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TARDIS by Eolhin


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#491
taikowolf

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Many thanks for the awesome addon; the fact that this was here was what got me into playing Oblivion again, after getting it and a great amount of DLC off Steam at a discount. You have put an amazing amount into this addon, and I've had near as many adventures inside the TARDIS as I have without. There was one particular instance where I went to the Shivering Isles and had to make most of my way on foot - when I attempted to use the TARDIS to get back to civilization, low and behold, everyone had forgotten how to speak! Turns out that transporting to and from the Shivering Isles without using the proper gateway is a poor decision (Sheogorath works in strange and mysterious ways). Still, it's a marvelous way to get to and from the tower I own. :-)

Though I'd love further quests and such for this addon, the mere fact that we have it at all is a real blessing. I'm happy to see that you're still working on an update for it, and I hope that your life goes well no matter what endeavour you're involved in. If I may be so bold, would it be possible to have more than four custom saved locations for the TARDIS to land at? To have any at all is a a blessing, although there are a number of custom places I'd still wish to have an easy access to.

Again, thanks for the hard work, and good luck in real life. :-) (also, sorry if I'm writing weird - I'm in a funny mood right now)

#492
Eolhin

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In response to post #15356500.

I am glad you enjoyed it. :)

#493
Eolhin

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In response to post #15642120.

I am glad you have enjoyed it. I tried to make the insides of the TARDIS as interesting to explore as possible, and bring the spirit and feel of the show into it. :) Did you get to the Gallery section?

Darn, I thought we had that issue fixed (the Shivering Isles/mute NPCs problem). It is a recurring problem that has haunted anyone that has tried to make a mod that transports into and out of the Shivering Isles, and has to do with scripts that run on the proper gate to suspend certain quests when you are in the Shivering Isles, among other things. That is one reason that there are no pre-programed landing sites there. If you haven't already, make sure that Oblivion has the latest update, and that you are running all of the appropriate Unofficial patches (they fix a huge host of problems). That might help, but if it does not, I fear all I can recommend is that you don't take the TARDIS into the Shivering Isles. Lets just say that the very weird energies there confuse the TARDIS telepathic circuits, so that it can no longer translate for you, and you can't understand the natives when you get back. *wry smile*

The custom landing sites tend to be somewhat glitchy and unreliable (that is hardly new, for the TARDIS), which is one reason I limited them to four. I will put additional custom landing slots on my list of things to consider for the update though. It is at least a reasonable request. You wouldn't believe what some people ask for. *chuckle* The update got rather bogged down by the problem that all of the additional meshes/models that I had hoped to get from various people have fallen through, or at least not happened yet, which seriously curtailed my ambitions. I haven't given up on the project, but it is not moving very fast right now either, just so you know.

#494
taikowolf

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In response to post #15642120. #15652750 is also a reply to the same post.

I believe I did; I also found an area with lots of junk, lots of furniture, lots of corridors, not to mention corridors that seemed to change the orientation I was on (excellent trick that). The only complaint I could have would be that there are too many corridors, and that the teleport pads could use a selector to let you choose where you want to do. Then again, we at least have a map of where to do, the corridors were an in-show issue as well for certain characters, and the fact that we have teleporter pads to get around is a blessing in itself.

When I went to the Shivering Isles, I found that setting one of the custom positions to just by the entrance was one of the easier ways to bypass this problem, and that using the TARDIS to land at the town near the gate to the Isles was good enough (even if the swim was a tad long). That said, I didn't download the unofficial patches, so that probably didn't help matters. I'm getting my game ready for another try of a playthrough, and I'll definitely download those and see if they help.

Ah, that's a fair point. I remember that a few times I had to set a location in a custom location spot a few times to get it to actually stick. Still, thank you for the consideration - two additional slots would be most helpful (especially in conjunction with the aforementioned Shivering Isles workaround). Considering the legacy of a show that this addon is a part of, it's hardly surprising that people would ask for some outrageous stuff. I was half considering asking if there could be a randomly spawning TARDIS around that the player could loot (perhaps with a Timelord who has generic "Move along" or "Get out" dialogue), or a way to use the overworld map to select where the TARDIS lands, but then I decided that was probably too much to ask for considering that you mentioned that the Construction Set wiki was no more, and that you already had a lot on your plate. It's a shame when a project is unable to get off the ground due to a lack of resources - I hope that you get the ones you want and need soon!

Edited by taikowolf, 16 June 2014 - 05:52 PM.


#495
LiLuYoBoNi

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Given my very first endorsement to an excellent moddification which brings a life-long masterpiece to the world of Tamriel. Congratulations on your work!
After its release, I often come here just to know how things are coming up, and I am surely glad to know that the creator is a highly dedicated person. Seeing you keeping contact with your fellow players in order to help them made me finally overcome my fear of the Internet, I thank you a lot for that.
Thank you for being such an exemplary human being!
Now, I would like to return the favor with some suggestions for the update and possibly workarounds at a few known bugs.

