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Chorrol.com _ The Pirate Isles _ Discussion

Posted by: dark_soul Sep 23 2006, 06:44 AM

Thread for the discussion of ideas.
Anything you would like to see in the Pirate Isles!

Posted by: Aventhorn Sep 23 2006, 04:12 PM

How about a mission where you have to kill a giant slaughterfish to prove yourself to an NPC to get a quest.

Posted by: dark_soul Sep 23 2006, 05:38 PM

I'm considering some fights with larger than normal slaughterfish.
They are annoying though, as they don't move very fast through the water so they are not as scary as i would like.

The ones i placed about the boats can be a pain, with your allies leaping into the water to kill them. They have also been a pain by appearing ontop of the boats, even though they are placed in the water. Depending on some more playtests, i may remove them from about the boats.

Posted by: Aventhorn Sep 23 2006, 06:17 PM

You can edit the speed in the cs but I dont know how fast you can make them I know the highest size you can go is 10. I tried to put one in anvil before but it wouldnt appear maybe because of the new texture i put on it sad.gif

Posted by: dark_soul Sep 24 2006, 04:00 PM

Yeah the biggest is 10, don't think i'll have anything that big. I'll have a look at making them faster, theres something much more scary about being out-maneouvered in the water.

Well i'm working on making more variety in the ship battles next, as well as making more flags and names for the ship for the player to choose. Also going to add some general first mates, they won't have any special abilities, for the player to hire. I need some names for pirate ships people would like to be able to choose from as well as some names for ranks for the player to achieve when they get a certain rating. Ie - for each 10 or so levels of pirate rating, you go up a rank in reputation, at level 0-5 you are a Landlubber, 6-10 Corsair, 11-20 Sea Dog, 90-100 Scourge of the Sea. Now need some more names.

I'm setting up the mod so people can easily add to it. I hope when i release the full version that people will be inspired to create their own quests and islands for the Pirate Isles!

As for the island docks, i might just modify the little island upriver from anvil, and add a stable marker (without a stable) that the player can go to. I'm removing the option to go back and forth from Anvil and the Islands without the ship.

Posted by: Flightf1 Sep 25 2006, 01:35 AM

Ok, well i have your BETA, but i havn't gotten to the hide-out, so take this into account when reading my post.

How about when you get the hide-out, at first its just a place where your crew hangs out. But then u get a quest to "improve" it. by "improve" i mean hire people to do certain jobs. Like say you go to one town and find that the bartender there isn't happy working for his employer, so you offer him a chance to work at your place. You do a small quest for him and then he goes to your hide-out and sells you ale and stuff. You could have small quests like these to get a bartender/Inn keeper/Weapons salesperson/Magic Salesperson/A trainer for sword/Alchemist/Blacksmith stuff like that.

Posted by: dark_soul Sep 25 2006, 02:10 AM

Hehe, you should go get the hideout wink.gif

Added ship repairs, the ship has 5 damage points. It costs 100 gold to repair a point, at 1 point the ship is no longer capable of looting. At less than 3 points you are limited in possible enemies, ie you won't run into prisoner ships or smugglers or the treasure ship, and more likely to be caught up to by the navy and enemy pirates.

What do you think could be possible upgrades so far i have these:
- Cargo Hold: I was going to make it so the ship can only hold 2 lots of cargo at a time (ie 2 manifests)
with the choice to either upgrade its cargo capacity to 4, or up it to 3 and increase the room for captives. (lets you capture upto 3 captives instead of just 1).
- Improve rigging: Lets you range further (ie run into prisoner ships smugglers and the chance to run into the treasure ship.)
- Reinforced hull: Gives you 7 damage points on first upgrade, 10 damage points on second upgrade.

Any other ideas?

Posted by: Flightf1 Sep 25 2006, 03:38 PM

Maybe add some kind of speed value, so that if you enter a battle that you dont think you can win, you go to the steering wheel, and get a chance to escape. It could be like 80% chance to escape from merchants, 60% pirates, and 30% navy (youd have to play around with values). Then you can upgrade sails and stuff to increase those values.

Posted by: ataylor Sep 25 2006, 04:58 PM

How about a mission where you have too much too drink at a pirate ale house, and then have to complete some sort of quest drunk.

It'd be a really funny, and hard, mission to do if you included the Inebraition (sp?) mod. Not quite sure what you'd have to complete in the drunken state, possibly evading the royal navy's irons.

Posted by: michaelrules Sep 25 2006, 11:13 PM

for all the lazy people who don't feel like looting maybe you could put an Auto-loot.
this feature would take all items and sell them, you would get the gold from that and split it with your crew. the higher the pirate level the more of the loot you get.
say lvl 1-5%
lvl 10-10% and so on

Posted by: dark_soul Sep 26 2006, 02:25 PM

And then there was a webpage! http://pirates.chorrol.com/

QUOTE(Flightf1 @ Sep 26 2006, 12:38 AM) *

Maybe add some kind of speed value, so that if you enter a battle that you dont think you can win, you go to the steering wheel, and get a chance to escape. It could be like 80% chance to escape from merchants, 60% pirates, and 30% navy (youd have to play around with values). Then you can upgrade sails and stuff to increase those values.


I'll have a look into it, at the moment i'm not too keen on letting the player flee battles. Adds that feeling of danger.

QUOTE(ataylor @ Sep 26 2006, 01:58 AM) *

How about a mission where you have too much too drink at a pirate ale house, and then have to complete some sort of quest drunk.

It'd be a really funny, and hard, mission to do if you included the Inebraition (sp?) mod. Not quite sure what you'd have to complete in the drunken state, possibly evading the royal navy's irons.


I definetly want a mission involving drinking. And i love that inebriation mod, though it was a bit painful to stare at! I'm not sure i want to change all the drinks in the game. I might use it on the Facundo Rum only (which i added in my mod), then advise people on the download page to get the inebriation mod. It definetly enhances the pirate experience.

QUOTE(michaelrules @ Sep 26 2006, 08:13 AM) *

for all the lazy people who don't feel like looting maybe you could put an Auto-loot.
this feature would take all items and sell them, you would get the gold from that and split it with your crew. the higher the pirate level the more of the loot you get.
say lvl 1-5%
lvl 10-10% and so on


The looting is semi automatic. When you take the cargo manifest it represents a lot of loot. You can then get extra miscelleanous loot by searching the ship.

Posted by: Aventhorn Sep 28 2006, 01:46 AM

YAY!! webpage. I'll add that to my sig.

Posted by: dark_soul Sep 29 2006, 02:54 AM

What do people think of ship damage, should there be chance for it to occur every battle, or only when you have less than five crew after a battle (ie setting sail with less than 5 crew)?

Also i plan to make it if you try and leave a battle without killing the enemy crew then the ship suffers damage "pulling away". Against navy ships, you will need the rigging upgrade on your ship to outrun them if you try and leave a battle against the navy without killing them all, and you will still take damage like fighting merchants.

Also with surrendering, i'm making it so if you come up in a battle against merchants or fisher boats you start in the cabin with their captain and you can try and convince them to surrender. I think i'll make it a combination of pirate rating, speechcraft, luck and a random variable (just to mix things up a little) to make them surrender, and if it fails you go straight to battle.

Posted by: Sailor Al Sep 29 2006, 03:39 AM

All these ideas are good! The one that begs a comment, I think, is regarding the ship taking damage if the crew is less than 5...

For sure, the more the crew (within reason), the less likely damage to the ship. This would be because with more crew, you overwhelm the enemy more quickly, and because after the battle you have more people to repair the ship and sail her home.

Still, there's always the chance something dumb is going to happen.

So, maybe the ideal would be that there's always the chance that something could go wrong, so there's a check for one step of damage. But if you have less than 5, there's another check for more.

OR, if that's too much to do, I'm happy with there's a check only if your crew are less than 5. Either way, it's another reason for you to keep your crew up! Heck, I'm happy with everything in this mod!

Posted by: dark_soul Sep 29 2006, 04:58 AM

QUOTE(Sailor Al @ Sep 29 2006, 12:39 PM) *

All these ideas are good! The one that begs a comment, I think, is regarding the ship taking damage if the crew is less than 5...

For sure, the more the crew (within reason), the less likely damage to the ship. This would be because with more crew, you overwhelm the enemy more quickly, and because after the battle you have more people to repair the ship and sail her home.

Still, there's always the chance something dumb is going to happen.

So, maybe the ideal would be that there's always the chance that something could go wrong, so there's a check for one step of damage. But if you have less than 5, there's another check for more.

OR, if that's too much to do, I'm happy with there's a check only if your crew are less than 5. Either way, it's another reason for you to keep your crew up! Heck, I'm happy with everything in this mod!


Good idea. So every battle theres a chance of lightly damaging your ship (1 point) and if you lose a lot of crew your ship can suffer more. I like it. Now to fix this damn enemy crew script and the damn placeatme/deletefullactorcopy/levelledlists

Posted by: The Vulture Sep 30 2006, 04:19 PM

you should have more than 8 hireable pirates at a time. You can hire as many as the hideout and the ship can handle, but you choose who you want to go on a voyage with, and who stays to guard the hideout.


also a quest that allows you to take care of some..competition. happy.gif

Posted by: Plycat430 Oct 1 2006, 10:10 AM

Here is an idea for a quest

The search for the Black Pearl (or any other ship name)

After u got your ship and u sleep inside it u get a dream and thenu are told to go to the bar (that place were u buy the pirates-can't remember the name) then when u speak to the owner about your dream he tells u, u are the chosen one to find the black pearl and gives u a peace of paper with an image of a key on, u are then sent to the other town were all the imperial guards guy's are to talk to Black Boot Jhon a famous old pirate who once was captian of the Black Pearl. Then he talls u were the boat is hidden but that u must find the key to it. Th Black Pearl u can hide on the original island u start off at but on the other side between rocks and stuff. U can let Black boot Jhon tell u that the key is hidden at the top of the island and then u give a map marker to the the player to where it is , then u find the black pearl and its key an then take it for yuor self.

