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Sim-Manor is
now officially in the alpha stage. If you have no idea what I’m
talking about, check out the links in my sig. There’s more
information there than you could possibly ever want.
This is
an “alpha” version. As in “pre-beta.” It is incomplete, buggy, and
largely untested. Possible consequences of using untested software
include, but are not limited to: corruption of save games,
corruption of your MW install, catastrophic hard drive failure,
dizziness, a fostering of deep-seated feelings of self-loathing,
patricidal urges, latent male homosexuality, unwanted pregnancy,
loss and/or gain of religious beliefs, communism, global warming,
and nuclear holocaust. Use only as directed, at only at your own
risk.
I’m serious. This is alpha-ware. Don’t expect a
polished product. If you are reduced to needing thirty pounds of
heavy machinery just walk around, don’t say I didn’t warn
you.
If this is too much for you, there is no shame in
walking out right now. The door’s over there.
Are they gone
yet? Good. I lied about the “no shame" part. Those people were weak,
and we do not need them. I feel nothing but contempt in my heart for
them.
But seriously guys, this is dangerous stuff. This isn’t
your usual plug-in. It’s not even finished. It’s barely been tested.
Who knows what could happen? All I know is that some of us aren’t
coming back from this. If anyone wants to back out, it’s okay. I
know that I lied about that last time, but this time I’m playing
straight with you. Seriously, you can go, and no-one will think less
of you for it.
Alright then. It’s time to do this. Here’s the
link. It’s been an honor serving with you fine men and women.
Semper Fie!
Sim-Manor Alpha
************************************
Nighteye is
out of town for another week, so the website and forums aren’t quite
up to speed on this latest devolopment. I was just barely able to
get the upload to work. For now, alpha feedback can go here. I want
to keep the main thread for continuing updates only.
By the
way, this is an alpha test. That means untested and incomplete. Just
so you know.
I’ll post a special update on the main thread in
a moment, detailing what features made the cut, and which ones
didn’t.
Credits:
Korana: Gold Genie Lamp
Retexture Andoreth: Blue alchemy jar
retextures Jake_the_Snake: meshes and textures for the smaller
alchemy jars Pheobe: Careful study of her Abu Manor mod inspired
the hanging garden found in this mod Grond: Careful study of
Stonewood Hall inspired the stalls found in the
ranch Industructible: I learned much of scripting by studying his
Bank Mod and Armorer mod GharBuriGhan: I learned everything else
about scripting from him DopeHatMan: The alchemy sorter script is
a modified version of his script, found in Uvrith Inside Dongle:
The building and glass dome found in the ranch were done by
him Acid_Basik: Provided the special interior Redoran tiles that
make the lobby possible Night-Eye: Took care of the website and
hosting. Thanks! Dave Humprey: His MWEdit program made dailogue
work much easier Erik Benerdal: Who doesn't use TESAME when
moddin? Farrel Hayden: The Enchanted Editor made transporting
data between versions of this plug-in possible
The file is a
2 Megabyte ace archive. Use winace or zipgenius (both available in
free trail versions) to
extract.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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woo hoo! alpah
or not i have been waiting for this for ages! into my data files it
goes
-------------------- on leaving school emersed in
philatroic (notions of a kind these days i find unthinkable) I
pulled my frail frame onto my charger and rode off into the sunset,
with agenda predicatable. Fresh faced and tragicaly convinced that
blind faith could make an infantile normative, playground theory of
social interation.
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Argh!! Not
five minutes into the alpha, and I have my first bug! The payscales
are set incorrectly for some of the employees. The numbers currently
in the MainConfig script were based on an older mathematical
model.
Open open the script "hf_mainconfigScript" and change
this:
set HFBlacksmithPayScale to .2875 set
HFRancherPayScale to .2875 set HFGardenerPayScale to .2875 set
HFCaptainPaySCale to .2875 set HFMinerPayScale to .2875 set
HFSiltHandlerPayScale to .2875 set HFClothierFlag to .2875 set
HFAlchemistPayScale to .2875 set HFConjurorPayScale to
.2875 set HFEnchanterPayScale to .2875 set HFScribePayScale to
.2875 set HFToolsmithPayScale to .2875 set HFGuildmagePayScale
to .2875
to this:
set HFBlacksmithPayScale to
.25 set HFRancherPayScale to .25 set HFGardenerPayScale to
.25 set HFCaptainPaySCale to .25 set HFMinerPayScale to
.25 set HFSiltHandlerPayScale to .25 set HFClothierFlag to
.25 set HFAlchemistPayScale to .25 set HFConjurorPayScale to
.25 set HFEnchanterPayScale to .25 set HFScribePayScale to
.25 set HFToolsmithPayScale to .25 set HFGuildmagePayScale to
.25
If you are already in the middle of a game, you can
re-intialize the variables by typing
StartScript,
hf_mainconfigScript
into the
console.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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ahhh
sweetness!!!! finally an alpha!!! great work already hotfusion
wow,
I haven't seen a winace file for MW in a LONG time...I'll have to
dust off that winace installer and use it for once
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Hotfusion 3
Told ya id be one of the first to dl
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is it just me
or is the link down
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Darkiss |
Initiate |
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Reged: 03/12/04 |
Posts: 78 |
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could you
upload it somewhere else because its already eceeded the bandwith
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thats what i
ment
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im so excited
i piddled.
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Hmmm...
There's a 1000 MB cap. The fiel is only 2
MB, and this thread onyl has 100 views on it. That's a maximum of
500 MB of traffic. This is wierd.
I'm looking into some
possible solutions.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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i think the
only wussy thing here is your bandwidth
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he alredy
knows i sent him a pm
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why oh why is
the bandwith so small i was gonna to do some testing
curse
bandwith you -sobs quietly- now i wont be able to test for a day
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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QUICK MY
PRETTIES! Download before the bandwidth runs out! Its been reset!
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Lordzod |
Curate |
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Reged: 02/09/04 |
Posts: 727 |
Loc: Eugene, Oregon | |
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Well I've
checked it out a bit so far, and I have to say it's quite well done
for a alpha. I've found some bugs, but I'll post the whole report in
a bit, I'm busy having fun with the mod still
-------------------- "You're a wee puppet man!"
Screenshots of [WIP] Realm of the Damned
Realm of the Damned wallpaper!
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Must be out
again.
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Bandwidth down
still.
*Just keeping this thing up top*
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Noooooooo, why
does bad things always happen to good mods. I have been whit this
mod fore a very long time, and when the alpha is finial released the
bandwidth runs out. please get it up runing agin.
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Shanjaq |
Disciple |
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Reged: 07/31/02 |
Posts: 1021 |
Loc: Kudanat | |
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I second that.
Argh!
Great intro HotFusion, can't wait to step into the
meatgrinder!
-------------------- Overunity... The Plugin Manager that Makes Sense!
View My Screenshots
SPACE HAS A TERRIBLE
POWER
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i pmed Fusion
about the bandwith and i have a reliable host with no bandwith
problems, i told him the adress so it should be up in a couple of
minutes ok?
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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Bumps are
against my religion, so consider this an honor.
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he didnt pmed
me back and didnt upload it, so we got to wait
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RL_101 |
Disciple |
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Reged: 12/31/03 |
Posts: 1051 |
Loc: Israel | |
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GREAT!!!!!!!!!!!!!!!!!!!!!
Finally
an alpha for this great mod!
can't wait to DL it!
-------------------- The
Elder Scrolls III: Throne Of Asaroth My
mod site CON
3
"You Will Never Get The Second Chance To Make The
First Impression"
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i uploaded it
to my webspace so a second link is available at
http://users.pandora.be/poliander
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gerns |
Acolyte |
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Reged: 05/03/04 |
Posts: 100 |
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thanks got it
in 28 seconds on my cable-------gerns
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no problem
gerns,
ok the first bug i encountered =
if you speak
to the guy in ebonheart and when you are the nerevarine, the
topic doesnt come up, anything to fix this?
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Quote:
no problem gerns,
ok the first bug i encountered =
if you speak to the guy in ebonheart and when you are
the nerevarine, the topic doesnt come up, anything to fix
this?
Huh. Can you tell me which
message comes up exactly... maybe the first few words of the
conversation? I talked through the Greetings tab, and the
"E-e-e-excuse me sera." greeting might be the guily culprit.
Folks thanks for all of the offers of assitance (my PM box
is overflowing right now). It looks like Theyls (which was already
one of favorites sights) has a new beta mod section (making it my
very favorite site). Mad Pauly has offered hosting there, which will
premanently solve the bandwidth issue.
I've used the
intervening problem to fix some ebarassing landscape bugs, as well
as the bad MainConfigScript problem. The Thelys version will include
these fixes. I also found out that some of the interior exit doors
were appearing too early, and that the silly plate display wasn't
working correctly. That's a lot of obvious bugs that I should've
noticed earlier
All I can say in my defense is that the pre-release version had
literally hundreds of bugs like this, most of which were fixed.
My biggest concern has been the interface. Does everyone
understand how it works? The method I used allows great flexibility,
but takes some getting used to. Were the examples in the manual
helpful?
Also, silly me, I forgot to include a blueprint of
the manor in the manual. I'll stick one in for the Thelys version.
without a blueprint, you can't make any long-term plans!
Edit: I old link will no longer work. I did this to protect
Nighteye's bandwidth (he uses his site for other things, and I don't
want to crowd out his other activities) Patience is a virtue.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Edited by HotFusion3 (07/02/04 12:35 PM)
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ok thx Fusion,
great idea for the blueprint,
ok it's exactly as you say,
excu sxcuse me sss eerrra your nerevarine a big hero
... thats it, any way i can or you can solve this?
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Quote:
Edit: I old link will no longer work. I did this to
protect Nighteye's bandwidth (he uses his site for other things,
and I don't want to crowd out his other activities) Patience is a
virtue.
http://users.pandora.be/poliander for the old
file, should i remove it?
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I can't
decide. I could dl it now with bugs ect. but if I wait untill its
fully done then there will be no bugs and I can enjoy it all I want.
=/. You guys keep testing it!
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Dagoth: Yeah,
I'd prefer that you remove the old file. Let's keep the number of
versions floating out there to a minimum. It'll make de-bugging less
complex.
I lokked into the CS. The "e-e-e-excuse me" line is
indeed the culprit. This greeting was badly coded. It has no filters
attached to it at all. It effectively overwrites a third of the
greetings database once you complete the main
quest.
Normally, I would try to work around officail
ciontent, rather than editting it, but this is a special case. This
greeting is broken, and needs to be fixed. I tried using not local
and nolore, but for some reason this didn't work (maybe it's
ineffective against greetings?). Try doing this:
Go into
"Greeting 7." Find the "e-e-excuse me" greeting. Add Function:
Talked to PC, 0 to the Function Variable list on the right.
This changes things so that people who are supposed to say
this line do it once, and then revert back to thier normally
programmed behavior. Not only does this fix Morganstern and the
Steward, but it makes being the Neverine less annoying in general.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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2 thumbs
way up on the prestige and collection/display system. That is
worth the entire mod. Really cool. If you've read any of my other
posts, you'll know that my philosophy is that collecting stuff for a
higher purpose creates replayability...so this really tickles me.
But hey, in the final version will you have buyable furniture? This
is going to be a really really big empty house without furniture...
