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HotFusion3
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WIP: Sim-Manor (Second Thread)
      #2697939 - 06/16/04 01:11 PM

The old post got locked because of its excessive length. If you've never heard of this project before, I suggest that you at least skim the old thread . It probably contains the answers to most of your questions.

Here's a re-cap of the project, updated to reflect my most recent design changes:


Sim-Manor will allow the player to custom build his/her own house, one room at a time. Each of the 26 planned rooms has an interative feature. You will be able to hire and manage a staff of up to 19 unique employees, each performing a unique task.

Sim-Manor will basically be a nested game-within-a-game. It has it's won engine, and its own set of rules, modelling everything from daily upkeep costs of your facilities, equipment quality, employee experience, employee morale, the effects of fringe benefits of worker morale, education, wages, taxes, and more. A system has been set up that allows the player to automate most of these expenses. You can leave standing orders with yout Steward about what expenses to pay, and he will automatically spend money from the cash box to keep things running.

This not some wild-eyed idea that will never see the light of day. The groundwork has been almost entirely laid, and a largely playable alpha test should be out in another two weeks or so. If you read the old thread, you will see the current status of the project is the result of many months of dedicated toil.


Features:
26 separate rooms, each with their own unique function.
-Rooms can be built fast or slow, depending on how many workers you hire
-house changes both inside and out as you add expansions.
-Construction must follow a pre-planned blueprint, but you can build in almost any order that you want.
-most rooms can be upgraded up to 4 times to increase their capabilities
-rooms require upkeep, or they fall into disrepair

Items marked with an asterisk are complete and ready to go.
--*Academy (former called the "Classroom"): Educated workers learn faster.
--Barracks (former called the "Armory"): Provides quarters for your loyal guards.
--*Alchemy Lab: Modify and improve your ingredients for better, more efficient potions. Also provides an on-site bonus to your Alchemy skill.
--Bazaar: Set up a merchantís bazaar outside your home to attract commerce. Sell commercial goods prodcued by other facilities.
--Bedroom: A place to rest.
Boathouse: Connect to the existing travel network with your very own boat.
--*Clinic: A small apothecary lab to tend to your employee's medical needs. Servants appreciate access to quality health care.
--Clothier: Have custom clothes and jewelry made. For the adventurer that needs light-weight and high-quality gear.
--*Conjury: Tap into the resources of worlds outside of Mundus. Collect elemental salts and traffic with genies. Includes my previously unreleased mod, the Portable Genie Merchant.
--Enchanting Lab: Build your own enchanting facility so that you can make the more difficult items yourself. Provides a small discount on the cost of enchanting items. Also includes an optionto combine the various in-game teleport items into a single, convient package.
Will include support for LDones' excellent Illuminated Order.
--Forge: Build custom armor and weapons. Upgrade existing items.
--*Garden: Painstakingly plant seeds and grow a garden. Harvest the seeds and either use them, sell them, or plant them to make an even bigger crop. Hire a Gardener to automate everything.
--Kitchen: Scripted so that the in-game recipe books actually work! Beat eggs, boil scrib jelly, etc. You are what you eat.
--*Library: Shelves your books neatly, and in alphabetical order. Some rooms also require reference books to function properly.
--*Mine: Provide a slow but steady source of precious minerals. Expand to uncover new veins.
--Ossuary: A little something for the vampiric lords and ladies. Research your condition in an attempt to understand and control it.
--*Ranch: Rise and slaughter animals for their hides.
--Scriptorium: Make copie of any magical scroll that you have on file.
--*Shrine: Build a small chapel to tend to your employee's spiritual needs. Upgrade to increase capacity.
--Silt Strider Port: Connect your home to the existing travel network. Upgrades increase the range.
--Spell Lab: Research your own spells at a reduced cost. Also, write spellbooks and build a library of collected spells. Also allows you to create special, unusaullt effecient, spells.
--Teleport Chamber: Connect to the Mage's Guild travel network. Expect to pay outrageous royalties unless you're a high-ranking member of the guild. Can be retrofitted with Propylons.
--*Toolshop: Make improvements to your probes, picks, and alchemy gear. Also determines the maximum quality of your locks.
--*Vault: Place your gold in the Vault to automate expenses.
--*Workshop: Provides the tools and raw materials for your Handyman and Foreman. A must for those high-maintenance mansions.

Hire 19 separate types of employee, each with a unique job.
-Workers gain experience with time, improving their effectiveness
-Train your servants to make them learn faster
-Includes a model for worker Morale
--Happy workers work harder. Unhappy ones are less efficient, or may ever go on strike or quit!
--Improve Morale through personal attention, tips, and by offering fringe benefits.
--Rude behavior and late paychecks make employees unhappy.
-Workers demand better pay as their experience increase.
-Make tough decisions regarding the relative cost/benefits of hiring, training, and firing.
-Roster includes;

--Guards: Increases the odds of foiling a robbery.
--Guildmage: Operates the Teleport Chamber
--Ship's Captain: Runs the ship and tries to help make ends meet by doing free-lance work.
--*Healer: A master of restoration and a skilled apothecary. Operates the Clinic.
--Tailor: Why spend a week sewing an outfit when you can hire someone to do it for you? Can also sell her work to defray expenses.
--Enchanter: Improves your soul gems.
--Alchemist: A skilled chemist who can upgrade alchemical reagents.
--Scribe: Runs the Scriptorium
--*Conjuror: Deals with the Daedra to get valuable trade goods found only in Oblivion. Operates the Conjury.
--Blacksmith: Making weapons and armor takes a long time. Hire someone else to do it. Can also make arrows in his spare time.
--*Gardener: Harvests seeds and either stores them in your Alchemy Lab or plants them. He also sells any overflow.
--*Miner: Digs up valuable minerals from the earth. Used to restock your Alchemy Lab and your Forge. He can sell the overflow.
--*Rancher: Just like the Miner, but works with animals goods.
--*Priest: Ministers to the faithful. Operates the Shrine.
--Silt Strider Handler: What do you think this guy does?
--*Toolsmith: Builds custom tools, provides passive security to your home, and can sell his overflow.
--*Handyman: Hire an in-house handyman to make maintenance more efficient.
--*Foreman: This expert engineer speeds up the construction and upgrading of new rooms.
--*Professor: Improves the rate of experience gain for his students.
--*Steward: Your right-hand man. Give him standing orders on what rooms to maintain, people to hire, wages to pay, etc. He'll take care of all of the drudge work for you. Also acts as a central database. Get detailed breakdowns of worker performance, room operations, overall finances, morale, experience, and anything else you'd like to know.

-Includes a model for crime. Hire guards, build locks, and pay protection money to the Thieves' Guild to keep you Vault safe!
-Includes a model for Prestige, the overall impressiveness of your home. prestige is increased by the overall cost of your home, plus the quality of the furnishings. Start collecting those random knick-knacks, because you'll need them! High prestige brings more business to your Bazaar, and also brings more crime. Will you be a victim of your own success?
-Uses a unique appraoch to weapon and armor storage. Provides an alternative to armor dummies.
-Uses a "soft-coding" approach. The fundamental constants are stored in an easily-modified MainConfig script. Think that training costs too much? Wish the game were harder? The MainConfig makes re-balancing and customization easy.
-Will include special detection routines for a few favorite mods of mine, so that these can be integrated into the engine. If you don't have the mod, no problem! The game will still work!
-Get fringe benefits for membership in the various guilds. Theives pay less in protection, Legionaires get tax breaks, etc.

Long-time readers know that I make a special post every Sunday updating my progress. For reference, here is last week's progress table:

Furnishing: 22% (no change)
Design: 93% (no change)
Engine: 89% (no change)
Exterior Mapping: 97% (some refinements)
Interior Mapping: 90% (no change)
Construction Scripts: 75% (massive, earth-shattering progress )
Player Controls: 93% (no change)
Rooms Implemented: 14/26 (no change)
Employees Implemented: 12/19 (no change)

Note that this does not include any progress made during the course of this week.

Thanks to Night-Eye, Sim-Manor has a homepage home page . Night-eye has done a great job. If the page seems a bit sparse in content, that is because I've been lazy and haven't given Night-eye material to really flesh things out yet. You can view about a dozen screenshots there, as well as read the (currently very short) FAQ.

As mentioned earlier, an alpha release is pending. This will be a temporary release, available through a private FTP. Since the mod is still unfinished, I don't want to release into the wild, but I do want to start ferreting out as many bugs as possible.



--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2697977 - 06/16/04 01:22 PM

Here's the last post of the old thread:


Quote:

(Fable2):
Quote:

(HotFusion):Your estate is a minor Imperial protectorate. You are granted land, permision to build in the no-build zone, and a noble title by the goverment. Basically, the government wants to curtail smuggling operations in the northern Azura's coast region without having to pay for a new fortress.




I agree completely with your assessment of Morrowind's extremely unbalanced economy. To further absorb player funds, have you considered making the PC's title/land access a rent, rather than a purchase? This became one of the chief methods to raise funds in some weaker, poor central governments of the early Renaissance, such as Valdemar IV of Denmark. A contract was drawn up in which the renter paid received the title and certain privileges in exchange for a regularly paid sum plus certain responsibilities (such as furnishing men and arms in times of war). Just a thought.

In any case, I'm very impressed by what you're doing, having read through the thread. Keep up the good work!




There will be taxes, which is kind of similar. I probably won't require the player to purchase the land, however. I have a reason for this. I want Sim-manor to be playable from level one. Requiring a large cash outlay before you can even begin construction would make it difficult for new characters to get started.

The cost of the various facilities has been scaled so that a low-level character can at least build and maintain the basic functions reasonably well, but the higher-end rooms will challenge the pocket book for Zenthinar himself.

I'm also going to include a government loan, which the player can accept or decline. It will probably be around the order of 10,000 septims (enoug to build several rooms right off the bat). Interest rates will be pretty sharp (I'm thinking 10%, compounded every five days). Unpaid interest will be directly added to the player's bounty, which could quickly result in a death sentence if you're not careful (don't defraud the government... they get really mad!).


--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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shrane
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2698008 - 06/16/04 01:29 PM

Looking good Fusion. Was beginning to wonder when a second thread would be started Eagerly awaiting that alpha!

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kwshipman
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2698122 - 06/16/04 02:17 PM

I don't know if I have told you this yet or not, but this is one of the most insane "house" mods that I have ever seen. It has pretty much everything that everyone has ever asked for in a house and then some. I am deffinatly looking to playing this thing.

--------------------
Maker of Kahleigh's Retreat and Wallpapers and Loading Screens

kw's List of House Mods

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Re: WIP: Sim-Manor (Second Thread) [Re: shrane]
      #2698123 - 06/16/04 02:17 PM

To heck with the game!!! I wanna play this!!!!

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SirOnTheEdge
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Re: WIP: Sim-Manor (Second Thread) [Re: shrane]
      #2698129 - 06/16/04 02:20 PM

What expantions will it need?

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Jonny_Evil
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2698132 - 06/16/04 02:25 PM

This mod looks like a dream come true, I much prefer building things to killing cliff racers.

I've got a couple of questions if you don't mind,

1: Has the manor got an elderscrollsy name? Or will it be called Sim manor in the game?

2: Do you plan to include any financial services the player can run from their manor? A bank room, for example, where the player can set interest rates and give out loans or invest in some of the guilds etc. using money from their vault.

My apologies if these have been asked before, in my defence the previous thread had become quite titanic in size by the first time I saw it.

--------------------
Jonny Evil - Voted "Dark and Divine" by 8 out of 10 fictional characters.

Try Korobal Island - It's good. And at Euro-Rpg and Summit. Go on.

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: SirOnTheEdge]
      #2698715 - 06/16/04 06:10 PM

Quote:

What expantions will it need?




You absolutely need Tribunal ro run this. The script extensions were invaluable. Bloodmoon technically required, but it would be easy to comment out the Bloodmoon dependancies.

Quote:

I've got a couple of questions if you don't mind,

1: Has the manor got an elderscrollsy name? Or will it be called Sim manor in the game?





Right now, it's just generically refered to as "your estate."