Posted by: dark_soul Oct 1 2006, 12:26 PM

QUOTE(The Vulture @ Oct 1 2006, 01:19 AM) *

you should have more than 8 hireable pirates at a time. You can hire as many as the hideout and the ship can handle, but you choose who you want to go on a voyage with, and who stays to guard the hideout.


also a quest that allows you to take care of some..competition. happy.gif


I can make 2 seperate groups of pirates you can hire for, the hideout and the ship. But due to scripting and AI package demands its rather difficult to make a combined group, so that you can take pirates from your hideout to your ship if you need them. The other thing is pirates at the hideout don't do much except add ambience wink.gif Though theres a couple that offer training. Would people prefer to hire pirates individually for their hideout? Or hire them as a group (like an upgrade)? Currently they appear when you acquire the allied ships.

Competition wise, you will actually run into pirates on the sea, they're one of the possible opponents.
There will be a special quest regarding some specific enemy, the imperial navy wink.gif

QUOTE(Plycat430 @ Oct 1 2006, 07:10 PM) *

Here is an idea for a quest

The search for the Black Pearl (or any other ship name)

After u got your ship and u sleep inside it u get a dream and thenu are told to go to the bar (that place were u buy the pirates-can't remember the name) then when u speak to the owner about your dream he tells u, u are the chosen one to find the black pearl and gives u a peace of paper with an image of a key on, u are then sent to the other town were all the imperial guards guy's are to talk to Black Boot Jhon a famous old pirate who once was captian of the Black Pearl. Then he talls u were the boat is hidden but that u must find the key to it. Th Black Pearl u can hide on the original island u start off at but on the other side between rocks and stuff. U can let Black boot Jhon tell u that the key is hidden at the top of the island and then u give a map marker to the the player to where it is , then u find the black pearl and its key an then take it for yuor self.


Given the complications of scripting the blackmoon movement wise, and the pirate flags, theres only going to be one ship you can acquire.

Posted by: Plycat430 Oct 1 2006, 12:36 PM

Have u made any more progress

Posted by: ataylor Oct 1 2006, 04:30 PM

QUOTE(dark_soul @ Oct 1 2006, 12:26 PM) *

Would people prefer to hire pirates individually for their hideout? Or hire them as a group (like an upgrade)? Currently they appear when you acquire the allied ships.


I'd prefer to hire them indivdually.

You could add some depth and some character to the ones you hire then, as they wouldn't just appear as a group, but you'd have gone to them to hire them.

Posted by: argonian master Oct 1 2006, 08:49 PM

i got an idea one of the women at the slippery wench have been kidnapped and you have to free her from a slave barge when you do she goes to your hideout and sleeps with your pirates for 25 septims

Posted by: The Vulture Oct 2 2006, 12:30 AM

QUOTE(ataylor @ Oct 1 2006, 11:30 AM) *

QUOTE(dark_soul @ Oct 1 2006, 12:26 PM) *

Would people prefer to hire pirates individually for their hideout? Or hire them as a group (like an upgrade)? Currently they appear when you acquire the allied ships.


I'd prefer to hire them indivdually.

You could add some depth and some character to the ones you hire then, as they wouldn't just appear as a group, but you'd have gone to them to hire them.


I agree, and another thing is that all the pirates of one race look the same as others in his race.

Posted by: dark_soul Oct 2 2006, 02:39 AM

QUOTE(The Vulture @ Oct 2 2006, 09:30 AM) *

QUOTE(ataylor @ Oct 1 2006, 11:30 AM) *

QUOTE(dark_soul @ Oct 1 2006, 12:26 PM) *

Would people prefer to hire pirates individually for their hideout? Or hire them as a group (like an upgrade)? Currently they appear when you acquire the allied ships.


I'd prefer to hire them indivdually.

You could add some depth and some character to the ones you hire then, as they wouldn't just appear as a group, but you'd have gone to them to hire them.


I agree, and another thing is that all the pirates of one race look the same as others in his race.


I'll add some more specific pirates. So you want them to work like the cook/smith/shipwright, where you hire them by talking to them individually?

The pirates now look different, originally they had to look the same, as i only had 20 to work with, and the way it was originally structured made working with more than 20 rather difficult. Now there is 160 pirates, and you'll never be able to hire 2 that look the same. Though for example, a full male argonian crew of 8 will contain the same 8 even if they all got killed and you hired them again, but each member of the crew will look different to the others in the crew. Essentially there is now 8 males and 8 females of each race for hire. As opposed to the original 1 male and 1 female of each race as it exists in the beta.

Posted by: ataylor Oct 2 2006, 04:41 PM

Yes. Job specific NPC's would be nice.

But for the NPC's on the island, perhaps having hundreds of randomized characters isn't going to work as well as a few named and interesting individuals who can do specific things in your hideout. For instance, you could have a shipwright to fix the ship up after a long battle on the ocean. Instead of going through your first mate for everything, perhaps job specific characters would add a little more depth.

Posted by: dark_soul Oct 3 2006, 04:06 AM

QUOTE(ataylor @ Oct 3 2006, 01:41 AM) *

Yes. Job specific NPC's would be nice.

But for the NPC's on the island, perhaps having hundreds of randomized characters isn't going to work as well as a few named and interesting individuals who can do specific things in your hideout. For instance, you could have a shipwright to fix the ship up after a long battle on the ocean. Instead of going through your first mate for everything, perhaps job specific characters would add a little more depth.


There is actually a couple of job specific NPCs you can hire for the hideout, theres a smith, a shipwright, a cook, and jimmy is the quartermaster. I might add a new NPC to manage the brewery, originally it was going to be Jimmy.

If you can think of more job specific NPCs feel free to post them, and we can discuss how to implement them.

All your first mate manages currently is looting. Soon he will also manage the refilling of your ships stores and the payment of your crew. Which leads me to morale and mutinees! I've come up with a system to control the morale of your crew. The morale will be recalculated on a fortnightly basis, you have a running tally ranging from 0-100.

Things that boost morale:
+10 Went looting! (Due to the 3days it takes to go looting, you can only really go looting four times a fortnight, and you only get the bonus once.)
+5 Filled ships grog stores (You can do this once a fortnight through your first mate for 100 gold)
+2 x Number of pirates , For paying your crew this fortnight (Per looting, You can pay your crew once for each looting through your first mate, 10 gold per pirate and 20 for the first mate).
+ Any specific bonuses provided by your first mate.

Things that detract from morale:
-15 for not filling food supply (You can fill the food supply once per fortnight through the first mate for 75 gold)
-10 for not filling grog supply (see above)
-5 per pirate for not paying your crew after looting. (per looting, so if you loot twice you will need to pay them twice)

I've made it so you can handle it manually, such as the stocking of the ship, or you can have the first mate handle it, in which case enough money to keep the crew reasonably happy will be deducted from you directly each fortnight.

Thoughts anyone?

Oh and i've decided on a way to equip your crew. There will be a chest in the mid ship for each pirate of your crew, you activate the chest, swap anything in it, and everything in the chest will go onto the pirate, though sometimes they won't be wearing the equipment straight away they should equip it relatively soon.

Posted by: Aventhorn Oct 3 2006, 10:25 AM

A deckhand maybe someone scrubbing down the deck of the ship when its in the hideout. Oh and I had an idea, with just clothes on the pirates dont last very long against some of the other armoured npc's like the imperial navy or the mercenaries so what if you keep the same pirate clothes but put them in the class of light armour so they last a bit longer smile.gif

Posted by: dark_soul Oct 3 2006, 11:41 AM

QUOTE(Aventhorn @ Oct 3 2006, 07:25 PM) *

A deckhand maybe someone scrubbing down the deck of the ship when its in the hideout. Oh and I had an idea, with just clothes on the pirates dont last very long against some of the other armoured npc's like the imperial navy or the mercenaries so what if you keep the same pirate clothes but put them in the class of light armour so they last a bit longer smile.gif


If there was an animation for it it could be done, i heard somewhere someone had made an animation for scrubbing, i'll see if i can find it. And I don't want to give them armour, as a full crew of pirates and a first mate gives you 9 pirates plus the player versus 7 enemies. The enemies mercenaries are armoured to make it a little more balanced, and they are random, you might get no mercenaries or you could get 4, making a fight hard or easy

Posted by: barreldragons Oct 3 2006, 01:38 PM

QUOTE(dark_soul @ Oct 2 2006, 09:06 PM) *

QUOTE(ataylor @ Oct 3 2006, 01:41 AM) *

Yes. Job specific NPC's would be nice.

But for the NPC's on the island, perhaps having hundreds of randomized characters isn't going to work as well as a few named and interesting individuals who can do specific things in your hideout. For instance, you could have a shipwright to fix the ship up after a long battle on the ocean. Instead of going through your first mate for everything, perhaps job specific characters would add a little more depth.


There is actually a couple of job specific NPCs you can hire for the hideout, theres a smith, a shipwright, a cook, and jimmy is the quartermaster. I might add a new NPC to manage the brewery, originally it was going to be Jimmy.

If you can think of more job specific NPCs feel free to post them, and we can discuss how to implement them.

All your first mate manages currently is looting. Soon he will also manage the refilling of your ships stores and the payment of your crew. Which leads me to morale and mutinees! I've come up with a system to control the morale of your crew. The morale will be recalculated on a weekly basis, you have a running tally ranging from 0-100.

Things that boost morale:
+10 Went looting! (Due to the 3days it takes to go looting, you can only really go looting twice a week, and you only get the bonus once.)
+5 Refilled ships grog stores (You can do this once a week through your first mate for 100 gold)
+2 x Number of pirates , For paying your crew this week (You can pay your crew once for each looting through your first mate, 10 gold per pirate and 20 for the first mate).
+ Any specific bonuses provided by your first mate.

Things that detract from morale:
-15 for not filling food supply (You can fill the food supply once per week through the first mate for 75 gold)
-15 for not filling grog supply (see above)
-5 per pirate for not paying your crew after looting. (per looting, so if you loot twice you will need to pay them twice)

Thoughts anyone?

