Arsonide |
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Reged: 11/14/03 |
Posts: 392 |
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Endless
Adventure is an attempt to extend the replayability of Morrowind. In
it's initial form, Morrowind is very open ended, but it has a very
generic feel to it. There is not much reason to actually explore the
actual world on your own, unless you're just levelling, or there is
a quest guiding you. Endless Adventure will fix this by making the
world around you change. You never know when there's a Guar Lair, or
a Dwemer Ruin around the corner. In essence, a living, breathing
world.
Primal is the first part of this endeavor, focusing
on the wildlife of Morrowind. Now, occasionally creatures will build
lairs. If you come across one of these, there will be a few
creatures outside protecting it, or simply milling about. If you
decide to attack the lair, creatures will come out to protect it.
The lairs are a great source of ingredients normally dropped by
those animals.
This plugin makes heavy use of levelled
lists. If you want the desired effect, you should use Horatio's
Levelled List Merger.
I have a request to everybody that
downloads it. I'm not sure if the frequency of the lairs is right
yet, so if you feel that they are popping up too often, or not often
enough, share your opinions with me in a private message.
Now go get it at: ftp://MWForums:tes3@24.124.51.163/EA-Primal.zip !
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Downloading,
sounds great, I wish you best of luck with the rest of the mod!
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Can't download
it. I'm getting a "ftp can't be found" message.
Once I do
get this mod, would I just unselect the Primal esp and select the
Endless Adventures esp?
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Arsonide |
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Reged: 11/14/03 |
Posts: 392 |
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Correct, I'm
surprised someone is still using the old Primal, rest assured the
new one is much easier on the framerate, and is fully
compatible with all other creature mods.
I'm new to FTP
Serving, so I'm working on that, apparently only one person at a
time can be on, so keep trying, and people get off as soon as your
file finishes, don't stick around.
If you guys PM me your
emails I can hook you up faster.
Edited by Arsonide (06/27/04 05:08 AM)
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Nigedo |
Diviner |
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Reged: 05/29/03 |
Posts: 2594 |
Loc: Deep beneath Vvardenfell
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I think this
is a very worthwhile game improvement to attempt. I will be very
interested to see further stages in this series and what clever
methods you can come up with to create respawning adventures.
-------------------- Dean of The Theoretical Whirling School Of Vivec
The Whirling School | Academy for Dwemer Studies | TES Lore FAQ
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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ftp://MWForums:tes3@24.124.51.163/EA-Primal.zip
<---This link should work. The forums were adding http:// onto
the front of the link. Now it should work fine.
Edited by Arsonide (06/27/04 06:17 AM)
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Gen_Lee |
Diviner |
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Reged: 01/10/03 |
Posts: 2172 |
Loc: Portugal | |
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It works
-------------------- Brasil-Portugal
Morrowind.
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Ronin49 |
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Reged: 03/08/04 |
Posts: 1792 |
Loc: Canada | |
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Arsonide -
this looks like a very clever way to begin to realize that goal of
Morrowind replayability that you have articulated so well in
other threads on these Forums. Thank you and well done!
I look forward to taking a stroll through the Ashlands with this mod
loaded and also to seeing your further works along this theme.
-------------------- "And to everyone seeing naked and
headless people, READ THE README!!! It's the answer to all your
troubles." Neoptolemus
Mythic Mods
----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.
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Lucypher |
Curate |
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Reged: 05/14/03 |
Posts: 829 |
Loc: Sanctuary | |
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I really like
this addition to my game and I still have the old file so I will be
replaceing it with this one and playing. Thanks for the mod.
-------------------- "I am Kain."
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Mode_Locrian |
Diviner |
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Reged: 10/07/02 |
Posts: 2084 |
Loc: Bjornholm, Rykith Lowlands Region
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Wow, that
sounds like a pretty slick idea. I may have to download it just to
check out the scripting.
Yeah, I'll probably play it too, if I ever play MW again (I just
can't seem to get out of modding).
-------------------- My Website Bards of Vvardenfell Thread (New Info 8/15/04)
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its a great
idea, i'd love to see the same thing with say.. bands of theives and
vagabonds
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MaGISTraTe |
Disciple |
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Reged: 03/04/03 |
Posts: 1204 |
Loc: Tel Uvirith, Italy.
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Sounds
interesting
-------------------- << MaGISTraTe's MODs >> MaGISTraTe's Screenshots TheLys Forums
Mod
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The readme is
numbered wrong. It says that 2. is Playing the Plugin when really it
is Changes from last Version. After that everything's number is
messed up.
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Can we see
some screenshots of this?
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Quote:
Can we see some screenshots of this?
