It still seems like the NPCs still have way too many things in their dialogue options, like Little Secret, Little Advice, Services, and a bunch of others. Half the people in Morrowind want to tell you the exact same thing about Caius Cosades. Those are generic responses that can be mitigated to non-quest NPCs, can't they? Especially the Caius Cosades info. Quest markers and the journal do a better job of telling you who and where he is than having every NPC give you the same canned response about him.
The dialogue options just seem incredibly cluttered.
Yes it is still very clutterd more conditions need to be added to weed out responses npcs aren't supposed to have and things like lines referring to themselves in the third person taken out, and also more dialogue added to the what do you know about option like the latest rumors and such, its definitely a work in progress. Digital was working on it last but he is busy working on quests which is far more important
As for the other thing I'm not sure there is a way to keep the last thins an npc said in the dialogue box up longer but an oblivionod did it so it may be possible
Ok trying to add new map markers is probably not possible given what Bethesda have done.
So we use existing ones.
The plan is that we are going to include Skyrim overrides into a BSA which can be turned on or off depending on whether the plugin is selected or not. So users can bounce between Skyrim or Skywind settings.
This will include creature and map marker overrides so far.
Regarding the dialogues: yes it's still cluttered but as mentioned, this is something that goes along with the quests work. So you will see get uncluttered progressively. However, Keep in mind Morrowind NPC have a lot to tell you :)
Regarding the dialogues: yes it's still cluttered but as mentioned, this is something that goes along with the quests work. So you will see get uncluttered progressively. However, Keep in mind Morrowind NPC have a lot to tell you :)
My point is, it seems like there's no need for most of these npcs TO have a lot to tell you, since most of it is stuff everyone else tells you also. I'm saying it would be better if we could consolidate the general info like services and people and locations into the guards, and rumors and secrets into the inkeepers, like it is in Skyrim. So that the quest npcs and merchants aren't bogged down with a bunch of unneccessary dialogue.
I get your point but I'm not as hardcore as you in this and certainly there will be a point where we offer less dialogue per npc than it would be possible in morrowind. I know I cut dialogues a lot everytime I test Skywind. Anyway, this is not the topic of this thread. We can discuss that in the quest & npc sub forum.
In the case of Vivec (or other cluttered areas) I thought you could turn off the display of markers while still having the location marked for discovery?
Maybe I'm mis-remembering... I'm at work right now but I'll try to look on the creation kit when I have a chance.
I think that the redundant dialogue is going to have to be given to the guards anyway, because from what I understand there are a diverse group of people doing voices in Skywind and in order to keep topics like little advice, little secret, etc. they would all need to record dialogue trees for each of those options, which isn't really feasible. With the guards, all of the information can go through them and be voiced accordingly, it's definitely the best option.
As far as I've found, there's no way of getting this working short of getting the original .fla file from Bethesda. The .swf files for the icons and asset needs to be converted back to .fla, modified, and then compiled back into .swf. Unfortunately, the whole process causes corruptions in parts of the data that allow the engine to find and display the appropriate icons in the .swf file.
Those colored icon mods work because you don't need to convert back to .fla to change the colors, so you don't end up screwing with the scripts. Unless someone knows someone who is willing to reverse engineer a functioning .fla from the asset files for us to use, this whole icon businesss is just a pipe dream.
I know how, but cannot combine all prod-line soft yet (~free soft).
Many programs cannot in good SVG converting.
Also didnt saw way to ADD additional icons, without changing existing.
I guess I'll work on them some more. Get them ready for use.
I changed up the Hlaalu, Grotto, and Imperial icons abit, and put together one for caves and one for Vivec. I'm working on figuring out a system of icons for the cantons of Vivec city, but it may end up that we just have to label all the cantons with the general vivec icon.
I remember Eham showed me a screen shot of a new map marker he added to Skyblivion. I don't remember if he replaced a map marker or added a completely new one. I do recall telling him to post it in this thread, but he never did get around to it, and this was back in the winter.
