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Go Back   GameBanshee Forums > Forum Categories > RPGs > The Elder Scrolls III: Morrowind

View Poll Results: I mayhave to make this Tribunal dependant. Do you have it?
Yes 26 83.87%
No 4 12.90%
No, but I'd get it to run your mod and others 1 3.23%
Voters: 31. You may not vote on this poll

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  #76 (permalink)  
Old 05-29-2007, 03:22 PM
Magelord648's Avatar
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Experimenting with the idea of a green Uvirith I found that this texture was used under the tower. I thought that it actually went quite well with the environment surrounding the area and could be easily explained. (For example it could be said that the mixed efforts of enchanters and farmers planning to migrate to the area.) I was wondering what everyone else thought.

http://i70.photobucket.com/albums/i9...neruvirith.jpg
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  #77 (permalink)  
Old 05-29-2007, 05:55 PM
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I think that texture could work very well

I also had an idea, which might make some sense.
My favourite teleport mod is "Teleportation Spells." You have to buy fairly expensive spells that will transport you to most of the main settlements on the island, and you expend 100 magicka points each time you cast. You also need to be good at Mysticism in order to use the teleport spells.
IMO this is very realistic.

Would it be possible for the PC to somehow embark on a quest whereby the reward would be a "Teleport Home Spell?" Maybe you do some sort of a favour for a mage, like a rescue mission perhaps?
Just a thought anyway, and it would get you away from having to use some kind of item instead.
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  #78 (permalink)  
Old 05-30-2007, 04:33 AM
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I could implement that but only one to Uvirith's grave and then items to get around inside.
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  #79 (permalink)  
Old 05-30-2007, 05:44 PM
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I've just spent the last hour editing desorter scripts so you better all be grateful.

Anyway. To follow up on the texture thing I was wondering if some people could do me a favour.

If you've found yourself with time on your hands go into your texture directory and type tx_land_darkstone_grass (hold shift while typing to get the _ right). Copy the file, rename it to the name of your texture replacer, zip it up and upload it. This will give me a view on how it will look using different texture replacers.

This would be most appreciated.

Ml

EDIT:The spell would also be dependant on Tribunal or Bloodmoon. I don't think there's any problem with that though.
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Last edited by Magelord648; 05-31-2007 at 10:22 AM.
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  #80 (permalink)  
Old 06-04-2007, 11:52 AM
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Did some testing, took some screenshots cause I'm cool.

The smith's counter
http://i70.photobucket.com/albums/i9...eenshot9-1.jpg

The green texture in game
http://i70.photobucket.com/albums/i9...eenshot7-1.jpg

The green texture contrasting with the regions weather
http://i70.photobucket.com/albums/i9...eenshot6-1.jpg

The green texture contrasting with the rest of the region
http://i70.photobucket.com/albums/i9...eenshot8-1.jpg

Your personal assistant at his desk
http://i70.photobucket.com/albums/i9...eenshot5-1.jpg

The general sleeping quarters
http://i70.photobucket.com/albums/i9...eenshot4-2.jpg

The vault barrier
http://i70.photobucket.com/albums/i9...eenshot3-2.jpg

The tavern
http://i70.photobucket.com/albums/i9...eenshot2-1.jpg

House Telvanni have a go at high rise buildings
http://i70.photobucket.com/albums/i9...creenshot1.jpg

Hope you like them

I've just sent out an email asking permission to integrate the inscription mod. Hopefully it'll be a yes.

I've added ingredient desorters to the alchemy lab (they aren't at the moment compatible with sri's alchemy but I might make a compatible version)

I've downloaded a necromancers robe for Uvirith along with a skull staff. The old staff will go with my new idea.

My new idea: You battle both up and down. Right at the bottom of your tower you will find Lord Uvirith and at the top a magister comes out of nowhere to battle for your position and you will battle above your tower high in the sky. The Uvirith battle you have to fully excavate the dungeon and for the magister you must complete the surface growth. Both the battles will get you clothing and a new staff.

