DarkWarrior45 Posted March 31, 2008 Share Posted March 31, 2008 This is very interesting, and also very promising. I wish you luck and I look foward to a release. Also you might want to check the PM I sent you about the project. Link to comment Share on other sites More sharing options...
nosisab Posted April 9, 2008 Share Posted April 9, 2008 Since the beginning of design, Afinity project and the sword in special would be linked to Meridia, now it is in beta test the intended finalized version of the sword that would include it losing his magical characteristics and retuning enhanced after some events. The question I ask to myself is about continuity. Since The Colored Rooms is a big WIP that concerns so directly Meridia, I'm rethinking the intended original quest to restore the sword. It will be no more directly connected to the daedric lady herself but to an Meridia's avatar that will advise the player that the lady would be requesting him/her services when and if deemed worthy. As now, a hook could be kept open to integrate the sword under TCR, as one way to redirect the player to one of the real TCR quest triggers. This can be accomplished by monitoring the function IsModLoad of obse, like in OnEquip block. Just as example could be used the NPC Basil Ernard at the Shrine that should so have the trigger topic at the time (of course some conditions should be met in doing this). I think this implementation would have no disrupting effect in the whole, as no direct reference to another mod would be necessary from TCR. This is the basic idea, what can be not even a good or desired one, or can lead to an yet bigger integration level. Link to comment Share on other sites More sharing options...
Vagrant0 Posted April 9, 2008 Author Share Posted April 9, 2008 Since the beginning of design, Afinity project and the sword in special would be linked to Meridia, now it is in beta test the intended finalized version of the sword that would include it losing his magical characteristics and retuning enhanced after some events. The question I ask to myself is about continuity. Since The Colored Rooms is a big WIP that concerns so directly Meridia, I'm rethinking the intended original quest to restore the sword. It will be no more directly connected to the daedric lady herself but to an Meridia's avatar that will advise the player that the lady would be requesting him/her services when and if deemed worthy. As now, a hook could be kept open to integrate the sword under TCR, as one way to redirect the player to one of the real TCR quest triggers. This can be accomplished by monitoring the function IsModLoad of obse, like in OnEquip block. Just as example could be used the NPC Basil Ernard at the Shrine that should so have the trigger topic at the time (of course some conditions should be met in doing this). I think this implementation would have no disrupting effect in the whole, as no direct reference to another mod would be necessary from TCR. This is the basic idea, what can be not even a good or desired one, or can lead to an yet bigger integration level.I have no intention of using OBSE, but provided that such a project could be accomplished without OBSE or 1.2 functions, I might be interested in that sort of bigger integration. So far we don't have any great "uber weapon" in the mod, although there is certainly support for things of the sort through gaining favor with Meridia. Such support could even be used in an addon mod once enough of the project is done since the mod will be in .esm form, allowing for other mods to be linked to it directly. However I would prefer that such additions not conflict with the major aspects of the project. Depending on what you suggest, I would be willing to hear it. Link to comment Share on other sites More sharing options...
Besugo Posted April 9, 2008 Share Posted April 9, 2008 Besugo has joined the team! Although I have no modelling, texturing, or scripting knowledge, I can make a mean dungeon with the resources avaliable. I'm also a decent writer, so if you need some books done, I can do some. :whistling: Link to comment Share on other sites More sharing options...
ManIndaHat Posted April 9, 2008 Share Posted April 9, 2008 If you need some writing done i can do that in my spare time I AM working on another mod atm, so it might take a lil' bit Link to comment Share on other sites More sharing options...
nosisab Posted April 9, 2008 Share Posted April 9, 2008 I have no intention of using OBSE, but provided that such a project could be accomplished without OBSE or 1.2 functions, I might be interested in that sort of bigger integration. So far we don't have any great "uber weapon" in the mod Well, as proposed Afinity would not be even possible without obse unless losing some of its features , but if it existed in the scenery TCR would run the obse would exist without prejudice. As uber weapon, that is just the thing the concept intend to avoid, as the weapon auto adjust to the player stats in a dynamic way whenever it goes in combat mode (as player level as related attributes and skills). As stated before, continuity was the concern, TCR wouldn't need to reference another mod at all, except deploying the hooked quest TCR trigger. That trigger wouldn't need reference the way the player got to it/him/her and, of course, could be one already designed to this (the calling mod would be responsible to verify if the conditions were met, if the weapon were acquired after the TCR quest was started it would do nothing, or just supply some non disturbing background). In another words, the trigger would be just a beacon to the player and this very quest would stop if the main TCR were started in any other way, even if already active. Anyway, as the non dependency of OBSE is a requisite, further integrations would not be possible (without severing the concept), and so, seems than the difficulties introduced in implementation would be more than they seems worthy. Sad thing to me as I would love to join the concept of afinity (hmm, is afinity really, not affinity, the name ) to such a promising work as yours, yet I know mine can be just not so good as I think it is. Link to comment Share on other sites More sharing options...
nosisab Posted April 9, 2008 Share Posted April 9, 2008 Just correcting something I said before, publicly released is just the concept proof. The one I called beta test is on test just on my game as now, as there are some features I have not yet decided how to implement. Link to comment Share on other sites More sharing options...