Quote:


2: Do you plan to include any financial services the player can run from their manor? A bank room, for example, where the player can set interest rates and give out loans or invest in some of the guilds etc. using money from their vault.





I had originally planned to include a "Business Office", wherein you could invest money in company stocks and turn a modest profit over time. Ultimately I decided that this ran counter to the design philosophy, and canceled it. I'm trying to suck money out of MW's bloated economy, and simple cash generators run counter to my purpose.

All the same, it is possible for some of your facilities to turn a profit. However, such levels of effeciency are only possible after the players has invested several hundred thousand septims into the estate. Even then, you only make a profit if you refrain from actually using any of the facilites for yourself.

--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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SirOnTheEdge
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2698865 - 06/16/04 06:55 PM

So its great for long trips.

What happens if you neglect it?

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: SirOnTheEdge]
      #2698996 - 06/16/04 07:35 PM

Quote:

So its great for long trips.




Actually, for the most part, it's terrible for long trips. These facilities eat money, and if you aren't stopping by every week or so to refill the Vault, it'll run out of funding entirely.

Only when the manor is in it's most mature phase can it begin to pay its own costs. But by that point you've probably more or less finished all the quests that MW has to offer.

Quote:

What happens if you neglect it?




Employees become very unhappy when they miss a paycheck. Low morale translates into poor efficiency. Very low morale causes them to strike, and if the problem isn't fixed, they'll eventually quit. And believe me, you don't want your 1000 exp point Blacksmith to walk out on you!

Facilites fall into disrepair if you do not pay upkeep. They can be repaired, but it is generally cheaper to just pay upkeep.


--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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SirOnTheEdge
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2699018 - 06/16/04 07:44 PM

What happens if you know your going on a long trip and you can't get back for a wile. Can you paws it?

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: SirOnTheEdge]
      #2699118 - 06/16/04 08:20 PM

Quote:

What happens if you know your going on a long trip and you can't get back for a wile. Can you paws it?




Nope. Entropy never takes a vacation. Moreover, your workers have to be paid, and aren't willing to take an unpaid month-long vacation just because it would be convient for you if they did.

If you absolutely must be gone for a long peroid of time, and for some reason, you can't use the fast travel network, or a simple Mark/Recall sequence, you'll have to deposit as large a sum of cash as you can afford, close out any personal projects that you have running, and maybe even mothball a few facilities, hoping to repair them later.

Owning a manor estate is more of a responsibilty than a privledge.

--------------------
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But first, read the Old Sim-manor Thread!

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2699312 - 06/16/04 09:34 PM

26 rooms is a lot of rooms! just a personal prefference but what about taking things such as like the alchemy room and the enchanting room and making it 1 room...like a study/laboratory. ..ect. ..just a thought...i figure it would take so much time to walk through this house that most people wouldn't do it more then a few times

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2699433 - 06/16/04 10:11 PM

Quote:

26 rooms is a lot of rooms! just a personal prefference but what about taking things such as like the alchemy room and the enchanting room and making it 1 room...like a study/laboratory. ..ect. ..just a thought...i figure it would take so much time to walk through this house that most people wouldn't do it more then a few times




The problem is that the Alchemy Lab and the Enchanting Lab do fundamentally different things. They aren't even related. This is true for each and every room. Each facility is like a semi-autonomous mini-mod, governed by its own rules.

Size is an issue however... I've actually reduced the size of the indvidual rooms by quite a bit, bu tI'm holding off on details until Sunday.

A few things to bear in mind:

You don't have to actually visit most rooms to make use of its abilities. Most of the orders can be handled by the Steward. Additionally, I'm going to include a master control panel, placed in a convient location (probably in the Foyer, next to the Steward's office) . This panel will be able to handle the most common day to day chores (shelving new books, sorting alchemy ingredients, transfering gold to the vault, releasing captive animals into the ranch, planting new seeds in the garden, and maybe a few other things as well).

The truth is that the actual physical buildings are just window dressing. For the last few weeks, the mod has actually been in playable condition, even though I hadn't placed a single brick into the editor. Most tasks only require access to the Steward. Things that require you to actually visit the room in question (upgrading reagents, smithing new weapons, etc) are not things that you'll be doing everyday.

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But first, read the Old Sim-manor Thread!

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2699479 - 06/16/04 10:26 PM

ok sounds good..i hope you are a good interior decorater though...you have a lot of work ahead of you ...also theres nothing worse then a bare room ...but if i don't like your style i could always crack it open in TESCS myself and decorate it...so it'll all work out in the end

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Darkiss
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2700107 - 06/17/04 02:05 AM

How soon before an actual alfa test mod will be released?


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Jonny_Evil
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2700568 - 06/17/04 07:09 AM

Quote:


I had originally planned to include a "Business Office", wherein you could invest money in company stocks and turn a modest profit over time. Ultimately I decided that this ran counter to the design philosophy, and canceled it. I'm trying to suck money out of MW's bloated economy, and simple cash generators run counter to my purpose.

All the same, it is possible for some of your facilities to turn a profit. However, such levels of effeciency are only possible after the players has invested several hundred thousand septims into the estate. Even then, you only make a profit if you refrain from actually using any of the facilites for yourself.




A business office sounds interesting, I've been thinking of ways a business office would be useful without changing the suck money out of morrowind basis. These are just ideas I thought of last night that I thought may be useful to you if you like any of them. I'm in no way telling you what to put in your own mod. I'm hoping that you won't take it that way anyway, but I've learned that it's wise to clarify.

Ideas for a finance office:

1:Taking Loans. Building the finance office could tie the estate into the money lenders network. The player can take out loans at relatively high interest at any time they choose. Would help the early player over financial hurdles and help prevent a temporary shortfall of money damaging the estate but would ultimately suck money out of morrowind due to interest payments.

2:Automated loans: There was talk about what happens to the estate if the player leaves it for a long time. The ability to leave instructions to automatically borrow money if the vault reserves don't cover expenses would eliminate the problem and still encourage the player not to neglect the estate. The next time a player returns to the estate they might be given a week or so to pay off the debt or receive it's value as bounty on their heads, as you mentioned above. Would also suck money out of the economy. *Edit* The player could also not bother and let the estate mothball if they didn't want the loan taking out, or compromise and shut down projects, mothball rooms etc. so the automated borrowing would just cover enough for wages and minimal upkeep,

3:Giving personal loans. The ability to issue fixed term small personal loans to your staff only. Could choose to make them no interest and receive a boost to staff morale or charge interest and receive a small amount of money (they would be small loans, after all) but a decrease to staff morale. Would fluctuate the amount in the vault quite considerably and force the player to leave more money in there.

4: Shady business. A hands off approach to shady dealings. Finance the setting up of a smuggler and his operation, provide the financial backing to help him purchase a ship, crew and starting stock. Would provide skooma, moonsugar and possibly dwemer goods (if they aren't all provided by another part of the house) but have VERY high running costs to keep the operation secret from the Legion. Set up from a business office as they would have to massage the estate's accounts.

5: Donate to factions. Donate money to the various factions in Vvardenfell. Receive small gifts in appreciation of the donation but nothing very big. When the player has donated a VERY sizeable sum the faction offers one of it's experts to increase the efficiency of one of the house rooms, for example.

Redoran/Fighters guild - increase barracks efficiency.
Mage guild - Alchemy lab
Telvanni - Enchanting lab
Hlaalu - Ranch
Thieves guild - Toolshop
ETC - Mine
Temple/Cult - Healer/Shrine

Even if a leader of the faction the donation would still have to be made to avoid accusations of using the guild for personal gain.

6: The option to tie the room in with the bank mod. I know it generates too much money but it is very convenient and nice to use. The option to manually or automatically transfer money from the bank account to the vault above a certain amount in the account would cut down on the inflated interest problem and make managing the estate more convenient, especially if using a "gold weight" mod.

As I said, these are just ideas I've come up with for a finance office, they're offered in the best of intentions and I hope you'll take them that way.

--------------------
Jonny Evil - Voted "Dark and Divine" by 8 out of 10 fictional characters.

Try Korobal Island - It's good. And at Euro-Rpg and Summit. Go on.

Edited by Jonny_Evil (06/17/04 07:37 AM)

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SirOnTheEdge
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Re: WIP: Sim-Manor (Second Thread) [Re: Jonny_Evil]
      #2700659 - 06/17/04 08:10 AM

Would you need to start agen if a newer version comes out?

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Jonny_Evil]
      #2701254 - 06/17/04 01:19 PM

Quote:

I'm in no way telling you what to put in your own mod. I'm hoping that you won't take it that way anyway, but I've learned that it's wise to clarify.




Don't worry about it. If I didn't want ideas and input, I wouldn't be posting to a public forum.

The notion of automated loans is an interesting one, and is something that might creep its way into the game eventually. I'd probably just have it as a general feature, rather than a function of a new room, however. It is reasonable that the Steward (who is a direct agent of the Imperial government) and arrange for an Imperial loan if the need arises.

Quote:


4: Shady business. A hands off approach to shady dealings. Finance the setting up of a smuggler and his operation, provide the financial backing to help him purchase a ship, crew and starting stock. Would provide skooma, moonsugar and possibly dwemer goods (if they aren't all provided by another part of the house) but have VERY high running costs to keep the operation secret from the Legion. Set up from a business office as they would have to massage the estate's accounts.




From a backstory perspective, this won't work. The Steward's mission is ultimately curtail smuggling and banditry in the area. He probably wouldn't agree to this sort of thing. Nonetheless, a cute idea.

Quote:


5: Donate to factions. Donate money to the various factions in Vvardenfell. Receive small gifts in appreciation of the donation but nothing very big. When the player has donated a VERY sizeable sum the faction offers one of it's experts to increase the efficiency of one of the house rooms, for example.

Redoran/Fighters guild - increase barracks efficiency.
Mage guild - Alchemy lab
Telvanni - Enchanting lab
Hlaalu - Ranch
Thieves guild - Toolshop
ETC - Mine
Temple/Cult - Healer/Shrine

Even if a leader of the faction the donation would still have to be made to avoid accusations of using the guild for personal gain.






I actually already have plans for the various guilds to provide minor perks for their members:

1) Fighters Guild: Partially subsidizes your guard force (wich is mostly compriised of FG mercenaries, anyway).
2) Mage Guild: Partilally subsidizes the spme of the research oriented rooms
3) Thieves Guild: Receive relief from the "protection" racket.
4) Temple: Partially subsidizes the Priest's salary (The Priest is a member of the Tmeple)
5) Imperial Cult: partially subsidizes the Healer (he's a Cult emmber).
6) Imperial Legion: Get a break on Imperial taxes.
7) East Empire Company: Subsidizes the Bazaar.

The exact amount of money provided depends on your rank. Basically, the guilds begin to see your facilites as an extension of their own resource, and are willing to help support them.

The Great Houses don't offer any support, mostly because of teh nature of your holding. It's an Imperial protectorate, designed to strengthen Imperial control over the no-build zone. If you are a member of a Great House, most of your fellows probably regard your estate as an embarrasment.

Quote:

6: The option to tie the room in with the bank mod. I know it generates too much money but it is very convenient and nice to use. The option to manually or automatically transfer money from the bank account to the vault above a certain amount in the account would cut down on the inflated interest problem and make managing the estate more convenient, especially if using a "gold weight" mod.[/qutoe]

Keeping the Vault stocked isn't going to be the probelm that most people seem to think that it will be. The biggest probelm is being to be actually raising the money in the first place, which the bank wouldn't really make all that much more convenient. If a gold wieght mod is being used, the vault will be no less helpful for storing gold thanthe bank, anyway. Besides, I don't like the player getting interest off of his/her savings. It runs counter to the design philosphy.

Quote:

As I said, these are just ideas I've come up with for a finance office, they're offered in the best of intentions and I hope you'll take them that way.




Of course. Your comments are appreciated!

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2701454 - 06/17/04 02:29 PM

Here's an idea for the libarary have a simple librarian who can help with morale for a small fee. she could talk to the other employees maybe give them a good book on how to succeed in the world of plants (that book would be for the gardener obviously)

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Jonny_Evil
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2701574 - 06/17/04 03:03 PM

Thanks, but to be honest Sim Manor seems so well thought out and massive it's difficult to think of anything you haven't already got.

