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The old post
got locked because of its excessive length. If you've never heard of
this project before, I suggest that you at least skim the old thread . It probably contains the answers
to most of your questions.
Here's a re-cap of the project,
updated to reflect my most recent design
changes:
Sim-Manor will allow the player to custom build
his/her own house, one room at a time. Each of the 26 planned rooms
has an interative feature. You will be able to hire and manage a
staff of up to 19 unique employees, each performing a unique
task.
Sim-Manor will basically be a nested
game-within-a-game. It has it's won engine, and its own set of
rules, modelling everything from daily upkeep costs of your
facilities, equipment quality, employee experience, employee morale,
the effects of fringe benefits of worker morale, education, wages,
taxes, and more. A system has been set up that allows the player to
automate most of these expenses. You can leave standing orders with
yout Steward about what expenses to pay, and he will automatically
spend money from the cash box to keep things running.
This
not some wild-eyed idea that will never see the light of day. The
groundwork has been almost entirely laid, and a largely playable
alpha test should be out in another two weeks or so. If you read the
old thread, you will see the current status of the project is the
result of many months of dedicated toil.
Features: 26
separate rooms, each with their own unique function. -Rooms can
be built fast or slow, depending on how many workers you
hire -house changes both inside and out as you add
expansions. -Construction must follow a pre-planned blueprint,
but you can build in almost any order that you want. -most rooms
can be upgraded up to 4 times to increase their
capabilities -rooms require upkeep, or they fall into
disrepair
Items marked with an asterisk are complete and
ready to go. --*Academy (former called the "Classroom"): Educated
workers learn faster. --Barracks (former called the "Armory"):
Provides quarters for your loyal guards. --*Alchemy Lab: Modify
and improve your ingredients for better, more efficient potions.
Also provides an on-site bonus to your Alchemy skill. --Bazaar:
Set up a merchant’s bazaar outside your home to attract commerce.
Sell commercial goods prodcued by other facilities. --Bedroom: A
place to rest. Boathouse: Connect to the existing travel network
with your very own boat. --*Clinic: A small apothecary lab to
tend to your employee's medical needs. Servants appreciate access to
quality health care. --Clothier: Have custom clothes and jewelry
made. For the adventurer that needs light-weight and high-quality
gear. --*Conjury: Tap into the resources of worlds outside of
Mundus. Collect elemental salts and traffic with genies. Includes my
previously unreleased mod, the Portable Genie
Merchant. --Enchanting Lab: Build your own enchanting facility so
that you can make the more difficult items yourself. Provides a
small discount on the cost of enchanting items. Also includes an
optionto combine the various in-game teleport items into a single,
convient package. Will include support for LDones' excellent
Illuminated Order. --Forge: Build custom armor and weapons.
Upgrade existing items. --*Garden: Painstakingly plant seeds and
grow a garden. Harvest the seeds and either use them, sell them, or
plant them to make an even bigger crop. Hire a Gardener to automate
everything. --Kitchen: Scripted so that the in-game recipe books
actually work! Beat eggs, boil scrib jelly, etc. You are what you
eat. --*Library: Shelves your books neatly, and in alphabetical
order. Some rooms also require reference books to function
properly. --*Mine: Provide a slow but steady source of precious
minerals. Expand to uncover new veins. --Ossuary: A little
something for the vampiric lords and ladies. Research your condition
in an attempt to understand and control it. --*Ranch: Rise and
slaughter animals for their hides. --Scriptorium: Make copie of
any magical scroll that you have on file. --*Shrine: Build a
small chapel to tend to your employee's spiritual needs. Upgrade to
increase capacity. --Silt Strider Port: Connect your home to the
existing travel network. Upgrades increase the range. --Spell
Lab: Research your own spells at a reduced cost. Also, write
spellbooks and build a library of collected spells. Also allows you
to create special, unusaullt effecient, spells. --Teleport
Chamber: Connect to the Mage's Guild travel network. Expect to pay
outrageous royalties unless you're a high-ranking member of the
guild. Can be retrofitted with Propylons. --*Toolshop: Make
improvements to your probes, picks, and alchemy gear. Also
determines the maximum quality of your locks. --*Vault: Place
your gold in the Vault to automate expenses. --*Workshop:
Provides the tools and raw materials for your Handyman and Foreman.
A must for those high-maintenance mansions.
Hire 19 separate
types of employee, each with a unique job. -Workers gain
experience with time, improving their effectiveness -Train your
servants to make them learn faster -Includes a model for worker
Morale --Happy workers work harder. Unhappy ones are less
efficient, or may ever go on strike or quit! --Improve Morale
through personal attention, tips, and by offering fringe
benefits. --Rude behavior and late paychecks make employees
unhappy. -Workers demand better pay as their experience
increase. -Make tough decisions regarding the relative
cost/benefits of hiring, training, and firing. -Roster
includes;
--Guards: Increases the odds of foiling a
robbery. --Guildmage: Operates the Teleport Chamber --Ship's
Captain: Runs the ship and tries to help make ends meet by doing
free-lance work. --*Healer: A master of restoration and a skilled
apothecary. Operates the Clinic. --Tailor: Why spend a week
sewing an outfit when you can hire someone to do it for you? Can
also sell her work to defray expenses. --Enchanter: Improves your
soul gems. --Alchemist: A skilled chemist who can upgrade
alchemical reagents. --Scribe: Runs the
Scriptorium --*Conjuror: Deals with the Daedra to get valuable
trade goods found only in Oblivion. Operates the
Conjury. --Blacksmith: Making weapons and armor takes a long
time. Hire someone else to do it. Can also make arrows in his spare
time. --*Gardener: Harvests seeds and either stores them in your
Alchemy Lab or plants them. He also sells any overflow. --*Miner:
Digs up valuable minerals from the earth. Used to restock your
Alchemy Lab and your Forge. He can sell the overflow. --*Rancher:
Just like the Miner, but works with animals goods. --*Priest:
Ministers to the faithful. Operates the Shrine. --Silt Strider
Handler: What do you think this guy does? --*Toolsmith: Builds
custom tools, provides passive security to your home, and can sell
his overflow. --*Handyman: Hire an in-house handyman to make
maintenance more efficient. --*Foreman: This expert engineer
speeds up the construction and upgrading of new
rooms. --*Professor: Improves the rate of experience gain for his
students. --*Steward: Your right-hand man. Give him standing
orders on what rooms to maintain, people to hire, wages to pay, etc.
He'll take care of all of the drudge work for you. Also acts as a
central database. Get detailed breakdowns of worker performance,
room operations, overall finances, morale, experience, and anything
else you'd like to know.
-Includes a model for crime. Hire
guards, build locks, and pay protection money to the Thieves' Guild
to keep you Vault safe! -Includes a model for Prestige, the
overall impressiveness of your home. prestige is increased by the
overall cost of your home, plus the quality of the furnishings.
Start collecting those random knick-knacks, because you'll need
them! High prestige brings more business to your Bazaar, and also
brings more crime. Will you be a victim of your own
success? -Uses a unique appraoch to weapon and armor storage.
Provides an alternative to armor dummies. -Uses a "soft-coding"
approach. The fundamental constants are stored in an easily-modified
MainConfig script. Think that training costs too much? Wish the game
were harder? The MainConfig makes re-balancing and customization
easy. -Will include special detection routines for a few favorite
mods of mine, so that these can be integrated into the engine. If
you don't have the mod, no problem! The game will still
work! -Get fringe benefits for membership in the various guilds.
Theives pay less in protection, Legionaires get tax breaks,
etc.
Long-time readers know that I make a special post every
Sunday updating my progress. For reference, here is last week's
progress table:
Furnishing: 22% (no change) Design: 93%
(no change) Engine: 89% (no change) Exterior Mapping: 97%
(some refinements) Interior Mapping: 90% (no
change) Construction Scripts: 75% (massive, earth-shattering
progress ) Player Controls: 93% (no change) Rooms Implemented:
14/26 (no change) Employees Implemented: 12/19 (no change)
Note that this does not include any progress made during the
course of this week.
Thanks to Night-Eye, Sim-Manor has a
homepage home
page . Night-eye has done a great job. If the page seems a bit
sparse in content, that is because I've been lazy and haven't given
Night-eye material to really flesh things out yet. You can view
about a dozen screenshots there, as well as read the (currently very
short) FAQ.
As mentioned earlier, an alpha release is
pending. This will be a temporary release, available through a
private FTP. Since the mod is still unfinished, I don't want to
release into the wild, but I do want to start ferreting out as many
bugs as possible.
-------------------- Read the
Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Here's the
last post of the old thread:
Quote:
(Fable2):
Quote:
(HotFusion):Your estate is a minor Imperial protectorate.
You are granted land, permision to build in the no-build zone,
and a noble title by the goverment. Basically, the government
wants to curtail smuggling operations in the northern Azura's
coast region without having to pay for a new fortress.
I agree completely with your
assessment of Morrowind's extremely unbalanced economy. To further
absorb player funds, have you considered making the PC's
title/land access a rent, rather than a purchase? This became one
of the chief methods to raise funds in some weaker, poor central
governments of the early Renaissance, such as Valdemar IV of
Denmark. A contract was drawn up in which the renter paid received
the title and certain privileges in exchange for a regularly paid
sum plus certain responsibilities (such as furnishing men and arms
in times of war). Just a thought.
In any case, I'm very
impressed by what you're doing, having read through the thread.
Keep up the good work!
There will be taxes, which is
kind of similar. I probably won't require the player to purchase the
land, however. I have a reason for this. I want Sim-manor to be
playable from level one. Requiring a large cash outlay before you
can even begin construction would make it difficult for new
characters to get started.
The cost of the various
facilities has been scaled so that a low-level character can at
least build and maintain the basic functions reasonably well, but
the higher-end rooms will challenge the pocket book for Zenthinar
himself.
I'm also going to include a government loan, which
the player can accept or decline. It will probably be around the
order of 10,000 septims (enoug to build several rooms right off the
bat). Interest rates will be pretty sharp (I'm thinking 10%,
compounded every five days). Unpaid interest will be directly added
to the player's bounty, which could quickly result in a death
sentence if you're not careful (don't defraud the government... they
get really mad!).
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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shrane |
Acolyte |
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Reged: 05/06/04 |
Posts: 187 |
Loc: Washington State | |
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Looking good
Fusion. Was beginning to wonder when a second thread would be
started
Eagerly awaiting that alpha!
-------------------- Sig
Deleted
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kwshipman |
Disciple |
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Reged: 03/16/04 |
Posts: 1543 |
Loc: Washington State | |
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I don't know
if I have told you this yet or not, but this is one of the most
insane "house" mods that I have ever seen. It has pretty much
everything that everyone has ever asked for in a house and then
some. I am deffinatly looking to playing this thing.
-------------------- Maker of Kahleigh's Retreat and Wallpapers and Loading Screens
kw's List of House Mods
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To heck with
the game!!! I wanna play this!!!!
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What
expantions will it need?
-------------------- This is my first Mod so please leave feedback
Now Its released!!!
Look hear for the pics
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Jonny_Evil |
Adept |
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Reged: 06/18/03 |
Posts: 329 |
Loc: Fallen From Grace | |
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This mod looks
like a dream come true, I much prefer building things to killing
cliff racers.
I've
got a couple of questions if you don't mind,
1: Has the manor
got an elderscrollsy name? Or will it be called Sim manor in the
game?
2: Do you plan to include any financial services the
player can run from their manor? A bank room, for example, where the
player can set interest rates and give out loans or invest in some
of the guilds etc. using money from their vault.
My apologies
if these have been asked before, in my defence the previous thread
had become quite titanic in size by the first time I saw it.
-------------------- Jonny Evil - Voted "Dark and Divine"
by 8 out of 10 fictional characters.
Try Korobal Island -
It's good. And at Euro-Rpg and Summit. Go on.
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Quote:
What expantions will it need?
You absolutely need Tribunal
ro run this. The script extensions were invaluable. Bloodmoon
technically required, but it would be easy to comment out the
Bloodmoon dependancies.
Quote:
I've got a couple of questions if you don't mind,
1:
Has the manor got an elderscrollsy name? Or will it be called Sim
manor in the game?
Right now, it's just
generically refered to as "your estate."
Quote:
2: Do you plan to include any financial services the
player can run from their manor? A bank room, for example, where
the player can set interest rates and give out loans or invest in
some of the guilds etc. using money from their vault.
