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Envy123

Progress Thread

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Valenwood Islands


History: This was part of Beyond Cyrodiil: Valenwood. While the work on the mainland has fallen apart, there has been a lot of progress with the isles. The project fell apart because of lack of scripters back in 2007, now the mod has found a new scripter, me.
 
Premise: The manager of the South Seas Company has fallen ill so there is one spare berth on the Dragonseye Ship. The pirates on the ship are already looking forward to going to Southpoint in southern Valenwood. Unfortunately, due to an unforeseen storm, the ship is marooned on an unknown island. Most of the comrades survived, except for a fair few who lost their lives. It is up to you what happens next.
 
Features: I have done a lot of changes to the original Main Quest document, far too numerous to fully mention them. While the mod is still focusing on pirates and shipwrecks, the culture of the Bosmer will be fully fleshed out by complex dialogue trees with the villagers and to a lesser extent, books. The Main Quest is morally grey - it does not depict either side to be just good or bad. Both your comrades and the villagers have conflicting interests - it is up to you to decide their fate.
 
All of the major characters have their own dialogue trees, so you can have a say on what is going on in the isles and find out more about who you are dealing with. Even the minor characters have their own trees, though far less complex.
 
There is now choice and consequence (C&C). All paths will open some doors and close others, so not everything in the isles can be seen with one character. In fact, the mod needs several playthroughs in order to experience every single thing in the isles. There is also a faction reputation system - your actions will be recognised by the factions, for better or for worse.
 
Treasure exists in old battered treasure chests, which require a certain key to open. This unmarked quest requires vigilance and the willingness to look at every nook and cranny.
 
Level: The recommended level is 30. If you're going to be swimming in deep waters with sharks or hunting panthers, your character should have a level of 30 or over.
However, the mod can be gotten through with hardly any fighting and the little fighting can be done by followers. Though you have to make an effort to get the people in the isles to trust you, you can have protection as long as you stay in the isles.
 
Main File
Patch Edited by deaths_soul

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There is now a reputation system in the mod. You start off as Neutral and depending on the actions that you do, it can change. NPCs will also acknowledge it through their dialogue and actions.

 

Fame: Accepted, Liked, Idolized

Infamy: Shunned, Hated, Vilified

 

I hope to implement the same system in Pelletine, if all goes well.

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Thanks for the heads up and keep up the good work. :)

 

Just curious.  Can I install the second alpha without upgrading from the first one provided I uninstall the first alpha first or is it just to update the esm/esp?

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Thanks for the heads up and keep up the good work. :)

 

Just curious.  Can I install the second alpha without upgrading from the first one provided I uninstall the first alpha first or is it just to update the esm/esp?

 

Both the esm and esp have to be deleted as there is only one .esp now. And now it's load order independent, thanks to Anda! :D

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I thought it might be the case.  Anyway thanks for letting me know about this. :)

 

No worries :)

 

I just checked how many lines I have written for the mod - 625 and I still need to do the Q&A rounds with some of the major characters.

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Sounds very good, as from your comments on Bethesda Forums too, this project is getting better everyday :)

 

Thank you :)

 

I just can't stop with the dialogue sometimes but playtesting the mod makes me nitpick every detail. The dialogue lines have already broken the 700 barrier as I've started to work on the unfinished side quests. :)

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The dialogue is quickly approaching 1,000 lines. I have a short side questline planned and I have done one out of four quests. The main questline is complete. Still need to finish a few interiors and make three more side quests after that. Generic lines and conversations still need to be done.

 

And here's a picture of the largest island with full LOD. :D

 

Posted Image

 

It takes about 20-30 seconds to load with full LOD. :blink:

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Sounds like the LOD meshes have a bit too much detail.

 

Looking good though. :beerchug:

 

I see - the CS generated the LOD and while it looks very good, it does take quite a while to load. Any way to get them less detailed?

 

Also, I have some funny behavior with escort packages. Sometimes, the NPCs would follow me instead of escorting me and treat me as if I'm trespassing. When I evp them, they go back to normal.

 

I concur.  What more is there to say. :cool:

 

Also, forgot to mention that you can achieve XP by more than just discovering locations and finishing quests. If you pass speech checks, you can get XP if you have Oblivion XP installed :D

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Sounds like the LOD meshes have a bit too much detail.