You've answered all my suggestions quite neatly. I think that the backstory would support the smuggler though if you wanted. The steward is a imperial beaurocrat, similar people in the game like the head of the Caldera mining company are thoroughly corrupt. The steward could still pursue his goal of lowering smuggling and banditry while making the estates own smuggler super-profitable due to a lack of competition. This could suck up even more money as a large amount of the smuggler's money would go straight into the steward's pockets, not the vault and still supply the player with smuggled goods.

As I said it's difficult to think of ideas because you've already covered almost everything. I've only been able to think of a couple of ideas and a couple of questions.

Okay, ideas first.

Is there any room in the estate that produces alcohol? Things like cyro brandy, mead etc. A brewery room that at first produced the simpler beverages like shein & mazte could be upgraded through producing flin, cyro whisky, mead and eventually even dagoth brandy. Would be a nice thing to spend money on and would provide the supplies for..... the bar. Surely an estate in the middle of nowhere with many, many workers needs a bar? An upgradeable bar that increase morale in the same way as the shrine or clinic would be a realistic enhancement to the estate.

I've got a couple of questions also, if you don't mind.

How does the vault work? Does the player deposit money wih the steward and the vault is never seen? Or is the vault a visitable room with, say, visible piles of gold out of the players reach that increase and decrease according to the amount of gold the player has deposited?

Also, does the estate have wandering servants? Miscellaneous employees with no useful purpose but to give it some life?

And finally (sorry about all these questions) does the player have separate quarters in the estate (eg. a suite of rooms, bedroom, sitting room, storage room etc) or is the player's bedroom mixed in with the other rooms?

Again, sorry for all the questions. Sim manor is an exciting WIP though and I'm eagerly looking forward to it.

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Jonny_Evil]
      #2701667 - 06/17/04 03:35 PM

SirOntheedge:
If a new version changes any of the scripts, then your savegames will be hosed. That's just how it goes.


Jonny_Evil:
Quote:

Is there any room in the estate that produces alcohol?




I had thougth about something along these lines, but ultimately decided that the focus was too narrow to justify an entire facility. An unspoken rule that I followed when designing the mod was that each and every room had to provide a service that the player would actually want to use. The various alcholic drinks have a nice ambience, but they are both more expensive than potions, and less powerful.

I did actually think about having a bar, and tying that into a wine cellar room, but eventualy abandoned the idea because there wasn't much that I could do with it. The Clinic and Shrine already provide enough morale bonuses as it is. Adding another morale booster would be excessive.


Quote:

How does the vault work? Does the player deposit money wih the steward and the vault is never seen? Or is the vault a visitable room with, say, visible piles of gold out of the players reach that increase and decrease according to the amount of gold the player has deposited?




The vault is an actual room that has to be built. It contains a chest in which you can store your gold. The main engine has a series of detection routinse to keep track of how much money is in the box, and can add or remove money when needed. In many ways, it's like Indy's Bank mod, but uses a more "physical" method.

I have actaully considered the idea of creating a "counting table," a specially scripted table with piles of gold that come and go in proportion to the amount of gold stored in the box. Such a peripheral feature will be a late-beta addition at the soonest.

Quote:

Also, does the estate have wandering servants? Miscellaneous employees with no useful purpose but to give it some life?




No, but the player could add an AI wander package to the NPCs if they wanted to. I generally dislike mobile NPCs, since they tend to get in the way and annoy the player.

There are no "dummy" NPCs. That was another one of my rules. If it's in the mod, it has to actually do something.

Quote:

And finally (sorry about all these questions) does the player have separate quarters in the estate (eg. a suite of rooms, bedroom, sitting room, storage room etc) or is the player's bedroom mixed in with the other rooms?




The bedroom is on the third floor, if that answers your question.

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Detect
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2701915 - 06/17/04 05:03 PM

Hey.

Firstoff, I'm not a newb to morrowind modding just because this is my first post lol. I've been playing/modding morrowind when I get a chance for the past 2 years, and I've read alot of posts. I see the aesthetical (sp? even a word?) part of the sim-manor is far from complete. So...

If you would like, I will help out/make the interior/exterior decorations. If you are interested then pm me and I'll send ya a link to some stuff I made. It looks really cool and I know this will be a big mod (well it already is seeing how many reply there are in the other thread), and I'll be happy to help.

(P.S. I'm not sending any ss links up yet because most of my work is on my other HD, and I'm making a new town right now to use as an example if you want to see it.)

Sorry for my poor sentence/paragraph structure and the abscene of a spell checker in this post.

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2701916 - 06/17/04 05:04 PM

Sounds great! I can't wait to try it out. Do you have a Release time yet?

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Detect]
      #2704872 - 06/18/04 03:17 PM

Detect:

I was actually hoping that I would start getting offers like this. When it comes to modding, I'm more of an engineer than an artist. I like designing complicated things and getting them to work, but I can't get very excited about trying to make them look pretty.

Asthetically, the manor has what I hope people will consider to be an interesting arcitectural style, with all sorts of strange structural features. However, the rooms themselves are going to be quite Spartan and bare. Filling them up with banners and carpets and plants, etc. is dead last on my priority list. I'm hoping that some people will be willing to fill in some of the rooms while I'm working on other aspects of the mod.

We'll see how big the response is. It's all moot until I release the alpha version, anyway.

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Detect
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2705004 - 06/18/04 03:54 PM

Well, if you want you can send me the file, but when opening up the file I won't make sim-manor active so I can just send you the .esp of the decorations back, and you can merge it into your master copy.

If you are afraid (justly) of me just posting it on the internet, then you can delete all the scripts first, then send the file over to me.

My AIM is 'CtrlAltDetect' note that it's detect and not delete. Some punk took all the other good names! If you get a chance we can discuss some stuff on AIM.

BTW, I know scripting so if you need some help on the more repetitive nature of scripting, then I'll gladly help.

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2705025 - 06/18/04 03:59 PM

Are there any hidden rooms in the manor. Its so cool to have secret rooms in a mod. (just a segestion)

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TUPPSY
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2705065 - 06/18/04 04:13 PM

Don't know if it has been asked yet, forgive me if so: If you are Master of the Thieves Guild, do you still need to pay protection money?

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2705891 - 06/18/04 09:44 PM

My question isnt really related to the mod itself but....I have heard the names alpha release and beta release...what are they. Anyway.....Good word......it is a supermod! Everything I have ever wanted in a house mod except the need to eat(in other mods but that would be cool if included)

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Phaedra
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2706201 - 06/18/04 11:19 PM

Alpha and Beta releases are for testing purposes and are usually incomplete versions of the mod.

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Amanda
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2706437 - 06/19/04 12:47 AM

Wow you've come so far with this! I can't wait until it's done! And my offer/request to be a beta tester still stands.

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Detect]
      #2706641 - 06/19/04 02:42 AM

Detect: I'm not really afraid of people trying to release the alph aversion and take credit for it. My initails preface every single global variable and script and activator name... it'd take eons to change everything.

However, I'm holding on to everything until the alpha test is released. It will be easier to co-ordinate things if everyone is working from the exact same mod.

Slyreaper: Given its nature, the Ossuary will be a hidden room.

TUPPSY: Logically, you shouldn't have to pay any protection at all after joining the Thieves' Guild. Hpwever, That would make the TG the "best" of the S-M related guilds, and I want them to all be equal. It's wierd paying protection money to yourself, but whatever. You can rationalize it be pretending that the "proctection" money is now being using to actually protect you from outside threats (eg the Camona Tong).

Yawmwen: An alpha version is generally taken to mean an incomplete version of a program or game. A beta version is supposed to mean a version that is complete and ostensibily bug-free, but is relatively untested. The word "beta" is the subject of much mis-use. Most "beta" tests I've seen here were really alphas, and many "final" versions were really beta versions.

Nighteye has done more work. The web page now has three labeled maps of the main building, one for each floor, showing the layout of the individual rooms. The pictures are taken from the editor, not from the game. In the editor, you can see all possible states of the house super-imposed upon one another. It definately doesn't look like this during normal run time.

Once I get around to it, I'll show some screenshots of the building in various states of construction, demonstrating the flexibility of the statics that I'm using.

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2707978 - 06/19/04 02:55 PM

Here's an idea for the libarary have a simple librarian who can help with morale for a small fee. she could talk to the other employees maybe give them a good book on how to increase thier productivity.
Or she could just be their to tell you how many books you have and how many more you need to have a complete collection of all the books this would then give a purpose to having the librarian.

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2707984 - 06/19/04 02:56 PM



Here's an idea for the libarary have a simple librarian who can help with morale for a small fee. she could talk to the other employees maybe give them a good book on how to increase thier productivity.
Or she could just be their to tell you how many books you have and how many more you need to have a complete collection of all the books this would then give a purpose to having the librarian.



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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2708183 - 06/19/04 04:24 PM

Quote:

Here's an idea for the libarary have a simple librarian who can help with morale for a small fee. she could talk to the other employees maybe give them a good book on how to increase thier productivity.
Or she could just be their to tell you how many books you have and how many more you need to have a complete collection of all the books this would then give a purpose to having the librarian.




The mod is already pretty well saturated with morale boosters as it is. I can't really squeeze in another one. Additionaly, you can already get an inventory of your books from the Steward's overview command.

The biggest problem with having employees like a librarian or a chef is that I have to be able to justify the cost of thier wages to the player. No-one wants to pay money for a service that doesn't actually do anything. Worse, as these employees gained experience, their wages would also increase, exacerbating the problem. I could just say that these employees are somehow special, and don't follow the same experience rules as everyone else, but that seems kind of lame.

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2708740 - 06/19/04 07:59 PM

sorry bout the double post

hotfusion since sim- manor doesn't have a name i think it would be a good idea to open a forum for suggested names. and then do a poll for the winner this is just a suggestion i'm puttin out there.

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2710653 - 06/20/04 01:02 PM

Dude, this mod is great
I would like to alpha test as well, but you've got enough of them already if I see these threads :P
I could also host your alpha-version, or even a forum for the testers
Since my site isn't doing anything, and I've already paid for a year
But anyway, keep up the good work

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2712041 - 06/20/04 10:17 PM

It's the first Sunday of the new thread. If this were a real place, I'd hold a house-warming party.

Last week I really thought that I might be finished with the alpha preparations by today. I was wrong. Really, really wrong.

At this point, I have completely finished the construction scripts for the entire main building, both inside and out. I have not bothered to write scripts for the outlying buildings yet (mostly because I'm still not sure where exactly I want them to be), but those will be simple to do.

I have also completely finished the various construction menus. The Steward can now properly handle everything (previously, much of the construction testing was done be using console commands).

Up until now, I've had a lot of miscellenous items just laying around in random places. Things like the bookshelves and alchemy jars were just hovering in mid-air near the beach, because I still wasn't sure where exactly all the various rooms were going to be. I've since taken those things and placed them in the appropriate rooms. It kind of felt like moving in.

I kept finding all sorts of miscellenous issues that had to be dealt with. The biggest problem by far was the size of teh interior rooms. I built them a long time ago. Since then, I've decided that they were too big, and needed to be scaled down. Since this would basically mean re-doing the entire interior, it's something that I've been putting off. This week, I finally sat down and did it. It almost the entire week, but now it's done. I like the results. There's less pointless empty space, now, and the manor now simply feels "big," instead of "meglomainical."

I found and squashed various other bugs. Among them:

Some (but not all) of the flowers in the hanging garde were solid, impeding movement. This required me to basically re-do the entire hanging garden.

The Essence Extractor began executing its "Explode Spell" animation once every frame after moving it into the lab. I have no idea why this happened, but it's fixed now. Took forever to fix.

Various menu problems.

Various construction script problems.

I also added commands to build and upgrade new doors. This sounds trivial, but it took an entire day to get working right. Still, it needed to be done.

I finished the Bedroom, sort of. I had originally wanted to have t4he bed scripted so that rest was more efficient as the quality of the Bedroom increased, but this week I decided that this was so trivial a benefit that most people (myself included) would make very little use of it. The cost/benefit ratio was too high, so now the Bedroom just contains an ordinary bed.