Oh and i've decided on a way to equip your crew. There will be a chest in the mid ship for each pirate of your crew, you activate the chest, swap anything in it, then activate the chest again and tell it to equip the pirate, and everything in the chest will go onto the pirate.


well if you want my opinion on the moral of the crew , i say it begining to be to much complicated for nothing . It not that i dont like the realiste of your idea but i rater like to have my crew alway fully happy event if i didn pay them . Becose in some way if they want grog or food suply there the hideout tongue.gif . For people like me who are lazzy there should be a automatical way to give them what they need like when you give the cargo manifest they take part of it for all you named. It just for not having a craky crew who gona tell me ''yar you didn feed us with grog now die!'' it a matter of opinon and i would want to see what the other people think about it !

o yea i thought of something with my friend could there be a fourth option for looting (i direct the atk, i leed from being , NvM) something like ''STAY DOWN THERE YOU MORON'' for you can face the ennemy ship solo some time it good to have traning for yourself

o yea good news my orc crew finaly found some pans to put on!!!!!

for the hideout i dont see what els to had to it . I meen you got armory, the supply, a guy who in charge, a boat fixer blink.gif ,and grog supply. The only thin the hideout need now is wench!!! and or a chapel. Yea that kinda suprise me that you didn make a church for the imperial island ,the saller were prety religiuse guy .

for my personnal idea : the tow other ship that are with you can only bring back loot ,but why not make it so you can ask the capt '' yar i need your ship!'' so you can join any of them on there looting frenezy!!! and add some confiance bethin you and the other capt so at some point you can ask them ''i want to inspect the lower quarter'' and at some point the other capt with your reputation will let you.

Posted by: deemu Oct 3 2006, 08:18 PM

you should add some cool pirate armor that the captain wears thats durable and looks cool.
and dont forget the sword that has to look cool too. biggrin.gif

Posted by: The Vulture Oct 3 2006, 09:02 PM

QUOTE(deemu @ Oct 3 2006, 03:18 PM) *

you should add some cool pirate armor that the captain wears thats durable and looks cool.
and dont forget the sword that has to look cool too. biggrin.gif


well, they seem to have some cool pirate clothes. I don't use the cutlass's actually, I use my trusty club named Magraf's Vengeance, named after my character Captain Magraf. some of you might recognize that name.

Posted by: dark_soul Oct 4 2006, 02:47 AM

QUOTE(deemu @ Oct 4 2006, 05:18 AM) *

you should add some cool pirate armor that the captain wears thats durable and looks cool.
and dont forget the sword that has to look cool too. biggrin.gif


We have some cool clothes, but pirates don't wear armour! It weighs too much if you fall overboard. Oh and we have http://img89.imageshack.us/img89/875/sbq2.jpg, you can thank aventhorn for that wink.gif

Check out the textures and models thread for more.

Posted by: barreldragons Oct 4 2006, 04:24 AM

why do you event ask for commentary if you just ignore them... sad.gif

Posted by: dark_soul Oct 4 2006, 07:33 AM

QUOTE(barreldragons @ Oct 4 2006, 01:24 PM) *

why do you event ask for commentary if you just ignore them... sad.gif


Sorry, i get so excited working on a new part of the mod that i don't stop to do anything for a while, and forget to reply to things. wink.gif I did take on board your comments however and a set up the system so that the player can choose to manually handle the morale or have it done automatically!

QUOTE(barreldragons @ Oct 3 2006, 10:38 PM) *

well if you want my opinion on the moral of the crew , i say it begining to be to much complicated for nothing . It not that i dont like the realiste of your idea but i rater like to have my crew alway fully happy event if i didn pay them . Becose in some way if they want grog or food suply there the hideout tongue.gif . For people like me who are lazzy there should be a automatical way to give them what they need like when you give the cargo manifest they take part of it for all you named. It just for not having a craky crew who gona tell me ''yar you didn feed us with grog now die!'' it a matter of opinon and i would want to see what the other people think about it !

o yea i thought of something with my friend could there be a fourth option for looting (i direct the atk, i leed from being , NvM) something like ''STAY DOWN THERE YOU MORON'' for you can face the ennemy ship solo some time it good to have traning for yourself

o yea good news my orc crew finaly found some pans to put on!!!!!

for the hideout i dont see what els to had to it . I meen you got armory, the supply, a guy who in charge, a boat fixer blink.gif ,and grog supply. The only thin the hideout need now is wench!!! and or a chapel. Yea that kinda suprise me that you didn make a church for the imperial island ,the saller were prety religiuse guy .

for my personnal idea : the tow other ship that are with you can only bring back loot ,but why not make it so you can ask the capt '' yar i need your ship!'' so you can join any of them on there looting frenezy!!! and add some confiance bethin you and the other capt so at some point you can ask them ''i want to inspect the lower quarter'' and at some point the other capt with your reputation will let you.


As i stated above, i've made it so the player can choose to manually manage the crew or let the firstmate do it. Currently it still pops up the message every 14 days, and deducts the money then. I'll have a look into making it automatic with the selling of the cargo manifest as opposed to a fortnightly cost.

The pants thing was a stuff up in the leveled list. That and they take of the armour when they sleep, so if they are wearing fur or leather greaves (which some are) they appear naked when they go to bed.

With the hideout I'm planning on adding wenches for hire, and just some more "filler" characters that might jsut offer training etc, so your hideout feels more lively! I agree upgrade wise theres not more you could want. I was originally planning on a small chapel for Yakudra, but to me its a sailing town with ruffians, not men of god, so i decided against it. I don't think pirates are the type to set up a chapel at their hideout, at the most i would expect some form of daedric worship.

As for your last idea i'm a little confused as to what you mean with the last bit? I don't want to add joining them on a raid, as then i would have to add full crews for them and that means more references and a lot more scripting just to fight battles with a different crew.

Sorry it took me so long to reply wink.gif

Posted by: barreldragons Oct 4 2006, 03:59 PM

biggrin.gif


but for the orc he was alway naked not just when he sleep it just ugly . O yea i found how to fix that just need to go to avil and return to the pirate island place it making them all change outfit

and for the crew to be ''harmless'' and giving them unbreakable item it just becose i giving them all bow so it make a big bunch of archer on my team (event my first mate daedric) but at some point they broke them to.

it ok to dont have a chapel in a pirate hideout but what about the empiral fort? there a statue there who could do the job as a altar! it just a little anoying to have to go back to avil to get cured.

and a question like that for the tresor hunting quest will it be on a other island or it will be in the fort at Yakorasomehting?

Posted by: The Vulture Oct 4 2006, 08:54 PM

the pirates seem to die too much. Could you make a few that were extremely high leveled to be a core veteran crew. thank you. smile.gif

Posted by: barreldragons Oct 5 2006, 01:03 AM

uh... if you are testing the normal beta he alerdy said that he gona make are pirate upgradable by purasing new weapon and armor aslo decreasing the weaponery from warrior ( no more glasse or elf)

but if you got a update of the beta by official tester i got nothing to say tongue.gif

Posted by: dark_soul Oct 5 2006, 07:44 AM

QUOTE(barreldragons @ Oct 5 2006, 12:59 AM) *

biggrin.gif

but for the orc he was alway naked not just when he sleep it just ugly . O yea i found how to fix that just need to go to avil and return to the pirate island place it making them all change outfit

and for the crew to be ''harmless'' and giving them unbreakable item it just becose i giving them all bow so it make a big bunch of archer on my team (event my first mate daedric) but at some point they broke them to.

it ok to dont have a chapel in a pirate hideout but what about the empiral fort? there a statue there who could do the job as a altar! it just a little anoying to have to go back to avil to get cured.

and a question like that for the tresor hunting quest will it be on a other island or it will be in the fort at Yakorasomehting?


Now you can give them new weapons through the chests to replace their old ones. There will be a chapel at Delargo, but you won't be pulling into the docks there, its a full navy town, you have to land at a beach at the back. And the treasure is in its own worldspace, wink.gif

QUOTE(The Vulture @ Oct 5 2006, 05:54 AM) *

the pirates seem to die too much. Could you make a few that were extremely high leveled to be a core veteran crew. thank you. smile.gif


I'll have a look at upping there health, they aren't supposed to be as good as the enemy captain or mercenaries, but they are better than the plain enemy sailors. Its meant to be up to the player to swing the battle (though the first mate helps a bit). I'll run through a few more playtests before i release it to make sure you aren't losing your entire crew every battle wink.gif

I have to admit in the test battles i run, a lot of the time i either only lose one or two (or none), or I lose the whole crew, it can be a bit random.

Posted by: dark_soul Oct 5 2006, 04:05 PM

On another note, what are peoples thought regarding surrendering? The way i was thinking of having it is you start the battle in your cabin with their captain, and you can theres a chance to get them to tell you what they are carrying, and a random chance effected by your reputation and other things as to whether they surrender. If they surrender you get the manifest without a fight. Important notes:
- Imperial Navy will never surrender.
- Whether they are likely to surrender is effected by what they are carrying, ie fishermen will surrender easy, but a merchant with an expensive loot is less likely to surrender.
- IN the cabin if you are up against enemy pirates, and neither of you have cargo you can agree to go your seperate ways, no point fighting over nothing wink.gif or you could fight them anyway if you like.

Posted by: barreldragons Oct 5 2006, 04:56 PM

QUOTE(dark_soul @ Oct 5 2006, 09:05 AM) *

On another note, what are peoples thought regarding surrendering? The way i was thinking of having it is you start the battle in your cabin with their captain, and you can theres a chance to get them to tell you what they are carrying, and a random chance effected by your reputation and other things as to whether they surrender. If they surrender you get the manifest without a fight. Important notes:
- Imperial Navy will never surrender.
- Whether they are likely to surrender is effected by what they are carrying, ie fishermen will surrender easy, but a merchant with an expensive loot is less likely to surrender.
- IN the cabin if you are up against enemy pirates, and neither of you have cargo you can agree to go your seperate ways, no point fighting over nothing wink.gif or you could fight them anyway if you like.


are what you could do is a % of chance by the pirate reputation , the navy should be able to surrender to but with a realy high lvl of piracie .

am never to hot to leave a battle to go talk to a guy, normaly the cap is on the first line of battle it would be great if we would know right away if they surender or the ennemy cap propose to go in the cab, for the navy yep there cap will never surrender but the crew is less loyal so there could be a mutiny and kill there cap that could be funy

Posted by: Aventhorn Oct 5 2006, 06:33 PM

QUOTE(barreldragons @ Oct 5 2006, 04:56 PM) *

QUOTE(dark_soul @ Oct 5 2006, 09:05 AM) *

On another note, what are peoples thought regarding surrendering? The way i was thinking of having it is you start the battle in your cabin with their captain, and you can theres a chance to get them to tell you what they are carrying, and a random chance effected by your reputation and other things as to whether they surrender. If they surrender you get the manifest without a fight. Important notes:
- Imperial Navy will never surrender.
- Whether they are likely to surrender is effected by what they are carrying, ie fishermen will surrender easy, but a merchant with an expensive loot is less likely to surrender.
- IN the cabin if you are up against enemy pirates, and neither of you have cargo you can agree to go your seperate ways, no point fighting over nothing wink.gif or you could fight them anyway if you like.


are what you could do is a % of chance by the pirate reputation , the navy should be able to surrender to but with a realy high lvl of piracie .

am never to hot to leave a battle to go talk to a guy, normaly the cap is on the first line of battle it would be great if we would know right away if they surender or the ennemy cap propose to go in the cab, for the navy yep there cap will never surrender but the crew is less loyal so there could be a mutiny and kill there cap that could be funny


This sounds a cool option. I tend to start the battle at the lead so i dont lose many pirates. I always find that theres two pirates ahead of me from the off so i cap those first then i head to the most powerful ranged enemys which are usually an archer or a mage or both one at each end of ship. once they are taken care of I find the pirates can handle whatevers thrown at them be it mercenaries, plain sailors or navy.

