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Re: Valenvaryon seems unfinished

PostPosted: Tue Jul 23, 2019 6:34 pm
by dietbob196045
Go to -2,19  look a bit south ( maybe east) of where you appear.....  you see a stronghold shutter (it's just a marker)  it will take you into the 1st cave  I connected 2 of the tunnels  have fun finding it, most of the other cells are not connected, you'll be able to view them in the CS

If you see anything Construction related let me know, suggestions are always welcome  but keep in mind I still want to clutter the place up


Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Wed Jul 24, 2019 1:44 pm
by Leonardo
Thanks, Bob.  :D

I sure will keep you posted by posting a couple of pictures and of course suggest a thing or two.  :wibble:

Re: Valenvaryon seems unfinished

PostPosted: Wed Jul 24, 2019 3:08 pm
by dietbob196045
Leonardo wrote:Thanks, Bob.  :D

I sure will keep you posted by posting a couple of pictures and of course suggest a thing or two.  :wibble:


Very Good  !

Level 2 of the stronghold is progressing nicely   I should have something for you to look at in a few days
I was considering what the second level should be ....  
Also considering this expansion is actually pre- First Council War - House Dagoth was pretty much a "normal" Great House and like any other Chimer they would have had their own fashion sense and style of furnishing .... I'll see what I can come up with


Enjoy  
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Wed Jul 24, 2019 6:32 pm
by Leonardo
Great idea about the 6th House and your progress with the 2nd level of the stronghold sounds promising.  :sheo:

I had a quick tour in the first cave and notice one thing that needs to be corrected.  I could only pick up one Potion of Cure Poison as the other one was more or less stuck into the ground.  

I also think the rotten chest needs to have a better name than "Rotted Chest", so why not rename it to

Which reminds me to relocate those potions to be where at least one skull is placed in-game, the nearest one from the cave entrance, so just switch these items with each other and that makes the spider a sort of a warden for the skull.

Also, these skulls could be renamed to let say Magical Skulls or similiar, so it would requires some stuff to reactive them and I was thinking about having 2 Dwemer coins and 1 echoplasm (not sure if I spell it right) for the skull to open the sealed door to the secret Dwemer stronghold.

I think the echoplasm is the ingredient that a Dwemer ghost will drop once it gets killed.

Re: Valenvaryon seems unfinished

PostPosted: Thu Jul 25, 2019 2:03 am
by dietbob196045
Leonardo wrote:Great idea about the 6th House and your progress with the 2nd level of the stronghold sounds promising.  :sheo:

I had a quick tour in the first cave and notice one thing that needs to be corrected.  I could only pick up one Potion of Cure Poison as the other one was more or less stuck into the ground.


Glad you like it, now lets hope I can come up with something    :chinscratch:

The 2nd potion bottle is a static, it is empty with the cork near by... if you didn't see the cork it probably needs to be moved closer to the bottle
I can change the static to a misc

Leonardo wrote:Which reminds me to relocate those potions to be where at least one skull is placed in-game, the nearest one from the cave entrance, so just switch these items with each other and that makes the spider a sort of a warden for the skull.


Not quite understanding what you mean ?

Leonardo wrote:Also, these skulls could be renamed to let say Magical Skulls or similiar, so it would requires some stuff to reactive them and I was thinking about having 2 Dwemer coins and 1 echoplasm (not sure if I spell it right) for the skull to open the sealed door to the secret Dwemer stronghold.
I think the echoplasm is the ingredient that a Dwemer ghost will drop once it gets killed.


Renaming the skulls is not a problem -
Yes they do drop Ectoplasm - nope you didn't spell it correctly but no one's judging  :)

Let me think on the rest of it, I like the idea but if the skulls are used in the fashion then I will need to make some adjustments

The Important question is - Did you have any trouble moving around the cell ?

Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Thu Jul 25, 2019 4:20 am
by Leonardo
Sorry, Bob but I'll probably need to wait to post my findings for my quick test run through the cave due to current server issue.

viewtopic.php?p=101920#p101920

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 3:15 am
by Leonardo
What I'm trying to say is that the skull could the reward for killing the spider instead of how it is now as both potions are now the reward for killing the spider.

As for walking around the cave.  Yes, I did have one minor problem with a stone peg that's hanging down from above, which is hanging down right in the middle and that makes it a little hard to pass.



Also, I've been a little tired, mentally, lately and the other day I decided to take a break from the staff duties I have on TWC (moderator, member in the Modding Staff) due to issues in RL, so that's why I haven't posted yet until now.

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 10:04 am
by dietbob196045
I got ya, !