Did we ever consider not actually showing the map markers, unless the location were discovered? Or at least limit the radius in which you can see undiscovered locations? It forces players to go solely in one direction, instead of encouraging exploration in my opinion.
Not to hijack the conversation away from Map Markers/etc... but the one UI feature I've been CRAVING for Skyrim/Skywind would be Morrowind's "ingredient/potion mouseover" effect description.
I'm always looking at potions/ingredients in-world in Skyrim and going... "What the heck do Hagraven Feathers do again?" then I inevitably pick everything up, and end up becoming over-encumbered because I'm carrying 472 Juniper Berries...
Anyway, does anyone know if something like this is possible to mod in with current tools and tech? (Skyrim Script Extender, etc). My assumption is "no," but hey, a guy can dream, right?
I remember Eham showed me a screen shot of a new map marker he added to Skyblivion. I don't remember if he replaced a map marker or added a completely new one. I do recall telling him to post it in this thread, but he never did get around to it, and this was back in the winter.
I figured I would resurrect this thread to say Mehh is correct, I can add new map markers (unique) to the map.swf and get it running in game. I will keep this thread updated as I relearn what I did back in the winter (Its been a while since Ive looked at it). I will hopefully upload with a test version soon.
Custom icon accomplished, does not replace any existing icons, uses Map Marker number 61 in Tes5Edit. I have to thank Nahlo for getting me back on track to look at it. I just need someone to come up with a list of what icons we will need in Skywind (Don't necessarily need any new icon graphics just yet - Just names). And I will add them to the swf and provide the index numbers, and someone can then go ahead and update the Skywind.esm to use the new index numbers, that way we can replace the graphics at any time.
Okay so the list I have contains the below list. You can go into Tes5Edit, look for the Map Markers references and change "TNAM - Type" to one of the below numbers (Just edit and type the number in, it will appear as <Unknown: ##>). I have completed adding to the SWF up to Telvanni, I will finish the rest tomorrow.
I think that you know that icon that you used for Balmora is icon for Dwemer
---
If you seen svg-file by ComfyCushion - than it contain most of required icons.
IMO, it can be completed by some unique icons for biggest cities of local region (Balmora, Vivec, Ald-Ruhn, Molag Mar, Dagon Fel, Vos and Gnaar Mok).
I think that you know that icon that you used for Balmora is icon for Dwemer
---
If you seen svg-file by ComfyCushion - than it contain most of required icons.
IMO, it can be completed by some unique icons for biggest cities of local region (Balmora, Vivec, Ald-Ruhn, Molag Mar, Dagon Fel, Vos and Gnaar Mok).
Yes I am well aware, and in fact am using the icons u r talking about. I am merely using Balmora as my test bed for new markers, that way I dont have to travel around everywhere. The first marker I tested just happened to be Dwemer. I have since completed the Balmora marker as well.
All nice.
I only can recommend to change icons of (Ashlander Camp, Cave, Grotto, Ancestral tomb, Redoran) set, because they are too close for different perceive.
All markers are still just placeholders for now, once I complete adding them to the SWF and the ESM has been updated to use the new markers, the art can be changed at anytime. So for now I don't think anyone should be too worried about how they look.
Map markers don't have any data in plugins, nothing to decode there. They are referenced by hardcoded indexes
http://pastebin.com/TgUPCjvV
What you can try is to add a new marker at the end of swf and set index to 59 using TES5Edit on some map marker reference to test.
Ok trying to add new map markers is probably not possible given what Bethesda have done.
So we use existing ones.
The plan is that we are going to include Skyrim overrides into a BSA which can be turned on or off depending on whether the plugin is selected or not. So users can bounce between Skyrim or Skywind settings.
This will include creature and map marker overrides so far.
This is a great and easy tutorial for how to change these to the new icons https://www.youtube.com/watch?v=Ti586N7L7Oc
Can somebody please volunteer to do this? We want to see these great icons in game, be the hero.
