[RELz] Radiance: A Simple Immersion Booster

Post » Mon May 28, 2012 1:00 am

Awesome mod keep at it. Looking forward to continued developments. will endorse on nexus when allowed
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Nuno Castro
 
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Post » Sun May 27, 2012 6:31 pm

Dropping by to give a quick update and ask a quick question.

Quick update: I haven't exactly had time to add any new content, and this weekend isn't looking two hopeful, either. However, I do have a tweak or two (such as werewolves only showing up at night), so I'll release that this weekend, at least.


Quick question: Trying to be as spoiler-free as possible, in vanilla Skyrim, there's a fellow who used to be a member of everybody's favorite Morrowind-based assassins guild. He calls it the "Morang Tong." I'd been working under the assumption that this was a typo, so when Radiance adds a character from the self-same organization, it's spelled "Morag Tong." Now I'm thinking, what if we hand-wave that away as being language drift? Perhaps, for some reason, after 200 years the Morag Tong changed its name to Morang Tong? It seems a bit fast for a culture of people who can be as long lived as the Dunmer, but you never know.

What do you guys think? Should I consider "Morang Tong" a typo, and use the traditional spelling for any NPCs Radiance adds? Or should I consider it language drift, and use Skyrim's spelling for any NPCs Radiance adds?
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stevie critchley
 
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Post » Sun May 27, 2012 3:19 pm

I'd assume it's language drift personally.

EDIT: To expand on my answer a little bit, it's kind of like how words from another language are skewered in another country. Like how US pronounces Tokyo To-kee-o while Japan calls it To-kyo. I was thinking the same kinda thing with Skyrim calling it Morang Tong..
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Richard Thompson
 
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Post » Mon May 28, 2012 3:31 am

How does the VA pronounce it? I'd go with the voice and alter the text accordingly.
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Claire Lynham
 
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Post » Sun May 27, 2012 2:09 pm

Everyone here is probably used to Morag Tong from Morrowind, that sounds like the way to keep it. Otherwise people might assume it's a typo on your end.
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Mike Plumley
 
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Post » Mon May 28, 2012 1:56 am

How does the VA pronounce it? I'd go with the voice and alter the text accordingly.

He pronounces it Morang Tong, and the subtitles say the same.

Personally, I just thought it was his accent, but I guess the subtitles kind of foil that.
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Dagan Wilkin
 
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Post » Mon May 28, 2012 3:46 am

I tend to think the in game use is a typo. I think if you check DB dialogue there is at least one reference to Morag Tong somewhere. I'll keep an eye out for that the next time I do that quest line.
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Teghan Harris
 
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Post » Sun May 27, 2012 11:49 pm

Been running with papyrus-logging enabled tonight to try to find out some mods that might cause looping/major error in the logfiles so that I can clean up my loadorder a bit. Noticed that Radiance had a few calls that I'm not sure if they're harmless or not (I assume they very likely are, but I figured I'd post here anyway to make sure as I don't really know anything about these things):

Spoiler
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 106
[05/19/2012 - 03:07:15AM] error: Cannot call ReArmTrigger() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 106
[05/19/2012 - 03:07:15AM] error: Cannot call GetReference() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 108
[05/19/2012 - 03:07:15AM] error: Cannot call DeleteWhenAble() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 108
[05/19/2012 - 03:07:15AM] error: Cannot call GetReference() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 109
[05/19/2012 - 03:07:15AM] error: Cannot call DeleteWhenAble() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 109
[05/19/2012 - 03:07:15AM] error: Cannot call GetReference() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 110
[05/19/2012 - 03:07:15AM] error: Cannot call DeleteWhenAble() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 110
[05/19/2012 - 03:07:15AM] error: Cannot call GetReference() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 111
[05/19/2012 - 03:07:15AM] error: Cannot call DeleteWhenAble() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 111
[05/19/2012 - 03:07:15AM] error: Cannot call GetReference() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 112
[05/19/2012 - 03:07:15AM] error: Cannot call DeleteWhenAble() on a None object, aborting function call
stack:
[RAD21 (5E004E44)].QF_RAD21_01004E44.Fragment_5() - "QF_RAD21_01004E44.psc" Line 112
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Anna S
 
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Post » Sun May 27, 2012 7:27 pm

Hmm. I'll do the same to see what comes up. That could cause problems, but over the short term they'd be minor. I'll run with papyrus-logging enabled to see what I come up with, too. In the meantime, would you mind posting your load order? There's a slight sliiiight chance a mod conflict could be the culprit.