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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Also, if you
build a barracks, and you haven't done the tribunal quests yet, and
you try to sleep...Dark Brotherhood guys should spawn, with 50000
guards. They should only spawn once
Your guards should apoligize for being so ignorant, and then send
the head of the assassin to helseth.
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ok it's
removed, im gonna try to change the greeting
cheers
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iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Seems great. I
will try to download, dunno if its wise for me to download it but it
seems one of the best mods to be going.
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
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iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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*looks
around*
Hmmmm...
Any places to download it
?
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
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ok fusion it
works now, do i have to release it? i made a mod so the script
is fixed with the neravarine,
im now at the little cottage
and i cant enter the room, there is a door but all it does is
slide open like an interior door,
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Quote:
*looks around*
Hmmmm...
Any places to download
it
?
It will be at thelys morrowind
site,
HotFusion is updating the mod with a blueprint and some
bugfixes, then we can fully test this mod....
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iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Ill wait till
tomorrow then or something
. So where is this house thing located?
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
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its directly
above tel aruhn,
im now testing it for bugs and so far i
encountered one
@HotFusion
The door to the
shack should be fixed, it could be me though, the door slides
open like an interior door,
in the manor is evrything
ok, im gonna try to build all the rooms etc...
i'l be back
in two hours with a little bug report
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Go Dagoth go ,
go Dagoth go -Continues to cheer-
At this rate I won't
need to test it and I can save it for the full version!
\/\/00T!
Go Dagoth -cheers more-
-Yes is slightly
drunk-
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iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Quote:
Go Dagoth go , go Dagoth go -Continues to cheer-
At
this rate I won't need to test it and I can save it for the full
version! \/\/00T!
Go Dagoth -cheers more-
-Yes
is slightly drunk-
I would of guessed
Well
it was either your drunk or you have been on the smarties again. Too
many E numbers these days.
-------------------- Blade
Vampire "The Day Walker"
I have to say a personal
thank you to Cortex for his vampire embrace that make playing as a
vampire enjoyable. I would also like to say a personal thank you to
many great modders out there that have made my game enjoyable too.
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The smartie
incident only happenened once, ugh getting of subect here. Ugh bump.
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rofl guys
ok
here are some bugs,
when building clinic, the variable is not
set right total expenses to build clinic is %HFexpenses instead
of the costs itself
In the handyman dialogue the same also
%HFTotaExpenses not much to worry about,
but
now,
In the garden, the upper lvl of the house is the garden
right? when you click on the flower(s) lying on the ground the
game ctd crashes to desktop
and when you pick a lvl of
security for a door, you can't seem to select wich one, or am i
doing something wrong?
well off to testing again...
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another
one,
when the library is build (1st lvl) there are two
books (there are only two books) floating and not in the correct
position,
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Quote:
another one,
when the library is build (1st
lvl) there are two books (there are only two books) floating
and not in the correct position,
I'm gonna leave it like it
is now, i disabled the plugin atm, cuz iim gonna wait for the
one to be released at thelys, i hoped the previous posts helped a
bit
cya around
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Darkiss |
Initiate |
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Reged: 03/12/04 |
Posts: 78 |
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What's the
link for the download at thelys .I went there and couldnt find it.
Edited by Darkiss (07/02/04 06:50
PM)
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its gonna be
up soon, he's fixing some bugs and inserting a
blueprint,
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Dagoth:
Thanks for the reports. This is exactly
what I need.
It will be about a week before the Thelys
hosting occurs. In the mean time, I'll stash the alpha somewhere
else. Bandwidth will be tight, be that's how it goes. Make sure that
you only click once on the link. I think that might've been part of
the problem last night.
I'm updating the read-me to reflect
changes that I'm making:
-Using the blunt display will no
longer place a firebite club in the fire weapons display. -Added
the adamantium, dwarven, iron, and sthalrim maces to the Blunt
Display (don't know how thse got left out). -Deleted numerous
uneccessary and distracting floating statics. -Fixed a bug that
would cause Morganstern and the Steward to become unresponsive when
the main quest is complete. -Fixed a bug that caused the colored
plate display to not initialize correctly. -Deleted some wierd
and redunant floating books in the library. -Added the mace
display -Added support files neccessary to use Dongle's excellent
display cases -The Clinic construction dialogue now displays the
correct variable -the global variable HFTotalExpenses was
incorrectly defined -The door to the boathouse was scripted
incorrectly -Some internal exits were appearing too soon
I
can't reproduce the ctd bug when clicking on the ivy blossoms.
Nothing happens when I do this (which is what is supposed to
happen).
The security menu is behaving correctly. The options
only light up when:
1) The door actually exists 2) You
have enough gold to cover the costs 3) You have an operating
Toolshop of a Quality Level equal or greater to the level of lock if
wish to build
If you do not meet any of these criteria, the
steward won't even let you try.
I'll re-post the updated file
late tonight. It's going to be first come first serve until the
Thelys thing gets finalized.
-------------------- Read
the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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I found some
more, BUt maby its just me
The door to the interior of the
boat house dosent go any where
The activators to let the
animals out dont work
No mater who you talk to the option to
talk about "manage all rooms" is there and i dont get why the
meadage about when you go to caldera is there.
No one comes
to the bazar (well atleast for me)
When you hire someone for
keeping the animals there tital is steward (dont know if this was
intentional).
In the Ice caves there is one spot that you can
go through the wall because its not covered with a static (when you
forst enter stay strait its on the right wall)
In the egg
mine there is a four way but two of the pagages only lead into
nothingnes. (maby its only for me)
at the boat house before
you build one (when you first show up) the npc that brought you
there always has the option to sign the papers.
Sorry for all
the bad news
Just trying to help.
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bugs not
mentioned:-
1.When i was walking around the outside of my
manor with lv2 lobby and lv 3 vault, i was able to pick up all the
outside walls, revealing another wall. 2. when upgrading to a
level 3 lobby with a lot of workers, the steward said it would take
one day, but it completed instanty 3.in the level 3 lobby you
can pick up the bottom stair of the stairway to floor three, this
causes an immediate CTD. 4.before you sign the papers the npc
who takes you to the location can do so even after youve arrived.
(screen goes black he says he has a boat waiting)
not bugs
but suggestions:-
1. put each room in the stewards menu on a
new line, and put relevent information next to each one. ie.current
level, upgrade cost on the construction menu 2. can you make it
so the vault tells you how much gold it can currently hold, and
perhaps make it look better with each level (i apologize as this is
probably already planned) 3. make it much clearer what upgrading
different rooms make avaiable
its coming along fine
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Quote:
The door to the interior of the boat house dosent go any
where
Fixed
Quote:
The activators to let the animals out dont work
This used to work fine just a
week ago. I looked in on it, and it does seem a bit wonky... I'll
get back to you on this later.
Quote:
No mater who you talk to the option to talk about "manage
all rooms" is there and i dont get why the meadage about when you
go to caldera is there.
There was a wierd contaminant in
the "Maintain All Rooms" topic. Don't know how that go tin there,
but it's gone now.
Quote:
No one comes to the bazar (well atleast for me)
Read the manual. You need a
very high commerce score for them to appear
regularly.
Quote:
When you hire someone for keeping the animals there tital
is steward (dont know if this was intentional).
It turns out that I misnamed
most of the servants. A harmless, but confusing bug.
Fixed.
Quote:
In the Ice caves there is one spot that you can go through
the wall because its not covered with a static (when you forst
enter stay strait its on the right wall)
I couldn't find this. Is it in
the Grahl room?
Quote:
In the egg mine there is a four way but two of the pagages
only lead into nothingnes. (maby its only for me)
Fixed
Quote:
at the boat house before you build one (when you first
show up) the npc that brought you there always has the option to
sign the papers.
fixed
-------------------- Read the
Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Quote:
bugs not mentioned:-
1.When i was walking around the
outside of my manor with lv2 lobby and lv 3 vault, i was able to
pick up all the outside walls, revealing another wall.
3.in the level 3 lobby you can pick up the bottom stair of
the stairway to floor three, this causes an immediate
CTD.
This is a problem with the way MW
handles newly created statics. I mention it in the Known Issues part
of the readme. The problem usually goes away when you change cells,
but the stairs in the lobby seem to persistatly remain problematic.
I may have to change them to activators.
Quote:
4.before you sign the papers the npc who takes you to the
location can do so even after youve arrived. (screen goes black he
says he has a boat waiting)
The option to take you to the
sight is only available through the "opportunity of a lifetime"
topic, which becomes closed once Morganstern leaves Ebonheart. What
kind of dialogue are you seeing when you get this
option?
Quote:
2. when upgrading to a level 3 lobby with a lot of
workers, the steward said it would take one day, but it completed
instanty
I couldn't reproduce this bug.
I hired 88 workers (the max), and it still took one day (as is
proper).
Quote:
not bugs but suggestions:-
1. put each room in the
stewards menu on a new line, and put relevent information next to
each one. ie.current level, upgrade cost on the construction
menu
I wanted something like this,
but you can only have 255 characters per dialogue screen, including
the variable names. There is just barely enough space to have the
room names by themselves. Additionally, a full statread out on any
one single room comes close to the 255 limit by itself.
Quote:
2. can you make it so the vault tells you how much gold it
can currently hold, and perhaps make it look better with each
level (i apologize as this is probably already planned)
I could put that in the overview
panel. I can't change the appearance of the chest. That would also
alter its ID, which would invalidate all of the economic
scripts.
Quote:
3. make it much clearer what upgrading different rooms
make avaiable
Information like that is in
the manual. I'll eventaully add a query command to the steward, but
this is pretty low priority, since anything he says will also be in
the manual, anyway.
Good reports people! Keep them coming.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Slyreaper, I
took a closer look at the ranch problem. It turns out that abouta
week ago, I made some "improvements" to the ranch script.
Apparently, therse "improvements" broke the ranch. The problem is
now fixed.
Additionaly, I found that the soul unloader was
going postal, activating itself every frame. Scripted objects
sometimes do that, even though there's no reason for it to do so. It
seems to happen when the attached script is very long. I split the
script into two parts, fixing that potential problem. This bug was
potentially very serious... it could've effectively crippled soul
trapping effects. I'm glad that you caught it!
Also, I forgot
to mention this in the manual, but blighted and diseased creatures
can't be used in the ranch. I added a paragraph to the manual
discussing this.
While I was in the CS, I also added a new
armor stand. You can now display glass armor.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Post Extras: |
Amanda |
Acolyte |
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Reged: 05/15/03 |
Posts: 186 |
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It still won't
download for me? When I click on the download link it brings me to a
page that says 404 Page Not Found
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iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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I would never
bump a thread ever.
Dunno if there is a download link now?
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
| |
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Quote:
Slyreaper, I took a closer look at the ranch problem. It turns
out that abouta week ago, I made some "improvements" to the ranch
script. Apparently, therse "improvements" broke the ranch. The
problem is now fixed.
Additionaly, I found that the soul
unloader was going postal, activating itself every frame. Scripted
objects sometimes do that, even though there's no reason for it to
do so. It seems to happen when the attached script is very long. I
split the script into two parts, fixing that potential problem.
This bug was potentially very serious... it could've effectively
crippled soul trapping effects. I'm glad that you caught
it!
