And that is precisely how it's done... No doubt such an effective choke-point would make old-Leonidas be proud. The Dremora are undeniably ferocious and are all kinds of dangerous, but they really aren't all that smart... Thank God for tactics.
And that is precisely how it's done... No doubt such an effective choke-point would make old-Leonidas be proud. The Dremora are undeniably ferocious and are all kinds of dangerous, but they really aren't all that smart... Thank God for tactics.
Non nobis, Domine, non nobis, sed nomini tuo da gloriam.
Is this mod released or is this a development topic?
Releseased
Not necessarily sure where to begin so I'll just start out by sending a polite request for assistance. I really would love the opportunity to broaden my horizons with my understanding of how to tweak the core files of the game. Though being inscrutable by natural predisposition and verbally taciturn in social situations, when it comes to the written word, (or in this immediate case - the typed word, rather) I am gregariously verbose, so whenever I get to typing, before I know it, there's inevitably a wall of text looking back at me... So, I sincerely apologise for any who are adverse to reading; an apparent offense, habitual for me however it may be. As an ingratiating consolation, I'll try to make my thoughts as organised as possible. For your viewing pleasure, if for nothing else.
- Upgradable (not sure if that's a word, forgive me) settlements: Can anybody teach me which file is responsible for the upgrading of settlements? Just by context and suspicion I figure it must be the export_descr_buildings.txt file, is that correct? Or, is it a combination of files? What I am looking to do, is make it so that all villages in the game, can eventually be upgraded to the point of having a palisade and then a wooden wall. It seems to me awfully silly and just plain unrealistic, that certain settlements just never get upgraded - Don't get me wrong or misunderstand my intentions - I get that Riverwood or Seyda Neen should never become unambiguous metropolises (or, that is to say generic-cities) but the idea that Hla Oad or Moonpath will never get a wall... ever... never... ever... is ridiculous! Suran has a stonewall in Morrowind, so why not in the Mod? Common, seriously? Look, I've played Elder Scroll since I was a teenager, and I immediately fell in love with the detail, the lore, the complexity and escapist narrative, and I've always dreamed of making good things better. That's the intoxication of modding in general, isn't it? Whenever I played Morrowind, (the first of the games to enchant me away) I always imagined that I would build Uvirith's Grave into a massive citadel of higher learning, academic achievement, and esoteric elan, boasting a magnificent library and an entire garrison of accomplished wizards and devoted apprentices - a mighty Telvanni Tower, Tel Vythodia! I get all weepy just thinking about it... don't judge me, I was 16 and had an insane imagination. Anyway, I digress idiosyncratically. Whenever I played Oblivion, I always wanted to improve upon Frostcrag Spire, never being content to settle for the vanilla standards. Finally, with the release of Skyrim, I switched over from the confining tedium of the console, to the versatile customization of the PC and it wasn't long until I was a pro at modding it. It was liberating! I could make new and custom NPC's, install all kind of additions, dizzying in variety and application and one of the places I always settled down in, was in Riverwood. I built a nice quaint castle there for myself and role-played that when Balgruuf made me thane, he made me liege-lord of nearby Riverwood, where I eventually built a protective and modest holdfast overlooking the idyllic village; an almost kinkadian visage, really. So, TLDR: Don't tell me, I can't build a bloody wooden wall outside of [my own] a village, you milk-drinker! The process would take less then a fortnight to do, and the benefits of doing so are painfully obvious and hardly need to be expatiated upon. So... tangential meandering aside, how do I go about undertaking this particular endeavour? I would be grateful for the proper instruction. What I lack in technical know-how, I more then make up for in pure stubbornness, and that has to count for something.
- Resources: (again) I had previously mentioned this in passing several posts ago, but I also had the idea of adding Dwemer Artifacts - not sure how it could be done - but it would be extremely lore friendly, apparently there's an entire black market around them, and the Empire had at one point brokered a contract with the East Empire Company, that they, and only they, were sanctioned to trade in Dwemer goods and merchandise. Speaking of the East Empire Company, wouldn't it be wise to add a Merchant's Guild to the Game? I mean, no matter how hard I've tried, I cannot seem to get one built in Whiterun, so I'm not even sure they've been added to the MOD, but why not rename them East Empire Companies? I like - you like? Also, within the vein of unique buildings, why not have the Skyforge in Whiterun? This would grant a weapon and armor bonus for any unit trained or retrained within the city, just another idea. The inclusion of Jorrvaskr goes without saying and need not be detailed further. Back to resources, yeah:
Nothing noted below, is mentioned contentiously and is intended to be read with all good humour, so if you are lacking a sense of humour, stop here. That being said, these are just some random suggestions.
multiple trade goods—including raw ebony, raw glass, and stalhrim—Dwemer artifacts, and flin. It controlled the import and export of multiple goods to and from Vvardenfell, like kwama Eggs, marshmerrow pulp, saltrice, and Telvanni bug musk.
