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Valenvaryon seems unfinished 2

PostPosted: Wed Sep 25, 2019 2:15 am
by Drakkmore
Part two of the ultra engaging:
"Valenvaryon seems unfinished"

When last we left our intrepid heroes, DietBob196045 Was asking for an opinion on an Urn, and Skeleton from Leonardo who answered:

Leonardo wrote:That urn looks cool, keep it as it is.  :sheo:

I am not much of a story teller, but I agree that dead body should have some background, perhaps a letter or a book.  :wibble:


Where will this most fascinating  venture lead us from here????
Lets ride along and find out, shall we.

Previous thread can be found here.

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Sep 25, 2019 9:15 am
by dietbob196045
And thank you

Leonardo ........So no writing career in your future is what your saying :)

No worries - will come up with something interesting or if someone else tackles it before i get around that would be awesome

I got a few things to finish in this cell

The List

Things to finish in hall of dead

Bone Golems - Add ( 3 )  Level 25
    include in bone golem inventory keys (skel keys)
    remove pearls (black) from containers add them to special urns (3 total)

Move wall -
   fix move wall script so that wall rises  Z axis issue

Complete tombs -
  add corpse and containers, 3 more demora spiders inside tombs
  3 more notable dead (named dead with special items)

Wall of Hero's -
  change to containers, add grand soul gems (filled) to 3 of them, bonemeal to all, various gems to 6 of them,    cause 2 of them to summon skeleton hero once items are removed

Sound -
   adjust sound markers so it isn't so loud in certain areas

Light -
   darken up in random places

Extra Stuff  (Not necessarily place in this cell)
    write some stuff about the (named dead)
    Skill Books (New)

Anything you might want to add please note it


Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Sep 25, 2019 1:46 pm
by Leonardo
Drakkmore wrote:Part two of the ultra engaging:
"Valenvaryon seems unfinished"

When last we left our intrepid heroes, DietBob196045 Was asking for an opinion on an Urn, and Skeleton from Leonardo who answered:

Leonardo wrote:That urn looks cool, keep it as it is.  :sheo:

I am not much of a story teller, but I agree that dead body should have some background, perhaps a letter or a book.  :wibble:


Where will this most fascinating  venture lead us from here????
Lets ride along and find out, shall we.

Previous thread can be found here.

Hmm... Except for one thing.  :mockery:

I think you miss the thread I posted earlier and here it is, so why not merge this thread with the older thread.

viewtopic.php?f=28&t=6944

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Sep 25, 2019 2:29 pm
by dietbob196045
Either way

So how is this for a story :

The Legend of Selvano

It is said that on the day the men of Atmora returned to Mereth.  Selvano, who was out tending the field was one of the first to encounter them.  Unfortunately he was immediately attacked and his leg was severed clean off at the knee.  Left as Dead, the men moved on, little did they know that Selvano lived.  With quick thought he reached for a nearby spear, breaking off the head and using it as a crutch he hobbled toward them as they moved closer to the village.  Mustering all his strength Selvano balanced himself on his good leg and raising his now modified spear, and struck the heads of many men, killing at least a hundred before finally being pummeled to death.

This is folklore, urban legend if you may, we all know that no such person did this....or do we :)


Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Sep 25, 2019 2:42 pm
by Drakkmore
Leonardo wrote:Hmm... Except for one thing.  :mockery:

I think you miss the thread I posted earlier and here it is, so why not merge this thread with the older thread.

viewtopic.php?f=28&t=6944


Actually I had posted this and looked at the "active topics" afterward with no indication of the other thread being posted yet. Looking at the timestamps on both starting posts indicates that this thread is six hours older than the other thread. Sorry about that though, I can lock this one if you guys would like. I would move the posts from you guys to the new thread so nothing is lost.

