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#21
Leonardo

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Anda

 

I'm curious.  Does the grass have an impact of generated LOD?



#22
AndalayBay

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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.


Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#23
Leonardo

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I see.  I didn't know then hence my question.



#24
Envy123

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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.



#25
Envy123

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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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#26
hzt23

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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

 

nice to know you're planning on finishing this!

on a side note, I re-installed oblivion and wanted to pick up this mod again, but did you remove the files?



#27
Envy123

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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

 

nice to know you're planning on finishing this!

on a side note, I re-installed oblivion and wanted to pick up this mod again, but did you remove the files?

 

 

Thank you :D

 

No, the files are still up there. The alpha is already the second alpha so it's much improved from the first one, and all the issues you reported have been fixed :)

 

But I feel there are still bugs in there, especially since the questlines are multi-branching.



#28
Envy123

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Alright, the tribal quests have been cut down from four to two. I want quality over quantity, and the isles are too small of a location for me to add any more main quests without compromising on quality.

 

What's next is to give the few followers, that you can have in the end of the mod, some more personality and giving them the follower features. Once I've done that and my own testing, the mod will then be released.

 

Any future versions won't have any more content - but there will be bug fixes and the addition of voice acting, of course :)


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#29
Leonardo

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That's great and keep up the god work.  Thanks for this update much appreciated. :cool:



#30
Acechadora

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It sounds really good Envy, can´t wait for that release :D :banana:


<p class='bbc_center'><span style='font-family: georgia'><strong class='bbc'><em class='bbc'><span style='color: #800080'>I can't pretend being more than what my dreams tell me to be or less than what my heart swears you deserve</span></em></strong></span></p>
<br />
<p class='bbc_center'><span style='font-family: georgia'><span style='color: #800080'><strong class='bbc'><em class='bbc'>Acechadora</em></strong></span></span></p>
<br />
<p class='bbc_center'><img src='https://lh5.googleus...p8Gadhg/214.jpg' alt='Posted Image' class='bbc_img' /></p>

#31
Envy123

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Thanks guys :)



#32
Envy123

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Main quest - almost fully debugged. I need to re-check the actual endings to make sure they sync up okay.

Side quests - not yet debugged.

Unmarked quests - treasure hunt works okay, not sure about the other one.

AI packages - not yet debugged.

Fleshing out of NPCs - two villagers left.

Interiors - almost done

Exteriors - fully done

 

My main priority atm is the AI packages and then the side quests.


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#33
Acechadora

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That sounds fantastic :)

 

I was wondering about that thing you said about some quests deleted because they were not consistent.


<p class='bbc_center'><span style='font-family: georgia'><strong class='bbc'><em class='bbc'><span style='color: #800080'>I can't pretend being more than what my dreams tell me to be or less than what my heart swears you deserve</span></em></strong></span></p>
<br />
<p class='bbc_center'><span style='font-family: georgia'><span style='color: #800080'><strong class='bbc'><em class='bbc'>Acechadora</em></strong></span></span></p>
<br />
<p class='bbc_center'><img src='https://lh5.googleus...p8Gadhg/214.jpg' alt='Posted Image' class='bbc_img' /></p>

#34
Envy123

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That sounds fantastic :)

 

I was wondering about that thing you said about some quests deleted because they were not consistent.

 

Thank you :)

 

The deleted quests were from an alternative branch of the mod's main quest. Only turned out to be two, instead of four.

 

The main reason for the cut was indeed because they were not consistent. What I mean by that is that I want to maintain a balance of good incentives to explore and good incentives to do quests, so the halfway point of Fallout and TES. The cut quests put too much of an emphasis on exploration so they're not going to be in the final version.



#35
Envy123

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Update: AI packages are mostly done, except for the comrades of the ship when you're on the isles. One more NPC needs a dialogue tree and then I would need to add post-MQ dialogue and quests. And some buildings need to be populated.

 

After that and after I've tested the mod, it would be ready for release :)


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#36
AndalayBay

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Sounds good! :beerchug:


Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#37
Acechadora

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Very good work Envy ^_^


<p class='bbc_center'><span style='font-family: georgia'><strong class='bbc'><em class='bbc'><span style='color: #800080'>I can't pretend being more than what my dreams tell me to be or less than what my heart swears you deserve</span></em></strong></span></p>
<br />
<p class='bbc_center'><span style='font-family: georgia'><span style='color: #800080'><strong class='bbc'><em class='bbc'>Acechadora</em></strong></span></span></p>
<br />
<p class='bbc_center'><img src='https://lh5.googleus...p8Gadhg/214.jpg' alt='Posted Image' class='bbc_img' /></p>

#38
Envy123

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Thanks guys - I've already done the dialogue tree so now, buildings and post MQ content :D



#39
Visceral Moonlight

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Yay! :D

#40
Envy123

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OK, I've been using the former inaccessible buildings as places which hold unmarked quests. The quests have names but they don't appear in your journal, mainly because your character may feel different feelings depending on their traits and I didn't want to force the player's way of thinking to be something it's not.

 

Post MQ content will have consequences depending on what you did in the main questline - which will mainly be new dialogue trees.






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