[ADDENDUM]

Nothing so far, but I only got to play for about half an hour. Now I must sleep, and since I have to work tomorrow (yaaaay deadlines), I won't get around to this until Sunday. Regardless of what I turn up, I'll release an update then. After all, I hear that y'all have been encountering werewolves past their bedtimes!


Aaaand I almost forgot. About the Morag/Morang Tong, I looked in the CK. Morag Tong is never mentioned in dialogue, while Morang Tong appears twice (both when speaking to the same NPC, who happens to be ex-Tong). However, whenever it appears in a book, it's always written as Morag Tong. For now, I'll keep it as Morag Tong (since I already implemented it, and I don't have Radiance open in the CK at the moment). The group here seems pretty split anyway, and language drift seems a little farfetched when there are probably Dunmer still alive who were born in the third era and earlier. Possible, but farfetched.
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Jack
 
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Post » Sun May 27, 2012 6:08 pm

Hmm. I'll do the same to see what comes up. That could cause problems, but over the short term they'd be minor. I'll run with papyrus-logging enabled to see what I come up with, too. In the meantime, would you mind posting your load order? There's a slight sliiiight chance a mod conflict could be the culprit.

I've been cleaning out things from my mod-order and am still in the process of doing so. After the last batch of removals I actually haven't encountered the references to Radiance again, so it seems quite likely there was another mod causing it. I'll post back with a load-order if I get it again though as I'm still testing things. :smile:
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Prohibited
 
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Post » Sun May 27, 2012 4:00 pm

A few nits to pick about Civil War random battles...

1: They're too frequent. I think I had three encounters in the space of one GameDay one time.
2: The Stormcloaks seem to have some manner of damage booster on them, as they always seem to whomp the Imperials, even after I gave them shields in my "Legionnettes" mod. And then they turn their attention to me. The ones packing twohanders are a real problem. I think one of them may have two-shot-killed me once, as I looked down and saw most of my health bar was gone before I was suddenly cut downby a stormcloak battleaxe.

Some evidence to #2: http://img823.imageshack.us/img823/5307/radianceopedstormcloaks.jpg

Note how centralized all the Imperial corpses are. The Stormcloak on the far left was one I shanked from behind, wondering how to get in without hitting any of the Imperials. The trail of Stormcloak corpses heading rightward are the ones that survived and pursued me (and got burned by magefire for their effort). That so many stormcloaks are not in the group pile and trailed off after me shows that there is a strength imbalance going on.
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Crystal Clear
 
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Post » Sun May 27, 2012 9:19 pm

Fantastic mod idea; I'll definitely be putting this on my to-get list. Let me know if you could use any voice acting for encounters; I'd be more than happy to contribute.
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LuCY sCoTT
 
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Post » Sun May 27, 2012 3:47 pm

Peste--Thanks! Were you running Occupy Skyrim, by any chance?

MadCat--I'll lower the frequency of the battles. I had a feeling they might be a bit much. As for the balance, I'll have to take a close look. The two groups should be pulling from roughly equivalent vanilla leveled lists, but maybe I'm accidentally grabbing Stormcloak bosses or something. Hopefully I can get this sorted out by tomorrow night's update.

Matthew--I'm still a ways away from the VO stage, but I'll let you know when I get there.
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R.I.p MOmmy
 
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Post » Mon May 28, 2012 12:00 am

MadCat--I'll lower the frequency of the battles. I had a feeling they might be a bit much. As for the balance, I'll have to take a close look. The two groups should be pulling from roughly equivalent vanilla leveled lists, but maybe I'm accidentally grabbing Stormcloak bosses or something. Hopefully I can get this sorted out by tomorrow night's update.


Instead of just lowering the frequencies.. can you make it configurable? say, low, mid, hig freq? This way anyone can play whatever freq they want? Just my 2 cents. LOVE the mod!!!! cant wait till you are looking for VA, put me on the list mate!
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Ebou Suso
 
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Post » Sun May 27, 2012 9:08 pm

Peste--Thanks! Were you running Occupy Skyrim, by any chance?

Nope no Occupy Skyrim or WARZONES etc or anything that I thought would be able to interfer actually. :)
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Robert DeLarosa
 
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Post » Sun May 27, 2012 2:37 pm

MadCat--I've looked at the mod, and I am using equivalent leveled lists and spawn difficulties for both Imperials and Stormcloaks. When I dug deeper, I found that at their very base they're built off of the same template, so I thought that maybe their class has a higher 2-hander skill. That was a dead end, as they have a value of 2 for both 1-handed and 2-handed weapon skills. That leaves me thinking that, all else equal, NPCs are just more effective with two-handed weapons than one-handed weapons? When I have more time, I'll have to test this.

