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[WIP] Ules Farm BETA

PostPosted: Sun Apr 14, 2013 7:53 am
by Crankgorilla
Introduction

A detailed town mod occupying the area across from Suran.

- Stores
- Quests
- Custom content
- NPC dialog
- Scripted objects
- New sounds

Thread log

(1)  15/4/13 - Basic setup. Initial splattering of ideas. Rough draft. Basic rant. Pictures.
(2)   8/7/13  - Revised presentation. Re-read and re-written taking the initial ideas and polishing it.
(3) 12/7/13  - New screens.

Re: [WIP] Ules Farm BETA

PostPosted: Sun Apr 14, 2013 7:57 am
by Crankgorilla
[WIP]Ules Farm Expansion BETA

Version - WIP
Coming Soon

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Re: [WIP] Ules Farm BETA

PostPosted: Sun Apr 14, 2013 8:06 am
by Crankgorilla
Possible edit of a first release Readme file. Had a quick look at it. Might highlight a few more points not mentioned already. I'll just keep stacking stuff here then I'll organise it later. I'll be going back and forth editing the notes. For instance the beginning of this paragraph was written weeks before this sentence. Spooky.


Ules Farm
Version 1.0
By Crankgorilla
xxCrankgorillaxx@hotmail.com

Description

A new town unlike any other. Rich in dialog and quests, details and fine touches. Talk to the locals and see if you can be a part of the action at Ules Farm.

A detailed town that offers many ways to make coin.

Notes

- No landscape adjustments. Avoided because any landscaping done can be done once per cell. Another mod that alters landscape in the same cell will overwrite the previous and that is where you get land tears. No landscaping and therefore any mod in same area can live peacefully unless in same spot.

- Does not alter the content of standard items. Although there are things in other cells, this will be a scroll book or item, something small mostly. Something to do with the quest. Like an NPC or a note or a chest. So all other mods can run peacefully with Ules Farm. Everything done outside the farm has been made subtle so as not to interfere with any other mod.

- Cleaned with Enchanted Editor.

- Each character has multiple things to say randomly. Some are set to be revealed when you get the character to 100 disposition, and even then randomly. I think this gives the characters depth. Each dialog response it tailored to the specific character. No global mentions. no journal entries. No topic listings. The characters of Ules Farm will tell you of quests and missions. Alternately, there are postings of quests, and you'll get a note for reference with those possibly. As I went along I got better handle on the quests.

Where to start?

- CoC Suran - If typed in console will drop you accross the bridge at Suran, and you can enter Ules Farm for inspection.

- Head to the Outlanders Guildhall. There you will see a message board with many postings on missions to participate in for coin and rewards.

- As you explore around, be mindful that characters will all have various dialog, an initial greeting, then their random personalities kick in. That means every time you greet the character they may offer new information. The intention is to provide depth at each meeting. You could click repeatedly to get the information out of a NPC but that would be against the natural flow. The idea is to play as a trade town and each visit will provide new and interesting twists. Choose your favorite traders and follow each quest line. Aim is to include enough new detail to have a character curious about the new town. Curious enough to explore as you would naturally.

- Many quests will not be mentioned on the boards, but by characters themselves. Sometimes disposition is a factor. Get them to like you and you may be offered more quests.

- Pathgrids are custom and set for Ules Farm and complex enough that the NPC will wander a distance and quite randomly. The town is mostly one cell so if you left it for a good time it will be interesting to see where the NPC end up after a while in play. If NPC do get caught on anything, just rest an hour and they'll unhook themselves. But it should be to a minimum. These pathgrids provide many options for the AI and should give personality to the town inhabitants in their daily activities.

Good quests for early characters and advanced characters.

- Earn coin at the Mill, harvesting wickwheat. Animated Windmill included.
- Harvest Comberry and load it at the docks.
- Investigate the ship docked, and sort through its cargo to be transported to land.
- Each home in Ules Farm has a postbox. Deliver mail for rewards.
- Harvest one of any three common herbs for above market payment in coin
- Simple hide and seek missions. Something hidden, go find it.
- Thievery. Requests for the theft of item.
- Some of the harder missions are WANTED missions, or attaining hard to get items from secure locations.