If you don't mind taking a shot of the wreckless peg,  I think I know which one your talking about but I want to be sure

Understood  everyone needs a break - relax the brain and such - no worries  

Level 2 is near completion, I got side tracked with a thought about level 3 so I started piecing things together to see if it was feasible and it was  -  so I had a surge and continued.....


Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 10:09 am
by dietbob196045
Level 3  - Pits  

Prisoners, Creatures...  something

The guards can walk the perimeter and see inside the pit

Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 10:21 am
by Leonardo
dietbob196045 wrote:I got ya, !

If you don't mind taking a shot of the wreckless peg,  I think I know which one your talking about but I want to be sure

Understood  everyone needs a break - relax the brain and such - no worries  

Level 2 is near completion, I got side tracked with a thought about level 3 so I started piecing things together to see if it was feasible and it was  -  so I had a surge and continued.....

Damn, I thought I took a picture of that peg, but obviously I didn't and right now I'm not in the mood to launch Morrowind as I'm kind of being restless.  Probably too restless.

So, that will have to wait to tomorrow or perhaps later tonight.  You understand.


However, I think I can locate the peg and where I notice it.  Let say you enter the cave then you take the first path to the right there you soon will fight the spider and kill it.  You'll also see some small steps in the ground.

After that you go to the main center of the cave, at least that's what the player believes, what I thought were doing during my first time in that cave, until you see the barrier then take the corridor to the right.

Which seems to be a pararell corridor of sort to the one you follow before you reached the barrier.  Do you follow me?

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 11:13 am
by dietbob196045
Yup I do understand  I get that way too

and yes I follow,  I can fix that easy enough

Still have to work out the water flow issue,  I actually gave up (for a bit) on trying to adjust it,  so I still got some work to do on that cave....  + the clutter

Otherwise, it's all coming together just fine I think


Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 11:55 am
by Leonardo
dietbob196045 wrote:Yup I do understand  I get that way too

and yes I follow,  I can fix that easy enough

Still have to work out the water flow issue,  I actually gave up (for a bit) on trying to adjust it,  so I still got some work to do on that cave....  + the clutter

Good.  Although, I was a little worried I might confused you.  :D

dietbob196045 wrote:Otherwise, it's all coming together just fine I think

Agreed.  The 3rd level sounds promising, so if you want to contiue to finish it then I won't object.  Because I like it, but why not place some Dwemer ghosts, non-hostile, there as something at the same time exclude the prisoners, creatures.

Of course the prisoners could be dead bodies of the Dwemer and their ghosts are now haunted, but like I said they are non-hostile because their enemy doesn't exist since they, the Dwemer, have disappeared.

What do you think?  :chinscratch:

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 12:47 pm
by dietbob196045
I had planned on putting remains all over the place
Blood stained floors, torture devices, cages ... etc etc (I'm going to redo the floors in the stronghold fashion)  add some bloody texture to the floor tiles and on the walls
grates that can be opened over the pits with remains inside as well... I had a thought based on Skyrim Quest, were bodies had to be thrown into a fire pit in order to open the passage.... I'll see I can manage that

Of course a ghost here and there works well considering Spirits seem to roam all over Vvardenfell   They just never leave :)  

Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 5:57 pm
by Leonardo
I was sitting in my kitchen and smoke a cigarett then I started to think about this mod I got an idea and that's about the skulls and the teleportation system.

Why not make the skulls static with a teleportation script and that could be like this.

Morrowind 2019-07-24 23.29.09.140.jpg

Each skull takes the player to a specific location like in front of a door, shown in the picture, that's behind some rocks, but finding the correct skull won't be easy especially when the correct skull could be behind the barrier or in other inaccessible locations. In which the player need to find the correct skull for that location and some of those locations could have decent loot or other items e.g quest item, useful items (scrolls, potions ect).

Also, the barrier must be deactivated by another teleportation skull and so on before being able to continue the quest.  However, every time the player uses the skull to teleport a ectoplasm will be used and if the player doesn't have ectoplasm then some health (50 pts), magicka (100 pts), fatigue (200 pts) will be absorbed from the player.  Of course this teleportation criteria will stop once the quest is marked finished in the journal.

Is it too much or is it something the player think would probably required more work than necessary.  What do you think, is it feasible or is it too much work?