- Stone Roads: First of all, I think stone-roads should pretty much be built everywhere already except in the most provincial backwater areas of Tamriel, ie. Maar Gan, Hla Oad, the Alik'r Desert, the Riverwood Valley, etc. Most settlements however, should have stone-roads though, just by default. The game does start out well into the Third Era... Just my opinion.
- Stros M'kai: Umm... has no port. It's an island... made famous for it's shipping... How? This has to be an oversight, because if it's not - my brain will have an aneurysm. There is certainly enough room for one on the strat.map. Someone, anyone - make it happen, please.
- Orsinium: Should be a citadel. This really isn't a debate. If Solitude is a Citadel, which was built in the second era, Orsinium, which has been around since the first era deserves to be one as well. Btw, Port Dun... also doesn't have a port. Why is it called Port Dun? Really, either a port needs to be placed there, or I'm just gonna' call it Dun. This goes back to my initial request, if anything, I can do it myself for my own enjoyment.
- Ald'ruhn: Should be considered a city. Honestly... It's their capital; it's the cradle of House Redoran and all they have protecting it, is a toothpick palisade. Either they're all mentally retarded, or it's merely another simple oversight. Perhaps they should stop contemplating various ways of making ugly armour out of dead-things, and consider their collective security for a change?
- Riften: Should totally start out with a Thieves Guild built into the city. And... also have stone walls. Noticing a pattern, here? I mean think about it, as it is, Skyrim only has one city. One... It's the loneliest number, people. The Kingdom of Anequina starts out with three, and they're just a bunch of silly, drug-addled kitty-cats.
- Winterhold: Should also start out with the unique building of the College of Winterhold. The Sorcerer Shalidor supposedly whispered it into existence before Windhelm was even built. One can have no doubts as to the awesomeness of this MOD, or it's exhaustive attention to detail as the College of Winterhold is definitely made of magic, because apparently, it's completely invisible... Also, shouldn't Winterhold have at least a small port? Or, a fishing village nearby, that eventually be upgraded into something that remotely resembles a port? For a city that once competed to be the capital of Skyrim, you'd think there'd be more there.
- Dawnstar: Should be a city, not a small town. It should have the option of eventually being upgraded with stone walls, I think. Yes, it's in the middle of no where but therein lies it's importance; it is the only sizable community that is situated between Solitude and Winterhold, for many miles. Lore tells us that it had (key word being, had) stone walls and even had the protection of a fortress at one point; the one thing that is absolutely clear, is that it's primary function is that is serves as an important trading port. In this MOD, Dawnstar has neither a port, nor the potential to build one; that's a mistake. Also, I think that the settlement core structure should be made into a Castle, if not a city. The nearby inclusion of the Tower of Dawn, although in dilapidated disrepair, should warrant that kind of an upgrade. A unique building, being the Dawnstar Lighthouse could grant a small trade bonus.
- Sunhold: Wait, which one? That's right... "cuz thar be two of'em on the map!" (<- to be said in a compulsory pirate accent) Is that canon? I can confirm Sunhold on Summerset Isle but have found no evidence of a Sunhold existing in Hammerfall. I don't mean to be that guy, but if it is just an accident, can we rename it? Like Sunspear, Sandstone, (courtesy of GRR Martin) Serpent-Rock or somesuch similar nomenclature. In the event there is two, then disregard and slap me silly.
- A Bridge Too Far: Would it be possible to turn the bridge that connects Cyrodiil Island and Weye, into an actual settlement? I don't know why I'm so taken with the idea; quite possibly because it's mine, but beside that, it's a natural choke point and makes a great buffer to cushion an invasion. There needn't be any income or buildings associated with it, just make it so that you could put an army on it, and they would in effect "garrison" it. Am I insane? Does that sound crazy? I feel like I may be going crazy. Not really emotionally invested in this particular idea, just thought I'd throw it out there and see what happens.
- Rebel Scum: I have a rebel army that is stuck on the map, and I can't seem to reach them. This is maddening, because they can move according to the computer as they have movement points, but they don't... they just sit there. Staring at me... and I'm beginning to get self conscious. How can I kill them or make them go away?
