ladyonthemoon

Pale Pass, the Secluded Outpost: development notes

Posted (edited)

Thursday August 10th, 2017:

Today I expanded the small family of hunters who live in the Pale Pass.

Olrun, the mother, is a Nord; Kivwe, the father, is a Redguard.

There is no notion of "half breed" or "interbreeding" in the Elder Scrolls world; the twin children, Sigvin the little girl and Sighvatr the boy, are Nord by their mother and they were given pure Nordic names. They inherited their father's hair style (and probably some other more hidden features).

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Edited by ladyonthemoon
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Latest developments:

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Still struggling with my world space "dressing". :)

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I just took a look at The Adventurer's Sorrow in game; I have invisible objects, here a piece of venison and a leg of goat:

20170819174733_1.thumb.jpg.37674ecb04de905bcaa05ca782688468.jpg

and I'll have to rework the room bounds:

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I also have troubles with the packages I added to my hunters; they do not work properly although they should.

This will never end... :pc:

Edited by ladyonthemoon
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Well, I have the same issues. :(

The AI, I think that you must be in game enough time , don't wait, to see their behavior. They don't like to be watched.

The invisible objects, happens to me too. :confused:

Roombounds :grr: I replaced in many places with occlusion planes. If you use in console "twf", they do a good job and no more the blue void.

Cheers :thumbup:

 

 

 

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14 hours ago, garnet18 said:

Roombounds :grr: I replaced in many places with occlusion planes. If you use in console "twf", they do a good job and no more the blue void.

Room bounds cannot be replaced by occlusion planes (also called plane markers), they do not do that same thing at all. Room bounds are use in interior cells and need to be perfectly adjusted so that there is no space between them. Apparently, they moved since the last time I checked.

Plane markers are used in exterior cells; they are placed placed inside exterior houses or around things that are under ground so that the gpu doesn't calculate them, because the gpu "knows" that these things are there.

Example images of occlusion planes used in Riverwood (the whitish cubes on the second image):

PlaneMarkers1.thumb.JPG.92514e68cdb10e832d1e1b49939807c7.JPG

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Example of room bounds in the cell Alftand01. The room bounds are the blue cubes:

Alftand01.thumb.JPG.6244866a266a76a5600b480885ee10c7.JPG

And asking mod users to use a console command?

Edited by ladyonthemoon
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On 19/08/2017 at 6:13 PM, ladyonthemoon said:

I just took a look at The Adventurer's Sorrow in game; I have invisible objects, a piece of venison and a leg of goat and I'll have to rework the room bounds.

I also have troubles with the packages I added to my hunters; they do not work properly although they should.

Problems fixed; the objects that were invisible in game are now visible, the packages are working and I adjusted the room bounds.

While I was there I made a couple of additions and changes to the children hunters:

  • they can now buy and sell things,
  • the boy's skin colour is slightly darker than his mother's, (the difference doesn't show much on the images and in game though)
  • the girl's skin colour is slightly lighter than her father's,

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and to The Adventurer's Sorrow:

  • the hunters' camp inside the cave is now darker and more influenced by the light that comes from the hole in the ceiling,
  • a ramp has been added so that the player can go back to the hunters' camp if necessary. Once the player has jumped into the Serpent's Trail there is no way back though.
  • the dead researcher that is on the logs under the waterfall is now wearing mage robes and hood (levelled).

Images here.

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