I had originally planned to
include a "Business Office", wherein you could invest money in
company stocks and turn a modest profit over time. Ultimately I
decided that this ran counter to the design philosophy, and canceled
it. I'm trying to suck money out of MW's bloated economy, and simple
cash generators run counter to my purpose.
All the same, it
is possible for some of your facilities to turn a profit.
However, such levels of effeciency are only possible after the
players has invested several hundred thousand septims into the
estate. Even then, you only make a profit if you refrain from
actually using any of the facilites for yourself.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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So its great
for long trips.
What happens if you neglect it?
-------------------- This is my first Mod so please leave feedback
Now Its released!!!
Look hear for the pics
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Quote:
So its great for long trips.
Actually, for the most part,
it's terrible for long trips. These facilities eat money, and
if you aren't stopping by every week or so to refill the Vault,
it'll run out of funding entirely.
Only when the manor is in
it's most mature phase can it begin to pay its own costs. But by
that point you've probably more or less finished all the quests that
MW has to offer.
Quote:
What happens if you neglect it?
Employees become very unhappy
when they miss a paycheck. Low morale translates into poor
efficiency. Very low morale causes them to strike, and if the
problem isn't fixed, they'll eventually quit. And believe me, you
don't want your 1000 exp point Blacksmith to walk out on
you!
Facilites fall into disrepair if you do not pay upkeep.
They can be repaired, but it is generally cheaper to just pay
upkeep.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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What happens
if you know your going on a long trip and you can't get back for a
wile. Can you paws it?
-------------------- This is my first Mod so please leave feedback
Now Its released!!!
Look hear for the pics
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Quote:
What happens if you know your going on a long trip and you
can't get back for a wile. Can you paws it?
Nope. Entropy never takes a
vacation. Moreover, your workers have to be paid, and aren't willing
to take an unpaid month-long vacation just because it would be
convient for you if they did.
If you absolutely must be gone
for a long peroid of time, and for some reason, you can't use the
fast travel network, or a simple Mark/Recall sequence, you'll have
to deposit as large a sum of cash as you can afford, close out any
personal projects that you have running, and maybe even mothball a
few facilities, hoping to repair them later.
Owning a manor
estate is more of a responsibilty than a privledge.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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26 rooms is a
lot of rooms! just a personal prefference but what about taking
things such as like the alchemy room and the enchanting room and
making it 1 room...like a study/laboratory. ..ect. ..just a
thought...i figure it would take so much time to walk through this
house that most people wouldn't do it more then a few times
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Quote:
26 rooms is a lot of rooms! just a personal prefference but
what about taking things such as like the alchemy room and the
enchanting room and making it 1 room...like a study/laboratory.
..ect. ..just a thought...i figure it would take so much time to
walk through this house that most people wouldn't do it more then
a few times
The problem is that the
Alchemy Lab and the Enchanting Lab do fundamentally different
things. They aren't even related. This is true for each and every
room. Each facility is like a semi-autonomous mini-mod, governed by
its own rules.
Size is an issue however... I've actually
reduced the size of the indvidual rooms by quite a bit, bu tI'm
holding off on details until Sunday.
A few things to bear in
mind:
You don't have to actually visit most rooms to make use
of its abilities. Most of the orders can be handled by the Steward.
Additionally, I'm going to include a master control panel, placed in
a convient location (probably in the Foyer, next to the Steward's
office) . This panel will be able to handle the most common day to
day chores (shelving new books, sorting alchemy ingredients,
transfering gold to the vault, releasing captive animals into the
ranch, planting new seeds in the garden, and maybe a few other
things as well).
The truth is that the actual physical
buildings are just window dressing. For the last few weeks, the mod
has actually been in playable condition, even though I hadn't placed
a single brick into the editor. Most tasks only require access to
the Steward. Things that require you to actually visit the room in
question (upgrading reagents, smithing new weapons, etc) are not
things that you'll be doing everyday.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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ok sounds
good..i hope you are a good interior decorater though...you have a
lot of work ahead of you
...also theres nothing worse then a bare room ...but if i don't like
your style i could always crack it open in TESCS myself and decorate
it...so it'll all work out in the end
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Darkiss |
Initiate |
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Reged: 03/12/04 |
Posts: 78 |
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How soon
before an actual alfa test mod will be released?
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Jonny_Evil |
Adept |
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Reged: 06/18/03 |
Posts: 329 |
Loc: Fallen From Grace | |
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Quote:
I had originally planned to include a "Business Office",
wherein you could invest money in company stocks and turn a modest
profit over time. Ultimately I decided that this ran counter to
the design philosophy, and canceled it. I'm trying to suck money
out of MW's bloated economy, and simple cash generators run
counter to my purpose.
All the same, it is possible
for some of your facilities to turn a profit. However, such levels
of effeciency are only possible after the players has invested
several hundred thousand septims into the estate. Even then, you
only make a profit if you refrain from actually using any of the
facilites for yourself.
A business office sounds
interesting, I've been thinking of ways a business office would be
useful without changing the suck money out of morrowind basis. These
are just ideas I thought of last night that I thought may be useful
to you if you like any of them. I'm in no way telling you what to
put in your own mod. I'm hoping that you won't take it that way
anyway, but I've learned that it's wise to clarify.
Ideas for a finance office:
1:Taking Loans. Building
the finance office could tie the estate into the money lenders
network. The player can take out loans at relatively high interest
at any time they choose. Would help the early player over financial
hurdles and help prevent a temporary shortfall of money damaging the
estate but would ultimately suck money out of morrowind due to
interest payments.
2:Automated loans: There was talk about
what happens to the estate if the player leaves it for a long time.
The ability to leave instructions to automatically borrow money if
the vault reserves don't cover expenses would eliminate the problem
and still encourage the player not to neglect the estate. The next
time a player returns to the estate they might be given a week or so
to pay off the debt or receive it's value as bounty on their heads,
as you mentioned above. Would also suck money out of the economy.
*Edit* The player could also not bother and let the estate mothball
if they didn't want the loan taking out, or compromise and shut down
projects, mothball rooms etc. so the automated borrowing would just
cover enough for wages and minimal upkeep,
3:Giving personal
loans. The ability to issue fixed term small personal loans to your
staff only. Could choose to make them no interest and receive a
boost to staff morale or charge interest and receive a small amount
of money (they would be small loans, after all) but a decrease to
staff morale. Would fluctuate the amount in the vault quite
considerably and force the player to leave more money in there.
4: Shady business. A hands off approach to shady dealings.
Finance the setting up of a smuggler and his operation, provide the
financial backing to help him purchase a ship, crew and starting
stock. Would provide skooma, moonsugar and possibly dwemer goods (if
they aren't all provided by another part of the house) but have VERY
high running costs to keep the operation secret from the Legion. Set
up from a business office as they would have to massage the estate's
accounts.
5: Donate to factions. Donate money to the various
factions in Vvardenfell. Receive small gifts in appreciation of the
donation but nothing very big. When the player has donated a VERY
sizeable sum the faction offers one of it's experts to increase the
efficiency of one of the house rooms, for example.
Redoran/Fighters guild - increase barracks efficiency.
Mage guild - Alchemy lab Telvanni - Enchanting lab
Hlaalu - Ranch Thieves guild - Toolshop ETC - Mine
Temple/Cult - Healer/Shrine
Even if a leader of the
faction the donation would still have to be made to avoid
accusations of using the guild for personal gain.
6: The
option to tie the room in with the bank mod. I know it generates too
much money but it is very convenient and nice to use. The option to
manually or automatically transfer money from the bank account to
the vault above a certain amount in the account would cut down on
the inflated interest problem and make managing the estate more
convenient, especially if using a "gold weight" mod.
As I
said, these are just ideas I've come up with for a finance office,
they're offered in the best of intentions and I hope you'll take
them that way.
-------------------- Jonny Evil - Voted "Dark and Divine"
by 8 out of 10 fictional characters.
Try Korobal Island -
It's good. And at Euro-Rpg and Summit. Go on.
Edited by Jonny_Evil (06/17/04 07:37 AM)
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Would you need
to start agen if a newer version comes out?
-------------------- This is my first Mod so please leave feedback
Now Its released!!!
Look hear for the pics
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Quote:
I'm in no way telling you what to put in your own mod. I'm
hoping that you won't take it that way anyway, but I've learned
that it's wise to clarify.
Don't worry about it. If I
didn't want ideas and input, I wouldn't be posting to a public
forum.
The notion of automated loans is an interesting one,
and is something that might creep its way into the game eventually.
I'd probably just have it as a general feature, rather than a
function of a new room, however. It is reasonable that the Steward
(who is a direct agent of the Imperial government) and arrange for
an Imperial loan if the need arises.
Quote:
4: Shady business. A hands off approach to shady dealings.
Finance the setting up of a smuggler and his operation, provide
the financial backing to help him purchase a ship, crew and
starting stock. Would provide skooma, moonsugar and possibly
dwemer goods (if they aren't all provided by another part of the
house) but have VERY high running costs to keep the operation
secret from the Legion. Set up from a business office as they
would have to massage the estate's accounts.
From a backstory perspective,
this won't work. The Steward's mission is ultimately curtail
smuggling and banditry in the area. He probably wouldn't agree to
this sort of thing. Nonetheless, a cute idea.
Quote:
5: Donate to factions. Donate money to the various
factions in Vvardenfell. Receive small gifts in appreciation of
the donation but nothing very big. When the player has donated a
VERY sizeable sum the faction offers one of it's experts to
increase the efficiency of one of the house rooms, for example.
Redoran/Fighters guild - increase barracks efficiency.
Mage guild - Alchemy lab Telvanni - Enchanting lab
Hlaalu - Ranch Thieves guild - Toolshop ETC - Mine
Temple/Cult - Healer/Shrine
Even if a leader of the
faction the donation would still have to be made to avoid
accusations of using the guild for personal gain.
I actually already have plans
for the various guilds to provide minor perks for their members:
1) Fighters Guild: Partially subsidizes your guard force
(wich is mostly compriised of FG mercenaries, anyway). 2) Mage
Guild: Partilally subsidizes the spme of the research oriented rooms
3) Thieves Guild: Receive relief from the "protection" racket.
4) Temple: Partially subsidizes the Priest's salary (The Priest
is a member of the Tmeple) 5) Imperial Cult: partially
subsidizes the Healer (he's a Cult emmber). 6) Imperial Legion:
Get a break on Imperial taxes. 7) East Empire Company:
Subsidizes the Bazaar.
The exact amount of money provided
depends on your rank. Basically, the guilds begin to see your
facilites as an extension of their own resource, and are willing to
help support them.
The Great Houses don't offer any support,
mostly because of teh nature of your holding. It's an Imperial
protectorate, designed to strengthen Imperial control over the
no-build zone. If you are a member of a Great House, most of your
fellows probably regard your estate as an embarrasment.
Quote:
6: The option to tie the room in with the bank mod. I know it
generates too much money but it is very convenient and nice to
use. The option to manually or automatically transfer money from
the bank account to the vault above a certain amount in the
account would cut down on the inflated interest problem and make
managing the estate more convenient, especially if using a "gold
weight" mod.[/qutoe]
Keeping the Vault stocked isn't going
to be the probelm that most people seem to think that it will be.
The biggest probelm is being to be actually raising the money in
the first place, which the bank wouldn't really make all that much
more convenient. If a gold wieght mod is being used, the vault
will be no less helpful for storing gold thanthe bank, anyway.
Besides, I don't like the player getting interest off of his/her
savings. It runs counter to the design philosphy.
Quote:
As I said, these are just ideas I've come up with for a
finance office, they're offered in the best of intentions and I
hope you'll take them that way.
Of course. Your comments are
appreciated!
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Here's an idea
for the libarary have a simple librarian who can help with morale
for a small fee. she could talk to the other employees maybe give
them a good book on how to succeed in the world of plants (that book
would be for the gardener obviously)
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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Jonny_Evil |
Adept |
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Reged: 06/18/03 |
Posts: 329 |
Loc: Fallen From Grace | |
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Thanks, but to
be honest Sim Manor seems so well thought out and massive it's
difficult to think of anything you haven't already got.