Once you produce the map.swf file, I can change the the locations to point at the new map icons.
happychappy wrote:
Probably better if I took care of that since I already spent hours on this: http://morroblivion.com/forums/skyrim/skywind-mod-releases/6534
Regarding the dialogues: yes it's still cluttered but as mentioned, this is something that goes along with the quests work. So you will see get uncluttered progressively. However, Keep in mind Morrowind NPC have a lot to tell you :)
Sweet music to a lazy man like me :)
digitalparanoid wrote:
My point is, it seems like there's no need for most of these npcs TO have a lot to tell you, since most of it is stuff everyone else tells you also. I'm saying it would be better if we could consolidate the general info like services and people and locations into the guards, and rumors and secrets into the inkeepers, like it is in Skyrim. So that the quest npcs and merchants aren't bogged down with a bunch of unneccessary dialogue.
I get your point but I'm not as hardcore as you in this and certainly there will be a point where we offer less dialogue per npc than it would be possible in morrowind. I know I cut dialogues a lot everytime I test Skywind. Anyway, this is not the topic of this thread. We can discuss that in the quest & npc sub forum.
This Isnt dead is it? It looks really good!
Dead if nobody steps up...so yeah dead
Um...no...
Just because it's been inactive for a few weeks doesn't mean it's dead. I'm still working on it.
Keep working at it. These are too awesome to pass up.
Yeah it will be amazing if you can get these in game
In the case of Vivec (or other cluttered areas) I thought you could turn off the display of markers while still having the location marked for discovery?
Maybe I'm mis-remembering... I'm at work right now but I'll try to look on the creation kit when I have a chance.
I'm still plugging away at all this. I just need a .swf editor that doesn't cost anything and lets me modify shapes in the swf file.
Doesn't cost anything... I guess you're looking at trials then.
+1 make this work
I think that the redundant dialogue is going to have to be given to the guards anyway, because from what I understand there are a diverse group of people doing voices in Skywind and in order to keep topics like little advice, little secret, etc. they would all need to record dialogue trees for each of those options, which isn't really feasible. With the guards, all of the information can go through them and be voiced accordingly, it's definitely the best option.
What is current state of this project (live or failed)? Why it's not implemented to current version?

EDIT: I think will be good to use big icons of cities to show main towns&cities of regions, like that:
As far as I've found, there's no way of getting this working short of getting the original .fla file from Bethesda. The .swf files for the icons and asset needs to be converted back to .fla, modified, and then compiled back into .swf. Unfortunately, the whole process causes corruptions in parts of the data that allow the engine to find and display the appropriate icons in the .swf file.
Those colored icon mods work because you don't need to convert back to .fla to change the colors, so you don't end up screwing with the scripts. Unless someone knows someone who is willing to reverse engineer a functioning .fla from the asset files for us to use, this whole icon businesss is just a pipe dream.
We have a method of changing our ui icons, but the guy who knows how to do it kind of mia.
You might have seen this already, but just in case they're helpful here are some things I found.
http://www.nexusmods.com/skyrim/mods/216/?
http://www.nexusmods.com/skyrim/mods/1800/?tab=1
Well, crap. Maybe there is hope. I'll read through all that and see if there's something I can do with it.
I know how, but cannot combine all prod-line soft yet (~free soft).
Many programs cannot in good SVG converting.
Also didnt saw way to ADD additional icons, without changing existing.
I guess I'll work on them some more. Get them ready for use.
I changed up the Hlaalu, Grotto, and Imperial icons abit, and put together one for caves and one for Vivec. I'm working on figuring out a system of icons for the cantons of Vivec city, but it may end up that we just have to label all the cantons with the general vivec icon.
We're all rooting for you in sorting out the tech of this, the UI really will separate skywind from the vanilla, and add to the feel of the game.
I remember Eham showed me a screen shot of a new map marker he added to Skyblivion. I don't remember if he replaced a map marker or added a completely new one. I do recall telling him to post it in this thread, but he never did get around to it, and this was back in the winter.
