I have dwemer gyro in my backpack, despite that, when interacting with "board" it doesn't work, and no cutscene is triggered. I can't progress further, despite that i endorsed because what i saw already was quality content. Edit: False alarm, there are 2 gyros, i had the one from first room, that wasn't a quest item. No bugs.
Oops...there isn't a Dwemer number set which would have helped. When we first try any of the 4 buttons, the quest points to the room where the code is, not the actual code, of course, just the room - it is, however, the only Note in the room labeled Door Code. Good to know you got there.
There is a runthrough which concerns me as the number of views is almost the same as unique downloads. There's hardly any views of the hidden locations guide - I'm wondering if anyone is bothering as they're around half the mod.
I won't hide anything in the next mod and either make puzzles obvious or alternatives for more cryptic ones. The puzzles are simply an alternative to lockpicking. Having been held up with other things, most of this has been around a week so I'm happy with progress...
Putting a portal in Cyrodiil was a matter of convenience. As Harodich only slightly references any lore, the portal would be out of place in any other mod/location.
For me, the fun in making this mod was in modelling a dripstone cavern, replicas of models from Skyrim and ESO as well as something similar to Neuschwanstein Castle. In addition, scripting some puzzles that I hope people will enjoy.
I don't usually play Oblivion, just develop a mod here and there but would like to take a look around Hammerfell.
It could have other entry points than the door near Anvil, in Cyrodiil or other mods such as your Hammerfell. To do that, I may as well change the plot a little and make entry and return from anywhere - no Oblivion.esm or other mod conflicts (remove the portal and clean).
An inventory item travel stone with dynamic locations pending quest progression.
An inventory note from a wizard/whatever as to why they magically sent us the travel stone.
Exit is return to entry - if that cell uninstalled, the Tiber Septim.
Return is wherever you left or another Harodich location on the MessageBox (providing you've been there).
The note would be non quest - I don't care if the player drops that. The travel stone does not have to be Quest Item as code can put it back when the player tries to drop it - I appreciate inventory clutter but things have got to work. I waited for people to find eggs but leaked them on spoiler after a matter of days. What I'd be interested to see is somebody to list the Oblivion.esm resources that Harodich actually uses - I'd be tempted to remove the master altogether.
Hope you have a lot of fun with your new hardware.
Whether the master is an esm or esp, removal is the same - the child has to have it's own copy of all Assets as seen in the Object Window as well as Quests, Weather, Climate, you name it before it can be properly removed. TES4Gecko 'Edit Master List' will tell you of outstanding dependencies.
The story's short, my voice acting terrible but it was more a case of making things. I look forward to your feedback including how you found any hidden maps. Maybe some ideas on challenges for the next mod I'm working on.
Definitely not, I know better than that. Other than a few things like MapMarker, XMarker, Trigger and what's in the Credits, I made all of the meshes and textures. A number of the sounds are from Oblivion where I've reversed, special effects and/or mixed. Take the Dremora Female, Lich and Daedroth. Compared to real they lack the polish. I didn't even have a turnaround image for the Daedroth.
One of my goals was to use nothing from Oblivion that any other mod could change.
I've completed several courses on Blender as well as what I needed from courses on AI, Unity and Unreal 4.
Thanks, the Dwemer ruins are a bit pristine. The castle is based on Neuschwanstein but at least the polygon count and texture use is low. The dripstone caverns are complex for the age of the game but are combined for low draw calls - should run on an average tablet.
21 comments
Edit: False alarm, there are 2 gyros, i had the one from first room, that wasn't a quest item. No bugs.
When we first try any of the 4 buttons, the quest points to the room where the code is, not the actual code, of course, just the room - it is, however, the only Note in the room labeled Door Code.
Good to know you got there.
There is a runthrough which concerns me as the number of views is almost the same as unique downloads.
There's hardly any views of the hidden locations guide - I'm wondering if anyone is bothering as they're around half the mod.
I won't hide anything in the next mod and either make puzzles obvious or alternatives for more cryptic ones. The puzzles are simply an alternative to lockpicking. Having been held up with other things, most of this has been around a week so I'm happy with progress...
My problem or challenge now is I am swapping over to a new PC with a higher capacity.
You may already know my Hammerfell WIP?
My plan is to place settlements at points that somewhat follows or contribute to the LORE.
Where would you have placed your mod if not in Cyrodiil?
I will be tracking your mod till I have swapped my setup :)
For me, the fun in making this mod was in modelling a dripstone cavern, replicas of models from Skyrim and ESO as well as something similar to Neuschwanstein Castle. In addition, scripting some puzzles that I hope people will enjoy.
I don't usually play Oblivion, just develop a mod here and there but would like to take a look around Hammerfell.
I forgot the question - Is it possible to set your mod up anywhere else in Tamriel?
Lore is what you create in my opinion. Otherwise it will become a religion.
ESO is a proof of that since they seem to develop new Lore as they go?
My reason for doing what I do in my mod is to investigate the possibilities and to discover a beautiful and untouched landscape.
See you around, glowplug.
- An inventory item travel stone with dynamic locations pending quest progression.
- An inventory note from a wizard/whatever as to why they magically sent us the travel stone.
- Exit is return to entry - if that cell uninstalled, the Tiber Septim.
- Return is wherever you left or another Harodich location on the MessageBox (providing you've been there).
The note would be non quest - I don't care if the player drops that.The travel stone does not have to be Quest Item as code can put it back when the player tries to drop it - I appreciate inventory clutter but things have got to work.
I waited for people to find eggs but leaked them on spoiler after a matter of days.
What I'd be interested to see is somebody to list the Oblivion.esm resources that Harodich actually uses - I'd be tempted to remove the master altogether.
How do you remove a Master btw?
I am back again with my mew 1TB SSD on my Lattitude E7270 (!). Didn't think that was possible.
More importantly the setup is working :)
I will eventually give you a report on your mod, "Haroditch".
Hope you have a lot of fun with your new hardware.
Whether the master is an esm or esp, removal is the same - the child has to have it's own copy of all Assets as seen in the Object Window as well as Quests, Weather, Climate, you name it before it can be properly removed. TES4Gecko 'Edit Master List' will tell you of outstanding dependencies.
I look forward to your feedback including how you found any hidden maps.
Maybe some ideas on challenges for the next mod I'm working on.
Other than a few things like MapMarker, XMarker, Trigger and what's in the Credits, I made all of the meshes and textures. A number of the sounds are from Oblivion where I've reversed, special effects and/or mixed.
Take the Dremora Female, Lich and Daedroth. Compared to real they lack the polish. I didn't even have a turnaround image for the Daedroth.
One of my goals was to use nothing from Oblivion that any other mod could change.
I've completed several courses on Blender as well as what I needed from courses on AI, Unity and Unreal 4.