Also, I forgot to mention this in the manual, but
blighted and diseased creatures can't be used in the ranch. I
added a paragraph to the manual discussing this.
While I
was in the CS, I also added a new armor stand. You can now display
glass armor.
So people can grab themselves
a vivec?
-------------------- Blade Vampire "The
Day Walker"
I have to say a personal thank you to Cortex for
his vampire embrace that make playing as a vampire enjoyable. I
would also like to say a personal thank you to many great modders
out there that have made my game enjoyable too.
Post Extras: |
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Quote:
Quote:
4.before you sign the papers the npc who takes you to
the location can do so even after youve arrived. (screen goes
black he says he has a boat waiting)
The option to take you to
the sight is only available through the "opportunity of a
lifetime" topic, which becomes closed once Morganstern leaves
Ebonheart. What kind of dialogue are you seeing when you get this
option?
the dialog window shows the
right um... dialog. "lets get started" appears on the topic list
also i just found i have the savegame where the lobby builds
instantly every time, i email it, yes?
Edited by callmemr7432 (07/03/04 08:57
AM)
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more bugs
1.in the save game i sent you later there is a door on the lower
left of the lobby which just rotates and reveals a wall 2.the
overhang underneath the walkway in the lobby is not solid 3. you
can go into the left wing with a level 2 lobby wonder into the
northern wing and then come through an invisible door to the central
lobby
i know its really simple maths but a minumum amount of
workeres need to complete a room in one day would be nice. and could
you make it so you cant hire more then this without too much work?
Edited by callmemr7432 (07/03/04 08:23
AM)
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Any place
download this?
-------------------- Blade Vampire
"The Day Walker"
I have to say a personal thank you to
Cortex for his vampire embrace that make playing as a vampire
enjoyable. I would also like to say a personal thank you to many
great modders out there that have made my game enjoyable too.
Post Extras: |
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Keeep up the
good work guys at this rate it maybe bug clean!
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Yes bug free
but is there a place to download it.
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
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No, not yet.
Fusion will fix those bugs there has been reported, and will then
upload the alpha to TheLys, but it will take a couple of days before
it is up, so you'll just have to wait, and that scuks because i am
going a way tomorrow, and will first get home on friday, but as sone
as I am home, i'm goanna play big time.
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Quote:
more bugs 1.in the save game i sent you later there is a
door on the lower left of the lobby which just rotates and reveals
a wall
fixed
Quote:
2.the overhang underneath the walkway in the lobby is not
solid
The overhand actually is
solid, it's just that your head can sometimes poke through it if
you're jumping. It's limitation of the MW engine that your head can
sometimes pass through statics while jumping.
Quote:
3. you can go into the left wing with a level 2 lobby
wonder into the northern wing and then come through an invisible
door to the central lobby
fixed
Quote:
i know its really simple maths but a minumum amount of
workeres need to complete a room in one day would be nice. and
could you make it so you cant hire more then this without too much
work?
I might toss that in later. I
did something similar for paying off the principle on a loan.
NightEye has been working hard to get hosting back up. We
have split the file into two sections, one for the esp and docs, and
another for the meshes, textures, and icons. This will make updates
easier to upload and download, and should cut back on bandwidth
consumed.
Both files can now be found at the Sim-Manor
homepage . Bandwidth is still going to be tight, so its first
come first serve. If you miss out, just wait for the 12 hour reset
to kick in.
If you have the older version, you will still
need the support file package. I added meshes for Dongle's display
cases, as well as graphical support for the new glass armor stand.
All the bug fixes mentioned in this thread have been
implemented, along with a few bugs that I found myself. In
particular, the long-standing issue with certain animals in the
ranch appearing too soon has been fixed (yay!).
Slyreaper, I
finally found the hole in the Grahl room that you were talking
about, but it's too late for me to include the fix. I'll get it next
time. It's just a cosmetic flaw, anyway.
Evarhiel: I forgot
to include you in the credits! A thousand apologies! Evarheil sent
me a sample script from her armor sorter. I incorportated several
ideas from her script into my own. the armor stands are a lot more
comfortable to use beacause of her.
I also tossed in a new
display case (besides the glass armor stand). Look for a musical
instrument case in the SW corner of the lobby. It includes both
types of lute and both drums. Let me know if there are any other
instruments in official MW that I missed.
*Edit*
Callmemer: for some reason, I didn't see your first post. I'll
look into those issues.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Edited by HotFusion3 (07/03/04 01:52 PM)
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Evoker |
Adept |
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Reged: 06/28/04 |
Posts: 306 |
Loc: Uvirith, Tel Uvirith...
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You swithced
them on the site. The support files are the ESP, the Esp is the
support files. (this defies all grammatical
rules...)
-------------------- "That was
extraordinary." "Unfortunately for you, that was extraordinary
bad" Simon Cowell
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That was
fast!
The link labels have been fixed.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Incredibly,
the bandwidth limit for the current 12 hour cycle has already been
exceeded. That means that about 33 people have downloaded this in
the last ten minutes. You guys are animals.
I'm afraid
people will just have to wait in line until greener pastures arrive.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Amanda |
Acolyte |
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Reged: 05/15/03 |
Posts: 186 |
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Ok I talked to
the guy with the long M name and he took me to the place and I
signed the papers. Then he told me to go in to the foyer the
stewards waiting. Well I turn around click on the door
and...nothing. The door seems to be a static, with no teleportation
properties. How can I fix that?
EDIT: I looked in the CS and
there appears to be no DoorMarker? COuld that be the problem?
EDIT 2: I tired puting one in but it doesn't seem to work?
Edited by Amanda (07/03/04 03:00
PM)
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Amanda: I
can't reproduce this bug. Are you sure that you're trying the right
door? The wooden shack that you arrive at is not the old
administrative building that Morganstern talks about. That's the
run-down boathouse (which you can't enter). The main building is a
stone edifice off to the west. You'll have to go over a small rise
to see it.
I'll make his directions mor clear in a future
release. Maybe I'll even move the Boathouse closer to the main
building.
Let me know if this turned out to be the
problem.
While I'm at it, what is that thing in your avatar?
It looks vaguely familiar.
-------------------- Read the
Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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I just
checked. The building is north of the boathouse, not west. No
wonder you had trouble finding it.
I'll
have to fix that.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Post Extras: |
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Quote:
4.before you sign the papers the npc who takes you to the
location can do so even after youve arrived. (screen goes black he
says he has a boat waiting)
Found and
fixed.
Quote:
also i just found i have the savegame where the lobby
builds instantly every time, i email it, yes?
I finally found this bug. It
seems to only happen sporadically. I added an extra line to
HF_BuildBLobby which may or may not resolve the issue.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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these arnt
from the new version so they may or may not be present in the
current build. i wont post any more until after i get the new
version.
bugs 1. in the libary a few books dont apear
correctly, ABC's for barbarians is one(if you want i could make a
full list) 2. the workshop wont build for me? (LV2 lobby lv3
vault lV1 lib) instead the cost to build it each time increases, its
now on 32,000. -problem persists after all other mods are gone
and manor is restarted 3. i am begining to think that its some
mods i got going so now everything but the core morrwind files are
going but this time on arriving at the manor, the npx just comented
on how nice my (imperial)outfit was rather than letting me sign some
papers. leaving and rentering the cell fixed this 4. the steward
said the same thing as above
thoughts could you make the
manor map a texture, hang it on the wall, and then control the rooms
through this?
Post Extras: |
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Quote:
bugs 1. in the libary a few books dont apear correctly,
ABC's for barbarians is one(if you want i could make a full
list)
Yes. I would like that very
much. After making the library, I just accepted that some of the
400+ books would not work correctly. A list of which ones are doing
what would be very helpful.
Quote:
2. the workshop wont build for me? (LV2 lobby lv3 vault
lV1 lib) instead the cost to build it each time increases, its now
on 32,000. -problem persists after all other mods are gone and
manor is restarted
I couldn't reproduce this bug,
but there I found several Workshop-related isues that would make it
appear that the Workshop isn't building.
One of the doors
leading to the workshop (the one in the main lobby) had the wrong
script attached. The door leading in from the east lobby wing should
be appearing normally. Try looking there.
Also, the RoomStats
panel for the workshop was ten different kinds of screwed, and could
give the impression that the Wrokshop wasn't actually getting
finished. Does the capacity number shown in the Maintenance panel
show the right numbers?
Quote:
3. i am begining to think that its some mods i got going
so now everything but the core morrwind files are going but this
time on arriving at the manor, the npx just comented on how nice
my (imperial)outfit was rather than letting me sign some papers.
leaving and rentering the cell fixed this
No, it's not some other mod. I
just checked. There is apparently a 10% chance that you'll get this
message everytime you talk to someone. If your clothers are very
expensive, the odds go up to about 19%. I was able to get around
this just by talking to them over and over again.
I had
never thought to test if the clothes the PC was wearing would
interact with the dialogue. Of course, that's why I released this
test version.
*sigh* This, and all other possible dialogue
conflcits, can be solved if I move all of my greetings to the top of
the Greeting 0 area. Time to fire up MWEdit again.
Quote:
thoughts could you make the manor map a texture, hang
it on the wall, and then control the rooms through this?
Hmm.. maybe. Someone would
have to do the meshes for me, though. I don't have a clue how to
make meshes or texture. I'd need a separate mesh for every room, and
they'd have to be constructed to fit perfectly together.
To
my keen embarrasment, I found a serious flaw in the latest upload.
Clicking on the MAintence topic will cause a CTD. This happens
because of changes that I made to HFTotalExpenses. I thought I found
and corrected all of the references to this variable, but I missed
one.
This will be fixed in the Thelys upload. Until then, it
si easy enough to fix yourself. Go into the dialogue menu (in the
CS). Find the maintenance topic. Click on the very first entry in
that topic. Look in the results window (on the bottom) and change
this line:
set hf1 to HFTotalExpense
to set hf1 to
HFTotalExpenses
Amazing how big a difference a single little
letter can make, huh?