First of all, if I am well aware, many gamers were interested in the improvement of the sonic screwdriver as a whole. I am not an expert on scripts or modding in general, but it seems possible to create custom animations(or use standard ones for that matter) so it will be no longer necessary to use the limiting staff weapon approach like in the case of the linked mod: (http://www.nexusmods...on/mods/22815/?). Then, all that was needed were to use a slot, for instance, the ring's, to use the screwdriver while still having more freedom of actions. Also, I thought of using adding spells when equipping the sonic probe to function as its plethora of commands. The functions would all be unique to each version of the screwdriver, just as they already are in your mod, but what about making the TARDIS able to fuse them all together when found?

Also, with the presence of mods which offer new worlds to explore(Ubanga, for instance, http://www.nexusmods...on/mods/42121/?), I suppose that a malfunctioning traveling system should work nicely together with the current time-travel navigation. Through the use of scripts, visited locations are registered in the TARDIS mainframe and set to be potentially revisited later. However, these sites should only be available through great effort, in other words, the TARDIS should give the pilot a hard time getting into those places and coming back, just like the old days.
This is very likely being worked on by now, but the companions must not be overlooked. If possible, they should be added AI Packages when left inside and given specific jobs, for example, a nurse to tend to the wounded, one to patrol the whole living area, a librarian, an alchemist and so on.

One last thing, I thought about making all of the storage from each control room interchangeable, pretty much like the Luggage from COBL. It would certainly ease the eventual transportation of items from one room to another, and even allow the pilots to send their loot to a better storage room more easily.

Now for the bugfixes.

I have noticed that using the relocate the TARDIS spell or even using one of the markers forces her to re-dematerialize and not return when asked. This is most likely due to Oblivion's method for reloading cells and incorrectly moving the referenced object away from its defined coordinates.While meddling with the console commands, I have discovered that you can force the cell to reposition the reference by typing "disable" and then "enable" for both the external hull and the door. Not only that, but it is enough just to type "disable", since it seems that the scripts responsible for the TARDIS spell-marked version also forces the reference to re-enable itself. So if another scripted spell(or something less direct) is created for that particular interest, then it is quite possible to fix this old problem.

However, there are occasions when and where the bug cannot be fixed that way. Through many experiments, I have found that such a problem only occurs when in exterior cells, which apparently reload changeable statics differently. Experimenting further, I found that the object belongs to a parent Worldspace which is used in the Green Emperor Way, and that after reloading the exterior cell where the TARDIS was before sends it back to that worldspace(in its same coordinates as it used to have).In theory, if the original position of the TARDIS could be redefined to be in an interior cell, that should fix the whole problem once and for all.

There is the case of the books from the flooded library floating around afterwards when the place is reset, but that I do not know if it is intentional or not... By the way, there is also a non-useable chair at the middle of the same library which could serve better of its purpose, since it is the only one still standing after the explosion. It might be just to be burned and left away, but it never hurts to ask...

There, I hope I were able help even a tiny little bit.

I am sorry if I got a little carried away. Like I said, this is my first endorsement, and, in fact, my first comment as well. Also, let me know if you ever need more help in developing this project, I will be very happy to help even further!

Please do let me know if I ever showed any sign of rudeness while writing this.

Thank you once again for reading this until the end.



#496
Sladetheawesomemage

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Eolhin. I have a kind of request. Could you make the 11th doctor's interior for this mod also?

#497
Eolhin

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In response to post #15891820.

That would be nice, but I don't actually have the skills to create meshes/models. I have gotten by on a lot of things with extensive reskinning, and re-purposing other resources for this mod, but some things, particularly certain parts of the control rooms, I need someone else to make the models for. If you read the credits, you will see that while I did a lot of changing and reskinning to what was in Drekmoor's version of the mod, I didn't create any consoles that he didn't already have the basic meshes for. So unless a modeler comes through with the parts I need (I have spoken to a number of them, but no one has come through for me), I can't see how I can add that. Sorry. *wry smile* I would also love to have the parts needed to create some of the other rooms seen in Journey To the Center of the TARDIS.

#498
Eolhin

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In response to post #15881045.

That... will take a while to respond to. It might be a day or two, as I have a pounding headache right now, but I will answer. This is just so you know you have not been forgotten. *wry smile*

#499
Sladetheawesomemage

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Ok. I hope someone can come through for you. :)

#500
Sladetheawesomemage

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In response to post #15891820. #15918615 is also a reply to the same post.

Ok. I would like to see that happen sometime in the future. I hope someone can come through for you. :P




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