I was hoping to be done with the Boathouse by now, but there just wasn't time. Too many other issues kept cropping up.

We're getting there. I need to get the Boathouse up and running, and I need to physically place the various servants (something that I had completely forgotten about). I also need to finish the bloody manual.

I'm also thinking about overhauling the Workshop. I don't like the way it works right now, and am probably going to rewrite it. I might also rewrite the Clinic, Shirne, and maybe the Academy.


Furnishing: 31% (did some moving in)
Design: 93% (no change)
Engine: 89% (no change)
Exterior Mapping: 98% (very nearly finished)
Interior Mapping: 100% ( I consider this to be the final draft)
Construction Scripts: 98% (just need the outlying buildings now )
Player Controls: 95% (added the doors menu and finished the construction menu)
Rooms Implemented: 15/26 ("Completed" the Bedroom)
Employees Implemented: 12/19 (no change)

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Celyia
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2712091 - 06/20/04 10:35 PM

Perhaps you could leave furnishings a little on the Spartan side so we could fill it up with stuff from the Real Furniture mod? :-)

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Detect
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2712109 - 06/20/04 10:39 PM

Hey,

I was thinking, do you usually play the game with the TimeScale set to default? I find that sometimes the day goes by too quickly, so I lower the TimeScale. Now with SimManor, the system is based around a day that you can only get such a limited amount of money. So, if someone chooses to lower the TimeScale, then he will get alot more money and SimManor wouldn't be as challenging when during the beginning when the manor isn't covering it's expenses.

So my question is, how much will be affected when lowering the TimeScale? Or did you set the TimeScale to something different?

Oh, if I almost forgot to mention this: Can I be an alpha tester (incase you didn't know my anticipation of this mod already).

Goodluck with the stuff you're doign this week.

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Amanda
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Re: WIP: Sim-Manor (Second Thread) [Re: Celyia]
      #2712116 - 06/20/04 10:40 PM

Yeah i think that's a good idea! Or so that people who semi know there way around the CS can furnish it themselves.

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Celyia]
      #2712225 - 06/20/04 11:15 PM

Quote:

Perhaps you could leave furnishings a little on the Spartan side so we could fill it up with stuff from the Real Furniture mod? :-)




A long time ago, before there was a Real Furniture mod (or even Tribunal), I had envisioned there being a "Carpentry Shop," wherein the player could order the construction of movable furniture. Of course, w/o Tribunal's PlaceItem command, this would've been limited to placing activators that look like furniture (and the furnishings would threfore be incorpreal).

I eventually abandoned the Carpentry Shop as being too work-intensive . When Kilgore's Home Furnishings came out, I seriously thought about ressurecting the idea and integrating a modified Kilgore's into the mod. I never followed through on this (mostly because Kilgore's is nearly 30 MB after compression).

I flirted with the idea again when Andoreth appeared on the scene with his innovative new scripting techniques. Real Furniture is just under a MB, which isn't that bad (my esp alone is many times that size). It is also the most technically advanced of all of the furnishing mods to date. I don't know why I never followed up on this.

Now not everyone likes having to furnish their homes themselves. Some people (myself included) prefer having it done already, and not having to worry about it. However, I really hate furnishing work, so I just might follow up on this.

I'll need the following things:

Andoreth's permission. I think that I can get this. After all, he did call it a "modder's resource," but I should ask first. I think that an association between Sim-Manor and Real Furniture would be mutually benefical, as both mods would be exposed to the other's audience.

I'll have to actually add a Carpentry Shop, whcih means re-doing some of the construction work *sigh* I might just turn it into another outlying building.

I'll need to add a Carpenter employee.

The main engine will have to be retrofitted to include the new employee.

All the same, I'd like to include an optional "pre-fab" esp for those of use who don't like the hassle of self-furnishing. This is something that I'm hoping to receive fan submissions for.

Edit: I just realised that I could simply add the Carpenter to the WorkShop. This would save me the trouble of making a new room.

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Edited by HotFusion3 (06/20/04 11:17 PM)

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Detect]
      #2712256 - 06/20/04 11:25 PM

Detect: I forgot to reply to your post the first time through.

Yes, altering the time-scale will throw Sim-manor off balance. There isn't really a way to fix this. I suppose that you could scale the costs up proportionately, but that still isn't a perfect fix.

Anyone can be an alpha tester. I had originally thought that I'd do a closed test with just a handful of testers, but I had absolutely no idea whatsoever that Sim-manor would recieve such a huge audience.

The alpha test (and later, the beta test), are going to be "semi-public." It will be put up on a private FTP (which Nighteye has already secured) . After two weeks, I'll take it down. Anyone can download it, but it is unlikely that people who haven't been following this thread will know about it.

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2712288 - 06/20/04 11:33 PM

Hot: WEll, you COULD release a furniture-lite version for people who want to decorate stuff on their own. Later, you could implement the carpenter as some sort of addon, handled in a seperate .esp.

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2712362 - 06/20/04 11:53 PM

Adding a new room or employee is not really something can can just be grafted on. It requires altering half a dozen scripts and nearly 100 individual dialogue entries. The "unimplemented" employees on the progress charts actually have extensive support written for them already.
It's something that's best done at the very beginning, or not all.

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Paladmethius
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2712371 - 06/20/04 11:58 PM

This mod looks amazing. But I have a question. Maybe after the release of this mod you will make a castle looking version of it? Just move the rooms around a bit and make the outsides and insides look like a fortress or castle. That would rock!

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Re: WIP: Sim-Manor (Second Thread) [Re: Paladmethius]
      #2712487 - 06/21/04 12:38 AM

Yeah, if such a thing is possible and practical for the modder, I would really be interested in something like that as well... Its more appropriate for my character concept, etc.

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Paladmethius
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2712501 - 06/21/04 12:42 AM

Also perhaps add a bar to the house with dancers, that could improve guard and worker morale.

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lung
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2712717 - 06/21/04 02:24 AM

I really enjoy the idea of the Shady Business that Johnny_Evil suggested. It would provide a nice option for the more "greedy" players, as it would mostly be for personal gain. It could be kept secret from the Steward by having its base of operations elsewhere from the manor. Maybe you would even be able to hire a couple of shady guards as well, to help keep the business secret. The guards would require a higher pay, due to the circumstances.. and it would have to be delivered personally - since no one else would know about it. If you didn't pay the secret guards on time, maybe they just get fed up and decide to tell the steward and/or other employees of its existence - thus lowering the Morale, Prestige, and customers of the manor. The one downfall (sort of) of the business being completely secretive would be that the Steward would not be able to give you a status report in his overview. I see this as more realistic, however, because its more of a secret thing that you handle yourself. You must check up on, and fund the whole thing yourself. The risk would come with considerable profits of course, and maybe even some of the products could be tied into the bazaar to gain more customers and prestige. To be able to sell smuggled items in the bazaar however, maybe you would have to pay the employees that run the bazaar a little extra on the days that the illegal items are featured... all personally and under-the-table, of course

I would also imagine that the initial cost of getting the business up and running would be pretty substantial, considering the risk of its operation, and potential profits. Perhaps in the early stages of this Shady Business, you could have the smugglers in cahoots (sp) with the ship captain. The result of this however, would be a higher wage to the ship captain, and less profit from him as well, as he would be doing much less freelance work. These costs, though, would not be as high as the initial cost of a (possibly upgradable?) boat, but would cost more in the long run.. so it would be smart to buy a boat as soon as possible. The amout of goods (possibly affecting customers and prestige) and profit would be dependant on the size of the boat, crew, and funding you supply to the smugglers.

I really feel that this would be a great option to have during the final stages of construction on the rest of the manor. Since you said that when you have the manor completely built you are most likely done with the main quests that MW offers (due to the cost of the whole thing), this would offer a fun little (or big?) project for the risky/greedy manor owners seeking extra profit and prestige.

Even if you were to release it as an add-on later on (I know you said thats hard to do, being how everything is tied into each other; maybe you could just make it so it doesnt tie into the bazaar and would ultimately have no affect on your manor [just personal profit] except for if it were to be discovered), I feel that this would be a really great and fun addition to your already incredible mod.

If its really not possible, or the scripting is too tedious, or you flat-out dont want to do it, thats understandable with all the work youve already put into this. I would, however, be willing to help you with any aspect of the "Shady Business", if you were to require it - and Im sure many others would be, as well.

Either way, I just thought this idea was worth mentioning again.

I cant wait to see the alpha.. this mod looks very promising. This is really incredible stuff youve done - really, very impressive work, and it cant be said enough.

[EDIT]:

I also thought that the bar would be a pretty good idea.. just as like, an outlying building that becomes an option later on. Not for morale, of course as youve mentioned numerous times that theres enough morale-boosters.. but maybe it could just help bring in more customers, boost prestige? Another way to make profit? Maybe just a place to get to know your employees better.. or just a place of info and rumours involving your Manor and the rest of the game-world..

What about an Inn, with basically the same principle?


Also, I had a couple of questions:

1. Since the bedroom is on the third floor, is this one of the last things you are given the chance to build? Does it just get moved up as levels are added on? Im curious if you have to wait for the rest of the manor to be completed to have a place to sleep?

2. Are there going to be any added quests revolving around the story for the manor? I just had this weird little idea in my head of some random employee NPC kind of going 'crazy'.. He would spread rumours and rant to fellow employees and bring morale down... And even if you fired him, you would be kind of 'forced' to build the shrine to bring everyones morale back up, and to 'save' the crazy NPC, if you decide to keep him around.

3. Are the buildings attatched to the main Manor that are along the outer wall going to be accessible from the outside (such as the shrine and clinic)? When I pictured this mod in my mind before seeing the screenshots, I always saw the Shrine/Temple as a stand-along building, and the placement of it just seems a little awkward to me.. but that may change from actually playing it.


And I must mention again how much your time and effort are appreciated. Keep up the good work!

Edited by lung (06/21/04 03:47 AM)

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: lung]
      #2714569 - 06/21/04 07:26 PM

you could put the bar in the baazar as a single place like a shop. and since there are no places for the shoppers at the bazaar to sleep you could have an inn, or even put the bar in the inn.

i'm not sure but do the bazaar shop owners have their own houses or do they live in their shops.

if they dont live in thier shops they could have a permanent residence in the bazaar inn (as suggested above).

also to have an inn you would have to pay for it's construction, development, and modification. thus draining some money from morrowind's bloated economy.

also to add a restaraunt to the bazaar would be cool also it would be a place for your employees to eat and drink.


i have a question for the ranch when you unload a soulgem to make a new animal does this include all being whose soul you can trap like a golden saint or ogrim.

i think this may have been awnsered before but where to the employees and their families live. and when you first start your employees would have to commute which wouldn't be to big a fee but it could pile up in cost. thus promting you to bould their housing!


--------------------
Be not afraid of growing slowly, be afraid only of standing still.
Chinese Proverb

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2714600 - 06/21/04 07:40 PM

1 will there be displays for stuff like cups, spoons, bowls etc

2 and since your trying to stop smuggling wouldn't anything your guards find become profit because you could sell it to the east empire company because they trade in those goods and do it the fair and legal way bribe the duke for a liscence. so it may be morally wrong to sell it to the eac it would be legal

3 will the bazaar be an extior cell or interior because i didn't see it in the screenies or have you not started on it.

4 since the garden is an iterior cell couldn't you add a glass roof like a green house.

5 and for those of us with tribunal and bloodmoon will their be a display case for BM items

6 the manequin and display cases in the lobby will the total item count bring a loot bag

P.S. dont kill yourself on this we can't have you getting carpol tunnel from scripting

--------------------
Be not afraid of growing slowly, be afraid only of standing still.
Chinese Proverb

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: lung]
      #2714607 - 06/21/04 07:44 PM

Paladmethius and Ahadiel: Changign the outward appearance of the manor is not a trivial task. Each room consists of about 10 - 25 uniquely scripted activators placed pixel-perfect to acheive the desired effects. Changing it into a castle would require a near total rewrite of the construction scripts. Moreover, I'm not even sure if there is a set of castle statics that could be made to fit together in the fluid and dynamic manner required. A building made out of a bunch of imperial models all stacked together might end up looking like a bunch of separate building jumbled on top of each other.

lung: A "Shady Busniess" would run counter to the design philosophy. A room whose entire purpose is to turn a profit just doesn't fit well with the concepts that I'm working with here. I abandoned the Business Office concept for this very reason.