Issues/Conflicts.

These should be minimal. With the exception of the Ules Farm area, no cells are modified. What is present is just items and NPC. And then in areas that will not conflict. Having run many mods, I have had no issues. If two mods use the same cell it will not matter as it alters none of the original content placement, outside of Ules Farm. But so as to use the game world as a set for this project, pieces are added to the original vanilla world. No landscape adustments in this mod.

FIN

Re: [WIP] Ules Farm BETA

PostPosted: Sun Apr 14, 2013 8:29 am
by Crankgorilla
Yeah, I'll keep working on it. There are still many points not covered here, like the complex pathgrids and the specifics of items or quests. I've not even descibed one quest yet. I did start to put an in game guide for the quests. It covers about twenty of them. Maybe I'll dig that up and paste it here with some more pics tomorrow. And maybe a Beta release, but I got to get the credits in order first and a readme and check the files size. Was 50mb compressed at last look. But it's all good stuff. Did I mention the new sounds? I even got to voicing a few myself, which will be in the mod.

Anyways, enough typing for one day. Feel free to post a thumbs up if you like anything you see. After all, if I was doing this soley for myself, I'd probably not bother. It's seeing what others think of it that makes it worthwhile.

FIN

Re: [WIP] Ules Farm BETA

PostPosted: Mon Apr 15, 2013 6:37 am
by Spirithawke
The readme while not looking like a traditional readme is very descriptive of the mod it seems to me.  It sounds like a good addition content-wise to the game to me.  It also sounds as if you have placed it outside the main town yet still close, so it would hopefully conflict very little.  It is nice to see mods that add things outside the towns as the towns seem to get the majority of the attention to me.

Re: [WIP] Ules Farm BETA

PostPosted: Mon Apr 15, 2013 4:27 pm
by Crankgorilla
Yes the readme sometimes gets away from me. If focused on one aspect, you miss others and before you know it you're halfway down the page. This mod is complex in that it is a spider web of story links between the characters. Each character has say, a 5% percent chance at saying any one of twenty responses upon greeting. That is the way the NPC will communicate. It is then up to the player, as in real life, to discern wether the information sprouted is of any use to them. Just yesterday I added a line of dialog to the archer supply bloke that says he's a book collecter and he'd like you to travel to Jobasha's in Vivec and attain a particular book. The book is a readme of PJM Bow resource, and as a reward you recieve a special gift. By collecting and returning the book to a special activator, you recieve a PJM special Huntress bow. The special activator is a book pile from Danae Containers resource, which I like because it is scripted in such a way that it will be of no use unless you get the NPC to tell you it's use, of which there is a 5% chance. A reference of "you search the pile but find nothing of interest" message will present if you interact with the book pile without the key item and in this case, only the NPC has the information you need to know its use. Interesting, no? The secrets are within the characters of Ules Farm.

Anyways, that is just one quest, and it is a small side quest of no consequence. See why the readme is a bit of a problem? loool We're going to need a bigger readme for this one. Thanks for the interest Spirithawke. It gives me something to bounce off or refer to rather than a blind rant.

Anyways, more dialog and plot design for me today. Returning to Ules Farm in 3, 2, 1.........

Re: [WIP] Ules Farm BETA

PostPosted: Thu May 02, 2013 5:25 am
by Crankgorilla
Board postings. These boards have posts that you can take and complete for cash and prizes. Board quests will vary from simple to complex tasks, mostly above board business dealings. The postings you see here are all completed and there are many more. A good place to start to get a feel for how the mod will work.
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This character is in the basement of the Outlanders Guild. He's a bit loopy and specialises in alchemic supplies. He also has numerous quest lines to follow.
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This is also in the Guildhall. It represents an early questline of a dead guild leader that is sealed off by a magic barrier and is laden with rich sacrificial offerings. There is a questline to thieve this treasure, as one would expect.
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A CS shot from the Ashlander tents..
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This guy is part of a special questline which unlocks an arena. This arena could be the best to date with completely random equipment for the combatants. Still in testing stages. This guy will be driving the dialog and explanations on what to do. You'll find him at the Midland Tavern in town. There will also be an opportunity to get a set of his armour.
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This is the shrine where you'll find these glowing eggs. Attaining six of these eggs will unlock a special prize.
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Re: [WIP] Ules Farm BETA