You've
answered all my suggestions quite neatly. I think that the backstory
would support the smuggler though if you wanted. The steward is a
imperial beaurocrat, similar people in the game like the head of the
Caldera mining company are thoroughly corrupt. The steward could
still pursue his goal of lowering smuggling and banditry while
making the estates own smuggler super-profitable due to a lack of
competition. This could suck up even more money as a large amount of
the smuggler's money would go straight into the steward's pockets,
not the vault and still supply the player with smuggled
goods.
As I said it's difficult to think of ideas because
you've already covered almost everything. I've only been able to
think of a couple of ideas and a couple of questions.
Okay,
ideas first.
Is there any room in the estate that produces
alcohol? Things like cyro brandy, mead etc. A brewery room that at
first produced the simpler beverages like shein & mazte could be
upgraded through producing flin, cyro whisky, mead and eventually
even dagoth brandy. Would be a nice thing to spend money on and
would provide the supplies for..... the bar. Surely an estate in the
middle of nowhere with many, many workers needs a bar? An
upgradeable bar that increase morale in the same way as the shrine
or clinic would be a realistic enhancement to the
estate.
I've got a couple of questions also, if you don't
mind.
How
does the vault work? Does the player deposit money wih the steward
and the vault is never seen? Or is the vault a visitable room with,
say, visible piles of gold out of the players reach that increase
and decrease according to the amount of gold the player has
deposited?
Also, does the estate have wandering servants?
Miscellaneous employees with no useful purpose but to give it some
life?
And finally (sorry about all these questions) does the
player have separate quarters in the estate (eg. a suite of rooms,
bedroom, sitting room, storage room etc) or is the player's bedroom
mixed in with the other rooms?
Again, sorry for all the
questions. Sim manor is an exciting WIP though and I'm eagerly
looking forward to it.
-------------------- Jonny Evil - Voted "Dark and Divine"
by 8 out of 10 fictional characters.
Try Korobal Island -
It's good. And at Euro-Rpg and Summit. Go on.
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SirOntheedge:
If a new version changes any of the scripts, then your savegames
will be hosed. That's just how it goes.
Jonny_Evil:
Quote:
Is there any room in the estate that produces alcohol?
I had thougth about something
along these lines, but ultimately decided that the focus was too
narrow to justify an entire facility. An unspoken rule that I
followed when designing the mod was that each and every room had to
provide a service that the player would actually want to use. The
various alcholic drinks have a nice ambience, but they are both more
expensive than potions, and less powerful.
I did actually
think about having a bar, and tying that into a wine cellar room,
but eventualy abandoned the idea because there wasn't much that I
could do with it. The Clinic and Shrine already provide enough
morale bonuses as it is. Adding another morale booster would be
excessive.
Quote:
How does the vault work? Does the player deposit money wih the
steward and the vault is never seen? Or is the vault a visitable
room with, say, visible piles of gold out of the players reach
that increase and decrease according to the amount of gold the
player has deposited?
The vault is an actual room
that has to be built. It contains a chest in which you can store
your gold. The main engine has a series of detection routinse to
keep track of how much money is in the box, and can add or remove
money when needed. In many ways, it's like Indy's Bank mod, but uses
a more "physical" method.
I have actaully considered the
idea of creating a "counting table," a specially scripted table with
piles of gold that come and go in proportion to the amount of gold
stored in the box. Such a peripheral feature will be a late-beta
addition at the soonest.
Quote:
Also, does the estate have wandering servants? Miscellaneous
employees with no useful purpose but to give it some life?
No, but the player could add
an AI wander package to the NPCs if they wanted to. I generally
dislike mobile NPCs, since they tend to get in the way and annoy the
player.
There are no "dummy" NPCs. That was another one of
my rules. If it's in the mod, it has to actually do something.
Quote:
And finally (sorry about all these questions) does the player
have separate quarters in the estate (eg. a suite of rooms,
bedroom, sitting room, storage room etc) or is the player's
bedroom mixed in with the other rooms?
The bedroom is on the third
floor, if that answers your question.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Detect |
Novice |
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Reged: 06/17/04 |
Posts: 11 |
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Hey.
Firstoff, I'm not a newb to morrowind modding just because
this is my first post lol. I've been playing/modding morrowind when
I get a chance for the past 2 years, and I've read alot of posts. I
see the aesthetical (sp? even a word?) part of the sim-manor is far
from complete. So...
If you would like, I will help out/make
the interior/exterior decorations. If you are interested then pm me
and I'll send ya a link to some stuff I made. It looks really cool
and I know this will be a big mod (well it already is seeing how
many reply there are in the other thread), and I'll be happy to
help.
(P.S. I'm not sending any ss links up yet because most
of my work is on my other HD, and I'm making a new town right now to
use as an example if you want to see it.)
Sorry for my poor
sentence/paragraph structure and the abscene of a spell checker in
this post.
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Sounds great!
I can't wait to try it out. Do you have a Release time yet?
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Detect:
I was actually hoping that I would start
getting offers like this. When it comes to modding, I'm more of an
engineer than an artist. I like designing complicated things and
getting them to work, but I can't get very excited about trying to
make them look pretty.
Asthetically, the manor has what I
hope people will consider to be an interesting arcitectural style,
with all sorts of strange structural features. However, the rooms
themselves are going to be quite Spartan and bare. Filling them up
with banners and carpets and plants, etc. is dead last on my
priority list. I'm hoping that some people will be willing to fill
in some of the rooms while I'm working on other aspects of the
mod.
We'll see how big the response is. It's all moot until I
release the alpha version, anyway.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Detect |
Novice |
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Reged: 06/17/04 |
Posts: 11 |
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Well, if you
want you can send me the file, but when opening up the file I won't
make sim-manor active so I can just send you the .esp of the
decorations back, and you can merge it into your master copy.
If you are afraid (justly) of me just posting it on the
internet, then you can delete all the scripts first, then send the
file over to me.
My AIM is 'CtrlAltDetect' note that it's
detect and not delete. Some punk took all the other good names! If
you get a chance we can discuss some stuff on AIM.
BTW, I
know scripting so if you need some help on the more repetitive
nature of scripting, then I'll gladly help.
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Are there any
hidden rooms in the manor. Its so cool to have secret rooms in a
mod. (just a segestion)
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TUPPSY |
Adept |
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Reged: 08/28/03 |
Posts: 256 |
Loc: Hamburg, Germany | |
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Don't know if
it has been asked yet, forgive me if so: If you are Master of the
Thieves Guild, do you still need to pay protection money?
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My question
isnt really related to the mod itself but....I have heard the names
alpha release and beta release...what are they. Anyway.....Good
word......it is a supermod! Everything I have ever wanted in a house
mod except the need to eat(in other mods but that would be cool if
included)
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Phaedra |
Adept |
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Reged: 02/11/03 |
Posts: 215 |
Loc: The great northwest (USA)
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Alpha and Beta
releases are for testing purposes and are usually incomplete
versions of the mod.
-------------------- My mods: http://geocities.com/lady_phaedra13/
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Amanda |
Acolyte |
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Reged: 05/15/03 |
Posts: 186 |
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Wow you've
come so far with this! I can't wait until it's done! And my
offer/request to be a beta tester still stands.
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Detect: I'm
not really afraid of people trying to release the alph aversion and
take credit for it. My initails preface every single global variable
and script and activator name... it'd take eons to change
everything.
However, I'm holding on to everything until the
alpha test is released. It will be easier to co-ordinate things if
everyone is working from the exact same mod.
Slyreaper: Given
its nature, the Ossuary will be a hidden room.
TUPPSY:
Logically, you shouldn't have to pay any protection at all after
joining the Thieves' Guild. Hpwever, That would make the TG the
"best" of the S-M related guilds, and I want them to all be equal.
It's wierd paying protection money to yourself, but whatever. You
can rationalize it be pretending that the "proctection" money is now
being using to actually protect you from outside threats (eg the
Camona Tong).
Yawmwen: An alpha version is generally taken to
mean an incomplete version of a program or game. A beta version is
supposed to mean a version that is complete and ostensibily
bug-free, but is relatively untested. The word "beta" is the subject
of much mis-use. Most "beta" tests I've seen here were really
alphas, and many "final" versions were really beta
versions.
Nighteye has done more work. The web page
now has three labeled maps of the main building, one for each floor,
showing the layout of the individual rooms. The pictures are taken
from the editor, not from the game. In the editor, you can see all
possible states of the house super-imposed upon one another. It
definately doesn't look like this during normal run
time.
Once I get around to it, I'll show some screenshots of
the building in various states of construction, demonstrating the
flexibility of the statics that I'm using.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Here's an idea
for the libarary have a simple librarian who can help with morale
for a small fee. she could talk to the other employees maybe give
them a good book on how to increase thier productivity. Or she
could just be their to tell you how many books you have and how many
more you need to have a complete collection of all the books this
would then give a purpose to having the librarian.
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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Here's
an idea for the libarary have a simple librarian who can help with
morale for a small fee. she could talk to the other employees maybe
give them a good book on how to increase thier productivity. Or
she could just be their to tell you how many books you have and how
many more you need to have a complete collection of all the books
this would then give a purpose to having the librarian.
-------------------- Be not afraid of growing
slowly, be afraid only of standing still. Chinese Proverb
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Quote:
Here's an idea for the libarary have a simple librarian who
can help with morale for a small fee. she could talk to the other
employees maybe give them a good book on how to increase thier
productivity. Or she could just be their to tell you how many
books you have and how many more you need to have a complete
collection of all the books this would then give a purpose to
having the librarian.
The mod is already pretty well
saturated with morale boosters as it is. I can't really squeeze in
another one. Additionaly, you can already get an inventory of your
books from the Steward's overview command.
The biggest
problem with having employees like a librarian or a chef is that I
have to be able to justify the cost of thier wages to the player.
No-one wants to pay money for a service that doesn't actually do
anything. Worse, as these employees gained experience, their wages
would also increase, exacerbating the problem. I could just say that
these employees are somehow special, and don't follow the same
experience rules as everyone else, but that seems kind of lame.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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sorry bout the
double post
hotfusion since sim- manor doesn't have a name i
think it would be a good idea to open a forum for suggested names.
and then do a poll for the winner this is just a suggestion i'm
puttin out there.
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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Dude, this mod
is great I
would like to alpha test as well, but you've got enough of them
already if I see these threads :P I could also host your
alpha-version, or even a forum for the testers Since
my site isn't doing anything, and I've already paid for a year But
anyway, keep up the good work
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It's the first
Sunday of the new thread. If this were a real place, I'd hold a
house-warming party.
Last week I really thought that I might
be finished with the alpha preparations by today. I was wrong.
Really, really wrong.
At this point, I have completely
finished the construction scripts for the entire main building, both
inside and out. I have not bothered to write scripts for the
outlying buildings yet (mostly because I'm still not sure where
exactly I want them to be), but those will be simple to do.
I
have also completely finished the various construction menus. The
Steward can now properly handle everything (previously, much of the
construction testing was done be using console commands).
Up
until now, I've had a lot of miscellenous items just laying around
in random places. Things like the bookshelves and alchemy jars were
just hovering in mid-air near the beach, because I still wasn't sure
where exactly all the various rooms were going to be. I've since
taken those things and placed them in the appropriate rooms. It kind
of felt like moving in.
I kept finding all sorts of
miscellenous issues that had to be dealt with. The biggest problem
by far was the size of teh interior rooms. I built them a long time
ago. Since then, I've decided that they were too big, and needed to
be scaled down. Since this would basically mean re-doing the entire
interior, it's something that I've been putting off. This week, I
finally sat down and did it. It almost the entire week, but now it's
done. I like the results. There's less pointless empty space, now,
and the manor now simply feels "big," instead of
"meglomainical."
I found and squashed various other bugs.
Among them:
Some (but not all) of the flowers in the hanging
garde were solid, impeding movement. This required me to basically
re-do the entire hanging garden.
The Essence Extractor began
executing its "Explode Spell" animation once every frame after
moving it into the lab. I have no idea why this happened, but it's
fixed now. Took forever to fix.
Various menu
problems.
Various construction script problems.
I also
added commands to build and upgrade new doors. This sounds trivial,
but it took an entire day to get working right. Still, it needed to
be done.
I finished the Bedroom, sort of. I had originally
wanted to have t4he bed scripted so that rest was more efficient as
the quality of the Bedroom increased, but this week I decided that
this was so trivial a benefit that most people (myself included)
would make very little use of it. The cost/benefit ratio was too
high, so now the Bedroom just contains an ordinary bed.