An inn runs into the same problem. Every room in the manor provides a useful in-game service. In exchange, it costs money to maintain, and it costs even more money when its being used to do something. A place of business (such as an inn or a smuggling operation or a bar) does not serve a useful in-game function. Such facilites can't reasonably be expected to improve weapons, or provide new spells, or whatever. The only reason someone whould actually want to build somehting like this is if it reliably turned a profit. However, as discussed earlier, that's exactly the sort of thing that I'm trying to avoid. There's enough money floating around in MW as it is.

A detailed model of a place of business is something that would work best as an entirely different mod. Maybe someone will make such a mod. That person might even end up being you.

Quote:

1. Since the bedroom is on the third floor, is this one of the last things you are given the chance to build? Does it just get moved up as levels are added on? Im curious if you have to wait for the rest of the manor to be completed to have a place to sleep?




Building the Bedroom isn't that hard. You have to have a Lobby, and you have to have expanded the Lobby twice. In the meantime, just sleep on the floor (which is what most people will do anyway, I suspect). The Bedroom is really only there because it's one of those "must have" rooms. It doesn't really do anything interesting.

Quote:


2. Are there going to be any added quests revolving around the story for the manor? I just had this weird little idea in my head of some random employee NPC kind of going 'crazy'.. He would spread rumours and rant to fellow employees and bring morale down... And even if you fired him, you would be kind of 'forced' to build the shrine to bring everyones morale back up, and to 'save' the crazy NPC, if you decide to keep him around.




I had toyed with the idea of having random events (fires, plagues, personal conflicts, etc), but quickly dropped the idea. It would take a lot of work to do something like that right.

Similarly, there won't be quests associated with the mod. How many homeowners do you know that regularly have to strap on a sword and kill monsters as part of the day-to-day operations of thier home?

That being said, I do want to develop the idea of the manor being an Imperial protectorate, complete with Imperial responsibilities. The original design called for a way of measruing bandit activity in the area, and methods by whic the player could combat it. If brigandry got too high, the government would declare the project a failure and strip the player of his/her title and land. I'll probably still do something like this, but not until much later.

There are no direct access points from the outside to the Clinic and Shrine (although there are two nearby Lobby entrances).

--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2715182 - 06/21/04 11:10 PM

1. Will the steward tell you how much bandit activity is down or up and in the case that it is getting close to where you could lose your house could he or would he tell you what projects to pursue to lower that percentage and save your house

--------------------
Be not afraid of growing slowly, be afraid only of standing still.
Chinese Proverb

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Bobbo T obboB
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2715391 - 06/22/04 12:39 AM

A few recommendations for additional stuff you could do for the vampiric users...

-Make the gaurds mages, seeing as only the mages guild people like you when you're a vampire
-make two towers on topof the house with a scripted door allowing only vampires in which has a room with respawning cattle to feast upon whenever the vampire is hurting/hungry

i'd imagine the two towers lookin like this:
.__ _____ .__
(...).........(...)
(__)__| __(__)
in the backish porshin(sp?) of the top.
(the "|" is the door; please ignore the dots.)
and make the transportation services work due to absolute fear of the vampiric owner (Bluh-HUH! I vill suck your BLOOD!)

OOH! OOH! and make the former employees become cattle so that you can display your disgust of quitters....BWAHAHAHAHAHAHAHAHAHAH!

just a few crazed thoughts from my twisted brain.... *twitches*

--------------------
We rock at dawn on the front line
Like a bolt right out of the blue
The sky's a-light with the guitar bite
Heads will roll and rock tonight
For those about to rock, we salute you
~AC/DC

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MarijniaC
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2715986 - 06/22/04 06:09 AM

I really enjoyed reading all the features already in and all the extra idea's. Actually I have one of my own as well (just an idea; I am not really a modder) and I hope you can take the time to think this one through as well; I think it would be a great addition.

A new room called the "Gallery"
In this room you can show all the unique items you have gathered (and take them back when you need), a bit like the museum from Tribunal but then in your own manor and working a bit different (more advanced).

Features:
- Store your favorite unique items from all over Morrowind, Tribunal and Bloodmoon
- Earn money and improve the moral by showcasing your items
- Take items back whenever you feel like it
- Make sure your items are guarded to keep away thieves
- Hire a gallery manager to make sure your items keep their value - and your income
- Upgrade your gallery to store more items and to improve it's effectiveness

Earn money showing items

Showing the unique items in your gallery, you gain a certain amount of money each day (the harder to find the item is, the more money you get)
Not only the items the museum takes but just make up a decent list yourself, including the special items you get during the mainquest/tribunal/bloodmoon/official plugins? but also some special rings such as mentor's ring for example.

- Mentor's ring: 50 a day
- Bow of shadows: 150 a day
- Sunder: 500 a day
- Dragonbone cuirass: 800 a day

Obviously it shouldnt be to easy to earn to tons of money (maybe the highest of 1000 a day, for the rarest item?)

Improve the moral / your reputation

Based on the lore behind the item you add, the moral either raises or decreases. Not all items have to have a positive lore ofcourse. Think about a vampiric ring for example, or hiricline's (sp?)... etc
Obviously items such as sunder / keening improve the moral

Items getting stolen

Based on their value or unique-ness, items can get stolen. Per example;

If you have the basic gallery, the chance an item gets stolen increases by loads when you store more than 3 items (or value over 30000 - the value of the actual item, not the earnings a day )
If you have the medium gallery, the chance an item gets stolen increases by loads when you store more than 5 items (or value over 50000)
etc
And ofcourse, every stage of the gallery can have its max. amount of slots for items

Gaurd your gallery and have your items looked-after

Placing guards in your gallery decreases the chance an item gets stolen dramatically but they obviously need to get paid.
Maybe also allow to have a 'manager' who makes sure the items are shown in top shape... if you would add this you could make items drop down in earnings a day when time passes by without a manager looking after them.

Obviously, the player would somehow have to be able to get stolen items back. At this moment I dont really know how you could do that.
All in all I have to say I really enjoy thinking of this feature to be added to your project. Hope you feel the same. I could go further than this if you want me to btw

Either way, gl with your mod! Looking forward to its release

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Mike_DeMong
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Re: WIP: Sim-Manor (Second Thread) [Re: MarijniaC]
      #2716437 - 06/22/04 10:18 AM

Bump, this needs to be on the first page.

Well anyway that gallery idea is nice, but im not sure how you could get your items back. Maybe you could ask your gaurds to try and track the thief down, or ask the other guards around morrowind to setup wanted posters so everyone would be on the look out .

--------------------
My screen name is NOT me real name, so please don't ask. Not that anyone would.



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Re: WIP: Sim-Manor (Second Thread) [Re: MarijniaC]
      #2716906 - 06/22/04 01:53 PM

I personally think that the gallery idea would be awsom.

Quote:

also to add a restaraunt to the bazaar would be cool also it would be a place for your employees to eat and drink.





Actually this would also be a good idea because you could use the one complete morrowind mod with it( the one to eat).

One last mod idea in the new hellhouse mod the maker said that they had figured out a way to make transparent windows ( i thought that would add a LOT of realism to the game) maby you could put somthing like this in the mod.

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: MarijniaC]
      #2717433 - 06/22/04 04:45 PM

Quote:

Earn money showing items

Showing the unique items in your gallery, you gain a certain amount of money each day (the harder to find the item is, the more money you get)
Not only the items the museum takes but just make up a decent list yourself, including the special items you get during the mainquest/tribunal/bloodmoon/official plugins? but also some special rings such as mentor's ring for example.

- Mentor's ring: 50 a day
- Bow of shadows: 150 a day
- Sunder: 500 a day
- Dragonbone cuirass: 800 a day

Obviously it shouldnt be to easy to earn to tons of money (maybe the highest of 1000 a day, for the rarest item?)






that would make to much money and is immoral also gaing morale from this is retarded (pardon for this but i'm at a library typing this and it's kids day so i'm going crazy)

and if u would have read the old thread you would know that when something is stolen your steward takes money form the vault to finance it's return
Quote:

Features:
- Store your favorite unique items from all over Morrowind, Tribunal and Bloodmoon
- Earn money and improve the moral by showcasing your items
- Take items back whenever you feel like it
- Make sure your items are guarded to keep away thieves
- Hire a gallery manager to make sure your items keep their value - and your income
- Upgrade your gallery to store more items and to improve it's effectiveness




the display cases search your inventory for the items and just place them on th diplay and you can just click on them to get them back

--------------------
Be not afraid of growing slowly, be afraid only of standing still.
Chinese Proverb

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2717444 - 06/22/04 04:50 PM

here's some idea's i thought of

1. you could put the bar in the baazar as a single place like a shop. and since there are no places for the shoppers at the bazaar to sleep you could have an inn, or even put the bar in the inn.

2. i'm not sure but do the bazaar shop owners have their own houses or do they live in their shops.

3. if they dont live in thier shops they could have a permanent residence in the bazaar inn (as suggested above).

4. also to have an inn you would have to pay for it's construction, development, and modification. thus draining some money from morrowind's bloated economy.

5. also to add a restaraunt to the bazaar would be cool also it would be a place for your employees to eat and drink.

6.i think this may have been awnsered before but where to the employees and their families live. and when you first start your employees would have to commute which wouldn't be to big a fee but it could pile up in cost. thus promting you to bould their housing!

7 will there be displays for stuff like cups, spoons, bowls etc

8 and since your trying to stop smuggling wouldn't anything your guards find become profit because you could sell it to the east empire company because they trade in those goods and do it the fair and legal way bribe the duke for a liscence. so it may be morally wrong to sell it to the eac it would be legal

9 will the bazaar be an extior cell or interior because i didn't see it in the screenies or have you not started on it.

10 since the garden is an iterior cell couldn't you add a glass roof like a green house.

11 and for those of us with tribunal and bloodmoon will their be a display case for BM items

12 the manequin and display cases in the lobby will the total item count bring a loot bag

13 i have a question for the ranch when you unload a soulgem to make a new animal does this include all being whose soul you can trap like a golden saint or ogrim.

and for those of us who need a bar could it just be a non profit thing with no morale boosts

and if you had resaraunt it could produce bread, scrib jerky, etc.

--------------------
Be not afraid of growing slowly, be afraid only of standing still.
Chinese Proverb

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2717624 - 06/22/04 05:54 PM

Oof! This thread is more vocal than the last one, for some reason. Here goes...

Bobbo T obboB: Remember that vampirism is a crime that carries the death penalty in Morrowind. Victims of Porphyric Hemophilia have to be subtle and hide their condition carefully. Building an expansive tower in the middle of an occupied region filled with kidnapped victims would get you caught in short order.

MarijniaC: There is already a mechanic for showcasing items. Remember that I 'm trying to avoid for-profit facilities here.

There seems ot be widespread confusion on this point. This is my fault. I have made comments about the various rooms being able to turn a profit over time. This has (understandably) led people to conclude that the manor is modeled after your standard business (ie it eventually pays back its initail cost and starts turning a profit). This isn't the case. At peak efficiency, a facility can eventually make about 52 septims a day more than it spends. This money is just a little more than enough to cover the costs of the other "administrative" facilties (things like the Clinic, Workshop, and other rooms that don't make money directly). In the end, the manor might make an extra few hundred septims a day... which means that it will about 82 game years to recover the ~3 million septim cost of building everything in the first place.

You are not investing money into a business. You are paying money to build and maintain a stronghold that provides useful services.

Slyreaper: Transparent windows have been around for awhile... they're just a pain to do. They're only feasible when the window overlooks flat terrain. If there are hills or vallies visible from the window, you run into problems.

Werewolf: I appreciate your enthusiasm, but do remember to play nice. There are kinder ways to direct someone to the old thread.

Quote:

1. you could put the bar in the baazar as a single place like a shop. and since there are no places for the shoppers at the bazaar to sleep you could have an inn, or even put the bar in the inn.




Again small, businesses like a bar or an inn run contrary to the game design. They could be added as a visual effect, but I really don't want to spend much time or energy on purely cosmetic effects.