PostPosted: Mon Jul 08, 2013 4:55 am
by Crankgorilla
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Re: [WIP] Ules Farm BETA

PostPosted: Thu Jul 11, 2013 11:57 pm
by Crankgorilla
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Re: [WIP] Ules Farm BETA

PostPosted: Fri Jul 12, 2013 4:40 pm
by Crankgorilla
Rant mode on...

Supposed to be working on this project this morning, but I'm typing this instead. Plan to use the doorway under the overlook to insert a dungeon. The amount of time I'll need to do a good one is large, so what I'll do is compromise. I'll do a dungeon as a separate add-on. But I'll do a vertical shaft set-up, with water at the bottom. A long shaft. Using that tileset. I'm going to do some freaky lighting. Green likely, using ectoshroom as the source. Might find the mushroom tree stats and use them randomly as stairs down. Natural look. Or, I could rainbow the fall with lights, which would look trippy, but a bit out of place. Did a vertical shaft in Ald-ruhn Expansion that also led to a dungeon of fifty levels. I really want to go back one day and do some more layers on that part of the mod. I liked the long fall down. I want to make this one even longer. And darker. Emphasis on long jumps. Long falling jumps. In the dark glowy... dark. Then later, I can bolt a dungeon to it, under a rockfall or something, separately. Lastly, I'm thinking of having a NPC nearby referencing the door. He might say he doesnt know where it goes but he threw a bucket down there and did not hear it hit the bottom. If you retrieve the bucket as evidence of reaching the bottom, you will get a prize. Flesh it out with a bit of logic, like the NPC is a surveyor or something and the simple quest will work out ok.

Re: [WIP] Ules Farm BETA

PostPosted: Sun Jul 14, 2013 2:41 pm
by Crazy Greggy
Great WIP Crankster . Looking forward to running through the paces with it installed .

Re: [WIP] Ules Farm BETA

PostPosted: Sun Jul 14, 2013 3:36 pm
by Denina
Since you seem to be motivated by WIP threads rather than waste time on them, I will just say that I am looking forward to this release. Right now I'm working on a mod that will potentially conflict with it but you put such cool stuff in your mods, they're always worth a look. I hope for a REL sooner rather than later. :)

Re: [WIP] Ules Farm BETA

PostPosted: Sun Jul 14, 2013 8:34 pm
by Crankgorilla
I'm gearing for a Beta release this week, maybe. Doing another layer of detail and filling the stocks of the merchants. Lot of dialog to still write which I hope I can punch out in good time. Just this morning I did the vertical Dwemer Mine Shaft. Not tested in game, but it all looks good in C.S. Probably test it this arvo. Made a planter that is harvestable for carrots. Added some new bread slices and loaves. Did the Ashlander Storage room. Upped detail on Obius Island and re-did pathgrids. Built a platform in Ules Farm main street. Added some more rock gardens. Did dark lighting under overlook. Did lines of dialog for millie and did bucket quest with the pompous Myers and completed his dialog chain. Scripted vault for quest. Did a slave with a miners pick and a backpack..... still much to do. So that what I've been up to this morning, hammer some more out this afternoon.

As with same terrain sharing problems, there really is no problem. I move mods all the time. Takes five minutes to do it properly. Moved a whole city once, so one building is nothing. Re-do doors. Clean the old area with EE.  All good. :)

Re: [WIP] Ules Farm BETA

PostPosted: Mon Jul 15, 2013 8:38 pm
by Wolf
I don't know how you do it, but all your screenshots capture life in them.  Everything looks so scripted, like an actual town.  Don't loose that attention to detail :sheo:

Re: [WIP] Ules Farm BETA

PostPosted: Fri Aug 02, 2013 8:27 am
by cacaro
Any news about this? It looks pretty impressive.