I was
hoping to be done with the Boathouse by now, but there just wasn't
time. Too many other issues kept cropping up.
We're getting
there. I need to get the Boathouse up and running, and I need to
physically place the various servants (something that I had
completely forgotten about). I also need to finish the bloody
manual.
I'm also thinking about overhauling the Workshop. I
don't like the way it works right now, and am probably going to
rewrite it. I might also rewrite the Clinic, Shirne, and maybe the
Academy.
Furnishing: 31% (did some moving in) Design:
93% (no change) Engine: 89% (no change) Exterior Mapping: 98%
(very nearly finished) Interior Mapping: 100% ( I consider this
to be the final draft) Construction Scripts: 98% (just need the
outlying buildings now ) Player Controls: 95% (added the doors
menu and finished the construction menu) Rooms Implemented: 15/26
("Completed" the Bedroom) Employees Implemented: 12/19 (no
change)
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Celyia |
Novice |
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Reged: 05/26/04 |
Posts: 48 |
Loc: Hotel California | |
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Perhaps you
could leave furnishings a little on the Spartan side so we could
fill it up with stuff from the Real Furniture mod? :-)
-------------------- <insert witty sig here>
Looking for Texture Maps of Heads and
Beth Bodies! :: Website :: Modified Screenshots ::
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Detect |
Novice |
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Reged: 06/17/04 |
Posts: 11 |
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Hey,
I
was thinking, do you usually play the game with the TimeScale set to
default? I find that sometimes the day goes by too quickly, so I
lower the TimeScale. Now with SimManor, the system is based around a
day that you can only get such a limited amount of money. So, if
someone chooses to lower the TimeScale, then he will get alot more
money and SimManor wouldn't be as challenging when during the
beginning when the manor isn't covering it's expenses.
So my
question is, how much will be affected when lowering the TimeScale?
Or did you set the TimeScale to something different?
Oh, if
I almost forgot to mention this: Can I be an alpha tester (incase
you didn't know my anticipation of this mod
already).
Goodluck with the stuff you're doign this week.
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Amanda |
Acolyte |
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Reged: 05/15/03 |
Posts: 186 |
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Yeah i think
that's a good idea! Or so that people who semi know there way around
the CS can furnish it themselves.
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Quote:
Perhaps you could leave furnishings a little on the Spartan
side so we could fill it up with stuff from the Real Furniture
mod? :-)
A long time ago, before there
was a Real Furniture mod (or even Tribunal), I had envisioned there
being a "Carpentry Shop," wherein the player could order the
construction of movable furniture. Of course, w/o Tribunal's
PlaceItem command, this would've been limited to placing activators
that look like furniture (and the furnishings would threfore be
incorpreal).
I eventually abandoned the Carpentry Shop as
being too work-intensive . When Kilgore's Home Furnishings came out,
I seriously thought about ressurecting the idea and integrating a
modified Kilgore's into the mod. I never followed through on this
(mostly because Kilgore's is nearly 30 MB after compression).
I flirted with the idea again when Andoreth appeared on the
scene with his innovative new scripting techniques. Real Furniture
is just under a MB, which isn't that bad (my esp alone is many times
that size). It is also the most technically advanced of all of the
furnishing mods to date. I don't know why I never followed up on
this.
Now not everyone likes having to furnish their homes
themselves. Some people (myself included) prefer having it done
already, and not having to worry about it. However, I really hate
furnishing work, so I just might follow up on this.
I'll
need the following things:
Andoreth's permission. I think
that I can get this. After all, he did call it a "modder's
resource," but I should ask first. I think that an association
between Sim-Manor and Real Furniture would be mutually benefical, as
both mods would be exposed to the other's audience.
I'll
have to actually add a Carpentry Shop, whcih means re-doing some of
the construction work *sigh* I might just turn it into another
outlying building.
I'll need to add a Carpenter employee.
The main engine will have to be retrofitted to include the
new employee.
All the same, I'd like to include an optional
"pre-fab" esp for those of use who don't like the hassle of
self-furnishing. This is something that I'm hoping to receive fan
submissions for.
Edit: I just realised that I could simply
add the Carpenter to the WorkShop. This would save me the trouble of
making a new room.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Edited by HotFusion3 (06/20/04 11:17 PM)
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Detect: I
forgot to reply to your post the first time through.
Yes,
altering the time-scale will throw Sim-manor off balance. There
isn't really a way to fix this. I suppose that you could scale the
costs up proportionately, but that still isn't a perfect
fix.
Anyone can be an alpha tester. I had originally thought
that I'd do a closed test with just a handful of testers, but I had
absolutely no idea whatsoever that Sim-manor would recieve such a
huge audience.
The alpha test (and later, the beta test),
are going to be "semi-public." It will be put up on a private FTP
(which Nighteye has already secured) . After two weeks, I'll take it
down. Anyone can download it, but it is unlikely that people who
haven't been following this thread will know about it.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Hot: WEll, you
COULD release a furniture-lite version for people who want to
decorate stuff on their own. Later, you could implement the
carpenter as some sort of addon, handled in a seperate .esp.
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Adding a new
room or employee is not really something can can just be grafted on.
It requires altering half a dozen scripts and nearly 100 individual
dialogue entries. The "unimplemented" employees on the progress
charts actually have extensive support written for them already.
It's something that's best done at the very beginning, or not
all.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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This mod looks
amazing. But I have a question. Maybe after the release of this mod
you will make a castle looking version of it? Just move the rooms
around a bit and make the outsides and insides look like a fortress
or castle. That would rock!
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Yeah, if such
a thing is possible and practical for the modder, I would really be
interested in something like that as well... Its more appropriate
for my character concept, etc.
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Also perhaps
add a bar to the house with dancers, that could improve guard and
worker morale.
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lung |
Layman |
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Reged: 06/20/04 |
Posts: 1 |
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I really enjoy
the idea of the Shady Business that Johnny_Evil suggested. It would
provide a nice option for the more "greedy" players, as it would
mostly be for personal gain. It could be kept secret from the
Steward by having its base of operations elsewhere from the manor.
Maybe you would even be able to hire a couple of shady guards as
well, to help keep the business secret. The guards would require a
higher pay, due to the circumstances.. and it would have to be
delivered personally - since no one else would know about it. If you
didn't pay the secret guards on time, maybe they just get fed up and
decide to tell the steward and/or other employees of its existence -
thus lowering the Morale, Prestige, and customers of the manor. The
one downfall (sort of) of the business being completely secretive
would be that the Steward would not be able to give you a status
report in his overview. I see this as more realistic, however,
because its more of a secret thing that you handle yourself. You
must check up on, and fund the whole thing yourself. The risk would
come with considerable profits of course, and maybe even some of the
products could be tied into the bazaar to gain more customers and
prestige. To be able to sell smuggled items in the bazaar however,
maybe you would have to pay the employees that run the bazaar a
little extra on the days that the illegal items are featured... all
personally and under-the-table, of course
I would also imagine that the initial cost of getting the
business up and running would be pretty substantial, considering the
risk of its operation, and potential profits. Perhaps in the early
stages of this Shady Business, you could have the smugglers in
cahoots (sp) with the ship captain. The result of this however,
would be a higher wage to the ship captain, and less profit from him
as well, as he would be doing much less freelance work. These costs,
though, would not be as high as the initial cost of a (possibly
upgradable?) boat, but would cost more in the long run.. so it would
be smart to buy a boat as soon as possible. The amout of goods
(possibly affecting customers and prestige) and profit would be
dependant on the size of the boat, crew, and funding you supply to
the smugglers.
I really feel that this would be a great
option to have during the final stages of construction on the rest
of the manor. Since you said that when you have the manor completely
built you are most likely done with the main quests that MW offers
(due to the cost of the whole thing), this would offer a fun little
(or big?) project for the risky/greedy manor owners seeking extra
profit and prestige.
Even if you were to release it as an
add-on later on (I know you said thats hard to do, being how
everything is tied into each other; maybe you could just make it so
it doesnt tie into the bazaar and would ultimately have no affect on
your manor [just personal profit] except for if it were to be
discovered), I feel that this would be a really great and fun
addition to your already incredible mod.
If its really not
possible, or the scripting is too tedious, or you flat-out dont want
to do it, thats understandable with all the work youve already put
into this. I would, however, be willing to help you with any aspect
of the "Shady Business", if you were to require it - and Im sure
many others would be, as well.
Either way, I just thought
this idea was worth mentioning again.
I cant wait to see the
alpha.. this mod looks very promising. This is really incredible
stuff youve done - really, very impressive work, and it cant be said
enough.
[EDIT]:
I also thought that the bar would be a
pretty good idea.. just as like, an outlying building that becomes
an option later on. Not for morale, of course as youve mentioned
numerous times that theres enough morale-boosters.. but maybe it
could just help bring in more customers, boost prestige? Another way
to make profit? Maybe just a place to get to know your employees
better.. or just a place of info and rumours involving your Manor
and the rest of the game-world..
What about an Inn, with
basically the same principle?
Also, I had a couple of
questions:
1. Since the bedroom is on the third floor, is
this one of the last things you are given the chance to build? Does
it just get moved up as levels are added on? Im curious if you have
to wait for the rest of the manor to be completed to have a place to
sleep?
2. Are there going to be any added quests revolving
around the story for the manor? I just had this weird little idea in
my head of some random employee NPC kind of going 'crazy'.. He would
spread rumours and rant to fellow employees and bring morale down...
And even if you fired him, you would be kind of 'forced' to build
the shrine to bring everyones morale back up, and to 'save' the
crazy NPC, if you decide to keep him around.
3. Are the
buildings attatched to the main Manor that are along the outer wall
going to be accessible from the outside (such as the shrine and
clinic)? When I pictured this mod in my mind before seeing the
screenshots, I always saw the Shrine/Temple as a stand-along
building, and the placement of it just seems a little awkward to
me.. but that may change from actually playing it.
And I
must mention again how much your time and effort are appreciated.
Keep up the good work!
Edited by lung
(06/21/04 03:47 AM)
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you could put
the bar in the baazar as a single place like a shop. and since there
are no places for the shoppers at the bazaar to sleep you could have
an inn, or even put the bar in the inn.
i'm not sure but do
the bazaar shop owners have their own houses or do they live in
their shops.
if they dont live in thier shops they could
have a permanent residence in the bazaar inn (as suggested
above).
also to have an inn you would have to pay for it's
construction, development, and modification. thus draining some
money from morrowind's bloated economy.
also to add a
restaraunt to the bazaar would be cool also it would be a place for
your employees to eat and drink.
i have a question for
the ranch when you unload a soulgem to make a new animal does this
include all being whose soul you can trap like a golden saint or
ogrim.
i think this may have been awnsered before but where
to the employees and their families live. and when you first start
your employees would have to commute which wouldn't be to big a fee
but it could pile up in cost. thus promting you to bould their
housing!
-------------------- Be not afraid of growing
slowly, be afraid only of standing still. Chinese Proverb
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1 will there
be displays for stuff like cups, spoons, bowls etc
2 and
since your trying to stop smuggling wouldn't anything your guards
find become profit because you could sell it to the east empire
company because they trade in those goods and do it the fair and
legal way bribe the duke for a liscence. so it may be morally wrong
to sell it to the eac it would be legal
3 will the bazaar be
an extior cell or interior because i didn't see it in the screenies
or have you not started on it.
4 since the garden is an
iterior cell couldn't you add a glass roof like a green
house.
5 and for those of us with tribunal and bloodmoon will
their be a display case for BM items
6 the manequin and
display cases in the lobby will the total item count bring a loot
bag
P.S. dont kill yourself on this we can't have you getting
carpol tunnel from scripting
-------------------- Be not
afraid of growing slowly, be afraid only of standing still.
Chinese Proverb
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Paladmethius
and Ahadiel: Changign the outward appearance of the manor is not a
trivial task. Each room consists of about 10 - 25 uniquely scripted
activators placed pixel-perfect to acheive the desired effects.
Changing it into a castle would require a near total rewrite of the
construction scripts. Moreover, I'm not even sure if there is a set
of castle statics that could be made to fit together in the fluid
and dynamic manner required. A building made out of a bunch of
imperial models all stacked together might end up looking like a
bunch of separate building jumbled on top of each
other.
lung: A "Shady Busniess" would run counter to the
design philosophy. A room whose entire purpose is to turn a profit
just doesn't fit well with the concepts that I'm working with here.