Quote:

2. i'm not sure but do the bazaar shop owners have their own houses or do they live in their shops.




They don't have shops at all. The Bazaar is simply a place where travelling merchants can set up a pavillion and hawk their wares. It is assumed that at the end of the day they pack up and continue on to where ever they were headed to in the first place.

Quote:

4. also to have an inn you would have to pay for it's construction, development, and modification. thus draining some money from morrowind's bloated economy.




Paying an initial cash outlay to startup a business that will eventually turn a profit does not drain money from the economy, but rather adds money to it.

Quote:

6.i think this may have been awnsered before but where to the employees and their families live. and when you first start your employees would have to commute which wouldn't be to big a fee but it could pile up in cost. thus promting you to bould their housing!




They commute. I mentioned near the end of the old thread that I was considering adding an "Empoyee Housing" option. Basically, you could provide home and board in exchange for paying a lower salary. I'll probably still do this, but it will be a beta feature.

Quote:

7 will there be displays for stuff like cups, spoons, bowls etc




Yes

Quote:

8 and since your trying to stop smuggling wouldn't anything your guards find become profit because you could sell it to the east empire company because they trade in those goods and do it the fair and legal way bribe the duke for a liscence. so it may be morally wrong to sell it to the eac it would be legal




Generally speaking, police work doesn't turn a profit. In the US, the cops can sieze and auction the possesions of convicted felons if they can prove that the property was purchased with drug money. All the same, police departments don't turn a profit at the end of the year.

Likewise, any quasi-legal booty obtained from smugglers would probably not exceed the cumulative day-to-day costs of maintaining a credible guard force. Maintained law and order is a responsibility, not a business oppurtunity.

Quote:

9 will the bazaar be an extior cell or interior because i didn't see it in the screenies or have you not started on it.




It is an exterior location. It has not been built yet, becasue I have to finish up more display cases before it will work properly.

Quote:

10 since the garden is an iterior cell couldn't you add a glass roof like a green house.




The greenhouse dome mesh would either :

1) Not be visible from the outside (which is wierd)
or
2) Jut out of the exterior walls ( which is also wierd).

Quote:


11 and for those of us with tribunal and bloodmoon will their be a display case for BM items




Yes. Already included actually. Morevoer, TRibunal is absolutlely required to run this mod at all. The Bloodmoon dependenceies could be removed with a few hours of work.

Quote:

12 the manequin and display cases in the lobby will the total item count bring a loot bag




I don't understand this sentence. Sorry

Quote:

13 i have a question for the ranch when you unload a soulgem to make a new animal does this include all being whose soul you can trap like a golden saint or ogrim.




No. Daedra are:
1) Too dangerous to be kept in a Ranch
2) Do not reproduce biologically anyway

Only natural animals are kept in the ranch. I decided to include Druegh, which is already pushing it, since the Dreugh may or may not be sentient creatures ( the lore is confusing on this point). However, I needed another expensive animal ingredient to make the math work out correctly.

Quote:


and for those of us who need a bar could it just be a non profit thing with no morale boosts

and if you had resaraunt it could produce bread, scrib jerky, etc.




I'm trying to avoid spending time on things that don't actually do anything. Remember, it takes several days of dedicated work to enable even trivial things. I want to spend that time and energy on things that enchance game play. Background curiousities such as bars and restaurants that don't involve some kind of decision-making on the part of the player are of a very low priority.

Scrib Jelly and most other animal-based food products are already avaiable from the Ranch.

--------------------
Read the Sim-Manor thread!

But first, read the Old Sim-manor Thread!

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Tatriya
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2717670 - 06/22/04 06:12 PM

Mentions of the overflow loot bag usually turn up in the hints/cheats forum, so I'll just quote some info from there:
Quote:

By titanicx:

The overflow loot bag is a way for the computer to keep things running smoothly in game. What happens is when a cell (area of gameplay) like the inside of a house gets to the limit of items , 256 on the Box 1024 on the PC, it generates an overflow loot bag. Once you have it theres only one way to get rid of it. And once you have it you cant place anything in the cell any more till its gone. It will just pick it up and put it in the bag right as soon as you leave the cell. The Bag appears where the last item was placed.


I think the query was, with all the mannequins and other displays that will be in use, is there any danger of hitting that limit?

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fable2
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2717911 - 06/22/04 07:13 PM

HotFusion, your ideas are fine, and need little input from us. Please, don't spend much of your time answering. Instead, code, and go do that voodoo that you do so well.

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Re: WIP: Sim-Manor (Second Thread) [Re: fable2]
      #2718241 - 06/22/04 09:19 PM

wow it took me the better part of an hour to read all the stuff i missed on the old thread, and all the stuff on this one too. amazing progress, this may be the thing to actually get me playing morrowind again. anyway some questions and ideas.

1. will the ossuary be compatible with vampire embrace 1.9? (please say yes )

2. if you are gone for long periods of time, would it be possible to go to the stewards office or somewhere like it to write up commands and have a certain amount of funds diverted from the different money making operations to go to the vault directly by giving a list of different options, i.e// Give money to vault, stop all productions, put money in ranch/garden/bazaar etc.

3. (again with the vampires) will there be any items or literature that may affect your condition? kinda goes with #1 but i may as well ask

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Bobbo T obboB
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2718485 - 06/22/04 10:32 PM

bumpo

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2718577 - 06/22/04 10:51 PM

Quote:

1. will the ossuary be compatible with vampire embrace 1.9? (please say yes )




I've never played Vamp Embrace, so I don't know... but the answer is probably yes. All the ossucary really does is allow you to switch bloodlines. This is mainly so that "completist" gamers (such as myself) can play all three quest branches without having to resort to the console.
Quote:

2. if you are gone for long periods of time, would it be possible to go to the stewards office or somewhere like it to write up commands and have a certain amount of funds diverted from the different money making operations to go to the vault directly by giving a list of different options, i.e// Give money to vault, stop all productions, put money in ranch/garden/bazaar etc.




Sort of. You can give fairly detailed orders on what exactly you want the various rooms to do. For example, you could order the Blacksmith to do x amount of work on some personal project of yours (probably a weapon upgrade), and then do commercial work from then on. Or you can tell the rancher/gardener/conjuror/miner exactly how much of which ingredients you want stockpiled, and when to stop storing things and start selling them. Extra money is automatically placed in the vault, but you will rarely have extra money. Any "profits" usually go towards defraying expenses.



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But first, read the Old Sim-manor Thread!

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Amanda
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2718908 - 06/23/04 12:30 AM

This mod has become colossual! It looks so great. Could you describe what all you can cook/do in the kitchen in more detail? Thank you for putting so much work into this mod, i'm sure it'll be great!

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Amanda]
      #2720248 - 06/23/04 12:22 PM

I can't really describe it in detail, because I haven't worked out the details yet. The notion is that there will be a series of scripted kitchen utensils that you can use in an attempt in reproduce the recipes described in books like Redoran Cooking Secrets and Hanin's Wake.

It's kind oif a silly idea, but I wanted to make one intensely interactive room, just for variety. If a recipe called for placing bread in the oven for one hour, you'd have to actually place the bread inthe oven and leave it there for about one hour (remember that time in MW is compressed 30:1 , so this would actually be two minutes of real time). If you overshot by too much, it would be burned.

Successfully created meals provide a very smalll (+1 ) bonus to stat or two for about a week. The idea is that you can improve your overall health and well-being by a regular diet of healthy food. Or something. Naturally, the bonuses will be non-stackable.

This room is really more of a lark. A kitchen is one of those must-have rooms in any house, but in Sim-Manor, rooms have to do something. Hence, the idea described above.

The Kitchen is going to be fairly low on my priority list, but I'll eventually get around to it. Because it the indvidual activators won't be connected to the main engine, I could even release it as an add-on, and people could use it without nuking thier old savegames (I think).





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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2720995 - 06/23/04 03:28 PM

will the items be atou maticallly eaten or will they be able to set down move around put in bowls for thoes of us who like to decorate i know this would take a lot of work and modeling and texturing so if you u dont think this is possible. someone might be able to make this as an add-on.

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2721774 - 06/23/04 06:51 PM

uh, you might have already mentioned this, but with all this heavy scripting going, will it be slow? my game tends to crash with only a few high scripted mods, but this thing sounds like a hell of a lot more then that

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2721932 - 06/23/04 07:32 PM

The main engine is only executed one frame out of every day. In fact, there is only one global script that is constantly running at any given time. It's so tiny that I can copy/paste it right here:

Code:
Begin HF_MainTimer

short Today

If ( Today != Day )
StartScript HF_MainScript
set Today to Day
Endif

End



You might notice some chugging around midnight of everyday. Maybe. I did a stress test wherein I rigged an activator to execute the main engine every time I clicked on it. I was able to wail away on the spacebar, and didn't notice any lag or slow down.

As usual, the GPU seems to be more limiting than the CPU. I do take an FPS hit when the hanging garden effect is on (which is why it can be turned off in mid-game if desired). Also, the exterior building is made out of hundreds of activators, each one executing a tiny script each day. This might cost you a few FPSs. I have optimized things where I can. Most scripted objects are smart enough to know when they'll never be needed again, and are set to delete themsevles when such a condition comes to pass.

I have never noticed my FPS drop below 25 when testing this thing. Of course, my machine is an absolute monster:

CPU: 2.6 GHz
RAM : 1 GB of DDR
Video: Radeon 9800 (128 MB DDR RAM, GPU at 324 MHz, usually overclocked to 350)

Your mileage may vary.

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Mike_DeMong
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Re: WIP: Sim-Manor (Second Thread) [Re: Tatriya]
      #2722624 - 06/23/04 10:49 PM

Bump! This needs to be on the first page.

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Ardanza
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2724434 - 06/24/04 12:03 PM

Hey, i just came back from a vacation. And if you remember in the old thread of me saying like release it sooner, yah, i was just kidding around (but then again, releaseing it soon still would be nice ) But i was just messing around. Also, it kinda sux that if you have 200+ posts that the thread has to get locked up i thought he was j/k, and i was trying to figure out how come i couldnt reply....then soon realize he wasnt joking lol

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2725029 - 06/24/04 02:47 PM

I've just thought of another question, if you don't mind Hotfusion3.

Will the employees of the estate have companion share? I've just played through Suran Underworld and being able to deck out my employees in armour/clothing of my choosing was strangely satisfying.

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Jonny_Evil]
      #2725589 - 06/24/04 04:54 PM

Funny you should ask that. I just finished implementing that very option. I too like the idea of being able to enforce whatever kind of dress-code strikes my fancy.

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Amanda
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2726083 - 06/24/04 06:49 PM

Yay! I like dressing my workers/guards up too. Will there be any girl guards/workers? That would be cool too. Girls can fight and work just as well as boy's.

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Amanda]
      #2726240 - 06/24/04 07:36 PM

Amanda: When determining the race and gender of each worker, I simply rolled some dice. One of the Morrowind Lore entries describes the racial demographics of Vvardenfell, and I used that as my guide. There are roughly as many men as there are women.

Werewolf: I missed your question last post. The displays sets work like this: The relevant items are removed from your inventory and placed in a pre-arranged setup which cannot be changed. For important things like weapons and armor, you can pick the items back up. For random flotsam like bowls and whatnot, the items are permanently placed.

Right now there are only a few displays... really just enough to demonstrate the concept. Fleshing these out will be one of the biggest tasks neccessary for the beta stage.

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MarijniaC
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2728299 - 06/25/04 07:26 AM

sorry to see my gallery idea thrown away in the basket with just 1 line ;( I thought having such a gallery in your manor would be a nice extra room
but ok fair enough...

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Re: WIP: Sim-Manor (Second Thread) [Re: MarijniaC]
      #2730727 - 06/25/04 07:59 PM

Can you make that gallery you were talking about?

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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2731145 - 06/25/04 10:38 PM

BUMP!!!

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2735076 - 06/27/04 02:24 AM

It's 1:00 AM in Texas, which means that it's technically Sunday.

I've been wanting to do this update all week. I'm surprised that my disipline was strong enough for me to hold off this long.

