Jump to content

TheWanderer001

Premium Member
  • Posts

    387
  • Joined

  • Last visited

Nexus Mods Profile

1 Follower

About TheWanderer001

Profile Fields

  • Country
    United Kingdom
  • Currently Playing
    Morrowind

Recent Profile Visitors

13476 profile views

TheWanderer001's Achievements

Proficient

Proficient (10/14)

  • Dedicated
  • Conversation Starter
  • First Post
  • Collaborator
  • Week One Done

Recent Badges

0

Reputation

  1. Serenity, firefly class, has got to be my top choice :D Already have created meshes for exterior and 'most' of the interior... don't know yet if it will work with starfield of course though.
  2. We are looking for collaborators of all levels to come join us and help in further developing this project. As you can see we have the basic layout for the area… more or less completed. But now we need to expand this to a full blown complete mod. Possibly even as a sort of small DLC. So who are we I'm known as The Wanderer and then of course Dietbob The mod is divided into two distinct stages: First stage – Player has to clear the castle of hostiles and their minion’s. This is really just a Hack'n'Slash, dungeon crawl type stage. Second stage – Player cleans up and upgrades the castle via dialogue and quests to then use it as a grand extensive player home. All the buildings still requiring internal development for both stages. Dialogue and quest ideas definitely still needed. Can't or don't want to make a long term commitment :unsure: That's fine how about just doing an interior or two for us, write a few lines of unique dialogue and/or a short related quest. Interested? You can take a look at our discord server to get an initial overview. As a visitor you will only see the basics though. Join us to see more :thumbsup: [link to discord server] https://discord.gg/PgYPCEtcz5 [link to nexus mod page] https://www.nexusmods.com/morrowind/mods/51342 Still Interested? Then make contact and we can take it from there :D You can always contact us via our discord server or here on The Nexus. .
  3. Just released https://www.nexusmods.com/morrowind/mods/50386 "Cloud Storage Warehouse" Along with 4 compatible mods so players have access to the system straight away. Cloud Storage for Inns and Tavern's - One click store in every Inn and Tavern. Explorers Magical Bag - A cloud storage compatible Bag of Holding. Rethan Manor. - My version with a slightly larger interior. The Wanderers Lodge - Player home in it's own hidden valley. Lithia Manor - player home in Seyda Neen - to be released shortly. Drathen Hall - A player home in Suran - to be released shortly. For those who are familiar with Skyrim mods this is a similar cloud storage layer to the very popular "General Stores" mod. This is the base for a modder's cross-mod resource for fast, safe, storage from anywhere in Morrowind. The "Cloud Storage Warehouse" provides a cloud storage layer for Morrowind with a wide variety of powerful access activators. Incredibly easy to use and makes inventory management a joy! Weapons, Soul gems, Books, virtually everything a packrat needs can be stored and accessed from any place you call home. 12 Primary Storage displays provide secure, cross-mod storage, accessible through a wide variety of highly automated and attractive activators. These activators function much like regular chests in-game, with many styles to fit any decor and playing style. Whether you want OCD levels of dedicated containers, a single auto sort chest, then "Cloud Storage Warehouse" has you covered. Stores currently available: "Weapons", "Armor", "Cloths", "Ingredients", "Alchemy", "Books", "Scrolls", "Tools", "Apperatus", "Soul Gems", "Keys", "Misc Items" All stored items even from other mods that use this system, even if those mods are uninstalled, are held safely as long as this mod is active. Modders: To use this system in your own mods is simplicity itself. All that is needed is to add one or more of the included activators anywhere you want them. That's it nothing more to it. All resources in this mod can be implemented with drag and drop simplicity. Absolutely NO scripting is required.
  4. Started way back in 2008... last worked on in 2011... thought the files had been lost forever... but going through some old drives I found copies of all the files including documents... well it looks like most of them anyway :smile: Also have reinstated the original forum… a lot of information on there… so will be using that as base camp for all the future development. So what am I talking about ? L'Space of course :dance: Never heard of it.. oh well... it was a long time ago :tongue: So okay by way of an introduction: As all who know of Terrry Pratchetts Discworld will know, books = knowledge = power = energy = matter = mass, in short books distort space, in all four dimensions. This mod has been base on this idea and we have tried to incorporate the same sort of humour that is to be found in those books. You do not need to be familiar with them though in order to enjoy it. On our own world there are few collections of books big enough to do anything but mutate and bulge their own bookshelves, but in any world where there are magical books, such as here on Tamriel, they can form entry points to parallel universes, connecting libraries, and any other collection of books. In Morrowind any collection of books large or small may produce a connecting portal to the area known as "L'Space". This is however not to be confused with the “L-space” of Discworld. I knew this was close to being finished… probably around 75%… a lot of work was put