Also note that any mod that modifies vanilla soldiers will impact these encounters. I have a feeling that we'd find this problem affects vanilla + Radiance, but it is something to look out for. At any rate, tomorrow's release will feature a reduced spawn rate.


Euther--Yes. I'll add that option either this release or the next one.


Peste--Strange! Well, let me know if you ever figure out which mod was causing it. :)
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Trent Theriot
 
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Post » Sun May 27, 2012 11:23 pm

New version is up! This release should fix the Angry Villagers, limit werewolf encounters to nighttime, and decrease the odds of Civil War battles spawning.
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sam
 
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Post » Sun May 27, 2012 4:41 pm

New version is up! This release should fix the Angry Villagers, limit werewolf encounters to nighttime, and decrease the odds of Civil War battles spawning.
Thanks! :smile:

Could you put a link to your mod(s) in your signature, please?
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Cash n Class
 
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Post » Sun May 27, 2012 2:42 pm

I am completely inexperienced as far as advanced modding goes, but I must say just from reading the description here and on the Nexus that this seems like it should be on everyone's essential mods list. Too late to play it tonight, but I will give it a go tomorrow -- I hope it lives up to my expectations, because it sounds incredible.
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Bee Baby
 
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Post » Mon May 28, 2012 2:04 am

Great - looking forward to using the update!

Any chance you could release the latest version as a bsa on the nexus (like your previous version) rather than loose files?
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Emma Pennington
 
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Post » Mon May 28, 2012 5:01 am

Random event ideas:

Giant's Revenge:
Giants attack the city (only applies to cities with nearby Giant camps -- activated after completing 7 or more "Kill the Giant" missions.)

Plots of Murder:
Spoiler
Boethia has chosen a new Champion to hunt you down. Activated after completing Boethia's quest.

Boethia's Revenge:
Spoiler
Boethia has sent some of her strongest faithful to kill you for what you did in Markarth.

A Final Test:
Spoiler
Mehrunes Dagon sends a small group of Dremora to test you / try to kill you.

Revenge from Above:
Dragon attacks on cities become more frequent when you complete 5 or more "Slay the Dragon" missions from that city.

Safer Roads:
Spoiler
Chance to encounter merchants on the roads outside Solitude after clearing out Wolfskull Cave.

I don't need more Guards:
Spoiler
Chance for some Dwemer automatans to escape into the Underkeep once the player clears Nzcuand'Zel and re-activates the Dwemer defenses. (Shouldn't be too tough lest they wipe the keep...)

Bloom:
Spoiler
Chance for whrshippers of Kynareth to spawn in Whiterun to visit the restored Gildergreen. May sell Restoration spells / Resto Training?

Proven Worthy:
Spoiler
An Orc warrior will appear, when interacted with he will offer 100g in a Brawl to see if you really are strong enough to wield Volundrung. The bet will be double if you are not an Orc.

Tremors:
Spoiler
A small pocket of coallessed energy from the Eye of Magnus that emits 2 - 3 Magic Anomalies.

City Assault
Spoiler
The opposite side makes an assault on a city during the Civil War quest.
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brenden casey
 
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Post » Sun May 27, 2012 8:22 pm

Is it compatible with Occupy Skyrim ? Thanks in advance
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ZzZz
 
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Post » Mon May 28, 2012 12:15 am

When in this topic, insert "occupy" Into the search box and press enter. One minute to find the appropriate post.

Is it compatible with Occupy Skyrim ? Thanks in advance
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Anthony Santillan
 
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Post » Sun May 27, 2012 5:47 pm

Thanks! :smile:

Could you put a link to your mod(s) in your signature, please?
Not a bad idea. Perhaps I will get around to that tonight.

I am completely inexperienced as far as advanced modding goes, but I must say just from reading the description here and on the Nexus that this seems like it should be on everyone's essential mods list. Too late to play it tonight, but I will give it a go tomorrow -- I hope it lives up to my expectations, because it sounds incredible.
This is hardly advanced modding, but thanks! I hope you enjoy it. :)

Great - looking forward to using the update!

Any chance you could release the latest version as a bsa on the nexus (like your previous version) rather than loose files?
I am officially the worst. -_-

If you downloaded v1.01 before this post was made, please remove and re-download. In my infinite wisdom, I uploaded the wrong zip file.

Random event ideas:
I like these! Some of them are actually on my to-do list, and I'm not sure about some of them (Civil War, dragon, and Dwemer events), but for the most part you can expect to see these in a later release. Thanks!
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Liv Brown
 
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Post » Sun May 27, 2012 2:52 pm

If you downloaded v1.01 before this post was made, please remove and re-download. In my infinite wisdom, I uploaded the wrong zip file.
Classic. :D

Thanks for the update.
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Ellie English
 
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