Keep the reports coming. I want to kill
as many bugs as possible before MadPauly picks up his version of the
mod.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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i said i
wouldnt post anymore but.....
ok i found the workshop, but
its empty but, if i go to the construction menu he always says
"it costs (x gold) to BUILD the room"
you can jump over
the walls in the greenhouse
most of the displays call
themselfs "fire displays"
the armour manaquins dont tell you
what armour they wear
if you go immediatly to the guy in
ebonheart without talking to anyone you can ask him about latest
rumours and he talks about himself in the third person (same with
steward)
if you have a book on the shelf, but you have a
dublicate in your inventory, clicking on the first bookcase will add
the prestiege you would get for that book but not take it from
your inventory. all other bookcases work fine
booklist (most
seem to be levitateing a little but its hard to pick out these are
all the major problems)
ABCs for barbarians - floating
behind bookcase Arkey the enemy - piled to high to see Arkey
the enemy to bone part 1 - can be added to bookcase in the wrong
order and create floating books bone, part one - miles away from
bone, part two chronicales of nchleft - floating a bit (not much
but its eye hight) guylaines archetecture - pokes through top of
upper shelf hallgerd's tail - pokes through top of upper shelf
lord johnibrets last dance - Way too tall to fit on shelf
nchunaks fire and faith - pokes through top of upper shelf
no-hs picture book - pokes through top of upper shelf old
dewmer book - pokes through top of upper shelf all poison songs
- pokes through top of upper shelf & pokes through front of
upper self the buying gamr - Way too tall to fit on shelf
the pig children - pokes through top of upper shelf the
pilgrims path - Way too tall to fit on shelf the real barenzia
II - pokes through the front of above shelf the real barenzia
III - pokes through the front of above shelf the real barenzia
IV - pokes through top of upper shelf & pokes through the
front of above shelf the real barenzia V - pokes through the
front of above shelf the rear guard - pokes through the front of
above shelf the third door - pokes through top of upper shelf
& pokes through the front of above shelf the vagaries of
magika - pokes through top of upper shelf the wild elves -
clashes with support of bookcase
if your willing to do the
code for the floorplans ill have a crack at the models, i think it
would make the control system more intuitive. i think in the early
days you can get the steward to lay the plans on the floor, and
later it gets hanged up.(or you could get somone who knows what
theyre doing :-p)
*EDIT got new version*
1. still a
strange static behind the steward when you enter the manor 2. in
the new musical instruments display whenever you click on it you
hear the pickup noise 3. clicking on construction, then forge
results in the option to return to the construction menu now being
highlighted 4. not sure what i did but one time the steward
informed me it would cost 0 septims to upgrade my vault 5. the
polygons on the 2nd story roof in the loby get messed up near the
third floor stairs 6. one of the rugs on the 3rd floor is
floating 7. strange overhangs on the third floor near the tree
8. when you first talk to the steward and when you use "return
to main menu" result in slighly different menus(one has two extra
options at the bottom that are greyed out) 9. gap in the
eggmine(lv.1). walk to the northenmost room and walk down the
corridor a bit more. its on the ceiling 10. not really a bug but
a trapdoor on one side shouldnt be a regular door on another(in the
eggmine) 11. icecaves have lots of holes, if you walk to the
west in the cave then you can even get trapped behind a wall 12.
standing in the acadamy there is a door that opens into the void
13. at this point i accidently picked up the lower lobby stairs
and crashed the game.(had left and rentered room as you suggested)
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Not letting
this die
Bugged
or not
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
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Its hard to
believe there are so many bugs in this mod, or atleast it looks like
alot of bugs. No offence HotFusion.
Post Extras: |
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all the bugs
are due to the nature of the mod. (i bet if you put all the sripts
from bloodmoon and the manor together the manor would have more). i
think the speed hes fixing the problems is quite simply amazing,
keep up the good work HF!
Post Extras: |
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I'm sure
Morrowind in Alpha stage was ten thousand times buggier!
Post Extras: |
Mike_DeMong |
Novice |
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Reged: 06/21/04 |
Posts: 42 |
Loc: Truthfully I really don't know...
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Is it ok if
anyone could post some screenshots of the Manor, I'm still
undecided. Does this corrupt saves??
-------------------- My screen name is NOT me real name,
so please don't ask. Not that anyone would.
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Corrupt saves,
hmmm alpha test means that its just a test and its not too safe or
ready. Its corrupted no ones saves so far. So im guessing its safe
to play, its just got bugs.
If you want wait for the beta
version or the final release.
-------------------- Blade
Vampire "The Day Walker"
I have to say a personal
thank you to Cortex for his vampire embrace that make playing as a
vampire enjoyable. I would also like to say a personal thank you to
many great modders out there that have made my game enjoyable too.
Post Extras: |
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Quote:
Is it ok if anyone could post some screenshots of the Manor,
I'm still undecided. Does this corrupt saves??
its still mostly unfurnished
so screenshots wouldnt show you much. http://www.simanor.co.nr/ has screens of the
good-looking bits. but overall this is an alpha so you probably
would not play it for fun yet
Post Extras:
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Amanda |
Acolyte |
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Reged: 05/15/03 |
Posts: 186 |
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Ok thanks for
clearing that up.
It's a Bunchie
very futuristic
Post Extras: |
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Quote:
ok i found the workshop, but its empty but, if i go to the
construction menu he always says "it costs (x gold) to BUILD
the room"
Ah. I see now. This was a
copy/paste error on my part. He actually does upgrade the workshop,
he just used the wrong word (which you probably surmised
yourself).
Fixed.
Quote:
you can jump over the walls in the greenhouse
This is a consequence of using
interior cells to simulate exterior locations. I thought about
surrounding the area with invisible walls, but I mostly relying on
the player to use a little suspension of disbelief and not try ot
peek behind the veil. I might toss in some barriers later,
anyway.
Quote:
most of the displays call themselfs "fire
displays"
Fixed
Quote:
the armour manaquins dont tell you what armour they
wear
Fixed
Quote:
if you go immediatly to the guy in ebonheart without talking
to anyone you can ask him about latest rumours and he talks about
himself in the third person (same with steward)
Fixed
Quote:
if you have a book on the shelf, but you have a dublicate in
your inventory, clicking on the first bookcase will add the
prestiege you would get for that book but not take it from
your inventory. all other bookcases work fine
Wierd. The shelves all have
identical scripts. This may be a problem with MW itself. When a very
long script is attached to an object via the OnActivate function, it
sometimes malfunctions. I've slowly been converting such scripts to
globals, and replacing the script on the actual item itself with a
shorter, more stable script. I did this to the library shelves, and
they seem to work fine now.
I knew the library was still in
the rough. All the same, it needed to be polished eventually, so I
just went ahead and did it. The books are all now in true
alphabetical order (instead of the psuedo-alphabetical order that
they used to be in). Perusing your collection for a specific book
should now be much easier. I re-sized the larger books so that they
fit more gracefully in the shelves. It took forever to re-organize
all 400 books, but now its done. This should resolve each and every
one of the library issues that you mentioned.
Quote:
if your willing to do the code for the floorplans ill have
a crack at the models, i think it would make the control system
more intuitive. i think in the early days you can get the steward
to lay the plans on the floor, and later it gets hanged up.(or you
could get somone who knows what theyre doing :-p)
Sounds good. This could be
done via the ForceGreeting command and a handful of local variables.
I agree that something like this would make construction an easier
task.
Quote:
1. still a strange static behind the steward when you
enter the manor
Fixed
Quote:
2. in the new musical instruments display whenever you click
on it you hear the pickup noise
Fixed
Quote:
3. clicking on construction, then forge results in the option
to return to the construction menu now being highlighted
The Return to Construction
Menu button wasn't working quite right. It's fixed
now.
Quote:
4. not sure what i did but one time the steward informed
me it would cost 0 septims to upgrade my vault
Hmmm. That would happen if you
somehow got into the manor without the MainConfigscript having been
executed... but that happens when you sign the enfeoffment papers,
and you shouldn't be able to get inside until you do that. How'd you
get in?
Quote:
5. the polygons on the 2nd story roof in the loby get
messed up near the third floor stairs
There really isn't anything I
can do about this. I was pushing the Redoran tileset in a direction
that it was never intended to go, and as a result, some parts of it
look funny. I'd need a custom made static to fix this. All I really
need is for the in_r_l_int_lcenter_04 staic to be cut in half. If
someone can do this for me, I'd be most grateful.
Quote:
6. one of the rugs on the 3rd floor is floating
Good eye. I didn't think
anyone would be able to notice that. The rug is floating maybe an
inch of the groudn because it is hiding another, uglier static
poking up throught he floor. What I really need is a trimed down
version of ex_hlaalu_wall_01
Quote:
7. strange overhangs on the third floor near the
tree
Another custom static issue.
Fixing this won't be as trivial. I put the railing around the
trouble area to make it hard for the player to get up close and see
the problem, but I guess you saw it anyway. Nothing I can really do
about this.
Quote:
8. when you first talk to the steward and when you use
"return to main menu" result in slighly different menus(one has
two extra options at the bottom that are greyed out)
Fixed
Quote:
9. gap in the eggmine(lv.1). walk to the northenmost room
and walk down the corridor a bit more. its on the ceiling
Good eye. I don't think I
would've ever found that on my own. Fixed.
Quote:
10. not really a bug but a trapdoor on one side shouldnt
be a regular door on another(in the eggmine)
This was a silly mistake that
I made I while back. I kept meaning to fix it, but always forgot.
Fixed.
Quote:
11. icecaves have lots of holes, if you walk to the west
in the cave then you can even get trapped behind a wall
They were easy to find once I
knew that they were there. Fixed.
Quote:
12. standing in the acadamy there is a door that opens
into the void
Fixed
Quote:
13. at this point i accidently picked up the lower lobby
stairs and crashed the game.(had left and rentered room as you
suggested)
For some reason, those stairs
were particularly recalcitrant. The outside statics all revert to
nrmal behavior after chanign cells, but not these two guys. I
finally just replaced them with activators. Fixed.
Other
issues:
HFRancherFlag wasn't set to the correct starting
value. As a result, the Rancher would occsionally appear without
having been hired. Fixed.
There was a hostile spawn point in
the eggmine. Oops. Fixed.
Thanks Callmemr! Getting prompt and
succint feedback like this is really helping me keep my energy level
high.
Quote:
(SleepWhilstyouWork)Its hard to believe there are so many bugs
in this mod, or atleast it looks like alot of bugs.
You shouldn't be surprised.
Consider that there are 837 separate scritps in the mod. Assuming an
average of 50 lines per script, that's 41850 lines of code. Even if
I were 99% accurate (which I doubt), that would mean that there
would be 418 bugs from the scripts alone.
When you consider
the 891 dialogue entires (some of which are very complex), and the
several thousand items that had to be physically placed in the
world, there's room for tons of bugs. About half of programming is
simply de-bugging. The hardest part of de-bugging is actually
finding the bugs. That's why I released this alpha, to enlist help.
And so far, the help has been fantastic!
Quote:
No offence HotFusion.
None
taken.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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hey hotfusion
maybe you could add some horses or something that would be cool
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Horses o_O
well there is a ranch, im gonna try download now lol. Hmmm whats
next strippers?
-------------------- Blade Vampire
"The Day Walker"
I have to say a personal thank you to
Cortex for his vampire embrace that make playing as a vampire
enjoyable. I would also like to say a personal thank you to many
great modders out there that have made my game enjoyable too.
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Ive been
reading the manual I havent played the mod yet, hmmm interesting, I
hope in later versions you will make builders/guards etc have
graphics. Guards you could just see walking around the manor and
around the insides, workers can just be walking/standing around. Is
there some way you could have a randomized name for worker things in
later editions?
Graphics will greatly improve the standard of
play in the manor, however I cant fully comment because I havent
started to play it yet.
-------------------- Blade
Vampire "The Day Walker"
I have to say a personal
thank you to Cortex for his vampire embrace that make playing as a
vampire enjoyable. I would also like to say a personal thank you to
many great modders out there that have made my game enjoyable too.
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Also cant you
make longer name for mesh folders etc cause they interfere with
other mesh folder mods...
or can these be changed manually
and still have no effect on the mod? or do they have to stay the
same?
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
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Making random
names isn't possible. Names can't be generated or altered in
run-time. I could make a giant database of pre-generated NPCs, each
with a different name, and select randomly from them, but that would
be a very small benefit at a very high cost.