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Sep 25, 2019 2:58 pm
by dietbob196045
Drakkmore wrote:
Leonardo wrote:Hmm... Except for one thing.  :mockery:

I think you miss the thread I posted earlier and here it is, so why not merge this thread with the older thread.

viewtopic.php?f=28&t=6944


Actually I had posted this and looked at the "active topics" afterward with no indication of the other thread being posted yet. Looking at the timestamps on both starting posts indicates that this thread is six hours older than the other thread. Sorry about that though, I can lock this one if you guys would like. I would move the posts from you guys to the new thread so nothing is lost.


Quote the Quoted

Either way is fine.  But yes if you wouldn't mind moving it and locking this one that would be great

Thanks

Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Sep 25, 2019 3:04 pm
by Leonardo
Drakkmore wrote:I can lock this one if you guys would like. I would move the posts from you guys to the new thread so nothing is lost.

No.  You don't have to, just lock the thread I posted.

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Sep 25, 2019 3:32 pm
by Drakkmore
Locked the other thread, and moved it to an archive so as to remove cause for confusion, yet keep post counts for those that keep track of such things. Again Apologies all around.



NOW BACK ON TOPIC!!!!!!
I like where this is going, and I can't wait until you guys get it finished.

Re: Valenvaryon seems unfinished 2

PostPosted: Thu Sep 26, 2019 8:40 am
by dietbob196045
It's all good Sir

Ok, so as with everything I do, Oh  I will make something new  just one and no more...right...never works


Some Urns

just a few adjustments here and there...reshaped a few of them a bit couple ....added the bone texture (darkened) on some (as previously seen)  removed vanilla handles and replaced with skull handle

This wasn't part of my TO DO LIST

Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Thu Sep 26, 2019 3:11 pm
by dietbob196045
so another thing I worked on today

If anyone recalls a request to make a jar that you can pull items from
Well I did it with a urn, now their are some issues with it  #1 you can't fit large items inside, that's a given #2 when the lid is removed you can't place it back on
you just have to carry it around, sell it or drop it

Currently the urn is set up as a static and the lid as a misc. item

Once Drakkmore get's his PC I am hoping we can resolve that by having the lid rotate

Otherwise - here is some in game screen shots for your viewing pleasure

Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Fri Sep 27, 2019 4:21 am
by Leonardo
If anything that wasn't on your TODO list then everything is good, I suppose.  And I really like the urns you created, so keep them as it is and only change the urns if necessary.  :wibble:



However, I think we should have a sort of a plan about what area in either exterior or interior we're discussing e.g area around the barrier before getting access to the whole cave system, clutter in a specific area etc.

Things like that and I wonder in what area do you want to continue to work on.  Is it dwemer or is it daedra or is it nords or maybe you want to focus on the connection to each area and/or between them?  :chinscratch:

Re: Valenvaryon seems unfinished 2

PostPosted: Fri Sep 27, 2019 5:16 am
by dietbob196045
Glad you like them,  I went a bit overboard

Did you read the story about Selvano ?

With regards to WIP  the list ( post number 2 of this thread) is all that is left in the entire Daedric Section - with the exception of (as you mentioned) the items needed to access the barrier

Once I finish that, then comes the long wait (not really long)  I need to finish some misc items for the Dwemer Section -  I'll will compile a TODO list for that as well

Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Fri Sep 27, 2019 12:16 pm
by Leonardo
dietbob196045 wrote:Did you read the story about Selvano ?

Yes, I did.

dietbob196045 wrote:With regards to WIP  the list ( post number 2 of this thread) is all that is left in the entire Daedric Section - with the exception of (as you mentioned) the items needed to access the barrier

Yesterday, I got an idea of how to get through the barrier and that invloves all three areas and that's something like this.

In front of the barrier which is a large room or if you will sort of a crossroad so to speak with four directions - (1) Behind the player, (2) Daedric area, (3) Dwemer area, (4) Nords - and the solution is a sort of a puzzle like this.

