us to change the nest frequency ourselves - makes it even easier to customize your mod to personal likings. After reading how many nests Cryonaut found, I'm inclined to believe the strong concentration of nests I saw was just a statistical outlier. I'll have to check that out for myself as well.

"much more ingredients" sounds like a bit of an overkill - maybe at most one new random ingredient/item for each nest might be good (do cliffracers collect shiny objects?); I wouldn't see that amount unbalancing but still an incentive to whack out the nest. But, I'll have to see the mod first for myself in case I misunderstood that sentence. I'm ready to comment more once I've seen the new version

By the way, any chance of seeing nix-hound puppies someday?

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Arsonide
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Re: [REL] Endless Adventures: Primal [Re: Ivza]
      #2742902 - 06/29/04 06:53 AM

Ok, there's a problem with the big lairs, they will have to stay small for now. I will make them big enough to hide spawning creatures, so no more guar tails hanging out, but not as big as in that picture. Has to do with bounding box issues, and is not fixable by me.

Also - rats do collect shiny objects Haven't considered cliff racers though.

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Ronin49
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2786739 - 07/10/04 01:33 AM

Arsonide:
Quote:

The next version will:
-Increase the number of ingredients inside lairs slightly.
-Tweak the animation of animals leaving lairs, so that they "fade in" outside of a lair, instead of clipping through it.
-For now, since I've only gotten 2 conflicting responses regarding spawn rate, I'll assume the spawn rate is fine.
-If I can get a response from Acid_Basick, maybe some new area dependant lair models.
Quote:

Ok, I'm almost ready to release a new version of this with a few pleasant changes, but I need the opinions of some of you.








Any idea when we might see this next upgrade or did I miss it somehow?

--------------------
"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.

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Telesphoros
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Re: [REL] Endless Adventures: Primal [Re: Ronin49]
      #2866907 - 07/30/04 01:49 AM

Quote:

Arsonide:
Quote:

The next version will:
-Increase the number of ingredients inside lairs slightly.
-Tweak the animation of animals leaving lairs, so that they "fade in" outside of a lair, instead of clipping through it.
-For now, since I've only gotten 2 conflicting responses regarding spawn rate, I'll assume the spawn rate is fine.
-If I can get a response from Acid_Basick, maybe some new area dependant lair models.
Quote:

Ok, I'm almost ready to release a new version of this with a few pleasant changes, but I need the opinions of some of you.








Any idea when we might see this next upgrade or did I miss it somehow?




Indeed, I've been looking for an update myself...it's getting around list time after all and I want to include this one in its latest and greatest form

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Re: [REL] Endless Adventures: Primal [Re: Telesphoros]
      #2867651 - 07/30/04 09:09 AM

Quote:



Any idea when we might see this next upgrade or did I miss it




i buumped to place me on the mailing list for to see a new version come out.

freestone

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Ronin49
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Re: [REL] Endless Adventures: Primal [Re: Arsonide]
      #2900325 - 08/07/04 11:25 PM

Arsonide - Are you still working on the next version? And if so would you mind telling us how it is going?

--------------------
"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
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Arsonide
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Re: [REL] Endless Adventures: Primal [Re: Ronin49]
      #2900463 - 08/07/04 11:58 PM

I'm here, but I'm fumbling around with some really complicated things in my head, which I could explain in PM if you want.

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