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the_j_1986

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Nexus Mods Profile

About the_j_1986

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  • Currently Playing
    Oblivion, & the Construction Set
  • Favourite Game
    System Shock 2 [A HRPFPS (Horror Role-Playing First Person Shooter), and pretty good despite the fact]
  1. Status Update: Been beating my head against the wall trying to get the guards to follow their @#$% schedules, and haven't had much success. So started working on interiors again, and had some more progress with the smith/clothier. Also been fooling around with effect shaders, water types, etc. to get a feel for them (never know when these could come in handy). During all of the above, I've been thinking about the progress lately, or more specifically: the lack of it. With college, I haven't been able to do as much as I wanted. And I'm getting ready to move, which takes up more time. I have been making progress, but the areas that need doing now, are not the subject of said progress. I've also come to realize that I'm more talented in some areas more than others. Scripting? Easy. Architecture? Simple. Furniture placement? Doable. Clutter? Ugh. I've also taken a look at whats left to be done, and a lot of it is interiors, and some exterior work. And while I have a very basic training arena, it leaves a lot left to be desired. Then there is the whole part about the npcs, and the questline. Well, to the point of all of this: I need some help. I have already put out a request for help with some things, as those were things I just didn't have the ability to do. Those were necessary. This isn't required, but the help would move the project along faster, and hopefully increase the overall quality. Anyway, the list of what I'm asking for help with: Interiors. I've put in the architecture and lighting, but have only worked on 10 of the 21 cells for furniture, and only 1 for clutter. Only 3 cells have pathgrids (then again, pathgrids can't be made until the cells are furnished). Exteriors. The architecture is sort of done (I have a lot of clipping that I need to fix), but there aren't any paths, no gardens, not even any lighting. And no pathgrid. Everything else is still being processed in the concept stage, and can't be worked on yet. If anyone would like to help, please PM me. I AM going to continue working myself, and I'm also helping WarKirby with his arena, which I hope to use part of to get my arena into something more than a thing added in as an afterthought (which isn't the case). I'm also waiting for a word from chooch, as I haven't heard from him in about a week. I can't really do much about the storyline and npcs until I do. Also, the first post will be edited with a more detailed list of what I want help with. Anyway, again: If you want to help, or if you have any questions, please PM me. Omegano
  2. Status update: Most of yesterday was spent collaborating with the other staff members, but today was spent mostly on putting guards in the Throne Room/Display Area. And giving them schedules, patrol routes, and just generally making them a little unique. The patrol routes are done, the schedules just need one more item for each guard (Any suggestions on what they should do on their off time?), and I just need to change their hair color and hit the generate button for the face. I'm only putting them in the Throne Room because that is the only place that is finished (at least during this stage of development). I still need to make the path grid in the exterior (but that would have to wait until I actually finish the exterior), so they might have some problems going from place to place, but that should be a small problem. By the way, there are 3 shifts of 4 guards in the Throne room alone (that's 12 for those of you who don't want to do the math). There are a total 30 currently planned. On a side note, the storyline is coming along greatly, and there will be a few twists in it that might surprise you (and Tiberiu, there has been additions, so you will also be surprised). Also, the textures are coming along well. There are currently a few technical difficulties involved with them, but hopefully they will be solved. Estimated Percentage Done: 22% Until later! Omegano
  3. Ok, update has been uploaded. Didn't finish everything I wanted, but it was close enough that I decided to put it out now. As of now, the project is estimated to be 20% complete. Anyway, I decided to put a list out now of help I need now/soon, and help I'm probably going to need in the future: Textures I have some textures I edited myself, but they are mediocre at best. I need someone to clean them up (both rgb maps and glow maps, where applicable), and I need a normal map made. By clean up, I mean blending some of the edges so that it doesn't look blocky. Detailed storyline I have the basic storyline, and some events are partially detailed, but I need some help figuring out the exact sequence of events that will make up the storyline. Also, I'll need some help with giving the NPCs some background, ie what they did before coming to Peragus, where they came from, etc. Essentially, I need a story writer. Dialog I don't exactly have a gift with words, so I'm going to need help writing what will actually be said. This won't be for a while, as I'm going to need the above help first. Testing Eventually, I'm going to need some beta-testers. Not that I'm not having a lot of it now, but I'll need some people that will follow each of the NPCs to make sure they are following their schedules, make sure the quest works in different situations, walk through the city looking for any clipping and placement issues, etc. This list will probably have things added on to it, but as of now, that is all I can think of. And I've decided to use the Voice Actors Guild to do voices. I'm going to need a lot of it, so that is going to be the easiest way to get it (hopefully). If anyone would like to volunteer, please PM me with topic "Peragus volunteer: (position)". Note that official beta-testers are NOT needed, yet. Unofficial testing is perfectly fine, though. I'm going to be writing something to put on the first page of this thread, so that some of this info is easier to find. The most recent status update will be copied there, and I'm going to put running lists of the current staff and special thanks. Also, an estimate of the percentage complete will be put up, and updated with every status update. Please post any suggestions for what else should be put up. Until then! Omegano
