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qwertyasdfgh
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[MERGED] Sotha Sil

This topic is about restoring last part of Tribunal main quest - The Clockwork City.

Quest part is already done and included in v061 master, but the traps of Sotha Sil are still not working - animation on meshes needs to be restored and scripts set up.

Brainslasher has kindly provided the list of models in need of animation - it's below with my comments on progress. (Items in bold are important for progression)



--Need particle effects--
act_sotha_fabsteam
act_sotha_steam00
light_sotha_sparks
light_sotha_sparks_hi
 

Edited by: qwertyasdfgh on 03/15/2014 - 05:13
Brainslasher
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Wow, you're really out doing

Wow, you're really out doing yourself. And yes, it seem some of these are not even used in the vanilla game, including these, as stated by the Unofficial Morrowind Patch notes

act_spikes -> same as act_sotha_spikes

act_poison_steam ->not sure where it would fit

act_dwe_explosion ->Could be used when clearing the rubble in Bamz Amschend by using explosives, but I already implemented that by using a fireball which probably looks better anyway.

Maybe there's a way to reimplement them, though it's not really necessary, seeing it that they didn't seem to be that important. 

And btw, I'd be happy to do the scripting on things like the bridge or the dwemer machine in the Dome of Serlyn unless you want to do that of course.

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Good to see that the last

Good to see that the last part of the Tribunal Quest is being restored. :)

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Alright, here goes the first

Alright, here goes the first portion of animated meshes:
- various rotating gears and stuff
- swinging blades trap (fully working)
- rotating thing in Dome of Kasia (fully working and with new cool sound effect)
- floor spikes
- animation for levers and sliding doors (need scripting)

There's also an esp with following changes:
- Trap scripts for damage-dealing traps in Sotha Sil
- Edits to some sound entries, which are now played during aimations
- Sotha Sil interiors have 'Dungeon' music type
- Custom water type doesn't work for some reason. Dome of Udok uses default lava for now.
- Levitaion and teleportation spells from Morroblivion now don't work in Sotha Sil (levitation also in Mournhold)

And btw, I'd be happy to do the scripting on things like the bridge or the dwemer machine in the Dome of Serlyn unless you want to do that of course.

Working meshes for machine in Dome of Serlyn are there.

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wel it would be shame to stop

wel it would be shame to stop before its al done got to love the work the stil putting into it

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qwertyasdfgh, you are simply

qwertyasdfgh, you are simply amazing :)

Oh, and I found another object in Sotha Sil that would have to be animated, meshes\l\light_sotha_sparks.nif and light_sotha_sparks_hi.nif in the original Morrowind path. It's emitting spark particles, like from welding. Not sure how to do that kind of thing though.

I also went ahead and converted the light 0LightUOMUbrazier and added a flame ontop in the mesh so now you can actually see the brazier and not just a flickering light in Old Mournhold.

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Cool, Tribunal just keeps

Cool, Tribunal just keeps getting better.

I've updated the initial post - only a few meshes remain, but they are the hardest - converted animations show fine in NifSkope, but then freak out in CS. 

"Oilbridge" one is the worst - I might have to redesign it a little and animate manually.

Also, I'm not good at making particle effects, so unless we find a suitable replacement in some modders resource (or within vanilla Oblivion\SI), we'll just have to live without them. Luckily, objects with particles don't really have any important purpose.

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That's true, they're luckily

That's true, they're luckily not that important. I can't stress enough how awesome it is what you're achieving here, this could mean the finalization of the Tribunal main quest line. 

And do what you have to make the meshes work. Manual animation seems like a real chore. And I know everyone will be very grateful. I already finished the scripting on the Dome of Serlyn machine and the animations are working magnificently.

 

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http://www.mediafire.com/down

http://www.mediafire.com/download/uk61vfpj8j61jug/Levation_in_Mournhold.mp4

Levitation in  Mournhold  Still Works link for Clip.

Comes up on Screen

Your Levitation spell doesn't work in this Place

Have New Tribunal Creatures\morrob_Sotha_Sil.esp  Activated

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I will test levitation

I will test levitation later.

 

Here're animated meshes for dwemer levers in Bamz Amschend and for round doors in Sotha Sil.

Both need scripting to work ingame.

 

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Those look really, really

Those look really, really nice. I'll do the scripting if you hadn't planned on doing it yourself.

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Thanks long way of yet only

Thanks long way of yet only up to Barilzar's Maze Band still working for Temple. give Brainslasher Time..

I know it is not the Place to Put These got a Shock when walked in and Carpets are over Players Feet Resets that were done for V061 Part off.

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Decided to upload this for

Decided to upload this for testing purposes and because everything just works so nicely :) . It contains scripting for the fabricant machine in the dome of Serlyn, preliminary scripting for the bridge in the dome of Udok, scripting for the weather machine levers and all of the scripting for the doors and levers just uploaded by qwertyasdfgh. The doors don't make any sounds though.

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Thanks. Looks like that

Thanks.

Looks like that oilbridge is the last thing, preventing us from playing Sotha Sil levels from start to end - the other model doesn't serve any purpose (but I'll animate it anyway)

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Last bit of animated meshes

Last bit of animated meshes for Sotha Sil arrives: rotating thingy in Central Gearworks and the oilbridge. I had to recreate the animation, so it's not exactly the same as in Morrowind - a little faster and more synchronized.

Script for the oilbridge now can be updated.

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http://youtu.be/jrOsA5Fq_ig D

http://youtu.be/jrOsA5Fq_ig

Didn't wait for Scripting took Risk Clockwork Central Gear Looks Good in Game

Well Done

qwertyasdfgh

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Qwertyasdfgh, your work is

Qwertyasdfgh, your work is amazing, as always :) . I finished the scripting and tested it, seems to be working nicely. I uploaded it  the version that also has the Main Quest fixes as well as the one that doesn't. I've got some real life things coming up and can't  check in here as often so any updates on this might take some time. One thing to note is that there aren't any sounds attached to the animation so the bridge is completely silent. Not really a priority though.

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Wait, so has this merged with

Wait, so has this merged with the master, yet? I thought the Tribunal stuff was fixed in v 62?

 

Sorry if I'm asking a stupid question.

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Yes, it was.

Yes, it was.