Posted by: The Vulture Oct 5 2006, 09:20 PM

maybe you could have it so when they surrender, they put their swords away and crouch. that would be a good sign to me.

Posted by: barreldragons Oct 6 2006, 03:32 AM

QUOTE(The Vulture @ Oct 5 2006, 02:20 PM) *

maybe you could have it so when they surrender, they put their swords away and crouch. that would be a good sign to me.


i totaly agreed but i prefer if there cap stop me from ripping them appar by going directly in the dialog like the officer of the impirer do when i done a crime

cuz i usually dont event let them draw there sword befor i eat there gutz!!!!

Posted by: dark_soul Oct 6 2006, 03:58 AM

QUOTE(barreldragons @ Oct 6 2006, 01:56 AM) *

are what you could do is a % of chance by the pirate reputation , the navy should be able to surrender to but with a realy high lvl of piracie .

am never to hot to leave a battle to go talk to a guy, normaly the cap is on the first line of battle it would be great if we would know right away if they surrender or the ennemy cap propose to go in the cab, for the navy yep there cap will never surrender but the crew is less loyal so there could be a mutiny and kill there cap that could be funy

As i said, you will start in your cabin with their Captain, it will force greet you and you can discuss whether they surrender, what they are carrying or if its enemy pirates, you can surrender to them.

The formula for it will be something like:
Pirate Rating / 2 (your pirate fame)
+ Speechcraft / 3 (representing you talking them into surrendering)
+ Luck / 10 (because luck doesn't get used enough wink.gif)
+ Bonuses (first mate/ pirate flag + 5)
+ If you have a full crew of 8 (outnumber them, if they outnumber you you get a negative modifier)
+ A modifier depending on what they are carrying, ie if its fish its + 10, livestock + 5, expensive cargo -5

After all that is added up, i will generate a random number between 0 and 99, and if its less than all that added up the enemy surrenders. So theres always a chance they will/won't surrender, can't let you get out of every fight wink.gif
If they surrender you will get given the manifest straight away, and then given the option to return to the mainland or go looting again.

QUOTE(Aventhorn @ Oct 6 2006, 03:33 AM) *

This sounds a cool option. I tend to start the battle at the lead so i dont lose many pirates. I always find that theres two pirates ahead of me from the off so i cap those first then i head to the most powerful ranged enemys which are usually an archer or a mage or both one at each end of ship. once they are taken care of I find the pirates can handle whatevers thrown at them be it mercenaries, plain sailors or navy.

Thats good, i don't want the player to lose to many, I don't want the cost of paying them and repairing the ship and hiring new pirates to be bigger than the money you get for the cargo (unless you lose the whole crew and your ship gets badly damaged etc)
QUOTE(The Vulture @ Oct 6 2006, 06:20 AM) *

maybe you could have it so when they surrender, they put their swords away and crouch. that would be a good sign to me.

QUOTE

i totaly agreed but i prefer if there cap stop me from ripping them appar by going directly in the dialog like the officer of the impirer do when i done a crime

cuz i usually dont event let them draw there sword befor i eat there gutz!!!!


It would be in the cabin, and they would be forced to start a conversation with you by script. Making them put away their weapons and not attack you would be quite difficult, as the battles are set up with enemies that hate your pirates and that your pirates hate. It would get a bit complex having the surrender discussion aboard the boats with the crew about. (though i am considering having the discussion start aboard the boats without either crew around, then if they refuse to surrender it would just teleport everyone to battle positions and the battle would commence.

Also i'll set it up so when you choose to go looting you can choose to accept surrenders or not, if you say no accept, it always goes straight to battle, otherwise it has the discussion with the enemy captain. Kind of like the being able to turn management options of or not.

Posted by: barreldragons Oct 6 2006, 04:54 PM

good we actuly got a choce bethine lame discution and massive blood bath!!!

my choce is made biggrin.gif

Posted by: ataylor Oct 9 2006, 08:06 PM

IPB Image

..... wink.gif

Posted by: barreldragons Oct 11 2006, 06:33 AM

say darksoul i didn kite undestand how you were gona make the crew upgradable could you give us more info on it?

becose if we equipe are crew with heavy weapon they could stop moving becose of the charge

and have you thought about when the weapon brake? how would we be able to fix them?

i remeber have read something about a chest in front of the crew member so when you put item in it the npc gona equipe them, but maybe it wasn event you who said that o well.

o yea almost forgot did you found some voice actor for the mod?

Posted by: dark_soul Oct 11 2006, 06:50 AM

QUOTE(barreldragons @ Oct 11 2006, 03:33 PM) *

say darksoul i didn kite undestand how you were gona make the crew upgradable could you give us more info on it?

becose if we equipe are crew with heavy weapon they could stop moving becose of the charge

and have you thought about when the weapon brake? how would we be able to fix them?

i remeber have read something about a chest in front of the crew member so when you put item in it the npc gona equipe them, but maybe it wasn event you who said that o well.

o yea almost forgot did you found some voice actor for the mod?


How it works: Theres 9 chests in the middle of the ship, 1 for each pirate and 1 for your first mate. When you open the chest you will see everything on that pirate. You can take things out of the chest and put them in just like any chest in the game, except when you close the chest everything in the chest will be put on the particular pirate who owns that chest. As for replacing broken weapons on the pirate you will need to swap the broken weapon with a non broken one with the chest.

I was considering adding a topic to the pirate where you say "get a new weapon" and they have their current one removed and replaced. But that is too open to exploitation by the player, where the player could take their weapon from the chest then tell the pirate to get a new one, then take it from the chest and so on, getting a free weapon each time. It would be too difficult to see if the pirate has a weapon or not, before replacing it. So basically the player will have to personally replace the weapons for their pirates each time they break.

And theres not going to be voice on the basis that it would be too huge and difficult to distribute the mod, last time i checked it would need 180mb worth of mp3s... I will include instruction on how to generate the silent mp3s for the file, which will make the text go slow enough to be readable.

Posted by: barreldragons Oct 11 2006, 12:46 PM

but again dakrsoul did you thought about the weight? do npc ahve wieght prob when they have to many equipement?

Posted by: dark_soul Oct 11 2006, 01:16 PM

QUOTE(barreldragons @ Oct 11 2006, 09:46 PM) *

but again dakrsoul did you thought about the weight? do npc ahve wieght prob when they have to many equipement?


Unlikely, it is rather hard to overweigh an NPC, even if you give them a full suit of armour and a sword. The pirates aren't really meant to wear armour, though I doubt you could overweigh them with a full set of daedric.

Posted by: barreldragons Oct 11 2006, 04:41 PM

just in case we should try biggrin.gif

but i remeber something that i oncuter if you leave the island to go back to land and come back to the island by the map will the crew men still lose all there item and be remplaced with new one?

Posted by: dark_soul Oct 12 2006, 07:24 AM

QUOTE(barreldragons @ Oct 12 2006, 01:41 AM) *

just in case we should try biggrin.gif

but i remeber something that i oncuter if you leave the island to go back to land and come back to the island by the map will the crew men still lose all there item and be remplaced with new one?


Techinically not if you have replaced it. Originally the items are part of a leveled list, and if you don't see that NPC for at least 3 days it re-genererates their items from the leveled lists. I'm not sure how the chests will effect that, but i do know that any item you give them should stay on them.

Posted by: Sailor Al Oct 12 2006, 04:27 PM

Dark_Soul,

Those Pirate outfits on your update thread look fantastic! They really go along with the pirate theme. Looking at them I could imagine a succesful pirate branching out ashore and starting the Main Quest. What a hoot that the Hero of Kvatch would be none other than the infamous pirate ______!

Your mechanisms for selecting and upgrading crew and ship, hints about the main Pirate Quest, it all sounds fantastic.

Your demo would have been about anybody else's full mod. When you release the full version of THIS it's going to be the talk of the Forums! Cheers to ye, mate!

Posted by: dark_soul Oct 13 2006, 03:13 PM

QUOTE(Sailor Al @ Oct 13 2006, 01:27 AM) *

Dark_Soul,

Those Pirate outfits on your update thread look fantastic! They really go along with the pirate theme. Looking at them I could imagine a succesful pirate branching out ashore and starting the Main Quest. What a hoot that the Hero of Kvatch would be none other than the infamous pirate ______!

Your mechanisms for selecting and upgrading crew and ship, hints about the main Pirate Quest, it all sounds fantastic.

Your demo would have been about anybody else's full mod. When you release the full version of THIS it's going to be the talk of the Forums! Cheers to ye, mate!


Thanks, i hope the final version lives up to your expectations. smile.gif
I really appreciate the vote of confidence.

Posted by: harvesterofsouls Oct 14 2006, 11:11 PM

It would be awsome if we customize the looks of our ship, adding spikes, changing the sail color, making it look fancier or more evil, changing the color, or have hanging corpses just like the death knell. It would be awsome if you had a duel with some sort of sea deamon. Like a retextured pirate ship, but with a deadra texture. And the game should have more dueling and bar fights.

Posted by: argonian master Oct 16 2006, 07:54 PM

Wow its getting done quite fast great job dark_soul

Posted by: dark_soul Oct 17 2006, 09:03 AM

QUOTE(harvesterofsouls @ Oct 15 2006, 08:11 AM) *

It would be awsome if we customize the looks of our ship, adding spikes, changing the sail color, making it look fancier or more evil, changing the color, or have hanging corpses just like the death knell. It would be awsome if you had a duel with some sort of sea deamon. Like a retextured pirate ship, but with a deadra texture. And the game should have more dueling and bar fights.