I second that....I like to see
something before I DL, but anyway: This sounds very cool....
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Arsonide - Can
ya tell us how big the file is? Maybe you could upload it to a mod
site instead of using the 1-user at a time ftp? I only say that
because its like sort of sitting at the dmv right now
Im just waiting for my number to be called.
Chauncey
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Cryonaut |
Adept |
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Reged: 10/03/02 |
Posts: 268 |
Loc: Florida | |
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Alrighty, been
playing it for a while now and here's my $.02:
The good:
Anything that adds more creatures to the game makes me happy... and
this idea of the homes is just excellent.
The bad: - The
homes should appear twice as often as they currently do... I walked
up and down almost the entire west coast of Vvardenfell and only
found 2. - They should be MUCH bigger... there's no way anyone's
gonna believe that a bunch of Guar live in a pile of dirt the size
of a mud crab, and something about the meshes just doesn't make it
believable that there's a whole lot more to the home underground as
well. - Because the size of the homes is too small, the creatures
"coming out of them" totally looks unrealistic, because the home is
not hiding them at all, and they don't get a chance to move from
their spot before you attack them. You just see the home with a guar
head, legs, and tail sticking out of it, and then when you look
closer you realize it's actually 3 guar all occupying the exact same
space. Just doesn't look right.
Suggestions: Make the homes
appear about 2 times more often and make them big enough to
completely hide the creatures inside them. Also would it be possible
to make them statics instead of creatures themselves? That way the
creatures inside would have to actually exit the homes thru the exit
instead of just popping out of it from any direction... again making
it look unrealistic.
All in all a great idea, and I think it
could be a great mod if executed properly... I hope nothing I said
seemed too harsh or offensive... thanks for the time you put into
this.
-------------------- - Brett My mods: http://www.zamien.com/mw
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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Well, if I
made it a static it would have to be very very rules based to kill
the lair, as in, every time you swing there'd be a 10% chance of the
lair dying. The creature system allows for the lairs to have health.
It's interesting you say there is not enough, I got a PM
saying I should slow down the spawn rate by half because there is
too many.
I agree with lair size, however the models are already twice
their original size, as high as Morrowind will allow, any higher
will require tweaking the actual model.
The next version
will: -Increase the number of ingredients inside lairs slightly.
-Tweak the animation of animals leaving lairs, so that they
"fade in" outside of a lair, instead of clipping through it.
-For now, since I've only gotten 2 conflicting responses
regarding spawn rate, I'll assume the spawn rate is fine. -If I
can get a response from Acid_Basick, maybe some new area dependant
lair models.
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Cryonaut |
Adept |
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Reged: 10/03/02 |
Posts: 268 |
Loc: Florida | |
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Ah okay,
sounds good about the frequency then... keeping it the same would
probably be best. After running around a bit more I did find more so
it's okay.
About the size, you actually can make things
bigger than 2 times, but it just is done thru a script instead of
thru the creature properties window. I can't remember how the script
is done right now but I do remember it was pretty easy because eve I
could do it (I made a kwama forager 50 times bigger than default
with it).
-------------------- - Brett My mods: http://www.zamien.com/mw
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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Ok the old
links are now down, because my ISP will KILL me if I continue
hosting. I didn't know Euro-RPG had no wait time.
Now it's up there.
For those curious - here's some screenshots.
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Bump for a
really good mod.
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Great job
Arsonide!
I've been waiting for this one's progress
-------------------- (- -)(_ _)(- -)
------------------------------------------------------------
The orginal conjuring cat!
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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Ok, I'm almost
ready to release a new version of this with a few pleasant changes,
but I need the opinions of some of you.
The lairs are now
resized generally according to how big the monsters that own them
are, however, sometimes that makes them pretty large....Do any of
you think this is too big? Netch are big to begin with, but this
does look kind of massive to me. Screen 1 ||| Screen 2
Along with the usual 1-3 monsters
that spawn with a lair, if the player stands around the lair more
creatures will actually "trickle" out, occasionally. Not often, just
enough to be cool.
I did not actually change the creature spawning animation,
now that the lairs are big enough to fit the creatures inside them,
the creatures can come out and it looks pretty realistic. Creatures
that come out during combat will actually spawn outside the lair,
there's a fundamental reason for that though. When you fight a lair,
and the creature spawns inside it, you hit the creature, and not the
lair sometimes. This lead to some confusion for me, as I didn't know
what I was fighting!
So now creatures that originally spawn naturally from lairs, will do
so from within the lair, except in combat.
Also, I am not
going to increase the frequency of lairs, or decrease for that
matter, but I am going to add a console option so people can
decrease the frequency if they find there are too many lairs around.