That's all for now. Thanks for putting up with me folks.
Edit @ 09/19/15:
- Upgradable settlements: I've been puttering around the files, snooping here and there and since I've discovered it is indeed multiple files that contain information regarding settlement upgrades. It seems the descr_strat.txt file is also of importance and has some pretty clear coding that made sense to me. So, I attempted to alter the code accordingly, (not without making a back-up of course) but when I began to play the game, I noticed three things, all curious. Firstly, I was delighted to discover that the game started and didn't instantly CTD, which is always encouraging. Secondly albeit frustratingly, none of the changes I had made manifested within the saved game. Thirdly ergo, I attempted to start a new campaign and when I did, instead of beginning, it simply booted me back into the main menu; which I have read about much earlier in this thread. The interesting thing that I've observed, is that now whether I restore the original file, the game simply will not begin a new campaign, regardless as to what I do... So, the descr_strat is obviously finicky and doesn't like being molested. Any thoughts? Obviously, I'm essentially acting like a mad scientist attempting to just try different things on my own, but what I really need, is a teacher to patiently indulge me.
That's all for now.
Edit @ 09/20/15:
- Upgradable settlements: Thanks to Jadli's kind and patient tutelage, I've successfully implemented many, if not most of the changes I was looking to do. The resources and custom buildings, will have to be another battle, for a different day. (I'd love to see the Blue Palace or East Empire Warehouses in Solitude, or the Skyforge or Jorrvaskr in Whiterun) For now, I'm much contented to see my little slice of customization within the game; very rewarding, and justly deserved! Not bad, if I say so for myself... for a guy who barely knows how to turn on his computer.
- We still need Ports built in all the obvious places, but for now - I look forward to playing a bit.
That is all.
Last edited by Vythodias; September 20, 2015 at 04:26 AM. Reason: Update and Edit
Non nobis, Domine, non nobis, sed nomini tuo da gloriam.
Some things can be fixed easily, some cant.
Stone roads - this can be simply done in EDB, by changIng min_level "something" to min_level village.
-I dont know how to add port to Stros, tried lotta things but no of them worked.
Sunhold - i never tried it but it should be enough to change its name in world/base descr.regions + deleting map.rwm + changing its name in descr.strat
-Orsinium - should be done easily in descr.strat by changIng its level and replacing castle_stonewall (name is slightly different i guess) by citadel_stonewall (search for correct words in EDB).
-Dawnstar - same as Orsinium, just changes in descr_strat
Upragdable settlements - havent tried it yet, will look at it. The Problem is that if you upragde Daggerfall to huge city, it will have model of Imperial City (in battle and also on map ), if you upragde Dawnstar to minor city, it will become Whiterrun. If dagoth upragdes Endussal to wooden pallisade city, it will look same as Dagoth Ur (city), etc...
I upragded lotta settlement by changIng their level in descr_ strat. Better than nothing i guess..
Il look ar other problems you mentioned
Thanks for the reply, Jadli! I've been ceaselessly pouring over tutorials in the forums, in whatever free time I have and on other sites as well, and it's a bit overwhelming to be honest! It looks like all the custom-settlements that are unique, are labeled under the Papal faction. I am thinking this was done for the express reason to avoid what you're referring to. If you'll notice, Whiterun, Solitude, Markarth, all undeniably unique settlements on the strat map. Where one would think they would be attached to Scotland's faction, (Cause Soctland's Skyrim) those expectations are unexpectedly subverted when one sees that all the unique settlements share the papal faction with regards to the descr_strat.txt file; look for yourself... Maybe that's how they got around it? It seems that whenever one looks at these files, the two primary requisites needed are patience and pattern-recognition; after a stiff-drink, a lot of the files slowly are beginning to become increasingly legible. But I am still so obviously out of my element as to be comical.
I'll attempt to embrace your friendly suggestions, but do you think you could give me a slightly longer, or more detailed rather, explanation of how to go about this via PM? I've been doing a lotta' reading about the EDB, but I could still use some meaningful elucidation. Thanks again!
Edit:
Gotcha! But, do I need to start a new campaign to see those changes? That's the question... Because honestly, if I do need to restart, then I've run into a wee problem. Every time I attempt to do so, it simply boots me back into the main menu. My saves still work, however.-Orsinium - should be done easily in descr.strat by changIng its level and replacing castle_stonewall (name is slightly different i guess) by citadel_stonewall (search for correct words in EDB).