I was considering spikes and other accessories, but it gets rather complicated with the move script and the ship not being around when you travel using the dock manager/ship registrar. I might leave it for later.
With the daedric ship, i would have to retexture the entire ship, which i'm not sure i have the skill to do well, as well as the fact it would add another 5mb to the file size. Again, I might do it later, once i get the things on the list done. They say feature creep is the number one reason for the death of mods, so i'm trying to tie up loose ends and finish what i've got now.

QUOTE(argonian master @ Oct 17 2006, 04:54 AM) *

Wow its getting done quite fast great job dark_soul


Kind off, i'm working on the main quest now, hopefully have it out late november (note: hopefully).

Posted by: Phsyron Oct 17 2006, 09:16 PM

ok a couple things here.

#1 these ships are puny. you need to make them slightly bigger.

#2 you said something about not having cannons because this doesn't follow Elder Scrolls lore, but the battles just seem unrealistic to me. i mean, what kind of lame Imperial navy just waits for you to board thier ship to attack you? you should have to have a naval battle, where you'd have archers and mages shooting at eachother, tearing holes in sails and seting fire to thier ships and such. you disable thier ship, and they have no choice but to let you board them. THAT'S when you get up next to them, and board the ship.

#3 since pirates jsut don't waer armor, nor should they, you need to let them defend themselves somehow. i say give them block skill, so that when you board the enemy vessel, they start swashbuckling instead of just hitting eachother over the head and such. leave that to the landlubbers, please.

Posted by: barreldragons Oct 17 2006, 10:43 PM

QUOTE(Phsyron @ Oct 17 2006, 02:16 PM) *

ok a couple things here.

#1 these ships are puny. you need to make them slightly bigger.

#2 you said something about not having cannons because this doesn't follow Elder Scrolls lore, but the battles just seem unrealistic to me. i mean, what kind of lame Imperial navy just waits for you to board thier ship to attack you? you should have to have a naval battle, where you'd have archers and mages shooting at eachother, tearing holes in sails and seting fire to thier ships and such. you disable thier ship, and they have no choice but to let you board them. THAT'S when you get up next to them, and board the ship.

#3 since pirates jsut don't waer armor, nor should they, you need to let them defend themselves somehow. i say give them block skill, so that when you board the enemy vessel, they start swashbuckling instead of just hitting eachother over the head and such. leave that to the landlubbers, please.



i see you are new to this your first 2 idea have been alerdy ask and anser ( to much writing to do and it to complicated( the ship dont actuly move in oblivion)) also we have been working hard on the dif ship size and all we gona MAYBE change the imperial vavy ship for something bigger

and finaly your third idea about upgrading there skill of blocking wont actuly help . the idea of darksoul to actuly make you give stuff to your crew , seriusely : my crew can block!!!! but they all lost there weapon becose they were to used!!!

your idea might come in a update of the pirate island mood but for now darksoul have enouf working with what he actuly alerdy promesse .If you have anyskill ( modeling or rewriting skills )ask darksoul if you can be a contribution to this mood

Posted by: dark_soul Oct 18 2006, 05:30 AM

QUOTE(Phsyron @ Oct 18 2006, 06:16 AM) *

ok a couple things here.

#1 these ships are puny. you need to make them slightly bigger.

#2 you said something about not having cannons because this doesn't follow Elder Scrolls lore, but the battles just seem unrealistic to me. i mean, what kind of lame Imperial navy just waits for you to board thier ship to attack you? you should have to have a naval battle, where you'd have archers and mages shooting at eachother, tearing holes in sails and seting fire to thier ships and such. you disable thier ship, and they have no choice but to let you board them. THAT'S when you get up next to them, and board the ship.

#3 since pirates jsut don't waer armor, nor should they, you need to let them defend themselves somehow. i say give them block skill, so that when you board the enemy vessel, they start swashbuckling instead of just hitting eachother over the head and such. leave that to the landlubbers, please.


1 - If I had a modellor to do it. I can't just rescale the ships, they would look out of proportion. If you can get me new ship models of a larger size i'd be more than happy to use them. wink.gif

2 - Having ranged battles before hand would be incredibly difficult to script. Picture it like this, the navy spots your ship, the ships close together, pulling up alongside one another, the boarding planks drop and a furious battle ensues between the navy and pirates. As much as i'd love burning the ships and ranged battles beforehand I can't do it. That would require a new game, not just a mod. You will just have to use your imagination.

3 - Good point, i forgot to put block as one of their skills, fixed now.

QUOTE(barreldragons @ Oct 18 2006, 07:43 AM) *

i see you are new to this your first 2 idea have been alerdy ask and anser ( to much writing to do and it to complicated( the ship dont actuly move in oblivion)) also we have been working hard on the dif ship size and all we gona MAYBE change the imperial vavy ship for something bigger

and finaly your third idea about upgrading there skill of blocking wont actuly help . the idea of darksoul to actuly make you give stuff to your crew , seriusely : my crew can block!!!! but they all lost there weapon becose they were to used!!!

your idea might come in a update of the pirate island mood but for now darksoul have enouf working with what he actuly alerdy promesse .If you have anyskill ( modeling or rewriting skills )ask darksoul if you can be a contribution to this mood


Ease up barreldragons, I don't mind ideas being offered, as I implement what I feel I can. wink.gif

Posted by: barreldragons Oct 18 2006, 09:59 AM

sory i let myself carry away i just feel is way of speaking offisking kvright.gif

Posted by: harvesterofsouls Oct 21 2006, 09:58 PM

i noticed that Renzeekin's the Island mod had new ship models. Thses look realy great. Could you possibly use these?

Posted by: barreldragons Oct 22 2006, 12:16 AM

realy????? could you show us image of them?

Posted by: dark_soul Oct 22 2006, 04:43 PM

QUOTE(harvesterofsouls @ Oct 22 2006, 06:58 AM) *

i noticed that Renzeekin's the Island mod had new ship models. Thses look realy great. Could you possibly use these?


I'm pretty sure Renzeekin is not releasing anything he has done until he is completely finished. And i don't think he has done much other than add full sails, and modify part of the ship a little.

Posted by: harvesterofsouls Oct 23 2006, 01:23 AM

i dont know, but the pic i saw of it looked very diffrent, and very good. Very corsairs of umbarish. Anyway, doesent it make sense that different civilizations should have different ship styles?

Posted by: tibmaker Oct 27 2006, 03:30 AM

Aye, that kind of oblivion based piracy (instead of caribbean-arrr pirates) fits in pretty well I reckon. I'd be more than happy to hook you guys up with some skin refits for ships and such, though it'd be nice to have .obj's, .3ds, or .max formats to work with instead of nif smile.gif Say, I got plenty of modeling friends that from time to time do pirate ships. I'll try to get together one day to see if we can get some vessels for ye scurvies.

As for myself, I work on a Pirates mod already called BFPirates (bfpirates.com) and I'd really really love to help out this mod. I know it aint much as I never really quite uploaded everything, but http://www.jimtib.com/tibmaker/ is some of my work. My modding includes Battlefield series, Command and Conquer's, Empire at War, Half Life's, on and on. Uh, I can model a little, unwrap good, texture (from scratch) good, I worked with CS already in a few of my oblivion mods, and am an okay writer.

Hope you all can spare some room, because I am really excited about this mod and would do anything for it!

Posted by: dark_soul Oct 27 2006, 05:45 AM

QUOTE(tibmaker @ Oct 27 2006, 12:30 PM) *

Aye, that kind of oblivion based piracy (instead of caribbean-arrr pirates) fits in pretty well I reckon. I'd be more than happy to hook you guys up with some skin refits for ships and such, though it'd be nice to have .obj's, .3ds, or .max formats to work with instead of nif smile.gif Say, I got plenty of modeling friends that from time to time do pirate ships. I'll try to get together one day to see if we can get some vessels for ye scurvies.

As for myself, I work on a Pirates mod already called BFPirates (bfpirates.com) and I'd really really love to help out this mod. I know it aint much as I never really quite uploaded everything, but http://www.jimtib.com/tibmaker/ is some of my work. My modding includes Battlefield series, Command and Conquer's, Empire at War, Half Life's, on and on. Uh, I can model a little, unwrap good, texture (from scratch) good, I worked with CS already in a few of my oblivion mods, and am an okay writer.

Hope you all can spare some room, because I am really excited about this mod and would do anything for it!


Sorry i haven't replied lately, got caught up and forgot wink.gif You've got some very nice work. I do actually have some meshes that you might be able to help me with, they are rather raw 3ds/obj meshes, if you PM me your email i'll forward them to you if you interested in taking a look. I started a thread hunting a modellor a while ago that has some screenies of the objects:
http://www.elderscrolls.com/forums/index.php?showtopic=561031

Id greatly appreciate a new ship model if you could get someone to do it, it doesn't have to be massive. I'm keen for 3 ships (though by no means expect to get them all or any smile.gif):
- A more portly ship to represent a merchant ship.
- A smaller ship to represent a fishing vessel.
- And maybe a warship for the imperial navy.

I'm not sure what else i need at the moment texture/model wise, but if you can think of anything you would be interested in doing feel free to post it. Thanks a lot for your offer of assistance.

Posted by: Phsyron Oct 31 2006, 02:01 AM

QUOTE(dark_soul @ Oct 17 2006, 09:30 PM) *

QUOTE(Phsyron @ Oct 18 2006, 06:16 AM) *

ok a couple things here.

#1 these ships are puny. you need to make them slightly bigger.

#2 you said something about not having cannons because this doesn't follow Elder Scrolls lore, but the battles just seem unrealistic to me. i mean, what kind of lame Imperial navy just waits for you to board thier ship to attack you? you should have to have a naval battle, where you'd have archers and mages shooting at eachother, tearing holes in sails and seting fire to thier ships and such. you disable thier ship, and they have no choice but to let you board them. THAT'S when you get up next to them, and board the ship.

#3 since pirates jsut don't waer armor, nor should they, you need to let them defend themselves somehow. i say give them block skill, so that when you board the enemy vessel, they start swashbuckling instead of just hitting eachother over the head and such. leave that to the landlubbers, please.


1 - If I had a modellor to do it. I can't just rescale the ships, they would look out of proportion. If you can get me new ship models of a larger size i'd be more than happy to use them. wink.gif

2 - Having ranged battles before hand would be incredibly difficult to script. Picture it like this, the navy spots your ship, the ships close together, pulling up alongside one another, the boarding planks drop and a furious battle ensues between the navy and pirates. As much as i'd love burning the ships and ranged battles beforehand I can't do it. That would require a new game, not just a mod. You will just have to use your imagination.

