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> Main Downloads and Thread Links (updated 7/30), Basic important stuff, all in one spot.
Vagrant
Posted: May 29 2008, 23:23 PM
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There are two versions of the project to download. You may only need 1 depending on what you want to do. Please read the entire post!
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VERSION DIFFERENCES

which one should I download?
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With opening the project, 2 versions of the project mod need to be maintained due to an issue with how the game handles .esm based mods with vwd objects. Both versions contain mostly the same data (some unfinished things may be missing from client version).


DEVELOPMENT VERSION - This version is designed specifically for people who want to work on the mod and add to the project. This version contains a single .esm which contains all the data. The main catch is that this version MUST be loaded in the 01 index (or right after Oblivion.esm) in order for the land to work properly. If you cannot do this due to other mod requirements for the 01 index, either you will be unable to contribute, or will need to make a cleaned save specifically for testing your work (Wyrebash helps).


CLIENT VERSION - This version is designed specifically for people who just want to play the mod and see what it looks like. Currently, this version is in OMOD format to make it easier to use. This version contains ColoredRoomsEvalVer01.esp and ColoredRoomsEvalVer01.esm, which must both be enabled. The main difference between this version and the Development Version is that data is split between the .esm and the .esp which allows the mod to be loaded in ANY index. The catch is that some portions of data don't exist within the .esm so this version cannot be used to create any additional work or use files made for the development version. Some other, unfinished/buggy areas may also be disabled in this version to allow for easier usage.




DOWNLOADS

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Development Version:
http://www.megaupload.com/?d=U9AY1FSG Version 1P sub C RAR


Development Version: ESM only.
NO DATA FILES!
Intended only for people who downloaded the client version and already have all the resource files installed.
http://www.megaupload.com/?d=0Z18YH43



Client Version:
http://www.tesnexus.com/downloads/file.php?id=27962 Version 1P sub C OMOD
Mirror
http://www.megaupload.com/?d=UPA2G8TS



Only MegaUpload is being used currently, if you have any problems downloading from them, another mirror could be setup through fileshack.

*The Client Version contains ColoredRoomsEvalVer01.esp and ColoredRoomsEvalVer01.esm. Both must be enabled to use the mod.


**There is a needed patch for the Development Version 1P sub C. This fixes some missing/broken files. The client version already has these fixes applied.

***Version 1P sub C Contains an additional, optional package which simply adds map markers to the doomstones. This is included due to the changes that were made to the portal system. You will now need to use an inventory item near a doomstone to create the portal. This was done as a way of ensuring that the player is in the Tamriel worldspace before changing, and as it was the method which would be in place within a final version, after completing the prologue quests.***


Previous development version 1N
http://www.megaupload.com/?d=C8W4TGH0


***Version 1N contains 2 other mods which were being tested at the time to deal with the new portal system and the horse system. Both of these mods have been merged into version 1P sub C. ***

Any additional patches will be listed here;
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Patch containing missing rolling pin and fixed ledge4 mesh. (development version 1Pc)
http://www.megaupload.com/?d=12W4BSK3


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If something doesn't seem to work, please send me a PM if it is forum related, or mention it in the Technical Support thread.
Technical Support thread (for reporting missing resources and other broken stuff)
http://z2.invisionfree.com/DarkGenesis/ind...p?showtopic=817

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Work threads;

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Modder work threads;
http://z2.invisionfree.com/DarkGenesis/index.php?act=SC&c=11

Info on Black Pit and work needed;
http://z2.invisionfree.com/DarkGenesis/ind...p?showforum=229

Info on Golden Plains and work needed;
http://z2.invisionfree.com/DarkGenesis/ind...p?showforum=232


Other areas of the forums which might be of interest;

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Additional Notes

CRXPortaTest01.esp - No longer included with the mod, a newer, working version will be released as a side patch later. This .esp is no longer useful, and was merged as part of version 1P. Do not use this .esp any more since it may create conflicts.

VGXDSMarkers.esp - Just adds map markers near all the doomstones because I was sick of having to run to each one to test. Use this if you have nothing else marking these locations, it's better than nothing.