The Boathouse and Shipmaster are now complete. You can now connect your home to the existing fast travel network. I used a special tecnique that allows to connect to the network without actually altering any existing NPCs or dialogue, which should help keep the footprint of this mod small.

While I was at it, I also finshed the Silt Strider Port and the Teleport Chamber, along with thier attendant employees. The Teleport Chamber also offers a Propylon option (you still have to have the indices for this work).

I also added in code for the Blacksmith, Tailor, Enchanter, and Scribe. Theiur respective rooms don't do anyting, but you can hire these guys, and they can still generate generic commerce points. You can even order them to work on personal projects, but without the facility support, this would be a silly thing to do.

I also wrote the "front end" of the mod. You can now learn about the manor from the "latest rumors" topic, and an NPC was created to guide the player to the site.

Adding all of this new content to the mod all at once badly broke things. Almost every fundamental feature of the mod stopped working. I've spent most of the week fixing things. Everything is in good working order again. In fact, things work better than ever, since I took the opportunity to optimize the code and fix various random and unrelated bugs.

There are still a few minor tasks that need doing. I have to write the dialogue for the in-line help, I need to finish a couple of half-implemented display cases, and I need to finish the documentation. After that, I want to actually play a game of Sim-Manor and verify that things are working.

Folks, we're almost there. I expect to have a presentable alpha version later this week. Keep watching this space.

Furnishing: 31% (no change)
Design: 93% (no change)
Engine: 99% (pretty much finished)
Exterior Mapping: 98% (no change)
Interior Mapping: 100% (no change)
Construction Scripts: 98% (no change )
Player Controls: 99% (just about finished)
Rooms Implemented: 18/26 (Completed the Boathouse, Teleport Chamber, and Silt Strider Port)
Employees Implemented: 18/19 (Completed the Enchanter, Scribe, Blacksmith, Caravaner, Shipmaster, Guildmage, and Tailor)




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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2735308 - 06/27/04 05:09 AM

Great! That is just fantastic. Your ending up being a god here. I canít wait for this mod to be finished, but just remember one thing: Donít be hasty master HotFusion3. Take your time whit this mod, your shouldnít hurry up this mod, just because we tell you to. This is going to a great mod, and if your are going to make it even better, I donít mind waiting one or two weeks more for the alpha.

Edited by Sarkantos (06/27/04 10:11 AM)

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2737969 - 06/27/04 10:44 PM

what is the name for sim-manor in the actual game. i've been following this thread since it started so the last time this was brought up it was called your estate will you choose a different name or have a poll to decide the name.


P.S. just a rmeinder if you have chosen a name this post really doesn't matter but i still would like to hear what the name will be before you release it


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Zatoichi
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2737995 - 06/27/04 10:51 PM

First off all, I think you're doing a great job HotFusion, and I truely look forward to play this gem!

Reading the latest posts in this thread gave me an idea;

Quote:

what is the name for sim-manor in the actual game. i've been following this thread since it started so the last time this was brought up it was called your estate will you choose a different name or have a poll to decide the name.






would it be possible to choose the name of your manor yourself? I have no idea of what the CS can/cannot do, so don't blame me for asking silly questions .

Keep up the great work!



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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: Zatoichi]
      #2738125 - 06/27/04 11:22 PM

Quote:

would it be possible to choose the name of your manor yourself? I have no idea of what the CS can/cannot do, so don't blame me for asking silly questions .





Unfortuantely, the answer is no. Barring some kind of external program, cell names cannot be altered in runtime.

In fact, as far as I can tell, you can't even alter cell names in the CS! Once you pick a name, you're stuck with it forever (or until you bust out TESAME).

In other news, I had originally intended to leave the crime engine and the Bazaar out of the alpha version. These two items depend heavily on Prestige, which in turn relies on having several dozen display cases built and ready.

The idea was that crime and commerce would grow as your reputation grows, keeping those two elements in scale with your progress as an adventurer. I just thought of a way to achieve that same effect, but without having to use the Prestige mechanic. This is good, because the Bazaar and the crime engine were supposed to be foundamental parts of the game, and I didn't like leaving these out of the alpha.

Of course, this means that I actually have to implement these things now. As a result, the alpha test is probably going to be delayed by a week or so. We'll see. Maybe I can get it out the door by the end of this week... maybe not. Regardless, I'll feel better having a fully implemented core in the alpha test.

I had originally intended the alpha test to be a very small proof of concept mod, containing only five rooms or so. The way things are working out, it looks like the alpha test will include about 80% of the expected final content. It will also probably be an entirely playable mod by itself, something that I had not ever thought would be the case. If the alpha test goes well (and some poeple pitch in and help me decorate teh interiors), I might even go ahead and upload the alpha to a couple of the smaller mod sites.




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bl4k3
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2738147 - 06/27/04 11:26 PM

You can edit cell names by clicking once on the little rectangle with the cell name in it in the cell view window once its selected in grey. Could you name it %PCName Estate? I wonder if that would work with Cell Names...

-wanders off-

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bl4k3
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Re: WIP: Sim-Manor (Second Thread) [Re: bl4k3]
      #2738265 - 06/27/04 11:52 PM

No you cant name the manor that.... Damn

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: bl4k3]
      #2738276 - 06/27/04 11:56 PM

just a thing for those of you who have read thirsk a history revised it

says your name, gender, and race how they got the name thing down

i dont know but i'll try to find out how they did this so if you could

implement into the game.

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bl4k3
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2738299 - 06/28/04 12:03 AM

they did that by using

%PCName, %PCClass, and %PCRace in the text... Its a script that puts your name class and race into the desiganted area but it doesnt work with cells, i just tried it.

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HotFusion3
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2738311 - 06/28/04 12:06 AM

Things like that work because %PCname and %PCRace are pre-defined text strings. As for the gender, if you look closely at the dialogye trees, you'll see converstaions that recoginze your gender contain two parallel branches, one for each gender. In the case of the book Thirsk, A History Revised, there are actually two separate books. One of them described the PC has male, the other as a female, and the game is scripted to only give the player the version that matches your gender.

Blake, thanks for the info. I was trying to triple-click the cell name, which is how you change pretty much everything else in the editor.

Edit: Looks like Blake and I responded at the same time.

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Edited by HotFusion3 (06/28/04 12:07 AM)

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2740030 - 06/28/04 01:27 PM

hotfusion you could name it after your self by calling it fusion manor

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2740469 - 06/28/04 03:03 PM

in one room will their be like huniting treasures from bm like in the teleport room that would look cool

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Amanda
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2741282 - 06/28/04 07:00 PM

OOOOOOOOOOOO! Can't wait! After the alpha test is done what are you going/need to add?

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Re: WIP: Sim-Manor (Second Thread) [Re: Amanda]
      #2741644 - 06/28/04 08:57 PM

oooohh! could I PLEASE be an alpha tester? i have been following this thread but havent said something till now... This mod looks GREAT! WAIT! NO! FANTASTIC! EXTRAVAGENT! BRILLIANT!!! Thats all...

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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2742788 - 06/29/04 05:48 AM

Dvd: If you have been following this mod, you would know that the alpha will be released to the public, and that everyone will be able to download it.

HotFusion3: Remember to make a backup file on a CD or something like that. We have heart all to many times about modders, who have lost all there work, because there computer went down, it would a disaster if all your progress on Sim-manor were lost, so please, if you haven't made one, make a backup.


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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2743734 - 06/29/04 12:04 PM

Quote:

HotFusion3: Remember to make a backup file on a CD or something like that. We have heart all to many times about modders, who have lost all there work, because there computer went down, it would a disaster if all your progress on Sim-manor were lost, so please, if you haven't made one, make a backup.




please hotfusiion 3 listen to Sarkantos we would hate for you to lose all the work you have done on this. it would be tragic if you lost all of this, -shudders at the thought- . I'v been waiting since a bout a week after the first thread was created

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2744639 - 06/29/04 03:29 PM

you may think this goofy but could you instruct the smithy dude to make spoons, forks, bowls, plates, cups, pithcers, and flagons etc. will he be able if you decide to do this make wooden spoons and bowls etc. i think this would be a cool idea

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werewolf4life
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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2744678 - 06/29/04 03:38 PM

how will you aquire special alchemy items like bonemeal, corpus weeping's, daedra heart's or corpus meats and will thier be kwana in the ranch for cuttle or will their kuttle be included in the mine with their eggs and the wut not taht will ne included in the mine

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2745691 - 06/29/04 08:33 PM

Sarkantos: Don't worry. I make a new backup every week.

Werewolf: While it would be easy to rig the Blacksmith to make utensils, it would be time-consuming. The alpha will contain a few examples to show people how to expand the capabilites of the various workers as they see fir.

Here's a listing of some of the odd alchemical items and how they're handled:

Kwama Eggs: Produced by Kwama Workers ( really, they come from the queen, but having more workers lets her support more eggs).

Kwama Jerky: Produced from Kwama Warriors (they should really come from scribs, but scribs already make jelly, and I needed something for the Warriors).

Bonemeal: Produced automatically by the Ranch. Bonemeal is a generic animal by-product that doesn't require any specific creature to make.

Scuttle: Produced generically by the Ranch. Scuttle is supposed to be made by ordinary beetles, which I assume are easy enough to find.

Resin: Since this comes from common trees and mushroom, I just assume that the Gardener is able to produce this w/o any specific plants.

Daedric Stuff: Conjured from Oblivion by the Conjuror. The Daedra are just creepy enough to be willing to sell body parts of their friends to outsiders.

Corprus weepings: Not produced. Corprus beings are too dangerous to hold on a ranch, and doing so is probably illegal anyway. Besides, they don't reproduce biologically.

Ash Salts: Not produced. Ash salts are supposed to be found near Red Mountain, not the Grazelands.

Dwemer Scrap: While it's not clear just what this stuff is, it is probably some kind of alloy, one that people no longer know how to make. Not produced.

Ghoul Hearts and Vampire Dust: Not produced. There is no way any sane ranch hand would consent to keeping watch on such dangerous creatures, and these things can't reporoduce biologically, anyway.



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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2748686 - 06/30/04 02:50 PM

now when are you expecting an alpha version

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2748922 - 06/30/04 03:50 PM

i have an idea to get the Corprus weepings, Dwemer Scrap, and Ghoul Hearts you could hire a witch hunter to get the ghoul hearts, corpus weepings, and scrap metal the witch hunter would find the ghoul hearts in the ghouls he'd killed and would find the scrap metal in the dwemer ruinswher e he was killing the ghouls you hired him to kill and since the sixth house have bases in the dwemer ruins h ewould just collect the corpus weepings. and the better you pay your steward the more alchamel ingreds you get i think it would figure like this.

500 a week....would get you 1-2 scrap every two days-1witch hunter
1000 a week...1-2 scrap a day 1-2 ghoul hearts a day-2witch hunters

2000 a week...2 scrap a day 1-2 ghoul hearts aday



this would abviously need a vairable because of the 1-N

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2749022 - 06/30/04 04:10 PM

i have an idea to get the Corprus weepings, Dwemer Scrap, ash salts, and Ghoul Hearts you could hire a witch hunter to get the ghoul hearts, corpus weepings, and scrap metal the witch hunter would find the ghoul hearts in the ghouls he'd killed and would find the scrap metal in the dwemer ruins where he was killing the ghouls you hired him to kill and since the sixth house have bases in the dwemer ruins h ewould just collect the corpus weepings. and the better you pay your steward the more alchamel ingreds you get i think it would figure like this.

500 a week....would get you 1 or 2 scrap every two days 2 ash salts a day-1witch hunter

750 week....two days 3 ash salts a day 1 or 2 scrap a day 1 or 2 ghoul hearts a day-2witch hunters

1000 week....two days 4 ash salts a day 2 scrap 1 0r 2 ghoul hearts 1 corpus weeping-3witch hunters

2000 week....this includes what you get for a thousand and 1 vampire dust every 3 days-witch hunting party

this would abviously need a vairable because of the 1 or 2

this could be optional because you just have your steward write up a contract for a week or two so you wouldn't have to fund this all the time i think this would be a very good idea

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2750295 - 06/30/04 10:09 PM

also not everyone could afford the above mentioned (i seriously doubt that) it would be like sending hunter's at thirsk to get snow hides just that this costs a bunch to do but it would provide the alchemal ingrediants when needed for those unsafe items

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2750312 - 06/30/04 10:14 PM

also if you decide to do this could for a random thing once you get into the 750 price for witch hunter range that it could once out of every 10 that one gets severly hurt that you would have to pay liike 200 septims to heal him (workers comp)

and if you decide to do this you could like have the witch hunters group captain tell you about the harrowing fight obvuisly he would be good at speechcraft to make having 3 to a whole party of w hunters sound indangered when fighting a skeleton.

