Difference between revisions of "User talk:TheImperialDragon"

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imported>TheImperialDragon
(Glow maps, mod)
imported>Omzy
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I'll probably be done sometime over the weekend.  I'm going to be finished my exams by the 26th (I think), so I'm going to have a lot of time after that in case I don't get my mod finished by this weekend.  As for the glow maps, I was going to put a glow map on dwarven "Ice" armor, but maybe glass "Ice" armor will do. [[User:TheImperialDragon|The Imperial Dragon]] 02:08, 16 June 2006 (EDT)
I'll probably be done sometime over the weekend.  I'm going to be finished my exams by the 26th (I think), so I'm going to have a lot of time after that in case I don't get my mod finished by this weekend.  As for the glow maps, I was going to put a glow map on dwarven "Ice" armor, but maybe glass "Ice" armor will do. [[User:TheImperialDragon|The Imperial Dragon]] 02:08, 16 June 2006 (EDT)
The glow map matches the contours and shape of the .nif mesh. Glow maps are all about the shape rather than the texture. If you are modifying a dwarven armor I suggest using the default dwarven glow maps; if modifying glass armor, use the glass glow maps. If you use the wrong glow maps, bad things can happen. For example, if it is supposed to glow on the shoulders of the armor, it might glow on the neck instead, or weird stuff like that. Oh, and when you said you were going to add glow to the armor, did you mean effect shaders or glow maps? --[[User:Omzy|Omzy]] 02:23, 16 June 2006 (EDT)

Revision as of 01:23, 16 June 2006

If you have any questions or comments, please leave them on this page.

Thanks for the suggestion. I have one more thing to do on my mod. I'll send you the link when its done (hopefully tonight). Maybe you could do a 5-10 minute beta test if it isn't too much a hassle.


Sure, no problem. I've finished practically every quest in the game, and so I'm dying for something new to try. I should be able to beta test it today or tomorrow sometime. The Imperial Dragon 21:40, 8 June 2006 (EDT)


Omzy The mod is done and on my talk page. It might take a day for them to upload the files. (update) Download works now.
Yah, I forgot to put the normal maps in the first download so I had to take it down and redo it. It was a pretty careless mistake. Tell me how it works out for you.
I think I got it to work just as they finished posting it on the website, as there's nothing wrong with the armor for me. Just a sec... I'll tell you about the first session in a minute. The Imperial Dragon 23:27, 9 June 2006 (EDT)

I will expand on the good vs. suggestions, you can remove them after you've read them if you want. Overall, I found the general plot very good, but maybe some room for improvement.


GOOD

Great idea to have Vodunius Nuccius (or whatever his name is) back. His name sounded so familiar, but I couldn't quite remember from where in Morrowind, so it is good you gave the player a refresher.
Good idea on the worthy thing. Just so you know, Daedric and Dwemer are two entirely different civilizations, so I'm a little confused as to why the armor is daedric of dwemer design?
I got two of the armor sets, the judge one and the light one, but not the other two. I'm guessing the dark armor is for an infamy value, and the warlord is if you complete every faction quest?


SUGGESTIONS

Maybe you could lower the well entrance a little? I couldn't really tell how to get inside until I got up close.
Have someone direct you to the Underground Smithy?
I've noticed that Vodunius uses doors a lot, meaning he travels between his different rooms a fair bit... Like every 5 seconds he dissapears to another area.
How about some cool perks on the armor? Scripted or Enchanted?
Getting the ring wasn't too hard to do...
Maybe the paralysis shouldn't last as long? Maybe 5 seconds or something around that?
Dialogue-> I think I could click on the End Conversation button while he awaited the answer "Not Really".
It is kind of greenish inside the smithy, maybe you could make it a little darker?

Hope it helps...