  4. Status update: Got the dialog to work, and have started furnishing the smith/clothing shop. Putting a lot more detail in this than the other ones for some reason (might it be because I actually know a thing or two about blacksmithing?). As soon as I do that, and finish up the NPCs in there, I'll post an update. And just to let you know, this smith will actually have a FULL leveled list, meaning you can theoretically buy any standard weapon or armor in the game. As long as you're the right level, that is. Still have to make the magical weapons and armor list, as that only goes up to magical steel stuff, which is next to useless at higher levels. Also going to make it so you can buy any piece of clothing or jewelry from the clothier, but I haven't even started that yet. Anyway, off to work! Omegano
  5. Sorry about the long down time, but I've been a little busy. Between prepping the new house, helping my friend with his computer, and college, I've haven't much time. But I've been adjusting to it some, and have been able to start working on Peragus again. The past day or two, I've been trying my hand at dialog and NPCs, and have had mixed results. The npcs seem to be doing fine, but I still need to see if they actually follow their schedules. In the dialog department, I have been able to get the process of renting the room in the tavern to work, but I can't seem to get the guy to say anything from the Non-Quest Dialog script for Peragus. No custom greeting, no "Peragus" topic, no nothing. I've just about copied the quest from the quests for the other cities. It even says he should say the things in the editor, but it just will not work. Anyone have any suggestions? @WarKirby: No, I haven't had a chance to take a look yet. Haven't been playing the game itself as much as I should. Will take a look at it now, while I'm waiting for a reply. Omegano
  6. Status update: Reznod's Mannequins are now a permanent addition to Palace Peragus. I'm only part way through adding them, but I have implemented an idea I had for two of them: make them B I G. It actually works rather well, especially with the Imperial Dragon Armor. Still haven't figured out how to make the other races use voice for arresting the player, but I continue looking into it. If I have to, I'll copy the voice files themselves (and increase the already huge file size), unless I have at least three people say not to. Till later! Omegano
  7. Status update: Got the prison to actually work, so now you can get put in a prison with the latest technology, magic, and trained guards! :D Also, am planing on putting Reznod's Mannequins in an area I designated for such a thing. Just need to look at how the whole thing works, so I can make it work in the way I want it. Already made part of it for WarKirby and his MyBigCastle mod, so I don't have much more to do. I hope. Also made it so the other races have the dialog to arrest the player, but sadly, I can't get them to use any voice. I'll continue looking into it, though. On a side note, unless anyone wants to help me with some textures (both the rgb and glow maps need to be cleaned up, and a normal map needs to be made/cleaned up), the current textures will be the final textures. This saddens me, as it isn't the quality I am used to looking at; they just aren't as good as what's in the game, and it shows. Anyway, I'll continue working. Till later! Omegano
  8. I really have to say this: read the previous posts! My last post said flat out that you can fight a warrior, archer, or mage! Anyway, the update has been uploaded. Details on the page. Here's a link. Going to bed, tired... Omegano
  9. Ok, it was a little easier than I thought. Here is the script: scn MyCastleWeatherSwitch ; By GBHis (Heavily modified by Omegano). Attaches to an activator. short sw; Selected Weather short doOnce; Only changes the weather one time per activation Begin OnActivate MessageBox "What type of weather would you like?", "Clear", "Cloudy", "Fog", "Rain", "Snow", "Thunderstorm", "Overcast", "Oblivion Storm", "Oblivion Fog", "Realease Weather" set doOnce to 1 END Begin GameMode if doOnce == 1 set sw to GetButtonPressed if (sw == -1) return elseif (sw == 0) ForceWeather Clear 1 message "Weather set to Clear" set doOnce to 0 elseif (sw == 1) ForceWeather Cloudy 1 message "Weather set to Cloudy" set doOnce to 0 elseif (sw == 2) ForceWeather Fog 1 message "Weather set to Fog" set doOnce to 0 elseif (sw == 3) ForceWeather Rain 1 message "Weather set to Rain" set doOnce to 0 elseif (sw == 4) ForceWeather Snow 1 message "Weather set to Snow" set doOnce to 0 elseif (sw == 5) ForceWeather Thunderstorm 1 message "Weather set to Thunderstorm" set doOnce to 0 elseif (sw == 6) ForceWeather Overcast 1 message "Weather set to Overcast" set doOnce to 0 elseif (sw == 7) ForceWeather OblivionElectrical 1 message "Weather set to Oblivion Storm" set doOnce to 0 elseif (sw == 8) ForceWeather OblivionMountainFog 1 message "Weather set to Oblivion Fog" set doOnce to 0 else ForceWeather DefaultWeather 0 ReleaseWeatherOverride message "Weather has been realeased" set doOnce to 0 endif endif END Place that on an activator, and it should work. Also, I would suggest placing the object indoors, as the transition isn't smooth. And if you want it on a lever or button, something with animation, tell me, and I'll edit the script appropriately. Omegano PS If you want the transition to be smooth, change all the "ForceWeather" functions to the "SetWeather" one. I still need to write that, and test it, which will take some time, as the transitions are SLOW.