3 - Good point, i forgot to put block as one of their skills, fixed now.


1. i don't think they would look that out of proportion if you just made them a little bigger, like 110% of current size?

2.yes, you have a dang good point there. but how about having pirates with magic, even? and i know this would probably be hard to script, but would there even be a way to board thier ship some other way than the planks? like a a rope to swing on? i'm not a modder so i don't know, but would there be some way to script a grabbing motion, attatch to a rope, then swing accross using the havok engine?

3. i just thought t looked a little wierd that all the battles consisted of were people beating ewachother over the head with sharp pieces of metle.

4. can we get some really cool hats? i found it hard to tell who was on who's side, and i think hats could fix this, along with just looking cool. cool.gif

Posted by: Aventhorn Oct 31 2006, 05:36 PM

It will be easier to tell with the pirate clothes i made tongue.gif. There are black shirts with red and blue scarf. There is the White and blue stripy shirt with red scarf and I remember seeing Dark_Soul saying he retexed my stripy shirt with red stripes, not only that but I have made some pirate jackets and also Dark_Soul has made clothes along with other people so theres plenty of choice plus there is a hat model that someone has made biggrin.gif.

See the textures and meshes thread for details.

Posted by: Phsyron Nov 2 2006, 01:44 AM

yeah i guess i'd already seen those. but i still want a hat... sad.gif

Posted by: dark_soul Nov 2 2006, 02:54 AM

QUOTE(Phsyron @ Oct 31 2006, 11:01 AM) *

1. i don't think they would look that out of proportion if you just made them a little bigger, like 110% of current size?

2.yes, you have a dang good point there. but how about having pirates with magic, even? and i know this would probably be hard to script, but would there even be a way to board thier ship some other way than the planks? like a a rope to swing on? i'm not a modder so i don't know, but would there be some way to script a grabbing motion, attatch to a rope, then swing accross using the havok engine?

3. i just thought t looked a little wierd that all the battles consisted of were people beating ewachother over the head with sharp pieces of metle.

4. can we get some really cool hats? i found it hard to tell who was on who's side, and i think hats could fix this, along with just looking cool. cool.gif


Ultimately i would like bigger models instead of just scaling, to retain proportion. There is a first mate that is a mage and another that is an archer, combined with the fact you can now customise your pirates equipment you can easily make pirate archers. Adding a rope you can activate that makes you appear on the other ship is easy to mod, but you can't script animations, you need a modellor to create them for you. There is a tricorn hat, but as of yet no bandana, i'm still after a modellor. As aventhorn mentioned, there is different clothes, merchant sailors all wear a red or blue striped white shirt, and imperial sailors also have their own matching uniform. Theres a bit of confusion with enemy pirates at the moment, but i like that. Plus since you can customise your pirates equipment you can do whatever you want to make them discernable from the enemy pirates.

Posted by: Sailor Al Nov 6 2006, 01:07 AM

I regularly come by here looking forward to another update. This is the best looking extended quest/faction mod going, and it's great to hear of the different steps of development. I hope you're feeling better (last update said you felt sick), and I look forward to sailing the seas again as one of these pirates!

Posted by: barreldragons Nov 13 2006, 10:41 PM

say some question like that when you will have finish this mod will it be compatible with your beta? cuz i like have 100 ship blumber and it would be a shame for it to all go to waste .

and i have been asking myself why the navi ship dont give anybooty point , is it becose when the navi atk you it consider them who are blumber us? it would be cooler if they actuly give point for tracking how many navi ship we kill ( personnaly , becose i know the navy ship are ship in every way , i save befor talking to my first mate befor going looting to be sure i dont unconter them tongue.gif)

also i saw that it impossible to invest into any seller in your mod, pirate dont like my money?

one of my friend who play the mod and try the experimental skoma give me a idea . would it be fun to have that mad scientiste to make a other speacial mixing texture who send you into oblivion each time that you drink it?

and finaly i would be greatefull if there be a third option in the go looting dialo

1-you direct the charge from back
2-you direct the charge from front
3-you go solo and try to kill them all

Posted by: harvesterofsouls Nov 16 2006, 12:54 AM

OMG!!! LOOK AT THE SHIPP IN THE BELLA MORRETA MOD!!! ITS FRICKIN GENIUS!! u gotta use it

Posted by: dark_soul Nov 16 2006, 01:24 PM

QUOTE(barreldragons @ Nov 14 2006, 07:41 AM) *

say some question like that when you will have finish this mod will it be compatible with your beta? cuz i like have 100 ship blumber and it would be a shame for it to all go to waste .

and i have been asking myself why the navi ship dont give anybooty point , is it becose when the navi atk you it consider them who are blumber us? it would be cooler if they actuly give point for tracking how many navi ship we kill ( personnaly , becose i know the navy ship are ship in every way , i save befor talking to my first mate befor going looting to be sure i dont unconter them tongue.gif)

also i saw that it impossible to invest into any seller in your mod, pirate dont like my money?

one of my friend who play the mod and try the experimental skoma give me a idea . would it be fun to have that mad scientiste to make a other speacial mixing texture who send you into oblivion each time that you drink it?

and finaly i would be greatefull if there be a third option in the go looting dialo

1-you direct the charge from back
2-you direct the charge from front
3-you go solo and try to kill them all


Sorry the beta will likely not be compatible. I've changed the navy fights now, your reputation goes up when fighting the navy too, you just don't get a manifest for killing them. Though you get almost us much money looting their bodies and the ship.

I'm not too keen on having a go solo option, as the consequences are death. I'm looking at adding pirate captians to challenge to duels, but i don't want to add to many new features at the moment (feature creep being the death of most large mods).

QUOTE(harvesterofsouls @ Nov 16 2006, 09:54 AM) *

OMG!!! LOOK AT THE SHIPP IN THE BELLA MORRETA MOD!!! ITS FRICKIN GENIUS!! u gotta use it


Yeah i've seen it. When i put the final up for download i will be listing a few other mods that people might want to consider running along side my mod, such as the cleaner ship textures (makes all ships look newer) and the inebriation mod. I'm not too keen on including texture replacements in my mod, so i'll leave it up to the individual whether they want to change the look of the ships etc. As i'm releasing the mod as an esm, people can release plugins for the pirate isles that do such things as modify the ships textures, or create other changes.

Posted by: Aventhorn Nov 17 2006, 11:15 PM

I'm so glad this is coming close to completion smile.gif. The first of many pirate mods to oblivion, what bethesda should have done a while ago.

I am just proud to have been part of it.

Posted by: barreldragons Nov 25 2006, 04:46 AM

say dark soul will you add one more table to our own ship in the dinner room for our 8 crew mate?

in the final version will all the door be red marked to?

just thought of something in yakudra there a navy fort but why is there no navy ship? is it gone hunting us?

*found a little bad point at the backhouse when your hero is a femelle you cant see what the seller sell*

Posted by: dark_soul Nov 27 2006, 02:26 PM

QUOTE(barreldragons @ Nov 25 2006, 01:46 PM) *

say dark soul will you add one more table to our own ship in the dinner room for our 8 crew mate?

in the final version will all the door be red marked to?

just thought of something in yakudra there a navy fort but why is there no navy ship? is it gone hunting us?

*found a little bad point at the backhouse when your hero is a femelle you cant see what the seller sell*


The dining is done midships now. And I fixed the ownership on a lot of doors, should be fine now.
There is a navy ship, and i have and interior for it, but currently no crew on it.

What is the backhouse? Could you be more specific, including the name of the NPC merchant in question?

Posted by: Flightf1 Nov 27 2006, 05:00 PM

Im pretty sure you said u'v implemented bandannas and hats, if not just ignore me, but if so, will the hair be visible while wearing the bandannas, like underneath not on top?

Posted by: barreldragons Nov 27 2006, 05:59 PM

well backhouse is for japaness it a lot of masage and relasation , it can also be a house full of prostituate and that would be the meening i use tongue.gif . so the only men prostituate in the backhouse etablisement cant sell material to femelle becose the only thing he do say to them is

: should we head up stair?
: YAR PREPAIR TO BE BORD
: no thk

but after you said any of them he dont go to the normal text menu so you cant see is marchandise .I will get is name later today.

Direyn Rethlos

also i read that if you are a high fame pirate you will be atk by bounty hunter do you meen the tow we kill for getting a low price ship or randome spawming bounty hunter who atk you or bounty hunter ship?
also will your piratery skills give you infami point? or just famous point? ( my kajy got 60 in infami and it hard to talk to anybody in this mod without getting butt kik XD)

and i just read that you are planing to make a imperial navy fort? good idea ! a couple a hours ago i just got a idea of quest to go with it , a inffiltration quest , first you most get a imperial ship , after you most make your crew wear imperial navy equipement , and finaly envade the navy outpost and clean the island from those isignificante bastar!!!!!!

Posted by: dark_soul Nov 30 2006, 06:31 AM

QUOTE(Flightf1 @ Nov 28 2006, 02:00 AM) *

Im pretty sure you said u'v implemented bandannas and hats, if not just ignore me, but if so, will the hair be visible while wearing the bandannas, like underneath not on top?


I have hats but not bandanas unfortunately. The hats cover the hair completely as otherwise their would be clipping issues on big hairdos, that would poke through the hat. There is a red coloured cloth hanging from the hat that covers where the ears/hair would be. Check out the screenshots for a better idea.

I know ideally it would be good to have hair hanging down but unfortunately i am no modellor, so we'll ahv to make best with what we have.

QUOTE(barreldragons @ Nov 28 2006, 02:59 AM) *

well backhouse is for japaness it a lot of masage and relasation , it can also be a house full of prostituate and that would be the meening i use tongue.gif . so the only men prostituate in the backhouse etablisement cant sell material to femelle becose the only thing he do say to them is

: should we head up stair?
: YAR PREPAIR TO BE BORD
: no thk

but after you said any of them he dont go to the normal text menu so you cant see is marchandise .I will get is name later today.