Re: [WIP] Ules Farm BETA

PostPosted: Tue Aug 06, 2013 5:52 am
by Crankgorilla
cacaro wrote:Any news about this? It looks pretty impressive.


Still working on it. Going to set some hours into it next week. It coming along nicely. I got plenty of testing time in, so been bugfixing as fast as can be done. Going to release it in polished form. A 1.0 release. Most of the mechanics are in place and tested. All the rings and set pieces seem to be ok. Dialog is coming along. Re-wording some of the quests to be more transparent. First write is a general pitch of ideas. A feel for what's going on. Totally re-wrote the guild idea as the town grew. Now it a town hall and the darker quests have gone to the guy at the tavern, Hoff I think I called him. Still have redo the Oshan Forest Road... there's an invisi-wall on one of the meshes, think I know which one, so fix that. Got 1400+ lines of dialog to check. Had some issue with one of the dogs attacking. Part of one of the quests. They might bark too much... Got to check that quest out... Got to add a tonof weapons. Tested and formulated the weapons very precisely. Naming is good and the stats I'm happy with. Weapons of every sort are included. Some to purchase some to unlock via questing. Some hidden. Armour as well. Two battle arenas, those not extensively tested. One a duel, and one a small war defending a pass. Got to assemble all the credits and write the readme too... lots to still work on.

Wasn't going to bump this up the list until I had some new stuff, pics etc but thanks for the interest. I'll keep at it.  :whip:

Re: [WIP] Ules Farm BETA

PostPosted: Tue Aug 06, 2013 6:16 am
by Crankgorilla
Ok, maybe some new shots I had laying around...

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Re: [WIP] Ules Farm BETA

PostPosted: Tue Aug 06, 2013 11:35 am
by Elaura
What an amazing mind you have!  Even without the readme, your pictures tell a vibrant story.  I will definitely try this out when it's ready.  I'm really getting into expansions right now.

Re: [WIP] Ules Farm BETA

PostPosted: Tue Aug 06, 2013 11:18 pm
by Crankgorilla
Thanks Elaura! :)

Ules Farm is going to be full of things to do. I've been thinking of a description on how to play it and the best angle would be to run around town talking to people. It is there where Ules Farm will be very interesting. Depending on what character you interact with is how the gameplay will unfold. And even if you choose not to do any of the quests, Ules Farm will be an attractive place to visit and a good place to do shopping. Both buying and selling. By adjusting the disposition on characters, you can adjust how stingy they are with prices. Giving them a high mercantile skill helps too. This will make especially the merchants in town differ from each other and likely difficult to bribe. They may also not offer the best prices. This will avoid uber merchantism, or a monopoly on trade. Specialty shops are present, with many items on sale. So, trade should be as interesting as adventuring in Ules Farm. Also expanded on the potion listings with return of Green Potions and the slow leech effects of the Passive Restorative series as tested in *Seyda Supplies. *Seyda Supplies is a good mod to see a few of the upcoming concepts in Ules Farm. And for weapons check in at *Pelagiad Provisions". I've tweaked the setup ever so slightly, but that is very close to what the formula will be when set in stone. *Ald-ruhn Expansion is a concept mod which I've improved on here and *In the Pit was used to test some methods which have proven useful in some adventures for Ules Farm.

Re: [WIP] Ules Farm BETA

PostPosted: Thu Mar 27, 2014 8:24 pm
by Crankgorilla
Work has continued, although not recently. I might release a version to see how it goes. Look out for a version 1.0 sometime soon. It is definitely quite playable and the level of detail is high. Weapon stats are good. Dialog is 90% complete and 80% interpretable :) but it all good. Lots to do and see. Just got to compile the data, write a readme and assemble the credits.

Re: [WIP] Ules Farm BETA

PostPosted: Sat Mar 29, 2014 8:19 am
by cacaro
Really looking forward to trying it out, then! :)

Re: [WIP] Ules Farm BETA

PostPosted: Tue Apr 01, 2014 11:11 pm
by sassman
This looks great, CG!  I can't wait to try it out!