-Dawnstar - same as Orsinium, just changes in descr_strat
Yes, you keep saying that... but not how?!I upragded lotta settlement by changIng their level in descr_ strat.
Last edited by Vythodias; September 19, 2015 at 05:01 AM. Reason: Edit
Well first of all, you should know that the fact you cant upragde settlements isnt some kind of bugged patch. The devs intentionally blocked this because when they were creating the mod they unintentionally put custom settlements into normal levels of settlements ( at least i think so). There is lotta custom settlements, and each culture have at least one.
However, it can be changed pretty easily ( but dont recommend so). The Devs blocked upragding settlements by increasing min_level of settlement needed to build new walls ( if you are in village, you need "min_level village" to build it, they changed it to "min_level town"...) and removing line "next upragde"). Just go to to EDB, its right in the beginning. Overwrite by my example. By my opinion only villages should be allowed to be upragded as all other levels contain lotta custom settlements for now.
Spoiler Alert, click show to read:
See? Easy
But be carefull, every mistake you make will unable you to lauch the game, so backup files.
And changing level of settlements is also easy.
got to descr_strat ( wolrd/maps/base/imperial_campaign)
We will use Orsinium as example. In the file find Orsinium faction, and then
Spoiler Alert, click show to read:
Pretty easy, you just need to find out how are specific levels named ( and also the walls for cities are named a little bit differently that for castles)
If you are still unable to run it, use my new version of my HS ( also single ) submod. Contains lotta stuff ( for some files goes credit to Carnage).
You can upragde villages here, play The Undead or Ashlanders, recruitment of everything fixed, changed several settlements levels, and about like thousands other thing, which im lazy to describe. We will use it in next hotseat ( but will try to polish few more things yet).
Link - http://www.mediafire.com/download/8u...s+patch+v2.rar
Ah, so... Now this is something I can work with. Good, very good. Thank you for explaining it to me. I shall have to experiment with this.
But what of the problem, of me getting booted back to the main menu? I've read the thread very carefully, some say it's the text.bin files, others claim it's the map.rwm. Or, is this new patch (thank you, btw) of your going to help with this?
Sorry if I seem a bit thick right now, I have fleeting bouts of mental stupidity.
Non nobis, Domine, non nobis, sed nomini tuo da gloriam.
If the game kicks you back, its because you probably made some mistake in descr.strat ( i suppose you tried to do something here). My patch will certainly fix your problem, because there isnt any problem in my files.
Does anyone want to play some online battles with this mod? add me on Steam if you do!
http://steamcommunity.com/id/cjm81499/
Last edited by cjm81499; October 16, 2015 at 04:03 PM.
Hi, thanks for your reply. I had the earliest english version and thatŽs why it crashed. It worked perfectly after installing patch v 1.2.
Yeah, i would appreciate help with making "Hordes of Oblivion" playable. It isnŽt enough to just add them in as playable in the descr_strat and in the first version of the game i couldnŽt enter the game with them as playable without the game crashing if i removed "dead until ressurected".
In the scripts i tried to make them spawn earlier and it worked and it was written "human player" on their armies when inspected as another faction, but unfortunately the game crashed when the turn was about to become theirs.
Anyone know if it's possible to add the "Kingdom of Morrowind" by giving all settlements belonging to Morrowind factions to that faction instead?
ye, its possible. We are running a HS with Morrowind faction.
Hey there i see that your mod has 3 undead units that would look really nice in my warcraft mod.
may i barrow them.
Btw Pixelated Apollo made some online battles with the mod.
Just got the mod today, fantastic work everybody! This is on the level of Third Age, Hyrule, and the other great conversion mods!
I would like to report that the Skyrim Thanes appear as silver surfers on the battle map, and that the translations for Skyrim's units in general are a bit clunky and seem unfinished. Is this the final update for the mod? If so, why is it still in the WIP section?
Thank you guys again for all your hard work, round of applause to everyone
Dear god Almighty how do I remove this ? (Without minimal UI). I have never seen this in another mod before.
Spoiler Alert, click show to read:
Also how frequent are crashes in this mod? I finally had an epic battle against the Dremora, and at the very end of it some of my units started getting invisible and it CTD. It really killed all my enthusiasm. I mean it was the first serious battle and already a crash.
Last edited by The Despondent Mind; November 11, 2015 at 08:59 AM.
I've seen that some one has made a simple Oblivion boardgame. Every winter season, Oblivion armies spawn in random locations around Tamriel. It would be interesting to see something like that implemented, although not mega sized Oblivion armies, have those pour in every winter would be impossible.