Direyn Rethlos

also i read that if you are a high fame pirate you will be atk by bounty hunter do you meen the tow we kill for getting a low price ship or randome spawming bounty hunter who atk you or bounty hunter ship?
also will your piratery skills give you infami point? or just famous point? ( my kajy got 60 in infami and it hard to talk to anybody in this mod without getting butt kik XD)

and i just read that you are planing to make a imperial navy fort? good idea ! a couple a hours ago i just got a idea of quest to go with it , a inffiltration quest , first you most get a imperial ship , after you most make your crew wear imperial navy equipement , and finaly envade the navy outpost and clean the island from those isignificante bastar!!!!!!


Ah i know what you mean now, I will fix it. The bounty hunters will appear in towns and will attack you on sight. They won't be aboard ships. I plan on making your pirate rating effect your infamy in a way, but you won't gain an infamy point for every pirate rating point. I am thinking of making it for every 10 points of pirate rating you get 1 point of infamy. Interesting idea, there will be a quest to conquer the fort, but i'm not up to that yet.

Posted by: barreldragons Nov 30 2006, 07:04 AM

QUOTE
I plan on making your pirate rating effect your infamy in a way, but you won't gain an infamy point for every pirate rating point. I am thinking of making it for every 10 points of pirate rating you get 1 point of infamy


wacko.gif well damn it faire but in some way it wierd i meen beside prisonier and your crew who can tell who you are? tongue.gif
personnaly am not a big fan of infamy point, and in some way it gona interfir with the game itself
we could alway say it like the gray fox obsolutely no relation are made between you and him wink.gif

Posted by: harvesterofsouls Dec 1 2006, 01:18 AM

how much longer!!

Posted by: barreldragons Dec 1 2006, 03:43 AM

by the look of it id say 3 or 4 week

just got a other idea : the deadric first mate ( not realy deadric ) could have some kind of side effect by is cursed and evolve to the second lvl of deadric ( or he could get cursed some more in a fight ) and that could bost is life ,endurence , and strenght.

we could alway make a quest for each first mate where they can become more powerfull ( like the mage find a magic book , the skuma first mate would be alerdy top lvl , the archer would need a magical relique called ''the Guihome Tell apple'') and some similar stuff .

and well i still strongely desagride to the addaptetion to infamie point by looting kvleft.gif

Posted by: barreldragons Dec 19 2006, 12:34 PM

and the final countdown !!!! 8 more major thing to do in it ( plz dont give infamy point system!!!)

Posted by: julian Dec 20 2006, 12:04 AM

Hey Dark soul, looking forwar to the complete pirate isles mod!!
Have a question for you, I was wondering what it would be like to sail from the pirate isles, to anvil or IC itself or from IC or Anvil to the pirate isle, so my question is: Where is your island located on the map, so I can sil to it, is this possible?



Posted by: dark_soul Dec 20 2006, 03:55 AM

QUOTE(barreldragons @ Dec 1 2006, 12:43 PM) *

by the look of it id say 3 or 4 week

just got a other idea : the deadric first mate ( not realy deadric ) could have some kind of side effect by is cursed and evolve to the second lvl of deadric ( or he could get cursed some more in a fight ) and that could bost is life ,endurence , and strenght.

we could alway make a quest for each first mate where they can become more powerfull ( like the mage find a magic book , the skuma first mate would be alerdy top lvl , the archer would need a magical relique called ''the Guihome Tell apple'') and some similar stuff .

and well i still strongely desagride to the addaptetion to infamie point by looting kvleft.gif


Interesting ideas, but i'm concentrating on getting out the main quest first before i add any more side quests.

QUOTE(barreldragons @ Dec 19 2006, 09:34 PM) *

and the final countdown !!!! 8 more major thing to do in it ( plz dont give infamy point system!!!)


There will be an infamy gain, but not for every looting, more along the lines of a point of infamy for getting the hideout, and for achieving certain things like a pirate rating of 25/50/75/100, and the main quest.

QUOTE(julian @ Dec 20 2006, 09:04 AM) *

Hey Dark soul, looking forwar to the complete pirate isles mod!!
Have a question for you, I was wondering what it would be like to sail from the pirate isles, to anvil or IC itself or from IC or Anvil to the pirate isle, so my question is: Where is your island located on the map, so I can sil to it, is this possible?


The pirate isles is in its own worldspace, you cannot sail there with a moveable ship. Its like this to minimise conflicts with other mods, and to make the creation of the worldspace simpler, without having to mess with borders etc.

Posted by: barreldragons Dec 22 2006, 05:08 AM

ok. ok. let get infamie point by slaying inocent equipage crew from randome place but it could also give famous point for balance tongue.gif or it could stop the infamy progressing at 100 loot? or doing a quest who give you the same amought a point that you can lose by lotting in a honnorable way.

i dont know just some thing who could balance infamy vs famous

any way after 100 looting you become yourself a legend tongue.gif

Posted by: Zackoeard Dec 22 2006, 01:05 PM

QUOTE(barreldragons @ Dec 21 2006, 11:08 PM) *

ok. ok. let get infamie point by slaying inocent equipage crew from randome place but it could also give famous point for balance tongue.gif or it could stop the infamy progressing at 100 loot? or doing a quest who give you the same amought a point that you can lose by lotting in a honnorable way.


I think gaining infamy for piracy is a great idea, and I look forward to seeing it implemented. If I may mke a friendly suggestion barreldragons, you could just periodically set your infamy down through the console to keep it below your fame (or your fame up to keep it above your infamy?):

first use "~" key to get into console or out of console mode

setpcinfamy=<lower number>

or

setpcfame=<higher number>



Posted by: barreldragons Dec 22 2006, 02:09 PM

if he leave me no chose tongue.gif

hope it wont come to this sad.gif

Posted by: barreldragons Dec 24 2006, 04:25 AM

say can we have a unfinish new unfinish version for the holiday?

Posted by: ataylor Dec 24 2006, 09:06 PM

I think that Dark Soul and Logam's time is best dedicated to completing the whole mod. Replay the BETA if you have a craving for pirate maraudering.

Posted by: barreldragons Dec 24 2006, 10:04 PM

i could but i was actuly craving for the equipable crew

Posted by: victimized Dec 27 2006, 08:40 PM

awesome mod love it

some feed back:
-It was really hard for me to tell who was on my team when id be looting a ship, plus one swing of my sword would destroy any of my teamates if their health wasn't full so i would often mistake a pirate for a sailor and kill them. maybe the sailors all wear red or something and navy blue, it would help a lot when looting.

-need more ingame instructions, i basically found out everything to do from spoiler section because took to long to figure out ingame. for example give the people in the first pirate town the topic of buying a ship, and they will tell you who to talk to, like in tamriel finding things out from rumors. Or when looking for a first mate you talk to the guy at the tavern who says "oh i heard [name] was looking for a new crew to help out with". it just makes it more enjoyable to learn about new quests that way instead of wandering around looking for someone cause you remember reading it was possible on the forums.

-i donno if your puting voices in, but thatd be awesome. the text went way to fast for me. i would have to choose a topic a bunch of times before i could catch everything they were saying.

-most the doors in the towns were red, even with people in them, so youd have to break in to talk to about something. im assuming this is just a BETA affect and will be resolved in final version.

suggestions:
itd be cool to be able to higher different levels of sailors for different prices instead of all crappy ones.

i know this is far fetched but itd be cool to be able to attack a town, just to fill that bottom cell with a bunch of prisoners.

overall it is an extremely fun mod and i cant wait for the final release, awesome job. i think its innovative and havent seen any other mods like it, keep up the good work.

Posted by: ryua Dec 29 2006, 11:49 PM

i thought it needed voices too untill i used this http://www.tessource.net/files/file.php?id=3083
if youy add blank mp3s the text stayes 10x as longer so its however long it takes you then click to move on

Posted by: dark_soul Dec 30 2006, 03:51 AM

QUOTE(victimized @ Dec 28 2006, 05:40 AM) *

awesome mod love it

some feed back:
-It was really hard for me to tell who was on my team when id be looting a ship, plus one swing of my sword would destroy any of my teamates if their health wasn't full so i would often mistake a pirate for a sailor and kill them. maybe the sailors all wear red or something and navy blue, it would help a lot when looting.

-need more ingame instructions, i basically found out everything to do from spoiler section because took to long to figure out ingame. for example give the people in the first pirate town the topic of buying a ship, and they will tell you who to talk to, like in tamriel finding things out from rumors. Or when looking for a first mate you talk to the guy at the tavern who says "oh i heard [name] was looking for a new crew to help out with". it just makes it more enjoyable to learn about new quests that way instead of wandering around looking for someone cause you remember reading it was possible on the forums.

-i donno if your puting voices in, but thatd be awesome. the text went way to fast for me. i would have to choose a topic a bunch of times before i could catch everything they were saying.

-most the doors in the towns were red, even with people in them, so youd have to break in to talk to about something. im assuming this is just a BETA affect and will be resolved in final version.

suggestions:
itd be cool to be able to higher different levels of sailors for different prices instead of all crappy ones.

i know this is far fetched but itd be cool to be able to attack a town, just to fill that bottom cell with a bunch of prisoners.

overall it is an extremely fun mod and i cant wait for the final release, awesome job. i think its innovative and havent seen any other mods like it, keep up the good work.


Thanks for the feedback and support, i'm glad your enjoying it. In answer to your observations:
- All enemie sailors wear a blue or red and white striped shirt. The enemy pirates are a little harder to tell apart, but I didn't want the pirates locked into specific outfits.

- I'm hoping to add all the missions and such to rumours, so you can ask about rumours on the islands and then it will add the appropriate topics which you can ask people about. I haven't fiddled much with rumours, but i'm intending to do it that way, or simply create my own topic of rumours for the people of the pirate isles.

- I'm including instructions to have silent MP3s for the final version. I can't pre-generate and distribute them because it would be over 180mb (tried it already wink.gif). Have no fear though, its simple to generate them, and they make the text last about 10 seconds.

- I think i fixed the doors. Technically you shouldn't just be walking into someones house, but the tavern and shops should be open. Your a pirate, so theres a certain amount of breaking and entering required wink.gif

Suggestions:
- They are all levelled to The player to keep things balanced. You can now change their equipment, to give them better stuff and improve their fighting abilities.

- You can now get up to 3 prisoners from each battle. Theres a chance you'll be raiding an island at some point wink.gif

QUOTE(ryua @ Dec 30 2006, 08:49 AM) *

i thought it needed voices too untill i used this http://www.tessource.net/files/file.php?id=3083
if youy add blank mp3s the text stayes 10x as longer so its however long it takes you then click to move on


Thats what i was planning to inform people on how to use when i distribute the final, i won't be distributing the generated MP3 files myself, as its about 180mb.