There would be
no reason to alter the mesh folder names. I did it the way that I
did so that you wouldn't be forced to have two copies of the exact
same meshes if you're using other mods that use the same models.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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I like it when
I have a folder for each mod, unless I install him wrong, now I have
your mod meshes in another folder with another mod thats A and
another thats M I think.
Its not easy to take off again for
later versions.
Or am I just installing wrong? o_O
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
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837 separate
scripts? Wow. You deserve more of these. For some strange reason I
want to give you 37:
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Lets just say
this will probably be one of the best mods ever when its finished,
gonna take a long time though.
Hotfusion
deserves a big congratulations. I still aint played it yet, damned
msn.
But
I will soon to check everything out, look for bugs and have a good
go.
Ill be using a vampire character to play it to see if
that works too.
-------------------- Blade Vampire
"The Day Walker"
I have to say a personal thank you to
Cortex for his vampire embrace that make playing as a vampire
enjoyable. I would also like to say a personal thank you to many
great modders out there that have made my game enjoyable too.
Post Extras: |
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Quote:
Slyreaper, I took a closer look at the ranch problem. It turns
out that abouta week ago, I made some "improvements" to the ranch
script. Apparently, therse "improvements" broke the ranch. The
problem is now fixed.
Additionaly, I found that the soul
unloader was going postal, activating itself every frame. Scripted
objects sometimes do that, even though there's no reason for it to
do so. It seems to happen when the attached script is very long. I
split the script into two parts, fixing that potential problem.
This bug was potentially very serious... it could've effectively
crippled soul trapping effects. I'm glad that you caught
it!
Best thing any one has ever
said to me on these fourms. I cried a single tear.
I feel so wanted
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I've been away
for a while. Great to see you've made such progress! I've
just downloaded Sim-Manor alpha and I'm about to do some testing.
I'm very exited!
Quote:
Evarhiel: I forgot to include you in the credits! A thousand
apologies! Evarheil sent me a sample script from her armor sorter.
I incorportated several ideas from her script into my own. the
armor stands are a lot more comfortable to use beacause of her.
Thanks a lot! I'm blushing
here!
But... It's Evariel, not Evarhiel.
Now, let's do some bug hunting!
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Bugs found:
(If they are bugs)
As a Vampire of the Quarra Clan level 29
Dark Elf. (Only character I have)
I am unable to open the
door of the circle building (manor interior) So I am unable to
play I guess.
On the circle building (leading to manor
interior), if you jump up you have a square roof not a circle roof.
You cant see this from the ground but you can if you jump.
At the dock the little house thing as a door but nothing
appears to be linked to no where as you cant enter it or no name
appears to go anywhere.
-------------------- Blade
Vampire "The Day Walker"
I have to say a personal
thank you to Cortex for his vampire embrace that make playing as a
vampire enjoyable. I would also like to say a personal thank you to
many great modders out there that have made my game enjoyable too.
Post Extras: |
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Quote:
I am unable to open the door of the circle building (manor
interior) So I am unable to play I guess.
this is probably beacuse you
haven't started the mod correctly, you must first ask a NPC about
"latest rumours" and follow the trail.
theres lots of bugs
with the exterior atm, its mentioned in the readme.
Quote:
Quote:
4. not sure what i did but one time the steward informed me
it would cost 0 septims to upgrade my vault
Hmmm. That would happen if
you somehow got into the manor without the MainConfigscript having
been executed... but that happens when you sign the enfeoffment
papers, and you shouldn't be able to get inside until you do that.
How'd you get in?
infortunatly i had signed the
papers, i think i had a level 1 lobby and a level 1 vault at the
time, if i was you id wait until someone else finds it before you
try to track down the problem
ive not hard any time to play
today, but ive started on the plans for you, if anyone could convert
.3ds to nif when the time comes that would be great
*edit*
just wanted to add i feel the same way as skyreaper about
the thanks except im too british to say it
Edited by callmemr7432 (07/06/04 05:13
AM)
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Bah, I was
told the location of the manor is tel something, I had no access to
the internet because of my parents needing the phone, so I couldnt
ask online, so I was looking north of tel vos for about 30 mins to 1
hour... I got annoyed so I went in the construction set and loaded
the mod to check its location and found it was near that temple
thing. All to find out I just needed ask a npc latest rumours
im gonna go MAD!!!!!!!!!!!!!!!!!!!!
Thanks.
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Ok hotfusion
heres my list:
From the outside of the ranch/garden you cant
see the inside, yes I know the reason. Isnt there something you
could put over it to make it look pretty. It just looks like a basic
open space. You could make it magical
.
The rooms need to be named. The doors to rooms need to be
named.
Then seed, alchemy and ranch boxes all need the !
take off them to make them look more proffesional.
In the
ranch, to the far left, then cenus and exercise gate over laps with
the wood. Also the gate shouldnt be called cenus and exercise gate
but this gate it from the start of morrowind.
In the lobby
east wing and maybe the rest of the manor, the pillars next to the
door dont fit exact.
North east wing doors open up into a
wall.
Several spelling mistakes with dialogue, all of it
needs to be rechecked but beta version.
Ice cave exit cant
be reached without jumping I dont think.
Shipyard, I dont
think the door opens to the hut, havent tried it since I got the
manor running.
Ranch gates to pens should open inwards so
you can actually open then right.
While a vampire the
handyman wouldnt talk to me unless I payed him for persuasion. (Im
using vampire embrace mod so he could of even attacked me if I didnt
have it on?) And I pay his wages!
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Oh
also:
When hiring the ship master it
says
%HFShipmasterPayScale
I know nothing but im
guessing this is, his or her script, but its errored.
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
|
|
Quote:
From the outside of the ranch/garden you cant see the inside,
yes I know the reason. Isnt there something you could put over it
to make it look pretty. It just looks like a basic open space. You
could make it magical
.
Attempts to put something in
the exterior garden mock-up resulted in disastrous frame rates. The
cure is worse than the disease.
Quote:
The rooms need to be named. The doors to rooms need to be
named.
The doors are named. They
refer to the general cell that they open into. As for the intra-cell
doors, these aren't named anywhere else in Morrowind either.
Renaming them would involve creating a set of 26 unique doors, which
I don't really have the patience to do. Opening an intra-cell door
doesn't subject the player to a cell-load, so there isn't really a
need to warn him ahead of time what's behind the
door.
Quote:
Then seed, alchemy and ranch boxes all need the ! take off
them to make them look more proffesional.
I don't understand what you
mean.
Quote:
In the ranch, to the far left, then cenus and exercise
gate over laps with the wood. Also the gate shouldnt be called
cenus and exercise gate but this gate it from the start of
morrowind.
The gate overlaps a bit because it
has to. The mesh doesn't come with a supporting pole. The door has
to be made part of the wall for the mesh to look right. I did fix
the name thing, though.
Quote:
In the lobby east wing and maybe the rest of the manor,
the pillars next to the door dont fit exact.
I don't think that they ever
will fit perfectly. Believe me, I've tried.
Quote:
North east wing doors open up into a wall.
Fixed
Quote:
Several spelling mistakes with dialogue, all of it needs
to be rechecked but beta version.
You need to tell me exactly
where they are, or I can't fix them.
Quote:
Ice cave exit cant be reached without jumping I dont
think.
Click on the ladder. That works
just fine.
Quote:
Shipyard, I dont think the door opens to the hut, havent
tried it since I got the manor running.
It isn't supposed to. The
shack is just there for cosmetic purposes.
Quote:
Ranch gates to pens should open inwards so you can
actually open then right.
]
This can't be resolved
without a custtom animation file
Quote:
While a vampire the handyman wouldnt talk to me unless I
payed him for persuasion. (Im using vampire embrace mod so he
could of even attacked me if I didnt have it on?) And I pay his
wages!
Individual servant dialogue
hasn't been included yet, so you'll get some fairly random results
when talking to them. Right now, talking with them serves two
purposes: you can check their morale, and you can alter thier
outfits.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
Post Extras: |
iioopp |
Curate |
|
|
Reged: 11/04/03 |
Posts: 429 |
| |
|
Quote:
Quote:
From the outside of the ranch/garden you cant see the
inside, yes I know the reason. Isnt there something you could
put over it to make it look pretty. It just looks like a basic
open space. You could make it magical
.
Attempts to put something in
the exterior garden mock-up resulted in disastrous frame rates.
The cure is worse than the disease.
Quote:
The rooms need to be named. The doors to rooms need to
be named.
The doors are named. They
refer to the general cell that they open into. As for the
intra-cell doors, these aren't named anywhere else in Morrowind
either. Renaming them would involve creating a set of 26 unique
doors, which I don't really have the patience to do. Opening an
intra-cell door doesn't subject the player to a cell-load, so
there isn't really a need to warn him ahead of time what's behind
the door.
Quote:
Then seed, alchemy and ranch boxes all need the ! take
off them to make them look more proffesional.
I don't understand what you
mean.
The boxes on the wall that you put
soul gems in etc take away the ! (excalmation
mark)
Quote:
In the ranch, to the far left, then cenus and exercise
gate over laps with the wood. Also the gate shouldnt be called
cenus and exercise gate but this gate it from the start of
morrowind.
The gate overlaps a bit
because it has to. The mesh doesn't come with a supporting pole.
The door has to be made part of the wall for the mesh to look
right. I did fix the name thing, though.
Why does it need to overlap? The other ones on the ranch
dont overlap only that one, im guessing all of them are the same.
Quote:
In the lobby east wing and maybe the rest of the manor,
the pillars next to the door dont fit exact.
I don't think that they ever
will fit perfectly. Believe me, I've tried.
Quote:
North east wing doors open up into a wall.
Fixed
Quote:
Several spelling mistakes with dialogue, all of it needs
to be rechecked but beta version.
You need to tell me exactly
where they are, or I can't fix them.
Well
the only ones ecountered so far are from the man from ebonheart,
when at the ship dock thing next to the manor he says things like
telvanni are nearb and Hlaalu will cry bloddy
murder
Quote:
Ice cave exit cant be reached without jumping I dont
think.
Click on the ladder. That works
just fine.
Quote:
Shipyard, I dont think the door opens to the hut, havent
tried it since I got the manor running.
It isn't supposed to. The
shack is just there for cosmetic purposes.
Quote:
Ranch gates to pens should open inwards so you can
actually open then right.
]
This can't be resolved
without a custtom animation file
Quote:
While a vampire the handyman wouldnt talk to me unless I
payed him for persuasion. (Im using vampire embrace mod so he
could of even attacked me if I didnt have it on?) And I pay his
wages!
Individual servant dialogue
hasn't been included yet, so you'll get some fairly random results
when talking to them. Right now, talking with them serves two
purposes: you can check their morale, and you can alter thier
outfits.
-------------------- Blade
Vampire "The Day Walker"
I have to say a personal
thank you to Cortex for his vampire embrace that make playing as a
vampire enjoyable. I would also like to say a personal thank you to
many great modders out there that have made my game enjoyable too.
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Oh I mean name
the doors like Kitchen etc not north east wing and the like, the
manor gets confusing to run around, I dont know where I am half the
time.
Also foyer main enterance thing, I dont think I can
build that.
-------------------- Blade Vampire
"The Day Walker"
I have to say a personal thank you to
Cortex for his vampire embrace that make playing as a vampire
enjoyable. I would also like to say a personal thank you to many
great modders out there that have made my game enjoyable too.