into this project by a team of some very talented modders back then. The L’Space Team was: The Wanderer, CathyM, Bob196045, Miran, DrSilent, Ossie, Wulgar, RemuscdLupin Do you recognise yourself? The Finale... the final quest plot had been written up by various team members and cathym had created a flow document for it all to fit together. So all that is needed there is to get it into game and working... not a simple job as it is also fairly complex… and not sure if all the required stuff for it has already been created. There are a several other quests that have been thought of and given a start but still need to be finalised and added and there is always scope to add more. All exterior and probably 95% of all interior work has been completed… there is a bit of scope for interior’s to be finalised with extra clutter though. Anyway I now want to get it finished and released… so I am therefore looking for anyone interested in joining me to that end and finishing it… although this will probably mostly entail quest and dialogue work. Please contact me if you are interested. :thumbsup:
  5. So by way of an introduction: As all who know of Terrry Pratchetts Discworld will know, books = knowledge = power = energy = matter = mass, in short books distort space, in all four dimensions. This mod has been base on this idea and we have tried to incorporate the same sort of humour that is to be found in those books. You do not need to be familiar with them though in order to enjoy it. On our own world there are few collections of books big enough to do anything but mutate and bulge their own bookshelves, but in any world where there are magical books, such as here on Tamriel, they can form entry points to parallel universes, connecting libraries, and any other collection of books. In Morrowind any collection of books large or small may produce a connecting portal to the area known as "L'Space". This is however not to be confused with the “L-space” of Discworld. I knew this was close to being finished... a lot of work was put into this project by a team of some very talented modders back then. The L’Space Team was... The Wanderer, CathyM, Bob196045, Miran, DrSilent, Ossie, Wulgar, RemuscdLupin Do you recognise yourself? The Finale... the final quest plot had been written up by various team members and cathym had created a flow document for it all to fit together. so all that is needed is to get it into game and working... not a simple job as it is also fairly complex... and not sure if all the required stuff for it has already been created. There is scope to add more quests and some have been thought of and given a start and may also get added… but for now the Finale is the most important as once that is done the mod will be in a fit state to release.
  6. Started way back in 2008... last worked on in 2011... thought the files had been lost forever... but going through some old drives I found copies of all the files including documents... well it looks like most of them anyway :) So what am I talking about ? L'Space of course :dance: Never heard of it.. oh well... it was a long time ago :wacko: Anyway I now want to get it finished and released. and am therefore looking for a couple of players/modders to re-test everything done so far... and that is quite a lot including many separate quest plot lines. Please contact me if you are interested.
  7. That could have something to do with it but it's not an object inside a container. The item the script is being run on is a misc item so never actually equipped. and the setvalue() is being run for a global var.
  8. while trying to get it to work... with all sorts of alternate code as well... I had debug code directly before and after the setvalue() and yes it was called when it was suppose too be. But the value would never get set to '1'
  9. HI Ishara.... yes I know setvalue() works I have used in the same script and others for other globals and they all work... I thought about timing and tried to set up a loop to trap that... but is just kept running and the value was never set... the code was/is about as simple as it gets...
  10. Okay I've spent far to long trying to get setvalue() to work and have given up on its use :sad: I now have a quest which I'm resetting in order to get the toggle I want... it works but is a convoluted way to go about it :D setvalue() should just work !!!
  11. Anyone with a thought as to what might be going wrong? I have a global 'Raven' in a script, it is toggled between 0 and 1 (or rather it should be) and yes the properties are set. Raven.SetValue(1) seems to do nothing... but if I console 'Set Raven to 1' that works and everything proceeds as expected. the script then resets the globle Raven.SetValue(0) and that seems to be working. I tried with Raven.SetValue(1.00) and Raven = Raven.GetValueInt() + 1 and various other combinations but it seems nothing will set the value to one. I'm checking this with debug.notification( Raven.getvalueInt() ) on the next line but this always returns 0
  12. In ck select DLC1Serana then select dialogue. If you're looking for a print out list though you could export dialogue but you'd have to filter that yourself. Lazy voice finder may also be helpful... not used it myself though. https://www.nexusmods.com/skyrimspecialedition/mods/8619
  13. My 3 testers all report that quest markers are working for them... I guess it's just my setup that doesn't like me :sad:
  14. Guess what... tried to run through it agian and again NO BLOODY QUEST MARKERS!!! and what I did last time didn't work this time either :verymad:
×
×
  • Create New...