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[WIP] Advent Manor -- Looking for Alpha Testers


leoko4321

Are you interested in this mod?  

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  1. 1. Are you interested in this mod?



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Nice progress being made. Any difficulties with making shield and weapon racks work?

 

Just a little, Mannequins I know are having issues, and I know that weapon racks really like a 0,0,0 orientation. I am trying to learn how to do them properly... Most of this I am learning from a couple of youtube vids and such. :wallbash: :psyduck:

 

I will try working on the weapon racks soon,

 

There are a couple issues i have run into at the moment that I want to get resolved.

 

  • The ores in the mine have a interrupted animation when trying to activate them using the "E" key
  • Mannequins would be nice to have once they are fixed, I may put them in again and just have you guys rezone if they act up.
  • Trying to get lights to adjust depending on the time in the cave area so that it doesn't look like I have sunlight coming through cave holes at night

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Cool.

 

In another thread someone shared this tip about adding non-tattered banners just by adjusting the alpha values of the banner objects.

 

Having full banners of towns in your manor, based on which way u're aligned and which towns you've liberated, I think is a rather nice feature to have.

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what is the hall of monuments?

 

In Guild Wars, it's an instanced area specific to the player who enters it, where users can display trophies, armour sets, weapons, companions, and mini-pets that they've earned. In GW2, returning players will be able to access their Hall of Monuments and claim new abilities, items, etc. based on what they stored from GW.

 

In this case, I'd assume that it's a large room, which will likely resemble the GW Hall of Monuments, with display areas for Fat Lute. ;D

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what is the hall of monuments?

 

In Guild Wars, it's an instanced area specific to the player who enters it, where users can display trophies, armour sets, weapons, companions, and mini-pets that they've earned. In GW2, returning players will be able to access their Hall of Monuments and claim new abilities, items, etc. based on what they stored from GW.

 

In this case, I'd assume that it's a large room, which will likely resemble the GW Hall of Monuments, with display areas for Fat Lute. ;D

 

That is actually a perfect summery of what it would be, Thanks man, That saved me a lot of typing lol.

 

@yota71 He is 100% correct, and eventually that is what I hope to achieve,

 

I hope to have places to store well over most of the items within the game that you would want to keep, But also on top of that I hope to be able to set up reward statues depending on what parts of the game you have completed. Along with places that would be able to store many of the Modded weapons and such that you get on your adventures. Mainly my goal is to make this mod the way I would love to see a house mod, And then, If that appeals to others, from then on in take their advice for what I should do next. It will take some digging on my part, But ultimately I hope to make this home the main competitor for the Dovahkiin Hideout, Which may be being discontinued and remade through another mod, So I hope that in the meantime I can get out some updates so that I can release this mod within the next few days. :geek: :woot:

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Ok so a couple things along with an update

 

Ok so here is what I have ready for the my next update later today

 

Beta Version 0.1 will have ---

 

  • Fully equipped Smithing area, With some extra surprises as well ( surprises may be level based, I may include a high-level item but I am trying to keep things balanced with all players. )
  • Fully equipped Alchemy area, With some extra surprises there too.
  • Fully equipped Enchantment Area, With more extras.
  • And to top it off, A cave with every ore type in the game, However, Right now the "E" actvation button method of mining is buggy, So just equip a pickaxe and start smacking the rock of your choice to mine it.

 

Also I need some help locating a flower pot type of container that I can put re-growing plants in, So if someone can help me out with that, that would be amazing.

 

I have a lot of the smithing area done and I am now working on the Mage's study to try and flesh that out enough for the first release

 

Will be uploading some spoiler pics soon so keep and eye out

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Uploaded new images, Check out my link in the main post or look here

 

Images

 

**EDIT** Taking a break for the rest of the day (Pacific Standard Time), May start again later this evening. Please if you are interested, Give me some ideas lol, I know that I am asking a lot of everyone, but one thing that always seems to hit me hard is the lack of personal Ideas on item placement I have.