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2750718 - 07/01/04 01:03 AM

lol were wolf, u got good ideas, but why dont u put them all in one post ? lol , j/k . I like the witch hunter idea

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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2752419 - 07/01/04 02:06 PM

can we get an update

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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2752427 - 07/01/04 02:08 PM

These updates are a weekly thing. Let Fusion continue on his work.

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2753272 - 07/01/04 05:50 PM

Behold! A mid-week update! Don't expect this to be a regular thing.

I managed to shoe-horn the Bazaar and the Barracks.

The Bazaar doesn't do everything that I wanted it to, but it works, which is good enough. It can attract random merchants, and allows you to convert Commerce points into gold. The merchants are refreshed every day, and have totally random and fresh inventories each day. I wantd to protect them from rapacious players, but found that this wasn't as easy to do as I thought. It is possible to harvest teh merchants for their goods, but this isn't recommened. Doing so will badly break the game.
Some of the merchants provide one-way fast travel to the various Ashlander camps.

The Barracks (and the Captain of the Guard) are up and running. The crime engine is now more-or-less complete.

I also altered the way training works. It's more interesting and more balanced now.

I run into a couple of inexplicable show-stopping bugs. I cpuld never figure out what was causing them, but after making some ostensibily insignificant changes to a few scripts, they seem to be gone. Let's hope they don't come back.

Furnishing: 33% (added a few more displays)
Design: 99% (almost done)
Engine: 99% (no change)
Exterior Mapping: 98% (no change)
Interior Mapping: 100% (no change)
Construction Scripts: 98% (no change )
Player Controls: 99% (no change)
Rooms Implemented: 20 /26 (Completed the Bazaar and Barracks)
Employees Implemented: 19/19 (Completed the Captain of the Guard)

Also, you might want to check out
this thread

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2754409 - 07/01/04 11:41 PM

to keep the player from *harvesting* the merchants you could give each gmerchant a body guard level 1000 and why not make them insanely powerful merchants and put a wall around them so people dont snipe them (this happens to be a personal fave of mine just animals though)


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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2756663 - 07/02/04 02:47 PM

or you could make a box that randomly generates items form a list behind a wall and a merchant back behind the wall and a merchant in front and when you talk to the merchant in front it swithes to the hidden merchant meaning if the player tride to harvest he would only get the clothes but you would have a problem thay would all have the same name

I IN NO WAY TAKE CREDIT FOR THIS IDEA it is from a forum on balancing morrowinds economy

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2756693 - 07/02/04 02:56 PM

I tried something very similar to this (remember that I was one of the people that developed that idea on that particular thread). However, for technical reasons, it doesn't work. I could make it work if I abandoned the leveled list approach and use scripts instead, but that would take a very, very long time to do.

What I really need is a way to alter ownership data in runtime. This woudl require a third party program like MWE to do (which is WAY beyond my abilites). However, ownership flag are assigned to objects, so I bet that altering them is possible.

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2766492 - 07/05/04 08:47 AM

Bumpy

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2786358 - 07/09/04 11:24 PM

ROFL!
Quote:

or you could make a box that randomly generates items form a list behind a wall and a merchant back behind the wall and a merchant in front and when you talk to the merchant in front it swithes to the hidden merchant meaning if the player tride to harvest he would only get the clothes but you would have a problem thay would all have the same name

I IN NO WAY TAKE CREDIT FOR THIS IDEA it is from a forum on balancing morrowinds economy




you do realize you just spit out hotfusion's idea on balancing to use on his own thread right?

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Re: WIP: Sim-Manor (Second Thread) [Re: stargate525]
      #2786710 - 07/10/04 01:22 AM

Quote:

ROFL!
Quote:

or you could make a box that randomly generates items form a list behind a wall and a merchant back behind the wall and a merchant in front and when you talk to the merchant in front it swithes to the hidden merchant meaning if the player tride to harvest he would only get the clothes but you would have a problem thay would all have the same name

I IN NO WAY TAKE CREDIT FOR THIS IDEA it is from a forum on balancing morrowinds economy




you do realize you just spit out hotfusion's idea on balancing to use on his own thread right?




lol

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2792821 - 07/11/04 05:09 PM

I was actually planning on discontinuing the traditional Sunday updates with the release of the alpha test, but things just keep on moving along.

The alpha test has been a huge success. In a single week, I probably got about a month's worth of debugging done, including some bugs that I would never have noticed on my own. A big thank you to everyone who contributed.

Night eye has set up a private forum for this mod. When the next version alpha version is released, I'll move debugging discussion there.

The file that I will upload to Theyls will be the final alpha release of Sim-Manor. While I will continue to work on it, future changes will not see the light of day until the beta is ready. This is necessary to ensure that all of the testers are referring to the same version of the mod.

I will probably also send an identical file to Gamer's Roam.

In addition to de-bugging, I have made substantial progress in implementing new features. As in, a LOT of progress. Part of the motivating force behind this surge of activity is an increasing desire to actually play the game again. There are a number of mods that I haven't tried out yet, and I'm eager to play them. Of course, I don't want to start up a game without at least a mostly-working copy of Sim-Manor (the mod is, after all, custom-tailored to my own personal tastes and desires).

The Imperial loan system has been improved. Government loans no longer give you septims, but are instead paid out in "Imperial Certificates of Credit." These slips of paper are just as good as septims, but they can only be spent on manor-related expenses. You can no longer receive a 15,000 septim loan for "building expenses" and then spend it all on training and equipment.

The powers of the genie lamp have been greatly expanded, and the process of creating the lamp is now more involved. The genie's primary purpose is still to act as a portable merchant, but it can now do a few other administrative tasks. It can now remotely sort your books, scrolls, and alchemy ingredients. I tried to include an option to plant seeds in the garden and release captive animals into the ranch, but for some reason, this results in a CTD.

You also purchase additional upgrades for the lamp. You can now "imprint" any of the various teleport items onto the lamp (ie The Mazed Band and the Vampire Amulets). Imprinting does not harm the original item, but does add its powers to those of the lamp. This helps reduce inventory clutter. Additionally, the lamp tends to be more convient than the various rings and amulets, because it does not displace the articles already being worn.

You can also imprint the Propylon Master Index. If you do this, the lamp will be just as good as the index for all Propylon-related purposes.

The lamp can also be turned into a sort of re-usable torch. With the right upgrade, the lamp can be commanded to give off a glow equivalent to that of a torch. Unlike a torch, you only have to have the lamp in your inventory for this to work, so you can still use both hands for other things. Additionally, the lamp isn't quenched by immersion in water. The lamp can glow for 2.5 minutes (the normal lifetime of a torch), before running out of charge. The lamp can be recharged by just simply not using it's light power for another 2.5 minutes.

I'm also planning on another upgrade that will allow the lamp to double as an alchemical apparatus.

The idea is that the lamp can be made to provide a number of already-available services, but ties them all up into one convient, easy to use package.

The Enchanting Lab and Spell Lab now have specially scripted objects that serve as Item and Spell Makers. The costs of research and enchanting are reduced by 5% for every level you have in the appropriate facility.

The Scriptorium is complete. You can now archive all 140 magical scrolls. The scrolls are placed in alphabetical order on a shelf. You can then have your Scribe make copies of any scroll that you have a copy of (this carries a price in labor equal to the gold price of the scroll).

The Clothier is mostly complete. I think that this room will be a popular one (it is, at least, already popular with me). The Clothier contains numerous tables, upon which sit a sample of (almost) every piece of clothing in the game. You can order your Tailor to make a given garment by simply pointing and clicking on the piece that you want. Clothing can also given five separate upgrades. These are as follows:

Trimmed: Trimmed clothing weighs half as much as normal clothing. Additionally, the gold value and enchant ratings of the article of clothing are increased to that of an equivalent exquisite garment. If you happen to prefer the way that the common robes look versus the exquisite robe, you no longer have to take a game penalty for your tastes.

Ostentatious: Gives your clothing that little extra "flash." Ostentatious clothing projects an air of power and prestige. You receive a +1 bonus to your mercantile and speechcraft skills for every piece of ostentatious clothing that you are wearing. Additionally, this upgrade includes an Imperial insignia (not actually represented graphically), so that your normal clothes can double as an Imperial Legion uniform. This makes being a Legionnaire a lot less annoying.

Resistant: Incorporates a mesh of non-absorbent, thermally insulating material into the cloth. You receive a 1% resistance to all elemental attacks for each piece of resistant clothing that you are wearing. Rings, belts, and amulets lack sufficient surface area for this to be effective, and therefore cannot receive this upgrade.

Tough Weave: The stitching is reinforced with metallic thread, allowing the garment to act as a feeble type of armor. Each piece of clothing with this upgrade confers a 1% resistance to normal weapons. Rings, belts, and amulets lack sufficient surface area for this to be effective, and therefore cannot receive this upgrade.

Infused: The garment receives an extra 5 points to its enchant rating.

The upgrades must be performed in the order listed above. By the time you reach Infused, you will have invested about 10,000 septims worth of labor into that piece of clothing.

The Ossuary is complete. This one was easy to make. If you're a vampire, you can use this secret facility to make special distillations of your own blood, in an attempt to gain control over your condition. These special potions allow you to switch back and forth between bloodlines. For every level of your Ossuary, you can research one bloodline potion. This feature is included so that you can play all three vampire quest trees.


Furnishing: 38% (added a few things)
Design: 99% (no change)
Engine: 99% (no change)
Exterior Mapping: 98% (no change)
Interior Mapping: 100% (no change)
Construction Scripts: 100% (added the ossuary scripts)
Player Controls: 99% (no change)
Rooms Implemented: 22 /26 (Completed the Scriptorium and Ossuary)
Employees Implemented: 19/19 (no change)


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But first, read the Old Sim-manor Thread!

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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2798321 - 07/12/04 09:06 PM

uh-oh... i discovered a HUGE probelm... this mod intafears with Uvirith Expanded. You have a static, and Uvirith has a light, and they are both named the same. I couldnt even GET into morrowind. It kicked me out when it was loading the main menu! and I cant find out was is intafearing with what.

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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2912147 - 08/10/04 01:58 PM



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Re: WIP: Sim-Manor (Second Thread) [Re: HotFusion3]
      #2932237 - 08/15/04 12:52 PM

bump


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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2932267 - 08/15/04 01:08 PM

bumpity bump

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Re: WIP: Sim-Manor (Second Thread) [Re: werewolf4life]
      #2988287 - 08/30/04 09:35 PM

Congratulate me! I just read the entirety of both threads. Of course, I probably could have read my homework in that time.. but that's entirely besides the point.

The only unanswered question is about the "adventurer's map" mentioned early in the first one. Is this still going to be implemented? I think it's a great idea... after one gets to a certain level. Otherwise you can just be methodically roaming from one cave to the next. It's sort of an abuse. And if your imperial-agent steward friend had a map of all the bandits in the area, don't you think the guards would hunt them down? I think it's a cool idea. Like you said, just so that one can find if they've really seen everything. Will clearing out all the bandit caves in the area reduce your crime level?

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Re: WIP: Sim-Manor (Second Thread) [Re: ]
      #2988740 - 08/30/04 11:27 PM

Dont know if this has already been said or not but where exactly is the manor located i read like 4 or 5 pages of the old thread and very little of this one.

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Re: WIP: Sim-Manor (Second Thread) [Re: Tarth]
      #2988789 - 08/30/04 11:47 PM

South of Falensarano, I believe.

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Re: WIP: Sim-Manor (Second Thread) [Re: Pester]
      #2988852 - 08/31/04 12:16 AM

bumpy, where did u go fusion???

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