--The Imperial Dragon 23:53, 9 June 2006 (EDT)

Thanks for testing it! You are correct on the ways to earn the other two suits. I know the daedric and dwemer are much different, but the Dwemer are the only ones I knew to have built many things and leave around lots of plans and diagrams. I felt a bit wierd about the idea too. Basically, I tried to make the assumption that just since they were daedric models they aren't necessarily related to the daedric people. I probably should spend a bit more time working the story out as far as that tidbit goes. His pathing, I couldn't get him to act like a normal person with all the wandering. I could lower his energy-that might make him stop changing packages so often. I didn't add enchantments to the armor because I wanted them to act as base suits for whatever enchantments the player wants to put on them. Adding some script effects could definitely be cool. For the ring part, picking up the ring sets off a trap that does about 400 damage that can be mitigated with preventative magic. It doesnt work with God mode, and Im not really sure at what point player's reach the 400 health mark. I was trying to restrict lower level characters from picking it up. The paralysis accompanies the damage, but I could lower it to 10-15 seconds. I didn't mess with lighting too much- I could improve that, and I'll take a look at the "Not really" option again. Thanks again for your comments! --Omzy 00:18, 10 June 2006 (EDT)

My character's a level 29 Custom class with 409 health total, perhaps you should lower the damage a bit? Well, actually, while I was testing it, I didn't notice any change in health, probably because of the reflect-damage enchantments which I found in enchanted items mainly in Oblivion Planes. You could also consider making a unique texture icon for the armor, so it easier to tell which is which in menu mode. The Imperial Dragon 13:00, 10 June 2006 (EDT)

I'm currently in the process of revamping the mod that you tested for me. I've pretty much followed all the advice you gave me, and I'm giving the armors shader effects that can be toggled on and off by wearing a ring. The only problem is making the shader effects look good. When I finish, I'll upload it back to Oblivion Source if you want to take a look. --Omzy 20:43, 15 June 2006 (EDT)
The only problem with using vodunius as a common ground is that i am horrified by the tediousness of doing voices anymore. I do have a good idea so that I can avoid more voices but make the entire thing fit together and make it more robust. If you are able to make a dungeon, that would add an aspect to my side of the mod that was previously absent. You could place your armor on a corpse at the end of your dungeon and make it difficult to attain, and I could leave an entry in vodunius' journal (new addition) that describes an incident he had while he was a member of the imperial guard. It would talk about your dungeon and about how he lost a comrade there. Since I had already set it up so that he was the top imperial city blacksmith, and since they were both guards, and since your armor is a variation of the imperial armor, we could say in the journal entry that his friend perished in the depths of your dungeon wearing the first suit of armor vodunius had ever crafted for a friend. That, I think, would make for an AWESOME merged mod! --Omzy 21:15, 15 June 2006 (EDT)


Sure, my dungeon is an Imperial Sewer type, and maybe Imperial Ruin (ID prefix) for the second part, so maybe we could say he was trying to kill vampires or bandits or something underneath the Imperial City. I'll see what I can do for the glowing effect of the armor. Or better yet, we could have a Very Hard level lock in the new basement of the Legion offices and place the ring behind it. The alternative could be to have a secret entrance into the office itself from the end of my dungeon. This would mean that Vodunius would mention it, then we might as well create voices for Bartering, so we could have dozens of sets of armor.The Imperial Dragon 21:24, 15 June 2006 (EDT)

I've added a bit of story to the ring in my new release. It is what actually makes the shader effects work, and you have to kill vodunius to get it (for the second time, that is). --Omzy 21:31, 15 June 2006 (EDT)

I don't know how to "make them", but I know how to get them if you are using a pre-existing mesh. Just copy the old glow map from the texture you're modifying (the _g.dds original file with the texture you modified). Its done the same way as normal maps (_n.dds). Just change the filename to (whatever your filename is )_g.dds. If you're making your own 3d models, i'm not sure. I've finished my plugin, anyhow. I'm going to upload it to the site and update my user page with the link if you wanna try it out. Any idea when you will finish your mod so we can look at how the merging process works? --Omzy 01:53, 16 June 2006 (EDT)

I'll probably be done sometime over the weekend. I'm going to be finished my exams by the 26th (I think), so I'm going to have a lot of time after that in case I don't get my mod finished by this weekend. As for the glow maps, I was going to put a glow map on dwarven "Ice" armor, but maybe glass "Ice" armor will do. The Imperial Dragon 02:08, 16 June 2006 (EDT)

The glow map matches the contours and shape of the .nif mesh. Glow maps are all about the shape rather than the texture. If you are modifying a dwarven armor I suggest using the default dwarven glow maps; if modifying glass armor, use the glass glow maps. If you use the wrong glow maps, bad things can happen. For example, if it is supposed to glow on the shoulders of the armor, it might glow on the neck instead, or weird stuff like that. Oh, and when you said you were going to add glow to the armor, did you mean effect shaders or glow maps? --Omzy 02:23, 16 June 2006 (EDT)