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Author Topic: The Elder Scrolls 3: Morrowind Redux suggestions.  (Read 51620 times)

zchris13

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #105 on: August 18, 2009, 05:34:39 pm »

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Mad Larks

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qwertyuiopas

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #108 on: August 18, 2009, 09:01:44 pm »

Once, when going through the editor, long long ago, It seemed that there was the potential to construct a stronghold. Or at least have people make one for you.
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major_sephiroth

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #109 on: August 19, 2009, 12:40:22 am »

That happens when you get epic high in either Hlallu, Redoran or Telvanni. I think it changes depending on which one, so Hlallu get normal fortress and Telvanni get twisted tree things.
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Sensei

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #110 on: August 19, 2009, 12:50:54 am »

Yeah, and Redoran is in the Ashlands. It's actually kind of annoying to walk out there.

Anyway, it's possible to have a script that makes an object nonexistent based on quest status, so they use that- you're given a choice of red, blue, or green house (which are all in the same place in the editor) and they build it. For example. You can't actually change anything with the Vvardenfell strongholds, you do get some choices with the town you build in bloodmoon. Anyway, sadly the engine doesn't allow for 'build a house where I'm standing, facing north'. Wait, no, you MIGHT be able to pull that one, with GetplayerX, Y, and Z. But it would be a pain.

...who's up for it? Any modders who aren't already busy here?
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Zorgn

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #111 on: August 19, 2009, 06:46:33 am »

Anyway, sadly the engine doesn't allow for 'build a house where I'm standing, facing north'. Wait, no, you MIGHT be able to pull that one, with GetplayerX, Y, and Z. But it would be a pain.

...who's up for it? Any modders who aren't already busy here?

I explored something like that for Oblivion. Interesting exercise in trig functions, but not really hard. I'll see if I can dig up my old notes. PM me some designs for houses and whatnot, and I'll take a swing at coding them.
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zchris13

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LegoLord

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #113 on: August 19, 2009, 07:06:45 pm »

And I was just thinking I'd just make a mod adding a few new houses into each city.  Then someone mentions this:
Anyway, it's possible to have a script that makes an object nonexistent based on quest status, so they use that- you're given a choice of red, blue, or green house (which are all in the same place in the editor) and they build it. For example. You can't actually change anything with the Vvardenfell strongholds, you do get some choices with the town you build in bloodmoon. Anyway, sadly the engine doesn't allow for 'build a house where I'm standing, facing north'. Wait, no, you MIGHT be able to pull that one, with GetplayerX, Y, and Z. But it would be a pain.

...who's up for it? Any modders who aren't already busy here?
I have school, sorry.  This should probably also continue on one of the Morrowind threads in Other Games.

More on topic, hows the game going?  Real Life interference?
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zchris13

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #114 on: August 20, 2009, 02:46:13 pm »

What's holding it up?
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Mad Larks

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #116 on: August 20, 2009, 06:41:57 pm »

http://www.tesnexus.com/
http://planetelderscrolls.gamespy.com/static.php?page=Morrowind&game=3

That is all you will ever need, Eita. In regards to modding needs for Morrowind and Oblivion.
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Sensei

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Eita

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #118 on: August 20, 2009, 07:01:05 pm »



And there was much rejoicing.
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Mr.Person

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Re: Let's play... The Elder Scrolls 3: Morrowind
« Reply #119 on: August 20, 2009, 07:05:31 pm »

Now I want a mod that will let my hire minstrels and have them follow me around and play songs and shit.
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