I abandoned the Business Office concept for this very
reason.
An inn runs into the same problem. Every room in the
manor provides a useful in-game service. In exchange, it costs money
to maintain, and it costs even more money when its being used to do
something. A place of business (such as an inn or a smuggling
operation or a bar) does not serve a useful in-game function. Such
facilites can't reasonably be expected to improve weapons, or
provide new spells, or whatever. The only reason someone whould
actually want to build somehting like this is if it reliably turned
a profit. However, as discussed earlier, that's exactly the sort of
thing that I'm trying to avoid. There's enough money floating around
in MW as it is.
A detailed model of a place of business is
something that would work best as an entirely different mod. Maybe
someone will make such a mod. That person might even end up being
you.
Quote:
1. Since the bedroom is on the third floor, is this one of the
last things you are given the chance to build? Does it just get
moved up as levels are added on? Im curious if you have to wait
for the rest of the manor to be completed to have a place to
sleep?
Building the Bedroom isn't
that hard. You have to have a Lobby, and you have to have expanded
the Lobby twice. In the meantime, just sleep on the floor (which is
what most people will do anyway, I suspect). The Bedroom is really
only there because it's one of those "must have" rooms. It doesn't
really do anything interesting.
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2. Are there going to be any added quests revolving around
the story for the manor? I just had this weird little idea in my
head of some random employee NPC kind of going 'crazy'.. He would
spread rumours and rant to fellow employees and bring morale
down... And even if you fired him, you would be kind of 'forced'
to build the shrine to bring everyones morale back up, and to
'save' the crazy NPC, if you decide to keep him around.
I had toyed with the idea of
having random events (fires, plagues, personal conflicts, etc), but
quickly dropped the idea. It would take a lot of work to do
something like that right.
Similarly, there won't be quests
associated with the mod. How many homeowners do you know that
regularly have to strap on a sword and kill monsters as part of the
day-to-day operations of thier home?
That being said, I do
want to develop the idea of the manor being an Imperial
protectorate, complete with Imperial responsibilities. The original
design called for a way of measruing bandit activity in the area,
and methods by whic the player could combat it. If brigandry got too
high, the government would declare the project a failure and strip
the player of his/her title and land. I'll probably still do
something like this, but not until much later.
There are no
direct access points from the outside to the Clinic and Shrine
(although there are two nearby Lobby entrances).
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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1. Will the
steward tell you how much bandit activity is down or up and in the
case that it is getting close to where you could lose your house
could he or would he tell you what projects to pursue to lower that
percentage and save your house
-------------------- Be
not afraid of growing slowly, be afraid only of standing still.
Chinese Proverb
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Bobbo T obboB |
Adept |
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Reged: 10/29/02 |
Posts: 291 |
Loc: In a place where the monkies dance around
mullberrie bushes, chasing weasels, and i am Papitzi, their
king... | |
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A few
recommendations for additional stuff you could do for the vampiric
users...
-Make the gaurds mages, seeing as only the mages
guild people like you when you're a vampire -make two towers on
topof the house with a scripted door allowing only vampires in which
has a room with respawning cattle to feast upon whenever the vampire
is hurting/hungry
i'd imagine the two towers lookin like
this: .__ _____ .__ (...).........(...) (__)__|
__(__) in the backish porshin(sp?) of the top. (the "|" is the
door; please ignore the dots.) and make the transportation
services work due to absolute fear of the vampiric owner (Bluh-HUH!
I vill suck your BLOOD!)
OOH! OOH! and make the former
employees become cattle so that you can display your disgust of
quitters....BWAHAHAHAHAHAHAHAHAHAH!
just a few crazed
thoughts from my twisted brain.... *twitches*
-------------------- We rock at dawn on the front line
Like a bolt right out of the blue The sky's a-light with the
guitar bite Heads will roll and rock tonight For those about
to rock, we salute you ~AC/DC
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I really
enjoyed reading all the features already in and all the extra
idea's. Actually I have one of my own as well (just an idea; I am
not really a modder) and I hope you can take the time to think this
one through as well; I think it would be a great addition.
A
new room called the "Gallery" In this room you can show
all the unique items you have gathered (and take them back when you
need), a bit like the museum from Tribunal but then in your own
manor and working a bit different (more
advanced).
Features: - Store your favorite unique
items from all over Morrowind, Tribunal and Bloodmoon - Earn
money and improve the moral by showcasing your items - Take items
back whenever you feel like it - Make sure your items are
guarded to keep away thieves - Hire a gallery manager to make
sure your items keep their value - and your income - Upgrade your
gallery to store more items and to improve it's
effectiveness
Earn money showing items
Showing
the unique items in your gallery, you gain a certain amount of money
each day (the harder to find the item is, the more money you
get) Not only the items the museum takes but just make up a
decent list yourself, including the special items you get during the
mainquest/tribunal/bloodmoon/official plugins? but also some special
rings such as mentor's ring for example.
- Mentor's ring: 50
a day - Bow of shadows: 150 a day - Sunder: 500 a day -
Dragonbone cuirass: 800 a day
Obviously it shouldnt be to
easy to earn to tons of money (maybe the highest of 1000 a day, for
the rarest item?)
Improve the moral / your
reputation
Based on the lore behind the item you add, the
moral either raises or decreases. Not all items have to have a
positive lore ofcourse. Think about a vampiric ring for example, or
hiricline's (sp?)... etc Obviously items such as sunder / keening
improve the moral
Items getting stolen
Based on
their value or unique-ness, items can get stolen. Per
example;
If you have the basic gallery, the chance an item
gets stolen increases by loads when you store more than 3 items (or
value over 30000 - the value of the actual item, not the earnings a
day ) If
you have the medium gallery, the chance an item gets stolen
increases by loads when you store more than 5 items (or value over
50000) etc And ofcourse, every stage of the gallery can have
its max. amount of slots for items
Gaurd your gallery and
have your items looked-after
Placing guards in your
gallery decreases the chance an item gets stolen dramatically but
they obviously need to get paid. Maybe also allow to have a
'manager' who makes sure the items are shown in top shape... if you
would add this you could make items drop down in earnings a day when
time passes by without a manager looking after
them.
Obviously, the player would somehow have to be able to
get stolen items back. At this moment I dont really know how you
could do that. All in all I have to say I really enjoy thinking
of this feature to be added to your project. Hope you feel the same.
I could go further than this if you want me to btw
Either
way, gl with your mod! Looking forward to its release
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Mike_DeMong |
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Reged: 06/21/04 |
Posts: 42 |
Loc: Truthfully I really don't know...
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Bump, this
needs to be on the first page.
Well anyway that gallery idea
is nice, but im not sure how you could get your items back. Maybe
you could ask your gaurds to try and track the thief down, or ask
the other guards around morrowind to setup wanted posters so
everyone would be on the look out .
-------------------- My screen name is NOT me real name,
so please don't ask. Not that anyone would.
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I personally
think that the gallery idea would be awsom.
Quote:
also to add a restaraunt to the bazaar would be cool also it
would be a place for your employees to eat and drink.
Actually this would also be a
good idea because you could use the one complete morrowind mod with
it( the one to eat).
One last mod idea in the new hellhouse
mod the maker said that they had figured out a way to make
transparent windows ( i thought that would add a LOT of realism to
the game) maby you could put somthing like this in the mod.
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Quote:
Earn money showing items
Showing the unique items in
your gallery, you gain a certain amount of money each day (the
harder to find the item is, the more money you get) Not only
the items the museum takes but just make up a decent list
yourself, including the special items you get during the
mainquest/tribunal/bloodmoon/official plugins? but also some
special rings such as mentor's ring for example.
- Mentor's
ring: 50 a day - Bow of shadows: 150 a day - Sunder: 500 a
day - Dragonbone cuirass: 800 a day
Obviously it
shouldnt be to easy to earn to tons of money (maybe the highest of
1000 a day, for the rarest item?)
that would make to much money
and is immoral also gaing morale from this is retarded (pardon for
this but i'm at a library typing this and it's kids day so i'm going
crazy)
and if u would have read the old thread you would know
that when something is stolen your steward takes money form the
vault to finance it's return
Quote:
Features: - Store your favorite unique items from all over
Morrowind, Tribunal and Bloodmoon - Earn money and improve the
moral by showcasing your items - Take items back whenever you
feel like it - Make sure your items are guarded to keep away
thieves - Hire a gallery manager to make sure your items keep
their value - and your income - Upgrade your gallery to store
more items and to improve it's effectiveness
the display cases search your
inventory for the items and just place them on th diplay and you can
just click on them to get them back
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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here's some
idea's i thought of
1. you could put the bar in the baazar as
a single place like a shop. and since there are no places for the
shoppers at the bazaar to sleep you could have an inn, or even put
the bar in the inn.
2. i'm not sure but do the bazaar shop
owners have their own houses or do they live in their shops.
3. if they dont live in thier shops they could have a
permanent residence in the bazaar inn (as suggested
above).
4. also to have an inn you would have to pay for it's
construction, development, and modification. thus draining some
money from morrowind's bloated economy.
5. also to add a
restaraunt to the bazaar would be cool also it would be a place for
your employees to eat and drink.
6.i think this may have
been awnsered before but where to the employees and their families
live. and when you first start your employees would have to commute
which wouldn't be to big a fee but it could pile up in cost. thus
promting you to bould their housing!
7 will there be displays
for stuff like cups, spoons, bowls etc
8 and since your
trying to stop smuggling wouldn't anything your guards find become
profit because you could sell it to the east empire company because
they trade in those goods and do it the fair and legal way bribe the
duke for a liscence. so it may be morally wrong to sell it to the
eac it would be legal
9 will the bazaar be an extior cell or
interior because i didn't see it in the screenies or have you not
started on it.
10 since the garden is an iterior cell
couldn't you add a glass roof like a green house.
11 and for
those of us with tribunal and bloodmoon will their be a display case
for BM items
12 the manequin and display cases in the lobby
will the total item count bring a loot bag
13 i have a
question for the ranch when you unload a soulgem to make a new
animal does this include all being whose soul you can trap like a
golden saint or ogrim.
and for those of us who need a bar
could it just be a non profit thing with no morale boosts
and
if you had resaraunt it could produce bread, scrib jerky, etc.
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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Oof! This
thread is more vocal than the last one, for some reason. Here
goes...
Bobbo T obboB: Remember that vampirism is a crime
that carries the death penalty in Morrowind. Victims of Porphyric
Hemophilia have to be subtle and hide their condition carefully.
Building an expansive tower in the middle of an occupied region
filled with kidnapped victims would get you caught in short order.
MarijniaC: There is already a mechanic for showcasing items.
Remember that I 'm trying to avoid for-profit facilities here.
There seems ot be widespread confusion on this point. This
is my fault. I have made comments about the various rooms being able
to turn a profit over time. This has (understandably) led people to
conclude that the manor is modeled after your standard business (ie
it eventually pays back its initail cost and starts turning a
profit). This isn't the case. At peak efficiency, a facility can
eventually make about 52 septims a day more than it spends. This
money is just a little more than enough to cover the costs of the
other "administrative" facilties (things like the Clinic, Workshop,
and other rooms that don't make money directly). In the end, the
manor might make an extra few hundred septims a day... which means
that it will about 82 game years to recover the ~3 million septim
cost of building everything in the first place.
You are not
investing money into a business. You are paying money to build and
maintain a stronghold that provides useful services.
Slyreaper: Transparent windows have been around for
awhile... they're just a pain to do. They're only feasible when the
window overlooks flat terrain. If there are hills or vallies visible
from the window, you run into problems.
Werewolf: I
appreciate your enthusiasm, but do remember to play nice. There are
kinder ways to direct someone to the old thread.
Quote:
1. you could put the bar in the baazar as a single place like
a shop. and since there are no places for the shoppers at the
bazaar to sleep you could have an inn, or even put the bar in the
inn.
Again small, businesses like a
bar or an inn run contrary to the game design. They could be added
as a visual effect, but I really don't want to spend much time or
energy on purely cosmetic effects.
Quote:
2. i'm not sure but do the bazaar shop owners have their own
houses or do they live in their shops.
They don't have shops at all.