Post Extras: |
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1.gap next to
stairs in forge on the floor 2.lots of mistakes in the cieling of
forge 3.square above the acadamy stairs is differnt to the
others(morrowinds fault?) 4.lobby east wing, standing outside the
south eastern door at least two gaps are apparent 5.small thing
but in roomstats for mine, the word mine is highlighted in places it
probably shouldnt 6.on paying your loan it should be made clear
if your setting what the modified value is or how much your paying
off 7.%HFscratch 12 shows up in the finance menu as money
stolen 8.two return to main menu's in finance menu 9.nine
doesnt apear in the number selection screen for construction
workers 10.its begining to be annoying that the west wing is in
the south....i say this although i know it would be a lot work to
rotate everything, so why not rename the cells 11.east wing,
south western corner look north and a gap is in the
floor
1.add rails or something to the acadamy
stairs?
ill edit this post with more until HF posts
again
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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99 workers
aint needed, I mean 10 get a job done in a day...
I was
paying for 88 workers for a while then I decided to take it to 40
and still it was 1 day, then 20 workers and its still 1 day, then 10
workers and its still 1 day.
-------------------- Blade
Vampire "The Day Walker"
I have to say a personal
thank you to Cortex for his vampire embrace that make playing as a
vampire enjoyable. I would also like to say a personal thank you to
many great modders out there that have made my game enjoyable too.
Post Extras: |
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but what if i
dont want 99 workers.... i want 9?
12.no return to main menu
on construction menu. 13.should not the "take me home" topic on
transport npcs cost gold? if so it dosnt tell you 14.on clicking
the polyhedron in teleport center. a dialog box starts up to an NPC
called coin guy who allways does the "e-e-excuse me sera *bla bla*
neravine" greeting 15.door to barracks form lobby didnt appear
correctly 16.all armours stands except ebony make the pickup
sound 17.gap in colthier next to door 18.stairs show through
the floor in clothier 19.doors appear in the barracks when rooms
to the south end of the manor are added 20.vault isnt on
roomstats(it has a level so should be present) 21.i cant remeber
what size my vault is but in the readme it says it holds infinty
gold at max level,it now costs me 50000 to upgrade the room but if i
hire 50 workers it calculates the cost at minus 10000 and a bit gold
22.not really an issue but underneath the libary floor there is
a grand soul gem 23. the interior of the shrine is
disproportional to the size of it on the outside
2.could you
add console commands to upgrade rooms immediately, just for the
beta?
i give up.... wheres the bazaar and mines?
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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None of the
manor is right sized for its inside. It states that in the manual,
this includes ranch, garden outside.
Dunno where the hell the
mine is lol.
I dunno even if my gardener turned up after I
hired them. Ill try hire again and see.
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
|
|
i know none of
the manor is the right size, but inside they are square, on the
outside they are long and thin
24.the lamp open dialog
with npc "coinguy" again who somehow has the "mineall" topic
25.door appeared in alchemy lab going to nowhere 26.buttons
in lobby arnt distrubeted along the wall evenly 27.got the 0
septims bug again, this time building the spell lab. i think i was
building several things at the same time, could this be related? i
think i was doing this with the vault as well 28.door between
main lobby and spell lab didnt appear when spell lab built
29.holes in spell lab on the northen and southern wall- and to
the right of the door to west lobby 30.built every room in manor
but still no silt strider 31.somehow fell through ceiling of
manor next to the gardens, not sure how that happened 32.small
holes near hanging gardens 33.floor static on top floor of
exterior pokeing through wall 34.rear end of fully built manor
has an overlap error at the center of the wall 35.clipping
problems on orcish armour display 36.clicking on the weapon
display tables dosnt work, but the wall mountings do 37.cannot
remove daedric katana from lower northen display(in fact you can
pick up some and not others in each display.) 38.picking up and
putting down the chitin club adds to prestiege each time
39.picking up and putton down the steel staff leads to pretiege
dropping
note:- i finally get to room funtion testing!
note:-i lied!
40.in mace display you can put down the
steel club and pick it up but you cant put it doen a second time
41.cant recover all orcish armour from stand, and some increases
prestiege if you pick it up and put it back 42.dropping and
picking up the dewmer curriass means you cant put it back on the
stand 43. display near the door dosnt seem to work, i went to
toddtest and got all the weapons but it has accepted nothing 44.
stralrim war axe on display cant be replaced after removal
45.picking up and droping stralhim mace on mace display causes
drop in prestiege 46.dunno how i saw the rug and not this but
the stairs to 3rd floor lobby dont match up with the floor of the
3rd floor 47.chokeweed pot isnt correctly aligned with other
pots 48.gap betwwen scrib jerky and scuttle pots? 49.west
lobby acsess door menu dosnt work 50.roof door acsess door
brings up security menu 51.after you hire someone no options for
menus come up. 52.clicking on the persons name after you hire
them results in the hire/dont hire question 53. you can talk to
toolsmith about 3rd story door(then she breaks(seriously im stuck))
and adamantium mining
3.when you have time could you
add gisplays for differnt weapons, in catorgories like
glass,ebony,daeddric ect.? 4.could you make it so you have to
build displays? 5. nopickup script on statics? if hf dosnt
show up soon i think hes gonna die fixing all these bugs
Edited by callmemr7432 (07/06/04 08:25
AM)
Post Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
| |
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Quote:
i know noe of the manor is the right size, but inside they are
square, on the outside they are long and thin
24.the
lamp open dialog with npc "coinguy" again who somehow has the
"mineall" topic 25.door appeared in alchemy lab going to
nowhere 26.buttons in lobby arnt distrubeted along the wall
evenly 27.got the 0 septims bug again, this time building the
spell lab. i think i was building several things at the same time,
could this be related? i think i was doing this with the vault as
well 28.door between main lobby and spell lab didnt appear when
spell lab built 29.holes in spell lab on the northen and
southern wall- and to the right of the door to west
lobby 30.built every room in manor but still no silt
strider 31.somehow fell through ceiling of manor next to the
gardens, not sure how that happened 32.small holes near hanging
gardens 33.floor static on top floor of exterior pokeing
through wall 34.rear end of fully built manor has an overlap
error at the center of the wall 35.clipping problems on orcish
armour display 36.clicking on the weapon display tables dosnt
work, but the wall mountings do 37.cannot remove daedric katana
from lower northen display(in fact you can pick up some and not
others in each display.) 38.picking up and putting down the
chitin club adds to prestiege each time note:- i finally get to
room funtion testing!
3.when you have time could you
add gisplays for differnt weapons, in catorgories like
glass,ebony,daeddric ect.? 4.could you make it so you have to
build displays?
if hf dosnt show up soon i think hes gonna
die fixing all these bugs
Yup but once youve found
one, you find another
. The manor needs get a little more busy with features and soon it
will be great. Aint played it since 1 am last night though.
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
Post Extras: |
lordmaker |
Adept |
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|
Reged: 06/09/04 |
Posts: 214 |
Loc: in the darkest realm where daedric's roam
in my home sweet home | |
|
Does anyone
have a link that goes right to the mod ?!? i couldnt find it on
any of the links....???
or thelys
~~~~~~§LordMaker§~~~~~~
--------------------
Post
Extras: |
iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Quote:
Does anyone have a link that goes right to the mod ?!? i
couldnt find it on any of the links....???
or
thelys
~~~~~~§LordMaker§~~~~~~
http://www.simanor.co.nr/
That should be
it.
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
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To stop the
toolsmith talking to me i had to kill her and remove her clothes,
crazyiest bug ever! (better bodies indeed
) EDIT crap.... when i went to speak to the sourcerer he had
the dialog from toolsmith. and now HE wont shut up...
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iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Quote:
To stop the toolsmith talking to me i had to kill her and
remove her clothes, crazyiest bug ever! (better bodies indeed
) EDIT crap.... when i went to speak to the sourcerer he had
the dialog from toolsmith.
I bet o_O do you have better
bodies nudity version on by any chance lol?
Or are you
serious?
-------------------- Blade Vampire "The Day
Walker"
I have to say a personal thank you to Cortex for his
vampire embrace that make playing as a vampire enjoyable. I would
also like to say a personal thank you to many great modders out
there that have made my game enjoyable too.
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seriously, she
wouldnt shut up so i used "sethealth 0" on her then she still talked
so i went into companionshare but that didnt make her stop until i
removed her clothes.
would one of the many people who downloaded this add some
furnishings about the place, im sure that if its good HF would host
the esp
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iioopp |
Curate |
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Reged: 11/04/03 |
Posts: 429 |
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Quote:
seriously, she wouldnt shut up so i used "sethealth 0" on her
then she still talked so i went into companionshare but that didnt
make her stop until i removed her clothes.
would one of the many people who downloaded this add some
furnishings about the place, im sure that if its good HF would
host the esp
The mods only in a test stage.
Its unfinished at the moment. More things will be added/changed I
think.
-------------------- Blade Vampire "The
Day Walker"
I have to say a personal thank you to Cortex for
his vampire embrace that make playing as a vampire enjoyable. I
would also like to say a personal thank you to many great modders
out there that have made my game enjoyable too.
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i think hf is
to busy debugging to work on the decor, it just be nice to have more
indication what a room is without looking at the map.
anyway, thats as many bugs as i can handle for 2day i post
more 2morrow
see ya's
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aznchinkboi |
Initiate |
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Reged: 07/04/04 |
Posts: 74 |
Loc: USA | |
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i've been
looking around this thread and all i can say is awesome mod u got
there hf. i havent gotten to dl it cuz the ur site is always out of
bandwith. it seems u dont like furnishing alot maybe i culd of be
some help. i was making a mod for hlaalu stronghold expending and
redcorating the interior so if u want i can pm some screens or the
my mod to u and u tell me if u want my help or not.
keep up
the good work man.
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Quote:
1.gap next to stairs in forge on the floor
Fixed
Quote:
2.lots of mistakes in the cieling of forge
I searched the ceiling pretty
carefully, but couldn't find anything wrong. Could you
alaborate?
Quote:
3.square above the acadamy stairs is differnt to the
others(morrowinds fault?)
The ceiling for that
particular static is just different. Not really a
bug.
Quote:
4.lobby east wing, standing outside the south eastern door
at least two gaps are apparent
Fixed
Quote:
5.small thing but in roomstats for mine, the word mine is
highlighted in places it probably shouldnt
This is a side effect of how
MW handles dialogue. Fixing it would have numerous unwanted
consequenes. It doesn't hurt anything, so I'm content to leave
it.
Quote:
7.%HFscratch 12 shows up in the finance menu as money
stolen 8.two return to main menu's in finance menu
Fixed
Quote:
9.nine doesnt apear in the number selection screen for
construction workers
I meant to include this in the
Known issues section of the readme. You can only have 9 buttons in a
single messagebox. That can't be helped. I tried adding a sub menu
to allow you to access th enumeral nine, but for some reason, doing
so always caused a CTD. It isn't as a bad as it first seems. At
worst, you'll have to hire an extra work every now and
then.
Quote:
10.its begining to be annoying that the west wing is in
the south....i say this although i know it would be a lot work to
rotate everything, so why not rename the cells
Some of the North markers were
missing. Fixed.