In order to open one these three area the player need to touch the correct door of the other areas without open it and once the correct door is activated then the door for the area the player wants to go is open, but that door is only open for 5 seconds so the player needs to find a way to still open the door and pass it before the open door closes.

This board requires you to be registered and logged-in before you can view hidden messages

I'm sorry for the spoiler, but I didn't want anyone to know the solution in advance.  You understand.


For example...

If the player wants to go into the Daedric area the player needs to touch the correct door and in this case it is the door to the Dwemer as the Daedra are immortal and the Dwemer has already disappear while the Nords still exist.
If the player wants to go into the Dwemer area the player needs to touch the correct door and in this case it is the door behind the player, where the player came from since the other doors are for the present ones (daedra and nords).
If the player wants to go into the Nords area the player needs to touch the correct door and in this case it is the door to the Daedra as both are the opposite to the other (immortal or mortal).

dietbob196045 wrote:Once I finish that, then comes the long wait (not really long)  I need to finish some misc items for the Dwemer Section -  I'll will compile a TODO list for that as well

If you finish anything then let us, Drakkmore and me, test it in-game at least I can test it.

Re: Valenvaryon seems unfinished 2

PostPosted: Fri Sep 27, 2019 4:06 pm
by dietbob196045
Mucho to take in

I understand what your getting at and it will work fine, I would just need to place them in a logically correct place, the other thing is we would need a similar room in each of the areas otherwise the player would have no way to return in order to get to the other areas. scripting the portal to close off after a few seconds will be fine

So basically the player enters the room and is confronted with a choice
The player selects one and a message should indicate the barriers is down or a more elaborate method would be to use 2 barriers and have them open and remain open for the indicated period, but within "5 sec" the barrier begins to close.  This would require an inner doorway, to click on and pass.....

I'm ok with all that,  let me play around

If I may.... a room similar to (see screeny)This a is part of a cave for another mod I was working on... the divine portals take the player to the Celestial Temples of the respective Diety ..... not quite finished with it

perhaps...with magic portals (not the divines) as shown, but more like the current ghost gate portal

Enjoy
Dietbob


EDIT:   Perhaps ?   appropriete for the area it is going to be in, but similar

Re: Valenvaryon seems unfinished 2

PostPosted: Sat Sep 28, 2019 7:55 am
by Leonardo
When I posted that I was tired and didn't had a map to show you what I mean, but now when I am rested and have a map I think something like this (not exactly like that, but the room is a quadrant) is what I meant in my previous post.

What you suggest for another room(s) could be a room behind the large room my idea is based on.



I really the mosaic in the bottom picture and those mosaic activators could be used for the spell schools (two spell schools combined into one mosaic activator).  :wibble:

Illusion and Mysticism (to the left)
Alteration and Conjuration (in the middle)
Fire and Restoration (to the right)

Which could bolster the spell schools the player wants to use when enchanting, but only one can be used at the time.

Re: Valenvaryon seems unfinished 2

PostPosted: Sat Sep 28, 2019 9:00 am
by dietbob196045
I am going to have to ponder what your saying and see how I can incorporate it......   I shall work on it and see what we can do !!  :)


As far as the bottom image, they can be pretty much used for anything, as I had planned each door way will take you to the temple of the deity represented on the doorway
each aspect of the deity will grant the player a powerful gift and or increase the attribute relative to that deity  IE:  Akatosh will permanently increase your speed,
Julianos will increase intelligence  etc etc ....  It's a long and dangerous path to get to this portal cave...so the rewards have to be good, the player is also required to bring an offering, which may be found during the long journey  for example an offering to Zenithar would be "craftsman tools"  ie:  hammer,  repair prongs ..... Stendarr would accept a Daedra Heart or scamp skin   etc etc  

Anyways back to making stuff


Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Sat Sep 28, 2019 1:50 pm
by Leonardo
dietbob196045 wrote:I am going to have to ponder what your saying and see how I can incorporate it......   I shall work on it and see what we can do !!  :)