The Bazaar is simply a place where travelling merchants can set up a
pavillion and hawk their wares. It is assumed that at the end of the
day they pack up and continue on to where ever they were headed to
in the first place.
Quote:
4. also to have an inn you would have to pay for it's
construction, development, and modification. thus draining some
money from morrowind's bloated economy.
Paying an initial cash outlay
to startup a business that will eventually turn a profit does not
drain money from the economy, but rather adds money to it.
Quote:
6.i think this may have been awnsered before but where to the
employees and their families live. and when you first start your
employees would have to commute which wouldn't be to big a fee but
it could pile up in cost. thus promting you to bould their
housing!
They commute. I mentioned near
the end of the old thread that I was considering adding an "Empoyee
Housing" option. Basically, you could provide home and board in
exchange for paying a lower salary. I'll probably still do this, but
it will be a beta feature.
Quote:
7 will there be displays for stuff like cups, spoons, bowls
etc
Yes
Quote:
8 and since your trying to stop smuggling wouldn't anything
your guards find become profit because you could sell it to the
east empire company because they trade in those goods and do it
the fair and legal way bribe the duke for a liscence. so it may be
morally wrong to sell it to the eac it would be legal
Generally speaking, police
work doesn't turn a profit. In the US, the cops can sieze and
auction the possesions of convicted felons if they can prove that
the property was purchased with drug money. All the same, police
departments don't turn a profit at the end of the year.
Likewise, any quasi-legal booty obtained from smugglers
would probably not exceed the cumulative day-to-day costs of
maintaining a credible guard force. Maintained law and order is a
responsibility, not a business oppurtunity.
Quote:
9 will the bazaar be an extior cell or interior because i
didn't see it in the screenies or have you not started on
it.
It is an exterior location. It
has not been built yet, becasue I have to finish up more display
cases before it will work properly.
Quote:
10 since the garden is an iterior cell couldn't you add a
glass roof like a green house.
The greenhouse dome mesh would
either :
1) Not be visible from the outside (which is
wierd) or 2) Jut out of the exterior walls ( which is also
wierd).
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11 and for those of us with tribunal and bloodmoon will
their be a display case for BM items
Yes. Already included
actually. Morevoer, TRibunal is absolutlely required to run this mod
at all. The Bloodmoon dependenceies could be removed with a few
hours of work.
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12 the manequin and display cases in the lobby will the total
item count bring a loot bag
I don't understand this
sentence. Sorry
Quote:
13 i have a question for the ranch when you unload a soulgem
to make a new animal does this include all being whose soul you
can trap like a golden saint or ogrim.
No. Daedra are: 1) Too
dangerous to be kept in a Ranch 2) Do not reproduce biologically
anyway
Only natural animals are kept in the ranch. I decided
to include Druegh, which is already pushing it, since the Dreugh may
or may not be sentient creatures ( the lore is confusing on this
point). However, I needed another expensive animal ingredient to
make the math work out correctly.
Quote:
and for those of us who need a bar could it just be a non
profit thing with no morale boosts
and if you had resaraunt
it could produce bread, scrib jerky, etc.
I'm trying to avoid spending
time on things that don't actually do anything. Remember, it takes
several days of dedicated work to enable even trivial things. I want
to spend that time and energy on things that enchance game play.
Background curiousities such as bars and restaurants that don't
involve some kind of decision-making on the part of the player are
of a very low priority.
Scrib Jelly and most other
animal-based food products are already avaiable from the Ranch.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Tatriya |
Adept |
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Reged: 04/16/03 |
Posts: 316 |
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Mentions of
the overflow loot bag usually turn up in the hints/cheats forum, so
I'll just quote some info from there:
Quote:
By titanicx:
The overflow loot bag is a way for
the computer to keep things running smoothly in game. What happens
is when a cell (area of gameplay) like the inside of a house gets
to the limit of items , 256 on the Box 1024 on the PC, it
generates an overflow loot bag. Once you have it theres only one
way to get rid of it. And once you have it you cant place anything
in the cell any more till its gone. It will just pick it up and
put it in the bag right as soon as you leave the cell. The Bag
appears where the last item was placed.
I think the query was, with all the
mannequins and other displays that will be in use, is there any
danger of hitting that limit?
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fable2 |
Disciple |
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Reged: 05/18/04 |
Posts: 1054 |
Loc: Currently: The US. Desired: The
Netherlands. | |
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HotFusion,
your ideas are fine, and need little input from us. Please, don't
spend much of your time answering. Instead, code, and go do that
voodoo that you do so well.
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wow it took me
the better part of an hour to read all the stuff i missed on the old
thread, and all the stuff on this one too. amazing progress, this
may be the thing to actually get me playing morrowind again. anyway
some questions and ideas.
1. will the ossuary be compatible
with vampire embrace 1.9? (please say yes
)
2. if you are gone for long periods of time, would it be
possible to go to the stewards office or somewhere like it to write
up commands and have a certain amount of funds diverted from the
different money making operations to go to the vault directly by
giving a list of different options, i.e// Give money to vault, stop
all productions, put money in ranch/garden/bazaar etc.
3.
(again with the vampires) will there be any items or literature that
may affect your condition? kinda goes with #1 but i may as well ask
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Bobbo T obboB |
Adept |
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Reged: 10/29/02 |
Posts: 291 |
Loc: In a place where the monkies dance around
mullberrie bushes, chasing weasels, and i am Papitzi, their
king... | |
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bumpo
-------------------- We rock at dawn on the front line
Like a bolt right out of the blue The sky's a-light with the
guitar bite Heads will roll and rock tonight For those about
to rock, we salute you ~AC/DC
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Quote:
1. will the ossuary be compatible with vampire embrace 1.9?
(please say yes
)
I've never played Vamp
Embrace, so I don't know... but the answer is probably yes. All the
ossucary really does is allow you to switch bloodlines. This is
mainly so that "completist" gamers (such as myself) can play all
three quest branches without having to resort to the console.
Quote:
2. if you are gone for long periods of time, would it be
possible to go to the stewards office or somewhere like it to
write up commands and have a certain amount of funds diverted from
the different money making operations to go to the vault directly
by giving a list of different options, i.e// Give money to vault,
stop all productions, put money in ranch/garden/bazaar
etc.
Sort of. You can give fairly
detailed orders on what exactly you want the various rooms to do.
For example, you could order the Blacksmith to do x amount of work
on some personal project of yours (probably a weapon upgrade), and
then do commercial work from then on. Or you can tell the
rancher/gardener/conjuror/miner exactly how much of which
ingredients you want stockpiled, and when to stop storing things and
start selling them. Extra money is automatically placed in the
vault, but you will rarely have extra money. Any "profits" usually
go towards defraying
expenses.
-------------------- 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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This mod has
become colossual! It looks so great. Could you describe what all you
can cook/do in the kitchen in more detail? Thank you for putting so
much work into this mod, i'm sure it'll be great!
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I can't really
describe it in detail, because I haven't worked out the details yet.
The notion is that there will be a series of scripted kitchen
utensils that you can use in an attempt in reproduce the recipes
described in books like Redoran Cooking Secrets and Hanin's Wake.
It's kind oif a silly idea, but I wanted to make one
intensely interactive room, just for variety. If a recipe called for
placing bread in the oven for one hour, you'd have to actually place
the bread inthe oven and leave it there for about one hour (remember
that time in MW is compressed 30:1 , so this would actually be two
minutes of real time). If you overshot by too much, it would be
burned.
Successfully created meals provide a very smalll (+1
) bonus to stat or two for about a week. The idea is that you can
improve your overall health and well-being by a regular diet of
healthy food. Or something. Naturally, the bonuses will be
non-stackable.
This room is really more of a lark. A kitchen
is one of those must-have rooms in any house, but in Sim-Manor,
rooms have to do something. Hence, the idea described
above.
The Kitchen is going to be fairly low on my priority
list, but I'll eventually get around to it. Because it the indvidual
activators won't be connected to the main engine, I could even
release it as an add-on, and people could use it without nuking
thier old savegames (I
think).
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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will the items
be atou maticallly eaten or will they be able to set down move
around put in bowls for thoes of us who like to decorate i know this
would take a lot of work and modeling and texturing so if you u dont
think this is possible. someone might be able to make this as an
add-on.
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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uh, you might
have already mentioned this, but with all this heavy scripting
going, will it be slow? my game tends to crash with only a few high
scripted mods, but this thing sounds like a hell of a lot more then
that
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The main
engine is only executed one frame out of every day. In fact, there
is only one global script that is constantly running at any given
time. It's so tiny that I can copy/paste it right here:
Code:
Begin HF_MainTimer
short Today
If ( Today != Day ) StartScript HF_MainScript set Today to Day Endif
End
You might notice some chugging around midnight of everyday.
Maybe. I did a stress test wherein I rigged an activator to execute
the main engine every time I clicked on it. I was able to wail away
on the spacebar, and didn't notice any lag or slow down.
As
usual, the GPU seems to be more limiting than the CPU. I do take an
FPS hit when the hanging garden effect is on (which is why it can be
turned off in mid-game if desired). Also, the exterior building is
made out of hundreds of activators, each one executing a tiny script
each day. This might cost you a few FPSs. I have optimized things
where I can. Most scripted objects are smart enough to know when
they'll never be needed again, and are set to delete themsevles when
such a condition comes to pass.
I have never noticed my FPS
drop below 25 when testing this thing. Of course, my machine is an
absolute monster:
CPU: 2.6 GHz RAM : 1 GB of DDR
Video: Radeon 9800 (128 MB DDR RAM, GPU at 324 MHz, usually
overclocked to 350)
Your mileage may vary.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Mike_DeMong |
Novice |
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Reged: 06/21/04 |
Posts: 42 |
Loc: Truthfully I really don't know...
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Bump! This
needs to be on the first page.
-------------------- My
screen name is NOT me real name, so please don't ask. Not that
anyone would.
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Ardanza |
Novice |
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Reged: 06/03/04 |
Posts: 23 |
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Hey, i just
came back from a vacation. And if you remember in the old thread of
me saying like release it sooner, yah, i was just kidding around
(but then again, releaseing it soon still would be nice )
But i was just messing around. Also, it kinda sux that if you have
200+ posts that the thread has to get locked up
i thought he was j/k, and i was trying to figure out how come i
couldnt reply....then soon realize he wasnt joking lol
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Jonny_Evil |
Adept |
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Reged: 06/18/03 |
Posts: 329 |
Loc: Fallen From Grace | |
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I've just
thought of another question, if you don't mind
Hotfusion3.
Will the employees of the estate have companion
share? I've just played through Suran Underworld and being able to
deck out my employees in armour/clothing of my choosing was
strangely satisfying.
-------------------- Jonny Evil - Voted "Dark and Divine"
by 8 out of 10 fictional characters.
Try Korobal Island -
It's good. And at Euro-Rpg and Summit. Go on.
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Funny you
should ask that. I just finished implementing that very option. I
too like the idea of being able to enforce whatever kind of
dress-code strikes my fancy.
-------------------- 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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Yay! I like
dressing my workers/guards up too. Will there be any girl
guards/workers? That would be cool too. Girls can fight and work
just as well as boy's.
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Amanda: When
determining the race and gender of each worker, I simply rolled some
dice. One of the Morrowind Lore entries describes the racial
demographics of Vvardenfell, and I used that as my guide. There are
roughly as many men as there are women.
Werewolf: I missed
your question last post. The displays sets work like this: The
relevant items are removed from your inventory and placed in a
pre-arranged setup which cannot be changed. For important things
like weapons and armor, you can pick the items back up. For random
flotsam like bowls and whatnot, the items are permanently
placed.
Right now there are only a few displays... really
just enough to demonstrate the concept. Fleshing these out will be
one of the biggest tasks neccessary for the beta stage.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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sorry to see
my gallery idea thrown away in the basket with just 1 line ;( I
thought having such a gallery in your manor would be a nice extra
room but ok fair enough...
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Can you make
that gallery you were talking about?
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BUMP!!!
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It's 1:00 AM
in Texas, which means that it's technically Sunday.
I've been
wanting to do this update all week. I'm surprised that my disipline
was strong enough for me to hold off this long.
The
Boathouse and Shipmaster are now complete. You can now connect your
home to the existing fast travel network. I used a special tecnique
that allows to connect to the network without actually altering any
existing NPCs or dialogue, which should help keep the footprint of
this mod small.