Keep in mind, not increase, only decrease. The lairs are meant to
add on to the original creature system, not replace it, plus they
are in levelled lists, there's not really any way to "increase"
frequency, other than by hand.
There will be much more
ingredients inside the lairs. Release will be ready later today if I
don't fall asleep...
At the very latest tomorrow. Anyway, what do you people think about
these changes?
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Ivza |
Acolyte |
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Reged: 01/05/03 |
Posts: 168 |
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They sound
good enough for me to download the mod
Of course, as always, I disagree on something. I don't think even
the creatures of Vvardenfell can breed so fast that constant
spawning is required (even if the spawning rate is quite slow).
After all, Morrowind is no Gauntlet. But I'll wait and see what the
actual "trickling rate" is before I say anything else on the
matter.
I hope you get some new nest models, especially open
ones (although in that case the trickling effect would be out of the
question). I'd use the current model only for the smallest
creatures.
As for your comment on nest frequency, thank you
for the opportunity for us to change the nest frequency ourselves -
makes it even easier to customize your mod to personal likings.
After reading how many nests Cryonaut found, I'm inclined to believe
the strong concentration of nests I saw was just a statistical
outlier. I'll have to check that out for myself as
well.
"much more ingredients" sounds like a bit of an
overkill - maybe at most one new random ingredient/item for each
nest might be good (do cliffracers collect shiny objects?); I
wouldn't see that amount unbalancing but still an incentive to whack
out the nest. But, I'll have to see the mod first for myself in case
I misunderstood that sentence. I'm ready to comment more once I've
seen the new version
By
the way, any chance of seeing nix-hound puppies someday?
-------------------- "Ago, ergo sum." -- Not me
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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Ok, there's a
problem with the big lairs, they will have to stay small for now. I
will make them big enough to hide spawning creatures, so no more
guar tails hanging out, but not as big as in that picture. Has to do
with bounding box issues, and is not fixable by me.
Also -
rats do collect shiny objects
Haven't considered cliff racers though.
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Ronin49 |
Disciple |
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Reged: 03/08/04 |
Posts: 1792 |
Loc: Canada | |
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Arsonide:
Quote:
The next version will: -Increase the number of ingredients
inside lairs slightly. -Tweak the animation of animals leaving
lairs, so that they "fade in" outside of a lair, instead of
clipping through it. -For now, since I've only gotten 2
conflicting responses regarding spawn rate, I'll assume the spawn
rate is fine. -If I can get a response from Acid_Basick, maybe
some new area dependant lair models.
Quote:
Ok, I'm almost ready to release a new version of this with a
few pleasant changes, but I need the opinions of some of you.
Any idea when we might see
this next upgrade or did I miss it somehow?
-------------------- "And to everyone seeing naked and
headless people, READ THE README!!! It's the answer to all your
troubles." Neoptolemus
Mythic Mods
----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.
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Telesphoros |
Disciple |
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Reged: 01/15/04 |
Posts: 1670 |
Loc: In God's Shadow | |
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Quote:
Arsonide:
Quote:
The next version will: -Increase the number of
ingredients inside lairs slightly. -Tweak the animation of
animals leaving lairs, so that they "fade in" outside of a lair,
instead of clipping through it. -For now, since I've only
gotten 2 conflicting responses regarding spawn rate, I'll assume
the spawn rate is fine. -If I can get a response from
Acid_Basick, maybe some new area dependant lair models.
Quote:
Ok, I'm almost ready to release a new version of this with
a few pleasant changes, but I need the opinions of some of
you.
Any idea when we might see
this next upgrade or did I miss it somehow?
Indeed, I've been looking for
an update myself...it's getting around list time after all and I
want to include this one in its latest and greatest form
-------------------- "The Emperor made me do it!"
Morrowind Mythic Mods - All about mods!
Telesphoros' List o' Mods - A comprehensive mod
list.
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Quote:
Any idea when we might see this next upgrade or did I
miss it
i buumped to place me on the
mailing list for to see a new version come out.
freestone
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Ronin49 |
Disciple |
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Reged: 03/08/04 |
Posts: 1792 |
Loc: Canada | |
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Arsonide - Are
you still working on the next version? And if so would you mind
telling us how it is going?
-------------------- "And to
everyone seeing naked and headless people, READ THE README!!! It's
the answer to all your troubles." Neoptolemus
Mythic Mods
----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.
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Arsonide |
Adept |
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Reged: 11/14/03 |
Posts: 392 |
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I'm here, but
I'm fumbling around with some really complicated things in my head,
which I could explain in PM if you want.
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