Re: Valenvaryon seems unfinished

PostPosted: Sat Jul 27, 2019 7:31 pm
by dietbob196045
We had a minor hiccup - I posted a response and when I submitted, I got website non responsive message   ANYWAYS

I get most of my ideas when I'm trying to sleep and then get up and do stuff, but I'm not allowed to smoke in the house   odd

OK so yes this is feasible, however I don't feel from the player perspective that requiring an item is the way to go -  Losing part of the players life force is
IE you touch the skull, it ask's you "Insert Message Box"  We can figure out the wording later.... place a few skulls ( 3 perhaps) around a blockage in the tunnel, the door on the other side, all 3 skulls ask the same thing but 2 of them are trapped with a summon "something" spell  the other will teleport the player to the door but he/she looses ??? percentage of health, which recovers normally, we do this throughout the entire tunnel system, as the player progresses through the tunnels the amount of health reduction increases, the percentage of reduction should be based on how many doorways are in a particular tunnel  for example if there are 3 doors we should do 25, 50 and 75 percent and each doorway of course should get the player closer to the barriers which block each of the 3 main sections  "6th house, Dwemer and Deadric

All through the way finding the ingredients needed to make the scroll which the player will not find out they need until they get to the barrier....  In which case we have the journal update advising the player to go see XXXXXXX npc    then of course once the player has obtained said scroll, the requirements to get past the doors are removed, you just simply touch the skull......... as long as you can remember which one it was cause the other ones remain trapped as stated previously

This would be a simple adjustment on my tunnel making as I would need to add more skulls and of course add some type of blockage to the doorways, but in all cases the door should be visible so the player knows they got to find a way to it

Lets do it !

Which also brings up another question ?  Have you had opportunity to inquire in other ES communities if anyone would be interested in helping see this through
as I am not the greatest at scripting   so far what we need I can do, but if we need something more complex....I'll have to think really hard   lol  


Lots of stuff

And a side note   I did manage to get 2 pieces of the 8 pieces velothi tile set I am using on level 3 re-textured


Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Sun Jul 28, 2019 11:38 am
by Leonardo
dietbob196045 wrote:We had a minor hiccup - I posted a response and when I submitted, I got website non responsive message   ANYWAYS

I get most of my ideas when I'm trying to sleep and then get up and do stuff, but I'm not allowed to smoke in the house   odd

I thought a man in his own house could do whatever he wants to do, but I guess that time have changed for the better especially now with IT, cable, internet and all that.  :tongue:

dietbob196045 wrote:OK so yes this is feasible, however I don't feel from the player perspective that requiring an item is the way to go -  Losing part of the players life force is
IE you touch the skull, it ask's you "Insert Message Box"  We can figure out the wording later.... place a few skulls ( 3 perhaps) around a blockage in the tunnel, the door on the other side, all 3 skulls ask the same thing but 2 of them are trapped with a summon "something" spell  the other will teleport the player to the door but he/she looses ??? percentage of health, which recovers normally, we do this throughout the entire tunnel system, as the player progresses through the tunnels the amount of health reduction increases, the percentage of reduction should be based on how many doorways are in a particular tunnel  for example if there are 3 doors we should do 25, 50 and 75 percent and each doorway of course should get the player closer to the barriers which block each of the 3 main sections  "6th house, Dwemer and Deadric

All through the way finding the ingredients needed to make the scroll which the player will not find out they need until they get to the barrier....  In which case we have the journal update advising the player to go see XXXXXXX npc    then of course once the player has obtained said scroll, the requirements to get past the doors are removed, you just simply touch the skull......... as long as you can remember which one it was cause the other ones remain trapped as stated previously

This would be a simple adjustment on my tunnel making as I would need to add more skulls and of course add some type of blockage to the doorways, but in all cases the door should be visible so the player knows they got to find a way to it

Lets do it !

You know, the two skulls being trapped are too common in-game as it reminds me about how it is in vanilla.

In vanilla there are the cursed items usually in the Daedric ruins plus in a few locations e.g ancestral tombs, caves, dummer strongholds etc.

Now, let say we had two trapped skulls that will summon what.  What would a trapped skull summon?  :chinscratch:

How about summon a Dwemer ghost, sort of being released from something (we can add a back story to that later)?

And once the player have summoned a Dwemer ghost, the player can talk to the Dwemer ghost and get instructions of how to proceed to get the barrier down, which is the quest objective is it not.

As for the ingredients the player can always buy ectoplasm, I think she sell ectoplasm, from the alchemist in the Valenvaryon propolyn chamber, so that shouldn't cause any problem for the player.

Although, I agree with having a scroll or two.  :D

dietbob196045 wrote:Which also brings up another question ?  Have you had opportunity to inquire in other ES communities if anyone would be interested in helping see this through
as I am not the greatest at scripting   so far what we need I can do, but if we need something more complex....I'll have to think really hard   lol

No, I haven't had the time to ask around due to my staff duties on TWC.  Besides we are, no you are, doing great things and I think we can ask here if anyone knows what kind of a script we need.

dietbob196045 wrote:Lots of stuff

And a side note   I did manage to get 2 pieces of the 8 pieces velothi tile set I am using on level 3 re-textured

Well done, keep up the good work!  :sheo:

Re: Valenvaryon seems unfinished

PostPosted: Mon Jul 29, 2019 8:12 am
by dietbob196045
Yes my own house do what I want   lol   I like that, never works, we have a family home, my daughters and grandchildren live with me, the house is 6000 square feet and has 2 living areas, so we have lots of room, in this day and age it was really the best option for us as it helps my daughters to build a nest egg for their future
and I'm not in this big house by myself, which can sometimes be a pain but I enjoy having them around, especially my grandchildren

You really like the Dwemer    lol

For the Dwemer section your Dwemer Ghost is fine, for this section a Chimer ghost (House Dagoth of course) I already made a Chimer Race so to add the ghostly effect won't be difficult at all... but similar to what your saying   The Spirit will be non agressive   have a back story and give the player some suggestions about what they need to do

>>>>This reminds me of the Skyrim Quest "Waking Nightmare" when the player has to travel to the past in order to lower the Magic Barrier.<<<<

I got most of the tileset for level 3 re-textured 2 or 3 pieces left, not a difficult task but a time consuming one.

I was also thinking of adding a fight pit to this section,  something they may have used to put 2 rivals against each other or simply to have a creature of some kind vs an enemy.  of course at this time dried blood and skeletal remains are all that are left

I'll play around with that and see how it turns out

Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Mon Jul 29, 2019 10:13 am
by Leonardo
For the Chimer section.  How about a Greater Ancestral Ghost as it exist in the Tribunal expansion?  :chinscratch:

Yeah, I remember that quest in Skyrim and by the way it is a Daedric quest for the Skull of Corruption (Vaermina I think).

The rest is fine in my book.  :D

Re: Valenvaryon seems unfinished

PostPosted: Mon Jul 29, 2019 12:02 pm
by dietbob196045
Great Ancestral Ghost it is !

Yes that is the quest

Then I shall endeavor to do it well :)


Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Tue Jul 30, 2019 8:50 am
by dietbob196045
Besides the obvious re-texturing needed

This is my idea for a fight pit on level 3... the furniture and npc seen in the image are just for sizing, their will be some furniture in the room, as you can see from the image it is a viewing area for House Officials and Guest's to watch the fights, possibly they gambled on them and even had their specific champions

What do you think ?

Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Wed Jul 31, 2019 1:07 pm
by Leonardo
I read your post last night, but I was too tired to even post a sensible reply.  :tongue:

Although, I had the intention to post earlier today, but after I returned to my startpos mod for the Barbarian Invasion (RTW) I couldn't stop until I got it into the direction I wanted.


Anyway, that fighting pit looks even better than Arena does in vanilla so that looks good to me.  :sheo:

Re: Valenvaryon seems unfinished

PostPosted: Wed Jul 31, 2019 1:45 pm
by dietbob196045
Glad you like it

I've worked on it a bit, plus a few minor surprises  (not telling)

I got grand kid duty this week so I'll work on it as time permits but overall I should have the Stronghold Interiors done by the end of the week, Then the pain staking part, which is adding all the clutter and arranging it   I'll need to modify some pieces  but not much

Not much else really, it's just all going nicely


Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Thu Aug 01, 2019 2:44 am
by Leonardo
dietbob196045 wrote:I've worked on it a bit, plus a few minor surprises  (not telling)

I take it then I will discover your surprises when testing the mod.  :wibble:

Re: Valenvaryon seems unfinished

PostPosted: Thu Aug 01, 2019 7:07 am
by dietbob196045
Of course

One thing however...  your turn     Give me some Effect suggestions for these bones, of course they should all have 1 effect which is common, but I would assume that individual bones would have some minor differences

So we have a Tibia, Ulna, Radius and Humerous

I think 3 would be good  1 common to all 3  the others different but 1 should be negative

Enjoy
Dietbob

Re: Valenvaryon seems unfinished

PostPosted: Thu Aug 01, 2019 11:39 am
by Leonardo
Sure, I can do that.

But I can't give you anything without knowning what connection each word has for let say a situation or a result, perhaps something that's lore friendly like the Dwemer.  Which was known as magical superior in enchanting.

Funny that you mention Radious and this is what I'm thinking about when I see the Radious word.

Anyway, Radious could be associated with the Dwemer as it has to do with enchanting, so it's obvious the effect should be the fortify enchant spell effect for a limit of time.  I dunno for how long.

The Tibia could be for the Tribunal, which should be the fortify restoration spell effect and I think that could be the common one for the other effects.

If you take the first letter in Ulna then the Urshilaku comes to mind and the affect could be either hand-to-hand or agility or maybe both.

The humerous could for the other 5 great houses e.g Dres, Hlaalu, Indoril, Redoran, Telvanni.  I think the most common effect for the chimer is the fortify attack effect as they really want to get rid of the empire for good and be independent.