CRXDebugforHorseReturn.esp - Enables the scripting for returning your mount back to Tamriel. This part was disabled within the main mod due to some bugs that occured from the horse being moved back to Tamriel before it was mounted in the Golden Plains. It was also removed to disable the potential of a horse being moved to an interior or other worldspace where you were when you used the portal spell.
This .esp is no longer useful, and was merged as part of version 1P. Do not use this .esp any more since it may create conflicts.

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I plan to keep this as a single one stop thread so that people who are new to the project, or have been away awhile can keep current. It is suggested that while you are downloading the mod, you take some time to familiarize yourself with the project and what has already been done.

Link to Project Subforums by Area for Lore/planning Discussions
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Vagrant
Posted: Aug 30 2008, 18:10 PM
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Adding the Version 1K here so that team members can get a head start on tracking down issues. The major worldspace changes which were planned to be done havn't been done in this version since I was still awaiting some work. The main purpose of this is to see if this problem appears for anyone else, and to get a better idea of the cause.

I will make the download link available to others later once it has been confirmed that all the needed files are there. Zynoq can tell you, the first few releases at this version still had a few things which were missing or in the wrong spot. Hopefully this will have everything right. Zynoq should also download this version as it includes some fixes for the ability which was attached to the Rod of Shadow. Please see the readme for a partial list of everything that may come up. Ignore the things listed, and report everything else which seems wrong.

This version will be sent to a few people outside the project on monday, and will be listed in the guest areas on Tuesday provided nothing major comes up before then.
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Vagrant
Posted: Jan 1 2009, 04:28 AM
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Added with Version 1L;

The remaining building interiors for Rhym. The House thread will be updated shortly to reflect these additions. Three of the new tennants belong to the Black Circle faction, but do not have packages. All of the NPCs will be worked on when their interiors have been finished.

2 (technically 3) cave interiors, Parts G and I (H). Part G is essentially finished, Part I still needs some rocks and other items to make it a bit more interesting. Cave H was left unfinished incase someone on the team feels brave. It's been started, the main path has been laid out, all that's left are many side paths.

A friendly warning, try not to use night sight, detect life, or magic light in the caves, it makes things much more dangerous.

Many statics have been redone and optimized. This should improve performance in the Garden area. Other meshes will follow soon.

The cage and chain meshes over the pit. Finally.

Several new NPCs and new types of NPCs - In addition to the new tennants, there are some shady thieves in town, necromancers over the pit, and some dead adventurers in the caves so that you have something to loot. The thieves in town will be tied to some dialogues and random actions when I have time to work out the scripting.

Some existing interiors have been finished.

Some areas of the Golden Plains have been touched up, and the highlands area should have a few more random spawns.
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Vagrant
Posted: Jan 24 2009, 22:12 PM
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With Version 1M Adds the following:

Replaces silent voices with new versions that contain .lip files, special thanks to those involved with TES4Gecko for that one.

Completed caves 1H, 1J, and the portal room.
Completed interiors Rhym: Relie house, H'ahbi house, Silverhand Training Room.
Adds the race Maormer to the game. This should not conflict with any race packs*.

Adds the following exteriors to the Golden Plains:
Goldhorn Ranch
http://z2.invisionfree.com/DarkGenesis/ind...p?showtopic=895
Rhen Myr
<no thread yet>

Adds interiors to the following places in the Golden Plains:
Eastport
http://z2.invisionfree.com/DarkGenesis/ind...p?showtopic=893
Whitewood Enclave
http://z2.invisionfree.com/DarkGenesis/ind...p?showtopic=894

Adds 2 quests to the Black Pit:
House for sale quest. - Not all is as it seems, but atleast it's somewhere to sleep.
Initiate quest for The Silver Hand - You don't earn the title of Errand Boy for nothing.
Neither of these quests or factions have icons yet. Will be working on this.

Additionally, adds a sign outside the blacksmithy. Adds some preliminary work on the goblin companions. Adjusts some NPC packages to make Rhym a bit smoother during afternoon hours, and contains several new resources.