 

If you want something in a specific room, Let me know

Edited by leoko4321
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Looking good! Some comments:

 

1) The mine, I was wondering, thematically, I feel that the ruin theme with the earth reclaiming the space in its own way, with caved in walls and such, is abit more fun. The Underhall of Markarth is a good example. Instead of a plain underground, u have nice architecture, earth for your ore veins, some underground streams or leaks, vegetation etc.

 

2) Would the rooms be themed as well? I'm a mage and am a fan of the Arch Mage Trophy Hall mod, partly because it's themed just right. The room feels magical, and the forging area was done perfectly. Since a forging area didn't fit a mage's room, the room actually used a floating lightorb as a teleporter to a dimensional space which had all the forging equipment. That is a nice touch.

 

3) For the potion ingredients, I think the Arch Mage quarters had the right approach, a small grove indoors which has the harder-to-find stuff growing. It doesn't make sense for say a Fungal Swamp Pod to grow in a pot. You could add a sunroof with shafts of light coming in, with a small tree as backdrop, and when it's nighttime, artificial lighting kicks in.

 

4) Speaking of which would be good to see the manor react to time of day, like point 3, and having shafts of light appear from windows, etc.

 

5) Can't stress this enough, so I'll repeat it. Life in the home.

 

Looking forward to your Hall of Monuments. Will it be based on static items spawned based on progress tracking, or racks and cases, or a mixture of both?

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Looking good! Some comments:

 

1) The mine, I was wondering, thematically, I feel that the ruin theme with the earth reclaiming the space in its own way, with caved in walls and such, is abit more fun. The Underhall of Markarth is a good example. Instead of a plain underground, u have nice architecture, earth for your ore veins, some underground streams or leaks, vegetation etc.

 

2) Would the rooms be themed as well? I'm a mage and am a fan of the Arch Mage Trophy Hall mod, partly because it's themed just right. The room feels magical, and the forging area was done perfectly. Since a forging area didn't fit a mage's room, the room actually used a floating lightorb as a teleporter to a dimensional space which had all the forging equipment. That is a nice touch.

 

3) For the potion ingredients, I think the Arch Mage quarters had the right approach, a small grove indoors which has the harder-to-find stuff growing. It doesn't make sense for say a Fungal Swamp Pod to grow in a pot. You could add a sunroof with shafts of light coming in, with a small tree as backdrop, and when it's nighttime, artificial lighting kicks in.

 

4) Speaking of which would be good to see the manor react to time of day, like point 3, and having shafts of light appear from windows, etc.

 

5) Can't stress this enough, so I'll repeat it. Life in the home.

 

Looking forward to your Hall of Monuments. Will it be based on static items spawned based on progress tracking, or racks and cases, or a mixture of both?

 

WOW... Man I swear, You would be better at designing this thing than I would, Its seems that you have all the ideas I am looking for, I love those Ideas, But it is encouraging me to start from scratch, but this time i would do some things differently.

 

  • Divide the house into parts (ex. Main Hall, Crafting/Enchanting Area, Bedroom, Alchemy Garden (taking into consideration your ideas), and maybe a scenery / aesthetic area)
  • Give each part its own individual cell, I know that this is going to piss a few people off, But this is essential to prevent slower computers from being affected, That and it helps me out with lighting cause I can use more in each area without lagging the whole area as a whole
  • This would allow me to set up an area in the real world more easily. If I made a change on the exterior setting, To make it reflect on the interior it could take forever in a single cell area, But a split one all I would have to do is alter 1 door's location to reflect where that change happened.
  • I have been doing some research on other player home mods and I have some pretty good ideas on how to go from here.

 

I need some more help from you guys though, Here is stuff I have been having trouble with.

 

  1. What theme are you guys looking for? Dwemer, Elven, Imperial, Riften/Thieves guild style, Whiterun-ish, Ancient Nord or Mage's College style?
  2. How large are we thinking about, I will not be doing separate version that is more compact, Sorry, I have work... and not enough time to manage 2 mods ( So what I am looking for is, kinda a scale of 1-10, "1" being small 1-2 rooms, While "10" being something more castle like with maybe 8-10 rooms, I am Ok with a larger mod, But I will not be doing 2 mods)
  3. Would you guys like the download link be attached to my save file? Or would you like me to release updates when I feel a new feature is ready?

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