TheComfyCushion I don't like ancestral tomb and cave, please add some old morrowind odor to those icons
Did we ever consider not actually showing the map markers, unless the location were discovered? Or at least limit the radius in which you can see undiscovered locations? It forces players to go solely in one direction, instead of encouraging exploration in my opinion.
@Mace there is a mod that exactly does that plus more: Less Intrusive HUD II (It is compatible with Skywind. Tested it myself) http://www.nexusmods.com/skyrim/mods/35154/?
Why create something from scratch when there is a perfectly good mod out there?
aretea wrote:
While I still think it would be great to have built into the mod from launch this is acceptable ;) Thanks for the link.
*deleted*
Not to hijack the conversation away from Map Markers/etc... but the one UI feature I've been CRAVING for Skyrim/Skywind would be Morrowind's "ingredient/potion mouseover" effect description.
I'm always looking at potions/ingredients in-world in Skyrim and going... "What the heck do Hagraven Feathers do again?" then I inevitably pick everything up, and end up becoming over-encumbered because I'm carrying 472 Juniper Berries...
Anyway, does anyone know if something like this is possible to mod in with current tools and tech? (Skyrim Script Extender, etc). My assumption is "no," but hey, a guy can dream, right?
@The_MC: Download moreHUD from Nexus. It does what you want it to do, and is compatible with Skywind.
Why make new when there is a perfectly good mod out there?
Well it should be possible. I have seen a mod that shows when your encumbered and stuff like that. But it would be nice to have those features.
the mouseover effect description is known as a tooltip
Wow, thanks Aretea. I had no idea this was out there. Pardon my intrusion into the thread then, carry on!
:-P
Mehh wrote:
I figured I would resurrect this thread to say Mehh is correct, I can add new map markers (unique) to the map.swf and get it running in game. I will keep this thread updated as I relearn what I did back in the winter (Its been a while since Ive looked at it). I will hopefully upload with a test version soon.
Custom icon accomplished, does not replace any existing icons, uses Map Marker number 61 in Tes5Edit. I have to thank Nahlo for getting me back on track to look at it. I just need someone to come up with a list of what icons we will need in Skywind (Don't necessarily need any new icon graphics just yet - Just names). And I will add them to the swf and provide the index numbers, and someone can then go ahead and update the Skywind.esm to use the new index numbers, that way we can replace the graphics at any time.
https://drive.google.com/file/d/0BzqpBc4MrAMXX1BoMWxWQV9zd0k/edit?usp=sharing
Great job man!
Awesome. What soft do you use?
I tried to make this - but i failed because of irremovable bugs in used programs.
alysander wrote:
Adobe Flash CS4, it won't work in any other product at this time.
Okay so the list I have contains the below list. You can go into Tes5Edit, look for the Map Markers references and change "TNAM - Type" to one of the below numbers (Just edit and type the number in, it will appear as <Unknown: ##>). I have completed adding to the SWF up to Telvanni, I will finish the rest tomorrow.
I think that you know that icon that you used for Balmora is icon for Dwemer
---
If you seen svg-file by ComfyCushion - than it contain most of required icons.
IMO, it can be completed by some unique icons for biggest cities of local region (Balmora, Vivec, Ald-Ruhn, Molag Mar, Dagon Fel, Vos and Gnaar Mok).
alysander wrote:
Yes I am well aware, and in fact am using the icons u r talking about. I am merely using Balmora as my test bed for new markers, that way I dont have to travel around everywhere. The first marker I tested just happened to be Dwemer. I have since completed the Balmora marker as well.
All nice.
I only can recommend to change icons of (Ashlander Camp, Cave, Grotto, Ancestral tomb, Redoran) set, because they are too close for different perceive.
Well on solthstine the ships are Nordic style and not imperial, Because skyrim is very close to solthstine.
All markers are still just placeholders for now, once I complete adding them to the SWF and the ESM has been updated to use the new markers, the art can be changed at anytime. So for now I don't think anyone should be too worried about how they look.
*unloads karma in eham's face

I like this new UI.
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