Jump to content

WIP - The Companion friendly Hobbit Home


Pellape

Recommended Posts

I really did expect some form of interaction here from someone about the proper location for The Imperial Book Tracking Agency???

 

I have decided in your absence that the Book tracking Agency will be placed to Midas Spells in the Academy Public Area, so I do not need to fiddle with the bloody doors that prevent none members to enter or leave properly.

 

I have edited the bloody doors myself as you must be Apprentice to use the door and Associate mages get stuck outside the doors and are just in the bloody way really. So was the new Arch mage Albion Fralion, the Head Master of the Psijic Order at the Summerset Isles in the mod Mannimarco Complete, which where damn annoying as you need to speak to him first time in the Council Chambers after you decided to make him into the new Arch Mage. It felt good top hand overt the guild to such a famous old mage really. He is from this game it seems?

 

71b346ba40a52319629c1ed00e879a5744c0345f

Link to comment
Share on other sites

  • Replies 406
  • Created
  • Last Reply

Top Posters In This Topic

Damn buggy game... Well the first time I tried to spawn the Burglars to me it failed, well I was searching for Actors, not NPC... WNM

 

The LevelCreatures did spawn the first time but it stopped to work. IDK why? Damn game... Well ... They do not liked to be moved around it seems so what can we move around? Activators, Creatures and NPC's I did sleep for 72 h , Went to Dungeon, no one there... :/ :sad:

 

Soultion that really works:

FINALLY!!!!

  1. Move the RatXmarker into right place. Works perfect
  2. Let it have a script that places a burglar over it self while enabled
  3. Disable the rat.

Finally a dungeon filled with Burglars without making the game more dirty than it already is.

 

I am so happy I can BURST!!!!!

 

I started to make the Agency at the Academy and it has 2 rooms now to be filled with junk. Paitings, armor stands and such rubbish.

 

The GuildMaster will at some point ask the player char to build a base in Anvil, so the Agents will be able to have somewhere to sleep after visiting Libraries all over the Gold Coast... So they will ask me to buy the manor, giving me 30 books in payment, well you know the problem, they lack other funds so they use those bloody books as payment. The estate costs 12.000 Septims and the books is set to 500 but with current Merchantile, I get 253 for each book but I am at 80 now so... Sooon I get rich!!!!

 

It reminds me of an RP event in Vesper in the game Ultima Online. Vesper at the Europa Serve was having an election for a new Baron or Mayer and I volentered wih my fisherman who hold speeches in Vesper 2002 about fishes, fishing and how healthy fish is and he spread fishes all around the square to show off, how many fishes there actually is in the ocean. Well he also wanted to exchange the Imperal gold for fishes. Gold is something a few has while everyone will be able to get fishes from everywhere, which will make the small and poor person into wealthy. Everyone will win on this solution.

 

The citizens of the City of Vesper did not get it at all, they wanted to stay poor, under the old Dictaor Baron. Such a bunch of fools and idiots. An Elf did vote for the Fisherman though. Why doesnt everyone wanna be rich and happy and small like a bunch of fishes? That event was among the funniest events I have been on. So many players, I bet 30-50 RPers at the same time. :D

Edited by Pellape
Link to comment
Share on other sites

My Mood and frustrations:

Script problems or rather Game Engine bugs drives me crazy and I cannot sleep properly and get a bloody bad mood really. That also explains why I also seems irritated in some posts lately-

 

Yesterday, I got such a nasty migraine, that I could not see a thing in front of me. All because lack of sleep. My brain cannot relax if I lay in bed, thinking about these problems and how to solve them, I slept 2 hours... Well I have slept properly now. :D

 

Problems and Solutions:

The bloody Book Burglars still do not show up in all the dungeons as they are supposed to. It is nothing wrong with my scripts but I rewrite them anyway as they will get much better now, more optimised and check everything and every damn scenario where I am, where the rats are, where the burglars are... Is we all in the same cells?

 

I now let the Rats scan the cell for 6 seconds to see if there is any burglars there at all and the condition for them to start the scanning is if the player is in the same cell as the rats are. I also add the Burglar LL to the cell in the dungeon, so I do everything possible now to allow the bloody Book Burglars to spawn. Why they did not spawn earlier with the LL or rather LCL was that I did not set the 18 burglars to respawn.