Vagrant0 Posted April 9, 2008 Author Share Posted April 9, 2008 Well, not quite sure how you would incorporate something like that since the mod is pretty much all self-contained, and doesn't alter any vanilla NPCs in any way. You could always just place the weapon inside a dungeon somewhere, then have a note or book make reference to that dungeon. And just do it as your own thing. But as mentioned, since the main mod will be esm based, you could eventually add the weapon into the realm and have a quest or something for it, once enough of the esm is done and it is released (of course). However that may be awhile at the current rate. I'm hoping to get work started on the White Canyon before fall, and release the two areas before next year, but that may not happen. As for Man_in_the_Hat and Besugo, feel free to join the forums, we can always use more people writing books. You should be able to find enough information between what is there and at the imperial library to get some ideas. Link to comment Share on other sites More sharing options...
nosisab Posted April 9, 2008 Share Posted April 9, 2008 Well, not quite sure how you would incorporate something like that since the mod is pretty much all self-contained, and doesn't alter any vanilla NPCs in any way. You could always just place the weapon inside a dungeon somewhere, then have a note or book make reference to that dungeon. And just do it as your own thing. But as mentioned, since the main mod will be esm based, you could eventually add the weapon into the realm and have a quest or something for it, once enough of the esm is done and it is released (of course). However that may be awhile at the current rate. I'm hoping to get work started on the White Canyon before fall, and release the two areas before next year, but that may not happen. I fear that I was not clear at exposing the idea, both mods would be as independent as possible, TCR in the most basic level of integration would not need to do anything more than give me the ID of some trigger to the main quest, something which the player would need reach, or one of then, that would put him/her on the way to go. this trigger would not need to be aware of the 'how' the player reached it (or him/her). Besides, I'm assuming TCR will not be started in automatic way, like with some journal entry as soon the mod is loaded first time. And of course, the name of its .esp and the name of the main quest and the initial stage number. The script of the sword can monitor the presence of TCR and verify if the quest is already started or if it is already done too, at every time it is equipped on player. If at time of release of TCR the player is using the sword, and have already did its quest, it would be awarethan Meridia would request/ask a major service from him/her, and so he would be remembered of this and gave a quest entry to seek for the trigger. As soon it interact with the trigger, this quest is over, as it will be over too if another thing start TCR quest. If at time equipping the weapon the quest is already started nothing is need to be done and the verification skipped at once. If the player is not using the sword or even the afinity mod do not exist, TCR would be in no way impacted, as it would have its own starting mechanism. The only thing that would be a trouble source were if the trigger would depend on some TCR prerequisite stage. To the Afinity point of View, the player would be oblivious of TCR until it is present and conditions are met. A quick review showed me, now, than GetStage and GetStageDone are not obse dependent, and could be verifyed without needing the IsModLoaded, but again, is not enough to permit greater integration of the mods. By the way, at least this talking served to me to bloom some possibilities based on mod hooking. Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 22, 2008 Author Share Posted May 22, 2008 Unfortunately no new screenshots to share with everyone. Just reviving the thread since summer is around the corner, and some people may be looking for new projects. Planned for this season: Completion of a prologue mod;A mod which will be released prior to the main mod, and will eventually be needed to gain access to the realm. Depending on what you do in the prologue, some quests in the main mod may or may not be available. Basically, you can play through the prologue, obtain a neat little item, and when a fairly large portion of the main mod is released, you should be able to just install the main mod and an update to the prologue, and have the next part of the prologue kick in granting access to the realm. While most of this mod is being done by myself, a few people skilled at making dialogue based quests, or scripting would certainly help things along. Working on remaining areas of the Black Pit;Will be finishing up town interiors and be starting on all the cave interiors. For this we need people who are familiar with setting up dungeons and linking areas together. The caves will also feature some unique scripts, so people with scripting experience is a plus. Working on the main hub;Each of the colored rooms is connected to a single place, this place is known as the Garden of Meridia, and is a place for people to gather. It is a bright, safe and colorful area which will allow newcomers to become familiar with the peoples of the rooms. For this, many new meshes are being created and adjusted, many of them are already completed. Work in this area will consist mostly of setting up the various parts of the garden, and adding in several NPCs. That means that people with world building, landscaping or NPC creation experience would be appreciated. Everything else that makes a mod unique;We still need people who are interested in making books for the mod. Some of those who have offered have disappeared so we're still at square one. People capable at scripting, texturing, model building, or quest making would also be a great asset to the team. We still need someone interested in hosting and managing a website that people could visit for information about the mod. While the forums we're using serve the purpose of keeping members informed of work, new people who are interested in the mod may have trouble finding the sort of information they are looking for. If you would like to help, please send me a PM (here or at the linked forums in my signature) describing your talents and experience. The more people there are able to work on this, the sooner things can be done. This is a big project, and although I and those who have joined the project have already spent alot of time, there is still much more that needs to be done. The mod, for the most part, is planned, it just needs help becoming a reality. Link to comment Share on other sites More sharing options...
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