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SBB64
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Bloodmoon quests

First sweep of the Bloodmoon quests. This covers the wilderness and main quest. I skipped Raven Rock for now.

Don't go getting too excited. Anyone who has been there knows there is still a lot of work ahead. The Skaal homes crash, the ground is a quilt pattern of landscapes, etc, etc. But I did this to help organize the dialogs so the right person spoke or the dialog was at least in the right quest. So this should give the voice actors something to work with.

Still need to do - changing to a werewolf (Morrowind style), AI packages, Hircine version of main quest (only the objectives are setup right now - there are no dialogs). Lots of scripting.

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Mehh
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Well some positives about

Well some positives about Bloodmoon.

Someone is landscaping Solstheim already, which is nice. I don't think Solstheim needs a whole lot of assets(at least landscape wise), since Skyrim/Dragonborn already provides us with them. Hell, Skyrim/Bloodmon already finished nearly all the creatures for us already. Skyrim even has werewolves already.

As for buildings and interior stuff, that's most likely a whole different story.

SBB64
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The area is relatively stable

The area is relatively stable. I could wander vast areas without crashing. Something I still can't say for Morrowind. But for some stories, we need activators which add and remove graphics. Something like what you see when you build your strongholds on Morrowind. I'm not seeing this in the ESM file yet. So the Thirsk meadhall doesn't have any activity to repair itself after the slaughter. And there isn't anything on the screen during the Stone Rituals quests. At least nothing I can find in CK. I did have to place a couple of actors on the map. There are a few others that aren't placed yet. So I will revisit the quests later as the island develops.

I will go ahead and start on the Raven Rock quest just to help the voice actor community. Right now, all of the buildings are already visable when you walk through the area. So that will need to be corrected at some point. And AI. OMG, only the skeleton archers walk around on this island. Everyone else is frozen in place. So it isn't a navi mesh problem. I guess they just don't know what they are supposed to do.

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Hey SBB64,

Hey SBB64,

As one of the landscapers who have been working on Solstheim when not working on the mainland, I must advise you that many changes have been made to things such as the heightmap, and even the locations of Skaal and Thirsk (in order to match Dragonborn). If you can contact me next time you're online I'd appreciate speaking with you just so I can tell you exactly what has been happening. I should also advise you that some dungeons are being completely remade with Skyrim assets, so for the dungeons with quests which haven't been remade yet, you may need to redo some things.

Regards,
Nahlo

SBB64
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Good to know. I think that

Good to know. I think that info will definitely impact AI packages. It shouldn't for quests because except for adding trigger areas (Gandrung Caverns), I don't normally touch anything inside of a cave, house, etc. Quests are usually dialogs and scripts to advance to the next stage. I do have scripts tied to items and actors but that shouldn't cause a conflict with your work.

Taerkalith
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I'll make sure these changes

I'll make sure these changes make it into the VA work. I've already conditioned many of the BM and TR quests for the sake of VA but I'll make sure these trump the ones I've made in my .esp. Are you planning on doing rough TR soon? I can send you my ESP as it stands now if you want some early legwork done. PM is this is the case.

SBB64
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I assume you have just been

I assume you have just been organizing the dialog, not correcting conditions or adding scripts? Sure, if you can post it here, I can use it as my starting point for TR. I haven't done that plugin in TES3 in so many years, I'm going to have to read up on the quests just to remember what happens.

Taerkalith
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I've been adding conditions

I've been adding conditions (which automatically updates scripts when the CK sees fit which I have stored away). basically just adding NPC conditions on lines with no conditions whatsoever in the base dialog and adding some new conditions to a lot of dialog to re-organize stuff to be VA friendly but generally speaking nothing quest related except for BM TR base conditions when there are none so we shouldn't be interfering with one another except with BM. Whenever you, or anyone else makes a change and I get the file, I'll take the new change over mine, or mesh the two if I'm adding an additional factor for the sake of filtering non-essential dialogue. I'll send what I've done so far tomorrow via PM.

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The rest of the Bloodmoon

The rest of the Bloodmoon quests - East Empire Company

This is all of the quests for the East Empire Faction. It isn't complete and most quests will probably fail. There are still many things that need to be done on the island and somebody (I guess me) needs to create the Xmarkers all over Raven Rock which spawn the construction projects. With this package, I have disabled all of the buildings. You will just find Falco standing in his spot.

Mainly this is for any voice actors and to just get the basics merged into the ESM file. I already point to many of the scripts (which are empty) so that later work won't modify the ESM too much. Hopefully, it will just be a matter of replacing scripts with corrected versions as time goes on.

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