Fair enough.  If you want to know more then just ask and I'll try to explain what I mean.

dietbob196045 wrote:As far as the bottom image, they can be pretty much used for anything, as I had planned each door way will take you to the temple of the deity represented on the doorway
each aspect of the deity will grant the player a powerful gift and or increase the attribute relative to that deity  IE:  Akatosh will permanently increase your speed,
Julianos will increase intelligence  etc etc ....  It's a long and dangerous path to get to this portal cave...so the rewards have to be good, the player is also required to bring an offering, which may be found during the long journey  for example an offering to Zenithar would be "craftsman tools"  ie:  hammer,  repair prongs ..... Stendarr would accept a Daedra Heart or scamp skin   etc etc  

Anyways back to making stuff

I don't think any of the Nine Divines should be used on the mosaics as the Dwemer doesn't know nor do they want to worship the Nine Divines either.

Re: Valenvaryon seems unfinished 2

PostPosted: Sat Sep 28, 2019 2:00 pm
by dietbob196045
Leonardo wrote:I don't think any of the Nine Divines should be used on the mosaics as the Dwemer doesn't know nor do they want to worship the Nine Divines either.



You lost me, this has nothing to do with the Dwemer.  The "mosaic's"  are the vanilla window panes that are used in OB and Skyrim, in this case they are doorways (portals)

Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Sat Sep 28, 2019 3:55 pm
by Leonardo
I think you misunderstood me, because that's not what I meant and what I mean no Nine Divines blessings should be used when activating the mosaics.

Should we decide, well it's entirely up to you to decide, to use the mosaics as an altar.

Re: Valenvaryon seems unfinished 2

PostPosted: Sat Sep 28, 2019 4:54 pm
by dietbob196045
Leonardo wrote:I think you misunderstood me, because that's not what I meant and what I mean no Nine Divines blessings should be used when activating the mosaics.

Should we decide, well it's entirely up to you to decide, to use the mosaics as an altar.


Nothing to decide on Sir   The Mosaics as you call them are not offering blessings, they are just a portal to transport the player to another area, inside the other area the player is confronted by the avatar of the deity of the portal they entered, the player presents his/her offering to the avatar and a blessing is bestowed

*********But this has nothing to do with our mod, this is a different mod I am working on and I have no intention of adding it to ours, I was simply using it as a reference to the portals your suggesting
***************************************************************************************************************************************************************************************************************

As far as your suggestion............  What I think your asking is: Instead of a barrier blocking entry into a specific area we have portals (3 of them) in one of the main tunnel chambers.  

I have no issue with your suggestion   but I will suggest it this way :

At the end of the first tunnel system I will add a room.... inside the room will be several magical doorways, when the player approaches the magic door he/she will be asked a question, the question will pertain to the area that will be entered  for example, the doorway to the Daedric Section will ask "Who is thy master"  you'll have 3 choices answer if you answer incorrectly  you'll have to fight something, answer correctly and the "magic" is removed and you can enter.

Inside the area that you've gone into their will be a similar doorway, once inside you navigate the chambers and tunnels find the item you need, find the magic doorway that is located in this section and having the required item in your inventory, you can pass through back into the main portal chamber.
Then you can go to the next area in the same fashion..... rinse and repeat

Once the player has been to all 3 areas and has all 3 items you can return to the the main chamber, a new doorway will have appeared, this doorway only requires that you have the 3 items you collected from the 3 previous areas, now you can enter the MAIN Section to find out what it is that was so secretly guarded and receive your reward

Thoughts ?

Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Mon Sep 30, 2019 6:23 am
by Leonardo
I dunno what happen yesterday, but sometimes the server was busy (perhaps too much traffic) and that's why I didn't posted yesterday.


Oh, the mosaics are portals?  That's something I like, so continue to finish your portal idea.  :wibble:

I think I'm gonna to take a few pictures in-game, just to show you what my barrier idea is all about.