Quote:
11.east wing, south western corner look north and a gap is
in the floor
Fixed
-------------------- Read the
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But first, read the Old Sim-manor Thread!
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Quote:
12.no return to main menu on construction menu.
More of a feature quest then a
bug, but a good idea nonetheless. Added.
Quote:
13.should not the "take me home" topic on transport npcs cost
gold? if so it dosnt tell you
It doesn't cost anythng
because you're using your own personal lines. presumably, the daily
maintenance fees absorb the costs of using outdie
help.
Quote:
14.on clicking the polyhedron in teleport center. a dialog
box starts up to an NPC called coin guy who allways does the
"e-e-excuse me sera *bla bla* neravine" greeting
This, all all other dialogue
conflicts with offical content have been addressed. More on this
later.
Quote:
15.door to barracks form lobby didnt appear
correctly
I couldn't reproduce this bug.
It worked fine for me.
Quote:
16.all armours stands except ebony make the pickup
sound
Fixed
Quote:
17.gap in colthier next to door
Fixed. This room was
especailly difficult for some reason. The statics don't quite snap
to the grid in this room.
Quote:
18.stairs show through the floor in clothier
it looks like the stairs with
always conflict just a little bit with the floor. The stairs did
need to be centerred better, however.
Quote:
19.doors appear in the barracks when rooms to the south
end of the manor are added
Fixed
Quote:
20.vault isnt on roomstats(it has a level so should be
present)
Fixed
Quote:
21.i cant remeber what size my vault is but in the readme
it says it holds infinty gold at max level,it now costs me 50000
to upgrade the room but if i hire 50 workers it calculates the
cost at minus 10000 and a bit gold
a short variable needed to be
re-classified as long. Fixed.
Quote:
22.not really an issue but underneath the libary floor
there is a grand soul gem
How'd you find that?
Fixed.
Quote:
2.could you add console commands to upgrade rooms
immediately, just for the beta?
Go into hf_mainconfigscript
and set the various basecost values to 0. That will achieve the
desired effect.
Quote:
i give up.... wheres the bazaar and mines?
Go out the west lobby door.
The Bazaar will go right in front of you. As for the mine...
I forgot to include it. The mine works. It collects resources and
delivers them just fine. There just isn't a visible representation
of it. I'll toss one together later.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Arrgh! My
browser crashed right after I finished typing my repsonse to your
second post! Here's a condensed version:
24-25: Fixed 26:
they're close enough for me. 27: Don't know about this one 28:
There isn't supposed to be a door there 29-30: Fixed 31: MW
does that sometime. I sometimes fall through the Vivec canton 32:
The hanging garden is big. Where are the holes, exactly? 33:
Can't be fixed without custom statics. The poke-through is small,
and only visible at a strange angle. I'm surprised you saw this at
all. 34: The silt port covers this up 35: A consquence of
using stands instead of dummies. Some armor clips even when you're
wearing it, so this doesn't bug me much. 36: Fixed 37: It
works for me. I picked it up and put it down ten times in a row w/o
a problem. 38-39: fixed 40: The club worked fine for me 41:
Fixed 42: The Dwemer Stand worked for me. I tried dropping it and
then replacing it, and that worked fine. 43: Which display,
exactly? They all worked for me. Is your savegame dirty,
prehaps? 44: ????!!! How did you even get the Stalhrim axe to
appear?! I had forgotten to add it to the display (an oversight
which I just fixed). Making it appear requires a custom made item, a
custom made script, and a modification to the display case script,
as well as careful hand placement of the new item. No bug could
possibly do all of that. Are you sure this wasn't something that you
added yourself? 45: fixed 46: Can't be fixed without custom
statics 47: How on earth did you see that? it was off by 1.4 game
units. The difference so so small that I couldn't see it even when
lookin gdirectly at it. I had to open it up in the editor and read
the actual co-ordinates to see the difference. Fixed. 48-49:
Fixed 50: It works for me 51-53: Fixed
Feature request
3: I plan on adding such displays, but it'll take 60-100 hours of
work to do them all. Something for much later.
4: There will
eventually be about 100 displays. The interfeace would be a
nightmare.
5: You can't attach scripts to
statics.
-------------------- Read the Sim-Manor thread!
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Whew! In
addition to the bug-fixes above, I have:
1) Greatly expanded
the capabilites of the genie, as well as made the process of
constructing the lamp more involved
2) Altered the way loans
work, simultenously making them more convient, but also less
abusable.
3) Implemented the Scriptorium. I can't believe
that I finished it in one night. 140 custom items and scripts, plus
a giant sorter script.
4) permanently solved all dialogue
conflicts with vanilla MW dialogue entries.
I'm not giving
the file to Thelys while there are still open bug reports. The
Theyls version will be the last alpha version to be released. While
I certainly don't expect it to be bug-free, there is no point in
having it on a public server if there are known and unaddressed
issues. I'd just get the same bug reports over and over again.
Callmemr hinted that he had more bugs to report, so I'll hold off a
little while
longer.
-------------------- Read the
Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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responses
2. problems on the forge roof - just non-aligned textures
15. door from barracks to lobby - it appeared later, i think
if you build more than one room at once more bugs appear
18.stairs show through the floor in clothier - really? it
seems to be ok in the other rooms 22.not really an issue but
underneath the libary floor there is a grand soul gem - i
cheated :-0 37 & 40 & 43 (daedreic- dai-katana,steel
mace in mace display,weapon stand) - both these bugs still
happen for me, could it be something you already fixed/changed?
42 dewmer stand - it seems to work for my new charecter
44. stralrim war axe on display cant be replaced after removal
- i meant to say nordic silver axe sorry
more bugs 54.door to outside on the second floor of the
main lobby clips with wall behind it 55.third floor of lobby,
one of the back corners is a differnt hight to the rest of the area
56.raised portion of the south-eastern corner of the lobby is
thicker than other parts. 57.above the main lobby, a table and a
shrine is present(a nice easy one for you) 58.door to west lobby
from center lobby. has a gap beneath it 59.floating petal and
two petals on the floor near eastern hanging gardens 60.hatch on
third floor roof is flying. 61 just went swimming near the
boathouse and a lot of the shells/seaweed are flying 62.walking
in the garden along the wall, a lot of gaps are visable 63.some
grass in the ranch is flying, at least one piece in every clump
before the pond 64.mining menu. initally it says all types have
a limit of zero. on licking on them it says the limit is 2700, but
if you return without setting your own it stays zero 65.when you
arrive at the manor for the first time, the boatmaster is visable
for a frame or two
features 6. a huge drop in reputation
if you kill a merchent 7. the only merchant ive seen "fargol"
had items which where probably a little too good, let the have good
items but dont let them have too many 8. i have 273 reputation,
why have i only seen one merchant in 8 days? 9. upgrading the
manor should add prestiege 10.could we remove certain books from
the libary? like progress of truth, dewmer books? 11. could
i have a trophey for most annoying newbie?
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Quote:
responses 15. door from barracks to lobby - it
appeared later, i think if you build more than one room at once
more bugs appear
I found a pervausive bug that
kept resetting the variable hf1 to 0 every frame if you were
standing in the lobby. Hf1 is a "scratch" variable that I use to
pass information between scripts. This bug was interferring with the
ability of certain scripts to talk to each other. I think that is
was responsible for a host a wierd, seemingly random problems. I
know that it was causing problems with lock calculations, and a I
strongly suspct it is behind the construction bugs that you've been
occasionally encountering. Anyways, it's fixed now.
Quote:
18.stairs show through the floor in clothier - really?
it seems to be ok in the other rooms
I don't understand it either,
but the stairs are too big to fit in the gap pefectly. I have no
idea how I got the others to work.
44. stralrim war axe
on display cant be replaced after removal - i meant to say
nordic silver axe sorry
Ah. The silver axe
works for me (althought the Prestige calculations were off). Maybe
this was another hf1 related bug?
Quote:
54.door to outside on the second floor of the main lobby
clips with wall behind it
This door is always going to
look a little bit funny. It's a consequence of the unusual manner in
which I joined the foyer and lobby.
Quote:
55.third floor of lobby, one of the back corners is a
differnt hight to the rest of the area
I caught thsi one myself lat
night. Fixed.
Quote:
56.raised portion of the south-eastern corner of the lobby
is thicker than other parts.
Do you mean the raised bridge
running alound the perimeter? Those are all the same scale. Are you
referrig to something else, prehaps?
Quote:
58.door to west lobby from center lobby. has a gap beneath
it
Good eye. Fixed.
Quote:
59.floating petal and two petals on the floor near eastern
hanging gardens
Man, I thought I got all of
those. Deleted
Quote:
60.hatch on third floor roof is flying.
I inced it up a little more.
The roof in that room is curved, so if I push it too far up, it'll
visibily clip the ceiling. But it's so close to the celing that only
a determined search could find the gap now.
Quote:
61 just went swimming near the boathouse and a lot of the
shells/seaweed are flying
fixed
Quote:
62.walking in the garden along the wall, a lot of gaps are
visable
For some reason, the garden
statics have a bunch of tiny, hairline seems in between them. They
was won't snap together correctly. I'm afraid I'd have to rebuild
the whole thing to make it stop. The gaps are awfully small, though.
I'll probably let this one slide
Quote:
63.some grass in the ranch is flying, at least one piece
in every clump before the pond
you have an eye for detail. I
couldn't tell without using the editor. Fixed.
[qupte]
64.mining menu. initally it says all types have a limit of zero.
on licking on them it says the limit is 2700, but if you return
without setting your own it stays zero
I couldn't
reproduce this bug. It sounds famillar though. Maybe it's something
that I fixed after the second upload.
Quote:
65.when you arrive at the manor for the first time, the
boatmaster is visable for a frame or two
Not a whole lot I can do about
that. The script that makes her go away requires one full frame to
execute. It's harmless enough.
Quote:
6. a huge drop in reputation if you kill a merchent 7.
the only merchant ive seen "fargol" had items which where probably
a little too good, let the have good items but dont let them have
too many 8. i have 273 reputation, why have i only seen one
merchant in 8 days?
The merchants are an
experiment. The idea came from a discussion in the "Fixing
Morrowind's Economy" thread. The idea was to gradually move the more
powerful items from the monsters (where you essentially get them for
free), and into the hands of merchant (where their high costs will
work against you for a change). We had explored various ideas for
preventing the player from simply killing the merchants and looting
the items. Unfortunately, the only method that would actually work
would also take hours to script correctly. Right now, the only
protection that the merchants have is an injuction in the manual,
explaining the situation. You aren't supposed to harvest the
merchants for thier goods. That's not what they are intended for. MW
does not react appropriately to most crimes ("You killed seven
people and stole 1.2 million gold in equipment? Well, as long as you
pay your 7,000 septim fine, I guess that's okay. Carry on,
citizen.").
The mercahtns only appear when your Commerce is
very high. Prestige currently has nothing to do with it (although it
eventually will).
The items that they have are powerful
because a player that has that much commerce won't be interested in
anything else. After you've invested several hundred thousand
septims in your home, you've probably graduated from bonemold and
chitin.
Like I said, it's an experiment. We'll see how it
works out.
Quote:
9. upgrading the manor should add prestiege
It eventually will.
Quote:
10.could we remove certain books from the libary? like
progress of truth, dewmer books?