While I was at it, I also finshed the Silt
Strider Port and the Teleport Chamber, along with thier attendant
employees. The Teleport Chamber also offers a Propylon option (you
still have to have the indices for this work).
I also added
in code for the Blacksmith, Tailor, Enchanter, and Scribe. Theiur
respective rooms don't do anyting, but you can hire these guys, and
they can still generate generic commerce points. You can even order
them to work on personal projects, but without the facility support,
this would be a silly thing to do.
I also wrote the "front
end" of the mod. You can now learn about the manor from the "latest
rumors" topic, and an NPC was created to guide the player to the
site.
Adding all of this new content to the mod all at once
badly broke things. Almost every fundamental feature of the mod
stopped working. I've spent most of the week fixing things.
Everything is in good working order again. In fact, things work
better than ever, since I took the opportunity to optimize the code
and fix various random and unrelated bugs.
There are still a
few minor tasks that need doing. I have to write the dialogue for
the in-line help, I need to finish a couple of half-implemented
display cases, and I need to finish the documentation. After that, I
want to actually play a game of Sim-Manor and verify that things are
working.
Folks, we're almost there. I expect to have a
presentable alpha version later this week. Keep watching this space.
Furnishing: 31% (no change) Design: 93% (no
change) Engine: 99% (pretty much finished) Exterior Mapping:
98% (no change) Interior Mapping: 100% (no
change) Construction Scripts: 98% (no change ) Player
Controls: 99% (just about finished) Rooms Implemented: 18/26
(Completed the Boathouse, Teleport Chamber, and Silt Strider
Port) Employees Implemented: 18/19 (Completed the Enchanter,
Scribe, Blacksmith, Caravaner, Shipmaster, Guildmage, and Tailor)
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Great! That is
just fantastic. Your ending up being a god here. I can’t wait for
this mod to be finished, but just remember one thing: Don’t be hasty
master HotFusion3. Take your time whit this mod, your shouldn’t
hurry up this mod, just because we tell you to. This is going to a
great mod, and if your are going to make it even better, I don’t
mind waiting one or two weeks more for the alpha.
Edited by Sarkantos (06/27/04 10:11 AM)
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what is the
name for sim-manor in the actual game. i've been following this
thread since it started so the last time this was brought up it was
called your estate will you choose a different name or have a poll
to decide the name.
P.S. just a rmeinder if you have
chosen a name this post really doesn't matter but i still would like
to hear what the name will be before you release it
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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Zatoichi |
Initiate |
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Reged: 06/20/04 |
Posts: 76 |
Loc: Taneth, Hammerfell, Nirn
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First off all,
I think you're doing a great job HotFusion, and I truely look
forward to play this gem!
Reading the latest posts in this
thread gave me an idea;
Quote:
what is the name for sim-manor in the actual game. i've been
following this thread since it started so the last time this was
brought up it was called your estate will you choose a different
name or have a poll to decide the name.
would it be possible to choose
the name of your manor yourself? I have no idea of what the
CS can/cannot do, so don't blame me for asking silly questions .
Keep
up the great
work!
-------------------- Zatôichi: Even with my eyes wide open I can't see a thing.
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Quote:
would it be possible to choose the name of your manor
yourself? I have no idea of what the CS can/cannot do, so
don't blame me for asking silly questions .
Unfortuantely, the answer is
no. Barring some kind of external program, cell names cannot be
altered in runtime.
In fact, as far as I can tell, you can't
even alter cell names in the CS! Once you pick a name, you're stuck
with it forever (or until you bust out TESAME).
In other
news, I had originally intended to leave the crime engine and the
Bazaar out of the alpha version. These two items depend heavily on
Prestige, which in turn relies on having several dozen display cases
built and ready.
The idea was that crime and commerce would
grow as your reputation grows, keeping those two elements in scale
with your progress as an adventurer. I just thought of a way to
achieve that same effect, but without having to use the Prestige
mechanic. This is good, because the Bazaar and the crime engine were
supposed to be foundamental parts of the game, and I didn't like
leaving these out of the alpha.
Of course, this means that I
actually have to implement these things now. As a result, the alpha
test is probably going to be delayed by a week or so. We'll see.
Maybe I can get it out the door by the end of this week... maybe
not. Regardless, I'll feel better having a fully implemented core in
the alpha test.
I had originally intended the alpha test to
be a very small proof of concept mod, containing only five rooms or
so. The way things are working out, it looks like the alpha test
will include about 80% of the expected final content. It will also
probably be an entirely playable mod by itself, something that I had
not ever thought would be the case. If the alpha test goes well (and
some poeple pitch in and help me decorate teh interiors), I might
even go ahead and upload the alpha to a couple of the smaller mod
sites.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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bl4k3 |
Acolyte |
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Reged: 06/19/04 |
Posts: 178 |
Loc: texas | |
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You can edit
cell names by clicking once on the little rectangle with the cell
name in it in the cell view window once its selected in grey. Could
you name it %PCName Estate? I wonder if that would work with Cell
Names...
-wanders off-
-------------------- http://www.kickyouintheeye.com/ hey look its
my website!
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bl4k3 |
Acolyte |
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Reged: 06/19/04 |
Posts: 178 |
Loc: texas | |
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No you cant
name the manor that.... Damn
-------------------- http://www.kickyouintheeye.com/ hey look its
my website!
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just a thing
for those of you who have read thirsk a history revised it
says your name, gender, and race how they got the name thing
down
i dont know but i'll try to find out how they did this
so if you could
implement into the game.
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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bl4k3 |
Acolyte |
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Reged: 06/19/04 |
Posts: 178 |
Loc: texas | |
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they did that
by using
%PCName, %PCClass, and %PCRace in the text... Its a
script that puts your name class and race into the desiganted area
but it doesnt work with cells, i just tried it.
-------------------- http://www.kickyouintheeye.com/ hey look its
my website!
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Things like
that work because %PCname and %PCRace are pre-defined text strings.
As for the gender, if you look closely at the dialogye trees, you'll
see converstaions that recoginze your gender contain two parallel
branches, one for each gender. In the case of the book Thirsk, A
History Revised, there are actually two separate books. One of them
described the PC has male, the other as a female, and the game is
scripted to only give the player the version that matches your
gender.
Blake, thanks for the info. I was trying to
triple-click the cell name, which is how you change pretty much
everything else in the editor.
Edit: Looks like Blake and I
responded at the same time.
-------------------- Read the
Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Edited by HotFusion3 (06/28/04 12:07 AM)
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hotfusion you
could name it after your self by calling it fusion manor
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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in one room
will their be like huniting treasures from bm like in the teleport
room that would look cool
-------------------- Be not
afraid of growing slowly, be afraid only of standing still.
Chinese Proverb
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Amanda |
Acolyte |
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Reged: 05/15/03 |
Posts: 186 |
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OOOOOOOOOOOO!
Can't wait! After the alpha test is done what are you going/need to
add?
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oooohh! could
I PLEASE be an alpha tester? i have been following this thread but
havent said something till now... This mod looks GREAT! WAIT! NO!
FANTASTIC! EXTRAVAGENT! BRILLIANT!!!
Thats all...
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Dvd: If you
have been following this mod, you would know that the alpha will be
released to the public, and that everyone will be able to download
it.
HotFusion3: Remember to make a backup file on a CD or
something like that. We have heart all to many times about modders,
who have lost all there work, because there computer went down, it
would a disaster if all your progress on Sim-manor were lost, so
please, if you haven't made one, make a backup.
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Quote:
HotFusion3: Remember to make a backup file on a CD or
something like that. We have heart all to many times about
modders, who have lost all there work, because there computer went
down, it would a disaster if all your progress on Sim-manor were
lost, so please, if you haven't made one, make a backup.
please hotfusiion 3 listen to
Sarkantos we would hate for you to lose all the work you have done
on this. it would be tragic if you lost all of this, -shudders at
the thought- . I'v been waiting since a bout a week after the first
thread was created
-------------------- Be not afraid of
growing slowly, be afraid only of standing still. Chinese
Proverb
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you may think
this goofy but could you instruct the smithy dude to make spoons,
forks, bowls, plates, cups, pithcers, and flagons etc. will he be
able if you decide to do this make wooden spoons and bowls etc. i
think this would be a cool idea
-------------------- Be
not afraid of growing slowly, be afraid only of standing still.
Chinese Proverb
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how will you
aquire special alchemy items like bonemeal, corpus weeping's, daedra
heart's or corpus meats and will thier be kwana in the ranch for
cuttle or will their kuttle be included in the mine with their eggs
and the wut not taht will ne included in the mine
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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Sarkantos:
Don't worry. I make a new backup every week.
Werewolf: While
it would be easy to rig the Blacksmith to make utensils, it would be
time-consuming. The alpha will contain a few examples to show people
how to expand the capabilites of the various workers as they see
fir.
Here's a listing of some of the odd alchemical items and
how they're handled:
Kwama Eggs: Produced by Kwama Workers (
really, they come from the queen, but having more workers lets her
support more eggs).
Kwama Jerky: Produced from Kwama Warriors
(they should really come from scribs, but scribs already make jelly,
and I needed something for the Warriors).
Bonemeal: Produced
automatically by the Ranch. Bonemeal is a generic animal by-product
that doesn't require any specific creature to make.
Scuttle:
Produced generically by the Ranch. Scuttle is supposed to be made by
ordinary beetles, which I assume are easy enough to
find.
Resin: Since this comes from common trees and mushroom,
I just assume that the Gardener is able to produce this w/o any
specific plants.
Daedric Stuff: Conjured from Oblivion by the
Conjuror. The Daedra are just creepy enough to be willing to sell
body parts of their friends to outsiders.
Corprus weepings:
Not produced. Corprus beings are too dangerous to hold on a ranch,
and doing so is probably illegal anyway. Besides, they don't
reproduce biologically.
Ash Salts: Not produced. Ash salts
are supposed to be found near Red Mountain, not the
Grazelands.
Dwemer Scrap: While it's not clear just what this
stuff is, it is probably some kind of alloy, one that people no
longer know how to make. Not produced.
Ghoul Hearts and
Vampire Dust: Not produced. There is no way any sane ranch hand
would consent to keeping watch on such dangerous creatures, and
these things can't reporoduce biologically,
anyway.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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now when are
you expecting an alpha version
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i have an idea
to get the Corprus weepings, Dwemer Scrap, and Ghoul Hearts you
could hire a witch hunter to get the ghoul hearts, corpus weepings,
and scrap metal the witch hunter would find the ghoul hearts in the
ghouls he'd killed and would find the scrap metal in the dwemer
ruinswher e he was killing the ghouls you hired him to kill and
since the sixth house have bases in the dwemer ruins h ewould just
collect the corpus weepings. and the better you pay your steward the
more alchamel ingreds you get i think it would figure like
this.
500 a week....would get you 1-2 scrap every two
days-1witch hunter 1000 a week...1-2 scrap a day 1-2 ghoul hearts
a day-2witch hunters
2000 a week...2 scrap a day 1-2 ghoul
hearts aday
this would abviously need a vairable
because of the 1-N
-------------------- Be not afraid of
growing slowly, be afraid only of standing still. Chinese
Proverb
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i have an idea
to get the Corprus weepings, Dwemer Scrap, ash salts, and Ghoul
Hearts you could hire a witch hunter to get the ghoul hearts, corpus
weepings, and scrap metal the witch hunter would find the ghoul
hearts in the ghouls he'd killed and would find the scrap metal in
the dwemer ruins where he was killing the ghouls you hired him to
kill and since the sixth house have bases in the dwemer ruins h
ewould just collect the corpus weepings. and the better you pay your
steward the more alchamel ingreds you get i think it would figure
like this.