*A quick note about the new race. The female upperbody texture (no females yet of this race) is currently set to work off Exnems body. There is a default body texture which can be renamed femaleupperbody.dds if you do not have Exnems installed. If you have Ren's, you will likely have googly eyes. This is because Nequam's eyes is installed as part of Ren's and some other race mods. To fix this, you will need to overwrite the default eyes with Nequam's meshes. Those meshes should be found here:
Data\Meshes\Characters\Nequam\eyes
You will need to copy the .nif, egm, egt files for humaneyes (humaneyeleft.nif) and move them to the
Data\Meshes\Characters
folder. Once there, you will need to rename each of these files to EyeLefthuman.nif and similar so that they overwrite the default eyes. If enough people have this problem, I will make a side patch. By doing this, your NPCs will have googly eyes in the CS, but any custom races that were previously broken will be fixed in game.
This race is playable, and should be balanced with most of the other races. They are kinda blue/green in color, and are somewhat related to the highelves. More information on this race can be found here:
http://search.freefind.com/find.html?id=72...0&query=maormer
This is a lore based race, members of this race will have either High Elven names, or slightly less refined variations.
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Vagrant
Posted: Mar 12 2009, 08:04 AM
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Finally have the new version together. Version N includes;

=Garden=

A reworked garden area - The old one just created too many problems. This area will be cluttered and touched up later. You should notice some new meshes as well as some fixed old ones.

Gateways - The orange gateway now has particles. I will probably make a side patch later to make the other gateways have particles as well to see how it affects performance in the garden.

= The Black Pit =

Pit Caves - Fixed the compass directions for the caves to better match world directions. Added in 2 necromancer caves which were created by the team. Defined and started all caves within the first stretch. Made the portal system work properly now.

Rhym NPCs - Changed some AI packages, and added some scripting to make the area a bit more interesting. There should be a bit more variety in responses to the "Agaron" topic as part of the house quest due to a new system for randomizing generic responses.

Orcish - Blunt weapons will now be properly sold from the vendor. The special versions will be done once the quests involving them are done. Armor is pretty much scrapped at this point, although the space will remain incase someone feels generous later.

= The Golden Plains =

Roads - Roads have been added between all major points of interest in the eastern and southern parts of the room. The roads of all towns have also had some reworking to better match the rest.

Towns - NPCs have been added to Eastport, Rhen Myr, and Whitewood Enclave. This has been done to better facilitate with cluttering and to make these places seem less barren. Eastport now has a bookshop, stable, blacksmith, and a non-working inn. More NPCs will be added as interiors in the area get finished.

Places - Several more locations were added to the world, most of these without markers. These will be the focus of future work.

Horses - Horse Systems have been added to Eastport. You can now mark and bring your mount to the room by activating a pillar near the Eastport Stable. The mesh for this will be replaced when it becomes available.

Creatures - You will now encounter Spiders and Mudcrabs as per the related threads. Mudcrabs CAN/WILL kill you if you are unprepared, guards and companions may also meet an unfortunate fate, you've been warned, have fun. Minotaurs have also been varied a bit more, and been designed to fit with the rest of the spawns in the room. Please leave comments about the strengths or experiences with any spawns so that they can be adjusted.

Ruins - Rhen Myr has the beginnings (potentially) of the ruins. These were mostly done as a testing area for working out some of the systems and lighting for the ruins in the realm, they are incomplete at the current time, but can offer some interesting bits of fun. Keep in mind that switches and certain crystals within these ruins will react to spells.

Kintonite - The name is not definite, but the concept is decided upon. You will find these crystals growing in some of the caves you will find scattered around. It doesn't do anything yet, but will eventually serve a purpose similar to what was planned with Aterite and Black Shards. The ruins have retextured pieces which make use of the textures. Basically the dimmer it is, the more inert it is, the brighter it is, the more reactive it is. Only the raw crystals you find in caves can be harvested.

Spider Caves - Only a small one is present at the time, but can serve as an example for decoration and lighting. There are however 3 entrances defined in the world for you to try and find while exploring. Try to find them without looking at the mod to find the named cells. A minotaur cave also exists out there, in the mountains.