I have added special scripts
that allow you to retrieve quest-related books. This is something
that I'd been meaning to do for awhile, but only just now got around
to doing.
Quote:
11. could i have a trophey for most annoying newbie?
It looks like we're getting there. I'm going to implement
the spellmaker and item maker functions, and fix a few random
overview mistakes that I found. If a whole day goes by without any
more bugs being found, I'm going to go ahead and send the file to
Theyls. Bug-hunters, this is your chance! Any bugs that slip past
you will become a permanent part of the alpha upload.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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more
bugs.(sorry people who want to see it released now) 54. both the
east and west lobby doors (to the main lobby) have gaps behind
them(level 1 lobby) 55. (level 1 lobby) on the roof where the
stairs go for the next level, there is a missing
crossbar 56.hired the toolsmith went into toolroom and waited a
day, she didnt appear, although metaphysically she seems to be
present 57.adamantium in alchemy lab has no
buttons 58.lloramor sspores and medow rye buttons are out of
alighment 59.ampolues jar buttons out of
alignment 60.hackleweed buttons out of alignment 61.hackle-lo
buttons out of alignment 62.clicking on roomstats for alchemy lab
and alter alchemist settings produces nothing. 63.both of the
north ends of the 2nd floor balcony in the lobby have small
gaps 64. tauted alchemist until i got 0 dispositoion, the next
day it was 40, 65.in the level 0 lobby, a gap is visible at the
top of the northwestern wall. SUGGESTIONS 11.add differnt
error messages when you try to upgrade tools, so the user knows
whats going wrong, all i hear is a noise and i dont know if it
scuceeded or not
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Quote:
more bugs.(sorry people who want to see it released
now)
No worries. More time = less
bugs = good. I think that most people can see that.
Quote:
54. both the east and west lobby doors (to the main lobby)
have gaps behind them(level 1 lobby)
Quote:
This bug was dissproportionately hard to fix. The
scripts just didn't work correctly. I had to write a
deliberaetly flawed script to get the doors to appear correctly.
A painful exercise in trail and error.
Quote:
55. (level 1 lobby) on the roof where the stairs go
for the next level, there is a missing crossbar
Fixing this problem would
involve more work than I'm willing to invest right now. The flaw
is cosmetic, hard to see, and goes away once you upgrade the
lobby.
Quote:
56.hired the toolsmith went into toolroom and waited a
day, she didnt appear, although metaphysically she seems to be
present
Fixed. She had had
erroneosly assigned the same flag as the
Conjuror.
Quote:
57.adamantium in alchemy lab has no
buttons 58.lloramor sspores and medow rye buttons are out
of alighment 59.ampolues jar buttons out of
alignment 60.hackleweed buttons out of
alignment 61.hackle-lo buttons out of alignment
Fixed
Quote:
62.clicking on roomstats for alchemy lab and alter
alchemist settings produces nothing.
A courier variable had
been set incorrectly. I found a similar error for a few of the
other Alter xxx Settings buttons as well.
Quote:
63.both of the north ends of the 2nd floor balcony in
the lobby have small gaps
Fixed.
Quote:
64. tauted alchemist until i got 0 dispositoion, the
next day it was 40
Not a bug. An employee's
disposition always reflects their Morale. I can't stop
persuasion effects from working, but I can undo their effects
once the conversation ends. I had originally installed a system
where persuasion effects could have small effects on Morale, but
this resulted in random and permanent changes to the player's
Personality, so I abandoned the idea.
Quote:
65.in the level 0 lobby, a gap is visible at the top
of the northwestern wall.
Fiixed.
Quote:
SUGGESTIONS 11.add differnt error messages when you
try to upgrade tools, so the user knows whats going wrong, all
i hear is a noise and i dont know if it scuceeded or not
You get the armorer
failure sound if you fail, and the success sound and a
messagebox of you succeed. I'll add some more information to the
"Set preferences" button so that pinpointing the cause of a
failure will be easier.
I also fixed a bug that caused
you to hire a blacksmith when what you wanted was an enchanter.
Additionaly, I cleared up some flaws in the Barracks' stats
/page.
-------------------- Read the Sim-Manor thread!
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Old Sim-manor Thread!
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about the
boatmaster, i had an idea for a fix. you could spawn her behind
the boathouse out of sight, and then when shes meant to be present,
move her into the correct location.
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Ditre |
Disciple |
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Reged: 06/04/03 |
Posts: 1349 |
Loc: In your computer, now uninstall me before
i sue you for copyright! for only i have legal rights to my
life! | |
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whoever
already got this please send to euro-morrowind or morrowind summit
for everyone else
-------------------- @ MorrowMods download
location @ download-upload whichever
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Darkiss |
Initiate |
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Reged: 03/12/04 |
Posts: 78 |
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I looked at
the enclosed garden in the CS and saw a lot of your outer walls were
out of alinment and that created a small gap you placed an extra
static in to cover.Also some of the planters are floating and a
couple of the plants stick through the bottom of the plank floors.I
could send you an esp with these problems fixed if you
want.
I haven't had a chance to look at the rest of the mod
yet so ill get back to you if I find more problems.
P.S. you
can PM me if you want the fix with a place to send it.
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It's still in
test mode. Even when the existing bugs are squashed, it will still
be an incomplete alpha release. I very seriously don't won't it on
one of the larger, more public sites.
When I'm satisfied
that the current build is stable, I'll upload it to Theyls Beta (and
probably Gamer's Roam as well), where it will have a temporary home.
Both of those places are just about the right size. I don't want
people seeing this alpha test and believing that it is the final
product.
In between fixing bugs, I've been tossing in more
features. The Clothier now is partially functional, as is the
Enchanting Lab, and Spell Lab.
-------------------- Read
the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Evoker |
Adept |
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Reged: 06/28/04 |
Posts: 306 |
Loc: Uvirith, Tel Uvirith...
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Any news on
the Sim-manor?
-------------------- "That was
extraordinary." "Unfortunately for you, that was extraordinary
bad" Simon Cowell
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Work on this
mod has been going faster than ever. Paradoxically, this also means
that the final alpha upload will be delayed. Besides squashing bugs,
I've been adding new content ( as in, a LOT of new content). It
looks as if nearly every room is going to have at least partial
functionality. I don't want to upload the mod with the new material
only half-formed, so the time table is set back a bit. I'll post an
update tommorrow on the main thread detailing the current status of
the mod.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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Darkiss |
Initiate |
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Reged: 03/12/04 |
Posts: 78 |
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I had a
question about the outside roofs.I noticed you used a lot of
scripted statics and wondered why you didn't use your ranchground
land nif mesh instead if the color was the problem it can be
retextured.I created a couple of the roof pieces using that nif and
they used only 1 static for the small roofs and about a 18 statics
to make LobRoof. I know to replace them all would be a lot of work
but it would help the frame rate.
In the lobby behind the
steward a wall piece sticks through the wall and if you move the
back wall in a little and resize the other wall from 2.0 scale to
normal then retexture that piece it takes care of the
problem.
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The color was
indeed the problem. I can't retexture to save my life. Send me the
retextured mesh. I can't promise anything, but I may eventaully get
around to switching the roof peices out. It will, as you say, be a
lot of work. The impact on framerate will probably be marginal. As a
test, I used the console to disable all of the roof tiles, and
couldn't notice any difference. Each of those flat tiles only adds a
single polygon. Just one of those tiny ivy blossom probably
contributes several dozen.
The static sitcking out of the
foyer wall has already been fixed.
-------------------- Read the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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The latest
build is now available at Theyls Beta . This will be the final alpha release
of Sim-Manor. The current mod is a substantial improvement over the
last build. Besides incorporating every single bug fix mentioned on
this thread (and a lot of fixes not mentioned), it contains oodles
of entirely new content. At this point, I consider the mod to be
quite playable, if still incomplete. The decor is still pretty
Spartan, but mods like Real Furntirure can make this tolerable until
the beta release comes along.
-------------------- Read
the Sim-Manor thread!
But first, read the Old Sim-manor Thread!
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( The crowd
cheers) Yay.
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has the
discussion for this moved elsewhere?, ive been really busy
recently, but i cant beleive that no-one has posted a bug report in
this many days? plus i cant get at the manor web-site.......
'tis begining to look like a conspiracy
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ok... I found
a very evil bug (to me atleest, I am Telvanni...), a static in Sim
Manor and a light in Uvirith Unleashed (It might have been Uvirith
Awakened) both have the same ID, meaning I couldnt even get into the
game! It kicked me out while it was loading the main menu! So
until that is fixed, I cant play. It helps if you name statics and
new objects like this; Ex: A light's ID, _LGT_1Green_123_UNI; That
tells you that it is a light, it is a green one, it is the first
green one, and it is unique, plus the '123' is just there cause it
makes your ID more 'unique' so it doesnt interfear with IDs from
other mods.
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i found an odd
bug when walking a round my manor i found about 4 slaughter fish and
1 drough not that mush of a problem but anoying and theier is some
leftover help and seaweed on a hill by the manor
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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Is there an
update for this thread? I have been following this closely for quite
some time now, and have not seen any activity/updates for longer
than one would expect.
Anyone have a clue what's up
here????
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its been so
long since hotfusion has posted that i sent an e-mail... ill tell
you guys if i get a response.
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VampyrPrince |
Curate |
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Reged: 04/17/04 |
Posts: 701 |
Loc: Listening to The Ballad of the Fallen
Angels..... | |
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guys give em a
break hes prolly just working hard on the mod or having troubles,
theres no reason to bother him constantly, hes beoin working on this
for a year and i dont think hes gonna give it up
-------------------- My
Site
Evil is a point of view. God kills indiscriminately
and so shall we. For no creatures under God are as we are, none so
like him as ourselves.-The Vampire Lestat
Though the Blood
of Christ we are forgiven.
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bump
-------------------- Be not afraid of growing slowly, be
afraid only of standing still. Chinese Proverb
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bumpity
bumpity bump
-------------------- Be not afraid of
growing slowly, be afraid only of standing still. Chinese
Proverb
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Any updates
here???? It has been quite some time since I have seen/heard
anything about this little jewel. Has the discussion moved
elsewhere? Is this still an ongoing project??
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bumpity bump
-------------------- 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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Sangdraxe |
Initiate |
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Reged: 06/10/04 |
Posts: 57 |
Loc: Belgium | |
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been over a
month since we heard anything about him...
perhaps something
bad happened
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i never got
any mail back.
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VampyrPrince |
Curate |
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Reged: 04/17/04 |
Posts: 701 |
Loc: Listening to The Ballad of the Fallen
Angels..... | |
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i pmed like 3
weeks agoi no pm bac
-------------------- My
Site
Evil is a point of view. God kills indiscriminately
and so shall we. For no creatures under God are as we are, none so
like him as ourselves.-The Vampire Lestat
Though the Blood
of Christ we are forgiven.
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VampyrPrince |
Curate |
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Reged: 04/17/04 |
Posts: 701 |
Loc: Listening to The Ballad of the Fallen
Angels..... | |
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lets hope hes
ok....
-------------------- My
Site
Evil is a point of view. God kills indiscriminately
and so shall we. For no creatures under God are as we are, none so
like him as ourselves.-The Vampire Lestat
Though the Blood
of Christ we are forgiven.
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