 

To keep performance up, the rats only scan ones each second, which starts when the player and the rat is in the same cell. After 6 scans, they get moved back to the DummyCell as then the BurglarTrackingQuest gets useless. There is no need to track the rats if there is no burglars there. I did that last night and the thing is...

 

I went into DasekMoor01, no burglars there so I went into DasekMoor02, no Burglars there. I changed a variable in the Book Quest from the console as I forgot to first check that variable so I do not know if it was set to the value I changed it to manually, well NM, i went back to DasekMoor01 again and there they was, the Burglars. But not all that where supposed to be there as 1 was missing.

 

When I went to DasekMoor03, there where supposed to be 4 Burglars, but I only found 2 + A Mannequin I ported there by mistake from the Dummy cell. Well i deleted the mannequins in the Dummy cell now as they are not needed yet anyway. Not until I create the quests for them, which allows the player to get proper stuff for them.

 

If the new scripts does not work properly, I leave them now as they are. One way is to do the old way, adding the LL or LCL direct into each cell manually in each dungeon, polluting every damn cell but I refuse to do that as that is dirty. It is one thing if I actually add new and more dungeons and maybe I do that later but it has a low priority. The priority now is to build the Basement Museum and finish it and to make the Imperial Book Tracking Agency and make all quests that is required for them, make all agents and horses their armors and robes. But I can always cheat with new dungeons as well, duplicate the ones already in game and adding bloody doors into the Tamriel world, polluting it. :D That is not a bad idea really to get more dungeons fast as it takes so long time to build one from scratch. Well first I want to use all dungeons in game that lacks quests and we see ...

 

When I made Caldera Ancient Mine for Morrowind, it took me 2 years to get it completed but it is also the best or most decorated dungeon ever made for Morrowind as far as I know. It is therefor I need quicker solutions right now. Quick but not dirty. Well see here: https://www.nexusmods.com/morrowind/mods/48774

Edited by Pellape
Link to comment
Share on other sites

If I make new dungeons or just duplicate dungeons, I do not need to make doors for them in Tamriel world, polluting the game.

 

When the player gets a new quest for the new dungeons, A portal will become activated in the Library, that takes the player to it and in the end of the dungeon I place a portal that takes the player back to the library. This way we keep the game clean. The new dungeons will work perfect. I know it. This dungeon works perfect every damn time: https://www.nexusmods.com/oblivion/mods/6846 so what is the damn problem? :D

Link to comment
Share on other sites

I cannot only blaim the GameEngine, as i did found some bugs while reading the Conscribe log now from yesterday. The scripteditor compiler ignores bugs like this one:

PrintC #%i %n some text"

And what is missing? The reference variables

PrintC #%i %n some text", RefVariable, RefVariable

I did not see this until now. I do add the PrintC to help me find bugs, not adding new bugs... :/

 

Well the compiler do not care about checking these types of bugs like it ignore:

 

Message "%i", Variable

 

When it should be

 

MessageEX "%i", Variable

 

...which we debated earlier. This bug crash the game and I did not do that as it is an example of bugs the compiler ignore to report. It will say all this code examples are just fine and perfect. :/

Edited by Pellape
Link to comment
Share on other sites

Scripting code is best done when yo are relaxed but not tired or at a good mood. When I read my code for the spawning of the burglars I did find some code that mad no sense, as it felt something was missing and I rewrote it, Double checked it and went through the whole scenario in my head, every single step.

 

Well the next Dungeon worked but it is to early to say if the next next one will. ;)

 

The code is so complicated now, that I skip to write every step... Well at least now... ;)

Link to comment
Share on other sites

I managed to stall the bloody game for myself, letting each dungeon rat to scan dungeon for NPC.

 

Solution:

Move all scanning to the marking quest itself, set it to 3 seconds, do 5 scans as it takes some time for burglars to spawn or move into the dungeon, so 5*3 seconds is 16 seconds of stalling. I might turn it don as it seems mostl Burglars are found at turn 2. Well during beta, I leave the 5 turns and keep an eye in the console. Messsages about the scanning are shown, which ask the player to stay patient.