That's it for now.
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  #81 (permalink)  
Old 06-04-2007, 12:20 PM
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Very nice work there!
I like the green texture, it's still subtle enough so that it doesn't jar with the surroundings.
It's also good that you have to work for this.

Quote:
I've added ingredient desorters to the alchemy lab (they aren't at the moment compatible with sri's alchemy but I might make a compatible version)
Others here may differ, but from my own POV, I'd say don't worry too much about making a Sri's compatible sorter. The bulk of the ingredients in your inventory will be the standard MW ones, so just having a basic sorter will still be a huge time saver. The only thing I would suggest is that you place a high capacity containor of some kind in the alchemy area into which Sri's ingredients can be dumped.
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  #82 (permalink)  
Old 06-04-2007, 12:40 PM
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The desorter takes ingredients from the pots depending on which effect you select. If you have Sri's installed you'll get the wrong ingredients. That's why I'll make a compatible version. It shouldn't be to hard. Just some copying and pasting work.

What exactly do you mean by "it's good you have to work for this"?
I'm tired and I can't think properly.
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  #83 (permalink)  
Old 06-04-2007, 12:45 PM
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Quote:
Originally Posted by Magelord648 View Post
The desorter takes ingredients from the pots depending on which effect you select. If you have Sri's installed you'll get the wrong ingredients. That's why I'll make a compatible version. It shouldn't be to hard. Just some copying and pasting work.

What exactly do you mean by "it's good you have to work for this"?
I'm tired and I can't think properly.
Ah okay, I didn't realise. In that case a Sri's compatable version wouldn't be a bad idea.

Sorry, I meant it's good you have to fight etc. in order to properly claim your home, and in a way that adds a story to the whole Uvirith mystery, which is even better
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  #84 (permalink)  
Old 06-04-2007, 12:48 PM
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Ah right. That makes sense now. I need more sleep.

I've spent two months on this project now. That's the furthest I've ever gone with a mod. I feel so proud.
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  #85 (permalink)  
Old 06-04-2007, 10:46 PM
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Very good effort! but maybe no pauldrons on the assistant. cool robe thought
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  #86 (permalink)  
Old 06-05-2007, 03:56 PM
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It would be really cool, even though I'm not sure it would be possible, if you could choose to wage war on one of the other houses or the Empire.

Also, maybe a dwemer ruin under the stronghold, as you already do those quests for the centurian guards. Does deciding who lives in your village mean like getting guilds and such in it?
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  #87 (permalink)  
Old 06-06-2007, 01:18 PM
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Quote:
Originally Posted by mystikspiralfan View Post
It would be really cool, even though I'm not sure it would be possible, if you could choose to wage war on one of the other houses or the Empire.
I won't do that. It has nothing to do with the stronghold.


Quote:
Originally Posted by mystikspiralfan View Post
Also, maybe a dwemer ruin under the stronghold, as you already do those quests for the centurian guards. Does deciding who lives in your village mean like getting guilds and such in it?
Don't you remember when you were having your stronghold built? You went to two Dwemer strongholds a stones throw away to collect things. As for the guilds all there could be is Morag Tong. The rest are imperial.
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  #88 (permalink)  
Old 06-12-2007, 10:09 AM
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A terrible quality video showing off the new enchanting script. Instead of spawning an NPC it equips the soul gem so you don't have to pay for enchanting something by yourself.

Video of Enchant book - Photobucket - Video and Image Hosting
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Last edited by Magelord648; 06-12-2007 at 10:10 AM. Reason: Forgot the link
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  #89 (permalink)  
Old 06-12-2007, 02:07 PM
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Cool indeed...cannot wait till you finish it...it will be a very nice excuse for me to start another new game.....
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  #90 (permalink)  
Old 06-12-2007, 02:51 PM
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Does anyone have a problem with all the message boxes. I can remove the big ones but the small ones are hard coded.

If anyone else wants the script this is it. It needs some tweaking to work but it's a start.

EDIT: I've removed the script because it won't work and pretty much needs rewriting.
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Last edited by Magelord648; 06-18-2007 at 01:55 PM.
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