 

Looking good though. :beerchug:

 

I see - the CS generated the LOD and while it looks very good, it does take quite a while to load. Any way to get them less detailed?

 

I concur.  What more is there to say. :cool:

 

Also, forgot to mention that you can achieve XP by more than just discovering locations and finishing quests. If you pass speech checks, you can get XP if you have Oblivion XP installed :D

Well you could decrease the effect from the water I mean reduce the brightness of the water, so the rocks are not so sharp when seeing them on land.  What you now have is almost an exotic climate (Pitcairn Island, Pacific Ocean) e.g clear fresh water, palm trees etc.

 

Sounds great and I do have OblivionXP installed. :D

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Sounds like the LOD meshes have a bit too much detail.

 

Looking good though. :beerchug:

 

I see - the CS generated the LOD and while it looks very good, it does take quite a while to load. Any way to get them less detailed?

 

I concur.  What more is there to say. :cool:

 

Also, forgot to mention that you can achieve XP by more than just discovering locations and finishing quests. If you pass speech checks, you can get XP if you have Oblivion XP installed :D

Well you could decrease the effect from the water I mean reduce the brightness of the water, so the rocks are not so sharp when seeing them on land.  What you now have is almost an exotic climate (Pitcairn Island, Pacific Ocean) e.g clear fresh water, palm trees etc.

 

Sounds great and I do have OblivionXP installed. :D

 

 

I have always wanted to get the tropical water clearer and more realistic but I think it may need a lot of tinkering to get right.

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Sounds like the LOD meshes have a bit too much detail.

 

Looking good though. :beerchug:

 

I see - the CS generated the LOD and while it looks very good, it does take quite a while to load. Any way to get them less detailed?

 

Also, I have some funny behavior with escort packages. Sometimes, the NPCs would follow me instead of escorting me and treat me as if I'm trespassing. When I evp them, they go back to normal.

 

 

 

Hmmm, I'm not sure about the CS generated LOD. That might be due to the number of trees. Are the trees proper billboards? In other words, are they Speedtree generated?

 

Do you have the Continue if PC Near flag set? That's what causes shopkeepers to follow you around their store. Also you do often need to use EVP when they are switching packages. Sometimes the switch doesn't happen fast enough and you need EVP to fix it. Lastly, double-check and make sure you are using variables or quest stages to clearly define the escort state vs any of the other packages they may have. Special packages should be listed first and have conditions so that they are only executed when needed.

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No. That's rendered separately. It's controlled by separate settings in your Oblivion ini file.

 

It will have an impact on performance, but it's not LOD. As I said, you control it separately in your ini file.

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Sounds like the LOD meshes have a bit too much detail.

 

Looking good though. :beerchug:

 

I see - the CS generated the LOD and while it looks very good, it does take quite a while to load. Any way to get them less detailed?

 

Also, I have some funny behavior with escort packages. Sometimes, the NPCs would follow me instead of escorting me and treat me as if I'm trespassing. When I evp them, they go back to normal.

 

 

 

Hmmm, I'm not sure about the CS generated LOD. That might be due to the number of trees. Are the trees proper billboards? In other words, are they Speedtree generated?

 

Do you have the Continue if PC Near flag set? That's what causes shopkeepers to follow you around their store. Also you do often need to use EVP when they are switching packages. Sometimes the switch doesn't happen fast enough and you need EVP to fix it. Lastly, double-check and make sure you are using variables or quest stages to clearly define the escort state vs any of the other packages they may have. Special packages should be listed first and have conditions so that they are only executed when needed.

 

 

They are retextured versions of vanilla trees so most of them are definitely from SpeedTree. A fair few like palm trees are statics only. Some of the retextured trees don't even have collision atm.

 

Some do have the flag, some don't. I had the package on Volus and he never had that problem. For now, the player can talk to the NPCs and ask them to stop following them which does alleviate the problem a little bit.

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I've gone back to finishing this :)

 

I figured that I will mostly do my own internal testing when I'll finish the content and then release the entire thing.

 

Maybe I can also make an addon for that marriage mod too. :D

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