  10. I can help in that regard. So far, I've gotten message boxes to work every time. Even though I'm working on my own mod, I need the experience in scripting, since I'm planning on making it a career. So PM me details, and then I can work with GBHis to get this out of the way. Omegano
  11. Status update: the training arena seems to work, I'll have to do some more intensive testing later, but as of now you can summon a warrior, archer, mage, or random creature to do battle with, that disappear when they die (Including equipment). They are also leveled to you. There are also a two semi-new creatures in the line up. I'll give the name of one: "King Crab" (don't ask for more info, it's a surprise for anyone who downloads the mod). Anyway, I'll need to test my failsafe, but that can wait a bit. I also finished furnishing the barracks, and am currently furnishing the alchemist shop. When I finish the alchemy shop and test my failsafe, I'll upload an update. That is, after I weed out meshes and textures I don't use to reduce file size. Omegano
  12. Ok, status update: none. Ugh... I've been trying to get it so there is a statue of the player as a "Founder of Peragus" thing, and ended up scrapping the idea for multiple reasons. One, I can't get it to work fully. The copy of the player is not giving a perfect copy, and there is about a 1 in 5 chance of it looking like stone, and not another npc. Two, the place I chose allows the player to interact with the statue, making it remarkably un-statue-like. And causing glitches when it IS interacted with. I MIGHT try this again later, but not until I've started working on the quest. I will probably end up nearly duplicating what Bethesda Softworks did to get the statue in Bruma. And I'm going to have to pick another spot (and the one I picked was just screaming at me to put a statue there...). Anyway, I've actually have made some progress, but only on the mental level. I think I've figured out how to make the training arena work; I just need to do it, and test it. Then I'll get back to furnishing. Omegano
  13. ! what happened? Id rather have imperial Guards than have no audio dialogue mixed races... But it would be nice to have mixed race guards, even if they use the imperial voice for arresting. That would be great, in my oppinion. Basically, the file somehow cleared itself. When I went to load the file in oblivion, peragus was gone. It also teleported me to the imperial city, for some reason. But, as I said, I have a back up, I'm just going to have to do some stuff over again. Anyway, I guess I'll give all the guards the imperial voice. I was going to try that anyway, and see just how strange it would be. Off to work! Omegano
  14. Uhhh... Something bad has happened... As for what it is, let me put it this way: I am REALLY glad that I have put out that update the other day. Think of it as an offsite backup. Heh... I think I'm going to put out updates more often... Anyway, I just lost most work done in the cs from the past 2 days. Luckily, most of the work done in the last two days have been outside of the cs. And I managed to save any scripts I wrote. Well, I think I'm going to wait out the semi-shocked state I'm in before I do anything else. Realizing you nearly lost all the work you've done in the past two weeks can do that to ya... Omegano
  15. A status update: Made a sword that the player will recieve when he finishes building Peragus. Actually, 8 swords. The player will get to choose the color, from blue, purple, red, orange, yellow, green, white, and black. It is basically the Ebony Blade recolored, and given a glowing blade. Save for the black blade; can't make something glow black. Also been making a logic chart for the training arena script. So far, it's the third one. Keep on logic-ing myself into a corner. But I'll get it, eventually. Yeah, yeah, I know. I should be furnishing the interiors, or planting gardens, and stuff like that. Well, I needed to take a break from that, so I decided to work on scripts and other things. Still working on the project, just a different part of it. Anyway, back to making logic. Omegano PS. So far only one person has answered my question. Should I stick with Imperial Guards, or give silent dialoge to the other races?
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