500 a week....would get you 1 or 2 scrap every two
days 2 ash salts a day-1witch hunter
750 week....two days 3
ash salts a day 1 or 2 scrap a day 1 or 2 ghoul hearts a day-2witch
hunters
1000 week....two days 4 ash salts a day 2 scrap 1 0r
2 ghoul hearts 1 corpus weeping-3witch hunters
2000
week....this includes what you get for a thousand and 1 vampire dust
every 3 days-witch hunting party
this would abviously need a
vairable because of the 1 or 2
this could be optional because
you just have your steward write up a contract for a week or two so
you wouldn't have to fund this all the time i think this would be a
very good idea
-------------------- Be not afraid of
growing slowly, be afraid only of standing still. Chinese
Proverb
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also not
everyone could afford the above mentioned (i seriously doubt that)
it would be like sending hunter's at thirsk to get snow hides just
that this costs a bunch to do but it would provide the alchemal
ingrediants when needed for those unsafe items
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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also if you
decide to do this could for a random thing once you get into the 750
price for witch hunter range that it could once out of every 10 that
one gets severly hurt that you would have to pay liike 200 septims
to heal him (workers comp)
and if you decide to do this you
could like have the witch hunters group captain tell you about the
harrowing fight obvuisly he would be good at speechcraft to make
having 3 to a whole party of w hunters sound indangered when
fighting a skeleton.
-------------------- Be not afraid
of growing slowly, be afraid only of standing still. Chinese
Proverb
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lol were wolf,
u got good ideas, but why dont u put them all in one post ?
lol , j/k . I like the witch hunter idea
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can we get an
update
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These updates
are a weekly thing. Let Fusion continue on his work.
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Behold! A
mid-week update! Don't expect this to be a regular thing.
I
managed to shoe-horn the Bazaar and the Barracks.
The Bazaar
doesn't do everything that I wanted it to, but it works, which is
good enough. It can attract random merchants, and allows you to
convert Commerce points into gold. The merchants are refreshed every
day, and have totally random and fresh inventories each day. I wantd
to protect them from rapacious players, but found that this wasn't
as easy to do as I thought. It is possible to harvest teh merchants
for their goods, but this isn't recommened. Doing so will badly
break the game. Some of the merchants provide one-way fast travel
to the various Ashlander camps.
The Barracks (and the Captain
of the Guard) are up and running. The crime engine is now
more-or-less complete.
I also altered the way training works.
It's more interesting and more balanced now.
I run into a
couple of inexplicable show-stopping bugs. I cpuld never figure out
what was causing them, but after making some ostensibily
insignificant changes to a few scripts, they seem to be gone. Let's
hope they don't come back.
Furnishing: 33% (added a few more
displays) Design: 99% (almost done) Engine: 99% (no
change) Exterior Mapping: 98% (no change) Interior Mapping:
100% (no change) Construction Scripts: 98% (no change ) Player
Controls: 99% (no change) Rooms Implemented: 20 /26 (Completed
the Bazaar and Barracks) Employees Implemented: 19/19 (Completed
the Captain of the Guard)
Also, you might want to check out
this thread
-------------------- Read
the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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to keep the
player from *harvesting* the merchants you could give each gmerchant
a body guard level 1000 and why not make them insanely powerful
merchants and put a wall around them so people dont snipe them (this
happens to be a personal fave of mine just animals
though)
-------------------- Be not afraid of growing
slowly, be afraid only of standing still. Chinese Proverb
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or you could
make a box that randomly generates items form a list behind a wall
and a merchant back behind the wall and a merchant in front and when
you talk to the merchant in front it swithes to the hidden merchant
meaning if the player tride to harvest he would only get the clothes
but you would have a problem thay would all have the same name
I IN NO WAY TAKE CREDIT FOR THIS IDEA it is from a forum on
balancing morrowinds economy
-------------------- Be not
afraid of growing slowly, be afraid only of standing still.
Chinese Proverb
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I tried
something very similar to this (remember that I was one of the
people that developed that idea on that particular thread). However,
for technical reasons, it doesn't work. I could make it work if I
abandoned the leveled list approach and use scripts instead, but
that would take a very, very long time to do.
What I really
need is a way to alter ownership data in runtime. This woudl require
a third party program like MWE to do (which is WAY beyond my
abilites). However, ownership flag are assigned to objects, so I bet
that altering them is possible.
-------------------- Read
the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Bumpy
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ROFL!
Quote:
or you could make a box that randomly generates items form a
list behind a wall and a merchant back behind the wall and a
merchant in front and when you talk to the merchant in front it
swithes to the hidden merchant meaning if the player tride to
harvest he would only get the clothes but you would have a problem
thay would all have the same name
I IN NO WAY TAKE CREDIT
FOR THIS IDEA it is from a forum on balancing morrowinds economy
you do realize you just spit
out hotfusion's idea on balancing to use on his own thread right?
-------------------- "Karma; what goes around, goes
around and around." Cory, Boy Meets World
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Quote:
ROFL!
Quote:
or you could make a box that randomly generates items form a
list behind a wall and a merchant back behind the wall and a
merchant in front and when you talk to the merchant in front it
swithes to the hidden merchant meaning if the player tride to
harvest he would only get the clothes but you would have a
problem thay would all have the same name
I IN NO WAY
TAKE CREDIT FOR THIS IDEA it is from a forum on balancing
morrowinds economy
you do realize you just spit
out hotfusion's idea on balancing to use on his own thread right?
lol
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I was actually
planning on discontinuing the traditional Sunday updates with the
release of the alpha test, but things just keep on moving along.
The alpha test has been a huge success. In a single week, I
probably got about a month's worth of debugging done, including some
bugs that I would never have noticed on my own. A big thank you to
everyone who contributed.
Night eye has set up a private
forum for this mod. When the next version alpha version is released,
I'll move debugging discussion there.
The file that I will
upload to Theyls will be the final alpha release of Sim-Manor. While
I will continue to work on it, future changes will not see the light
of day until the beta is ready. This is necessary to ensure that all
of the testers are referring to the same version of the
mod.
I will probably also send an identical file to Gamer's
Roam.
In addition to de-bugging, I have made substantial
progress in implementing new features. As in, a LOT of progress.
Part of the motivating force behind this surge of activity is an
increasing desire to actually play the game again. There are a
number of mods that I haven't tried out yet, and I'm eager to play
them. Of course, I don't want to start up a game without at least a
mostly-working copy of Sim-Manor (the mod is, after all,
custom-tailored to my own personal tastes and desires).
The
Imperial loan system has been improved. Government loans no longer
give you septims, but are instead paid out in "Imperial Certificates
of Credit." These slips of paper are just as good as septims, but
they can only be spent on manor-related expenses. You can no longer
receive a 15,000 septim loan for "building expenses" and then spend
it all on training and equipment.
The powers of the genie
lamp have been greatly expanded, and the process of creating the
lamp is now more involved. The genie's primary purpose is still to
act as a portable merchant, but it can now do a few other
administrative tasks. It can now remotely sort your books, scrolls,
and alchemy ingredients. I tried to include an option to plant seeds
in the garden and release captive animals into the ranch, but for
some reason, this results in a CTD.
You also purchase
additional upgrades for the lamp. You can now "imprint" any of the
various teleport items onto the lamp (ie The Mazed Band and the
Vampire Amulets). Imprinting does not harm the original item, but
does add its powers to those of the lamp. This helps reduce
inventory clutter. Additionally, the lamp tends to be more convient
than the various rings and amulets, because it does not displace the
articles already being worn.
You can also imprint the
Propylon Master Index. If you do this, the lamp will be just as good
as the index for all Propylon-related purposes.
The lamp can
also be turned into a sort of re-usable torch. With the right
upgrade, the lamp can be commanded to give off a glow equivalent to
that of a torch. Unlike a torch, you only have to have the lamp in
your inventory for this to work, so you can still use both hands for
other things. Additionally, the lamp isn't quenched by immersion in
water. The lamp can glow for 2.5 minutes (the normal lifetime of a
torch), before running out of charge. The lamp can be recharged by
just simply not using it's light power for another 2.5
minutes.
I'm also planning on another upgrade that will allow
the lamp to double as an alchemical apparatus.
The idea is
that the lamp can be made to provide a number of already-available
services, but ties them all up into one convient, easy to use
package.
The Enchanting Lab and Spell Lab now have specially
scripted objects that serve as Item and Spell Makers. The costs of
research and enchanting are reduced by 5% for every level you have
in the appropriate facility.
The Scriptorium is complete. You
can now archive all 140 magical scrolls. The scrolls are placed in
alphabetical order on a shelf. You can then have your Scribe make
copies of any scroll that you have a copy of (this carries a price
in labor equal to the gold price of the scroll).
The
Clothier is mostly complete. I think that this room will be a
popular one (it is, at least, already popular with me). The Clothier
contains numerous tables, upon which sit a sample of (almost) every
piece of clothing in the game. You can order your Tailor to make a
given garment by simply pointing and clicking on the piece that you
want. Clothing can also given five separate upgrades. These are as
follows:
Trimmed: Trimmed clothing weighs half as much as
normal clothing. Additionally, the gold value and enchant ratings of
the article of clothing are increased to that of an equivalent
exquisite garment. If you happen to prefer the way that the common
robes look versus the exquisite robe, you no longer have to take a
game penalty for your tastes.
Ostentatious: Gives your
clothing that little extra "flash." Ostentatious clothing projects
an air of power and prestige. You receive a +1 bonus to your
mercantile and speechcraft skills for every piece of ostentatious
clothing that you are wearing. Additionally, this upgrade includes
an Imperial insignia (not actually represented graphically), so that
your normal clothes can double as an Imperial Legion uniform. This
makes being a Legionnaire a lot less annoying.
Resistant:
Incorporates a mesh of non-absorbent, thermally insulating material
into the cloth. You receive a 1% resistance to all elemental attacks
for each piece of resistant clothing that you are wearing. Rings,
belts, and amulets lack sufficient surface area for this to be
effective, and therefore cannot receive this upgrade.
Tough
Weave: The stitching is reinforced with metallic thread, allowing
the garment to act as a feeble type of armor. Each piece of clothing
with this upgrade confers a 1% resistance to normal weapons. Rings,
belts, and amulets lack sufficient surface area for this to be
effective, and therefore cannot receive this
upgrade.
Infused: The garment receives an extra 5 points to
its enchant rating.
The upgrades must be performed in the
order listed above. By the time you reach Infused, you will have
invested about 10,000 septims worth of labor into that piece of
clothing.
The Ossuary is complete. This one was easy to make.
If you're a vampire, you can use this secret facility to make
special distillations of your own blood, in an attempt to gain
control over your condition. These special potions allow you to
switch back and forth between bloodlines. For every level of your
Ossuary, you can research one bloodline potion. This feature is
included so that you can play all three vampire quest
trees.
Furnishing: 38% (added a few things) Design:
99% (no change) Engine: 99% (no change) Exterior Mapping: 98%
(no change) Interior Mapping: 100% (no change) Construction
Scripts: 100% (added the ossuary scripts) Player Controls: 99%
(no change) Rooms Implemented: 22 /26 (Completed the Scriptorium
and Ossuary) Employees Implemented: 19/19 (no change)
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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uh-oh... i
discovered a HUGE probelm... this mod intafears with Uvirith
Expanded. You have a static, and Uvirith has a light, and they are
both named the same. I couldnt even GET into morrowind. It kicked me
out when it was loading the main menu! and I cant find out was is
intafearing with what.
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-------------------- Be not afraid of growing
slowly, be afraid only of standing still. Chinese Proverb
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bump
-------------------- Be not afraid of
growing slowly, be afraid only of standing still. Chinese
Proverb
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bumpity bump
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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Pester |
Acolyte |
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Reged: 06/18/04 |
Posts: 151 |
Loc: Remote Shipwreck, Minnesota
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Congratulate
me! I just read the entirety of both threads. Of course, I probably
could have read my homework in that time.. but that's entirely
besides the point.
The only unanswered question is about the
"adventurer's map" mentioned early in the first one. Is this still
going to be implemented? I think it's a great idea... after one gets
to a certain level. Otherwise you can just be methodically roaming
from one cave to the next. It's sort of an abuse. And if your
imperial-agent steward friend had a map of all the bandits in the
area, don't you think the guards would hunt them down? I think it's
a cool idea. Like you said, just so that one can find if they've
really seen everything. Will clearing out all the bandit
caves in the area reduce your crime level?
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Tarth |
Novice |
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Reged: 01/27/04 |
Posts: 13 |
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Dont know if
this has already been said or not but where exactly is the manor
located i read like 4 or 5 pages of the old thread and very little
of this one.
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Pester |
Acolyte |
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Reged: 06/18/04 |
Posts: 151 |
Loc: Remote Shipwreck, Minnesota
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South of
Falensarano, I believe.
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bumpy, where
did u go fusion???
-------------------- My Icon Tutorial
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