 

Another possible Solution:

Another solution is to spawn the Burglars into the wilderness, letting them walk the next dungeon in the quest. It sure dds immersion. I will test doing this with 4 Burglars to start with, letting them find the map marker of the next dungeon in their AI. This solution is the most pure one I come up with, I did not expect so much issues and hazzles making this.

 

I also found another irritating bug that made game crashing...

 

Compare these 2:

MessageEX "% n", variableRef
MessageEX "%n", variableRef

The new CSE editor makes this hard to see really.

Edited by Pellape
Link to comment
Share on other sites

Now when the new scripts are working, I get more Burglars that Than I was asking for. Well it was damn fun fight in the sewers right now, never the less... ;) I managed to spawn 49 Burglars instead of the planned 18. I guess it could be handled but I liked it. The spawning code runs every time we change to another cell and if the tracking rats are still there, they now like to spawn new Burglars when we get back to the cell or reload the game. Well to many NPC in one cell will cause issues with performance but I had fun so... ;)

 

I might set up patrols with burglars, hunting for knowledge or destroying the Knowledge. IDK what their purpose really is nor their agenda really. No one knows. Well the first patrol should be 4 assassins hunting the player, for interfering with their agenda and kill the "nice" book worms... Well Book Burglars that is... Or book moths... Whatever... They are pissed off.

Link to comment
Share on other sites

A new Guild and faction has seen the Light

 

The Imperial Book Tracking Ageny

 

The red colors has been choosen as Imperial colors, from the Roman Empire uniforms. When I saw the banners the first time in the game, I did got other associations really but it is ROMAN, nothing else... :wink:

 

Dining Room

51907079911_fec82ea0b9_o.jpg

 

51907393744_8413345415_o.jpg

Reception and an Agent + GuildMaster

51907166408_9ea9e0f46f_o.jpg

 

Backs of their new clothing and armor

51907166378_123114c2e0_o.jpg

 

Talking to the agents will give the player benefits. :wink:

51907079751_015ec0378a_o.jpg

 

The leader

51907079736_56d6b6570a_o.jpg

 

The book made by the head Librarian, that went missing when I took screenies inside BTA Receptioon. Well she gets back with proper AI. :wink:

51907393614_c4ac6ea0c9_o.jpg

 

51906107697_68bd7966ed_o.jpg

Link to comment
Share on other sites

BTA will offer separate quests, I guess for Skyrim books, as they re from the future, and the agency want to keep such information limited to the public. This might be one reason the Book Burglars are so pissed? Lets see how I will develop their story. The GM of the Burglars will talk to the player and explain some at least.

The Burglars agenda is to give the books to the poor and to the beggars, so they vacuum the whole empire for books to give to the poor? The Agency will respond with: It is best that the books actually are read by those that are able to use the information in a proper way and do something constructive with that information for the Empire. So the Burglars are in one way good but they are really doing this in a none proper. I mean, I can open up my bloody library for the public, well it is public anyway. What we need is to announce it.

Maybe I do tell the Anvil citizens to visit the library by adding packages to them with a quest? :wink:

So what about my own progress with my own library?

This is how many books I managed to find in the dungeons so far, mostly from drops from the burglars as they drop common books. I will add the Morrowind Common books later on into the loot list as well and also make those that are skill books, into actually skill books. The rare ones will not be added to any looting lists.
51906191417_5522ab90a1_o.jpg

Lets test the light in the reading box
51907790210_79ea4fc74d_o.jpg

Works just fine :D
51907790115_739c719395_o.jpg

The book written by the head Librarian at BTA - This is what the player gets for every killed burglar from BTA. Our librarian hands them out as the BTA constantly visits my library and give her a stock, eating my food, guarding my house.
51907790185_76186f33ea_o.jpg

Here is the old hag
51907250613_acb33364d6_o.jpg

Old hag in work.
51906191342_c24e86b9f8_o.jpg

She really look like an older nasty librarian, does she not?
-BE QUIET IN THE LIBRARY!!!!!

51907250573_3c78f8304e_o.jpg

YEA.... Will these listen?
51012469476_97b5c1e18d_o.jpg

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...