Guardians - The guardians of the Golden Plains still may not assist you or approach you if you have any fines. This will be fixed in later versions, including some measures to prevent a mudcrab from slaughtering the whole town. Held off for now due to time and lack of things to steal within the realm.

=Other Notes=

CRXLCClutterWarehouse - The clutter warehouse has had several new paintings and some middle class arrangements added to help with cluttering. Try to use a good mixture of both the new and vanilla paintings. Old interiors will have some of their paintings replaced with these new ones.

Testing - This version was not thoroughly tested, it took long enough just to put it together, some mistakes probably still remain. Please mention these in a post when you find them.
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Vagrant
Posted: Jul 30 2009, 22:30 PM
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Version 1P sub C includes the following;

=System=
Incorporates the new portal system, which is based more on lore, and is designed to better control where the player can enter the realm from. It also makes a number of fixes to the horse system, and should allow for moving a mount both to the rooms, and back to Tamriel without problems now. There are now stables in Rhenmyr, Goldhorn Ranch, and Arie Village which will work as summon and return points for your horse.

=Rhym=
There are now more shop signs in Rhym. The remaining signs should be completed as part of the official Version 1P. The alchemist now has some secondary contracts which create a repeatable and constant source of quests. This kind of repeatable quest was one of the main things that this project was aimed at creating, and having the framework now in place can be used as a guide for similar tasks. The Safehouse now has a room for rent, and a stricter policy against criminals entering their establishment. Both the alchemist and Safehouse scripts were put together by VicIce. All of the town interiors should now be cluttered at this point. If you see something that looks incomplete, or could use more work, please speak up.

=The Pit Caves=
Cave B, L, and M are now built. They will all get some minor changes before the official version, but should do quite a bit better to complete these caves. These sections also make use of some new meshes and techniques, and will hopefully provide a nice change of pace from the usual tight spaces. The ledge meshes used in cave M are still a bit buggy, and are at the moment being assisted by collision boxes. Hopefully I will have a patch to resolve this issue soon.

=Rhen Myr=
The town has had a bit of a facelift. Most noticably would be the less jagged ground, and the addition of a stable. There were also a number of changes to shadowing, and ground textures, hopefully reducing issues with long grass. Several NPCs were added to the interiors of the town, and work will continue in this area. The town now features a working inn which makes use of VicICE's scripting. The ship which is sitting in dock has also had interiors made, and some minor issues with the statics fixed.

=Eastport=
There are a couple new finished interiors, most notibly the bakery which uses some new meshes. There will probably be a missing resource for the rolling pin in the bakery, this will be uploaded in a separate file along with other missing resources (sorry, it can be hard to keep track of these things after a few months).
There is also a new sign in front of the blacksmithy, and some fixes to the boats. Once again, the inn has been setup and should be working.

=Arie Village=
Arie Village has been added to the southern shore of the Golden Plains. This village is just exteriors at the moment, and will be added to in future versions. However, the stable is already functioning. This village was laid out by Tweeb22, so feel free to tell him what you think.

=Goldhorn Ranch=
Most of the interiors have been cluttered, and NPCs have been created within the main area. Like Rhenmyr, some of the landscaping underwent some improvements.

=Watcher's Peak=
The interior for the fort has been roughed out, and several guardians have taken up residence, including a few trainees. More on this area will be completed in future versions.

=Caves=
An additional spider cave has been added to the plains, I'll let you try and figure out where.

=Creatures=
Spiders will now drop unique ingredients, no more Daedra stuff. Created a script which can be attached to pets to make them defend their owners. Added scripting which should better randomize the levels of dead adventurers in the pit caves. Defined some skeleton guards for the necromancer areas of the pit.


As usual, if you notice any missing resources, other than those mentioned, please let me know. If while testing the new version, you notice something which doesn't look right, please let me know.
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Vagrant
Posted: Oct 30 2009, 18:21 PM
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In preparation for opening the project, this thread has been overhauled and changed to contain information about the different versions.
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