I'm not against your "answer a question correctly to open a door" idea, but wouldn't that required more scripting than my barrier idea.  Maybe Drakkmore have more insight in scripting than both of us have.

Re: Valenvaryon seems unfinished 2

PostPosted: Mon Sep 30, 2019 7:06 am
by dietbob196045
It was the sun flares  

Yes it would be scripted, I can write it,  I can do scripts just not complex one's and sometimes if I write one and it doesn't work it takes me time to figure it out
but this type of script I can do it's simple so far all the scripts I've written for our mod have worked, except the original summon script which I have not re-looked at

Drakkmore admits his scripting abilities are lacking also,  no worries

Continuing on - got a few more dead people to add then tackling the wall and the hidden doorway to get into it

I don't believe I shared this part...  inside the Hall is a circular room with Dead Warriors, stones will block the room as if there was not a room  I will cause the "stone wall" to rise, revealing the area, it will be guarded by skeleton warriors, lots of treasure etc etc

Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Oct 02, 2019 12:27 pm
by Leonardo
I just want to tell you that I've resume my staff duties on TWC, so I might be less active in this thread for a while.

Re: Valenvaryon seems unfinished 2

PostPosted: Wed Oct 02, 2019 1:22 pm
by dietbob196045
Leonardo wrote:I just want to tell you that I've resume my staff duties on TWC, so I might be less active in this thread for a while.


No Worries

I will just continue onward,  almost done with this section, I had a few days where I was occupied with other things but managed a few minutes

Enjoy
Dietbob

Re: Valenvaryon seems unfinished 2

PostPosted: Mon Oct 07, 2019 8:49 am
by dietbob196045
Moving along slowly, but still having issues with scripts and I'm not sure why
I have tried several different variations of a moving wall script that work in their original forms.
The reference below is my latest attempt, and it is most suited for our purposes,  it works perfectly and is not dependent on location, I know this because I created a cell Moved the switch and wall into the cell played game and all worked exactly how it should

OK, so now I want to use this script in our mod.....  changed the object from a wall to a rock ( activator ) placed it in the cell used the switch but renamed it (as not to conflict) with another mod

Changed the name of the wall "rock" as not to conflict, replaced referenced object in script with newly named object (rock activator)

The script should work
No issues in the CS at all
But in game  new or saved  I get the following error message

UNABLE TO FIND REFERENCED OBJECT "VROCKWALL" IN SCRIPT VWALLMOVE

I have searched all the forums and posts regarding this error and have not found any resolves

Most if not all references to this type of error involve players using multiple mods which is most likely a conflict issue but in this case their is no other mods
The script
********************************

begin vwallmove

short Moving
float Timer
short ToggleSound

if ( MenuMode == 1 )
   return
endif

if ( OnActivate == 1 )
   if ( Moving == 0 )
       set Moving to 1
       set ToggleSound to 0
   elseif ( Moving == 2 )
       set Moving to 3
       set ToggleSound to 0
   endif
endif

if ( Moving == 0 )
   return
elseif ( Moving == 2 )
   return
elseif ( Moving == 1 )
   if ( ToggleSound == 0 )
       PlaySound "endrumble"
       set ToggleSound to 1
   endif
   "marcSecretWall"->MoveWorld Z, -100   ; changed marcsecretwall to vrockwall
elseif ( Moving == 3 )
   if ( ToggleSound == 0 )
       PlaySound "endrumble"
       set ToggleSound to 1
   endif
   "marcSecretWall"->MoveWorld Z, 100  ; changed marcsecretwall to vrockwall
endif

if ( Timer > 4 )
   set Timer to 0
   if ( Moving == 1 )
       set Moving to 2
   else
       set Moving to 0
   endif
endif

set Timer to ( Timer + GetSecondsPassed )

end

******************

Stuck    :saddy:

Enjoy
Dietbob