Posted by: ryua Dec 31 2006, 02:58 AM

yea I bet its cause its still beta but i have the same prisoner every time, oh and tiny problem where the prisoner will appear outside the cell instead of in it, nothing major.

Posted by: ryua Dec 31 2006, 03:00 AM

oh i like how it was made where i can kill off my first mate or whatever and still hire new ones....had dremora but i learned how to free the other dude.....the dremora was strong, took alota potions smile.gif oh well

Posted by: barreldragons Dec 31 2006, 05:13 AM

say why the double post?

i know i double post to but i do it with hours interval not 2 min like your tongue.gif

Posted by: ryua Dec 31 2006, 07:48 AM

sorry, im just used to forums not allowing edit biggrin.gif

Posted by: KywerB Jan 3 2007, 01:20 AM

Hey, hope this is posted in the right place but I didn't know where else it might fit, anyway, i'm having two major problems with this mod.

First, I cannot find the NPC needed for buying the first ship.

Also, with the dodgy skooma quest, when I try to return to the guy stuck in another realm with the extra potion the old man in the weird area isn't there so I can't travel anywhere.

Is this a bug in the mod?

Posted by: barreldragons Jan 3 2007, 03:03 AM

for the men who sell the ship , did you chek the tree ship to see if you can find a guy in fency clothe?

and for the skoma have you kill the blind men are what? tongue.gif

Posted by: dark_soul Jan 3 2007, 06:10 AM

QUOTE(KywerB @ Jan 3 2007, 10:20 AM) *

Hey, hope this is posted in the right place but I didn't know where else it might fit, anyway, i'm having two major problems with this mod.

First, I cannot find the NPC needed for buying the first ship.

Also, with the dodgy skooma quest, when I try to return to the guy stuck in another realm with the extra potion the old man in the weird area isn't there so I can't travel anywhere.

Is this a bug in the mod?


The NPC you need to talk to is either in his ship, the Black Moon, or in the Bilge Monkey drinking.

The old man should be there, theres nothing to make him leave. Try resting 24 hours where he should be.

Posted by: enthalpient Jan 12 2007, 06:42 PM

Hi dark_soul, just wanted to drop by say that i'm loving your mod and probably drop an idea or two on the ground, and see what comes out from it. smile.gif

Idea a) As i recall a possible quest to earn a ghost ship like the "black pearl" has been mentioned, and apart from the ship's black appearance (which may or not be an easy task to do) and its increased durability as well as speed (less repairs & greater chance to avoid the Imperial Navy) what i think would freakingly cool is your crew to become cursed and transform into skeletons and possibly make battles in this form. (maybe named after your crew). Also you would become undead too, and you couldn't sleep or eat until you remove the curse by returning the ship's acquired treasure to its place.

Idea b ) Regarding battles, from what i've seen and heard, it's very difficult (or even impossible) to make two moving ships come close and start the battle, but the way i see it the following way would be much easier:

By talking to the first mate to sail for looting, an exterior cell with only sea and some static ships apart from yours loads ( which is chosen randomly from different cell combinations), and so you can control your own ship (by using j1ason's method as Bella Moretta mod does), you approach one of these ships (from a safe ditance not to trigger the battle AI) and when this happens, the engine gets triggered to load the actual cell for battle as currently happens. So you can actually get to see why and what caused the battle with this ship cool.gif

Let me know what you think. Is any of these ideas possible and doable?

This mod is already a blast and the Final hasn't even come out yet! biggrin.gif
Best of luck to you wink.gif

Posted by: Captain Red Jan 12 2007, 07:23 PM

This mod is a-w-e-s-o-m-e biggrin.gif
Congratulations and thank you for such a great "expansion". laugh.gif

I'd like to give some feedback too. wink.gif

- The texts they're wayyyy to fast;
- Need more explanations, can't find the ship's damage report and the NPC to fix it;
- How do I pay the crew? Do I need to do it after every journey?
- The battles are very messy and it's hard to tell who is who, as discussed before;
- Guards in the Imperial HQ want to arrest me evrey time for a bounty of 5, even if I have none and/or paid it a few seconds eariler;
- On the Tower/lighthouse the floor door doesn't work.

Some (great) ideas: biggrin.gif
- When you hit a treasure ship, make the enemy captain randomly hide somewhere in the lower deck. Then you have to solo him to get the treasure instead of just a few chests to pick;
- Archery and the silly magery skills aren't used enough. Why not have battles happen in 2 parts: the first one, the ships are distant and you have X seconds to either persuade the ship to surrender/speak terms with the ennemy captain/decide not to engage/fire arrows/spells to damage/kill enemies before the boarding occurs. The second part is of course the boarding;
- When you hit a slave ship, have a % of being infected by a disease, evt the crew would also be infected;
- When you hit an imperial ship, have a % of finding a prisoner who volunteers as a pirate in your crew/trade a few very interesting informations for his freedom;
- Use alchemy to create... handgrenades; biggrin.gif
- is it possible to open the crows nest to archers.

Thanks for your attention. smile.gif

Posted by: dark_soul Jan 19 2007, 06:56 AM

QUOTE(enthalpient @ Jan 13 2007, 03:42 AM) *

Hi dark_soul, just wanted to drop by say that i'm loving your mod and probably drop an idea or two on the ground, and see what comes out from it.

Idea a) As i recall a possible quest to earn a ghost ship like the "black pearl" has been mentioned, and apart from the ship's black appearance (which may or not be an easy task to do) and its increased durability as well as speed (less repairs & greater chance to avoid the Imperial Navy) what i think would freakingly cool is your crew to become cursed and transform into skeletons and possibly make battles in this form. (maybe named after your crew). Also you would become undead too, and you couldn't sleep or eat until you remove the curse by returning the ship's acquired treasure to its place.

Idea b ) Regarding battles, from what i've seen and heard, it's very difficult (or even impossible) to make two moving ships come close and start the battle, but the way i see it the following way would be much easier:

By talking to the first mate to sail for looting, an exterior cell with only sea and some static ships apart from yours loads ( which is chosen randomly from different cell combinations), and so you can control your own ship (by using j1ason's method as Bella Moretta mod does), you approach one of these ships (from a safe ditance not to trigger the battle AI) and when this happens, the engine gets triggered to load the actual cell for battle as currently happens. So you can actually get to see why and what caused the battle with this ship

Let me know what you think. Is any of these ideas possible and doable?

This mod is already a blast and the Final hasn't even come out yet! biggrin.gif
Best of luck to you wink.gif


The Black pearl idea would be a lot more work, and i've got enough as is wink.gif As for the second idea, it is possible, but again is a lot more work, i like your idea, and if i heard it earlier i may have included it, but i am concentrating on finishing what i have got.

QUOTE(Captain Red @ Jan 13 2007, 04:23 AM) *

This mod is a-w-e-s-o-m-e biggrin.gif
Congratulations and thank you for such a great "expansion". laugh.gif

I'd like to give some feedback too. wink.gif

- The texts they're wayyyy to fast;
- Need more explanations, can't find the ship's damage report and the NPC to fix it;
- How do I pay the crew? Do I need to do it after every journey?
- The battles are very messy and it's hard to tell who is who, as discussed before;
- Guards in the Imperial HQ want to arrest me evrey time for a bounty of 5, even if I have none and/or paid it a few seconds eariler;
- On the Tower/lighthouse the floor door doesn't work.

Some (great) ideas: biggrin.gif
- When you hit a treasure ship, make the enemy captain randomly hide somewhere in the lower deck. Then you have to solo him to get the treasure instead of just a few chests to pick;
- Archery and the silly magery skills aren't used enough. Why not have battles happen in 2 parts: the first one, the ships are distant and you have X seconds to either persuade the ship to surrender/speak terms with the ennemy captain/decide not to engage/fire arrows/spells to damage/kill enemies before the boarding occurs. The second part is of course the boarding;
- When you hit a slave ship, have a % of being infected by a disease, evt the crew would also be infected;
- When you hit an imperial ship, have a % of finding a prisoner who volunteers as a pirate in your crew/trade a few very interesting informations for his freedom;
- Use alchemy to create... handgrenades; biggrin.gif
- is it possible to open the crows nest to archers.

Thanks for your attention.


I'm glad you like the mod. I'm putting in instructions for people to generate silent mp3s for the text, which makes it much more readable. I won't be generating the silent MP3's myself and distributing them as its over 180mb. I've recognised the need for more explanations, in the new version the guide book has more information, as well as certain NPCs having information about certain things. The pirate journal that contains your pirate rating now also displays various other stats. Payment, ship damage and repairs as well as certain hideout quests are in the final, not in the beta. I've fixed the battles, it should be more obvious now, plus you can dress your crew how you like. Part of the imperial HQ is off limits (the upper levels), so it is a crime to enter there. Usually NPCS in off limits areas call the guards, but in this case the NPCs are the guards. I've fixed the lighthouse.

On the treasure ship there is more guards below. Theres a mage and an archer first mate, and now you can equip your pirates however you like, so you can give them bows. I was considering the surrender part, but i couldn't think of a good "algorithm" to do it, plus it was more work

Good idea with the slave ship and diseases, i'll look into it. Prisoners can now be sold, inlcuding captured prisoners on imperial ships, i'm looking into making them hireable. No hand grenades, and no guns. No the crows nest cannot be used, it has no havok.

Thanks for your ideas and input!

Posted by: mg42 Jan 25 2007, 02:01 AM

I would like to see the planks drop on loading, and the crew chanting and shouting before they bored.

Chance of diseases from sleeping with wenches.

The ability to buy information on ships holding better goods or people worth ransoming (a slight upgrade on the normal slave), this would add an extra option to your 2nd mate so you could pick when you go after the ship.

And the ability to sell Skooma or that other strange crystal stuff to random npcs, and get them hooked (they could come looking for you even in the strangest places just to get there fix), And sometimes collapse and die if you sell them to much.

Im roleplaying m currnt cap'in at the mo and shes a awful drunk, iv been using inebriation mod, getting off my face then raiding ships (and falling off once or twice) it would be great if you could get your Rum to work with it!

hope to see a update sooon!! great work so far


Posted by: dark_soul Jan 25 2007, 05:37 AM

- I would like to see the planks drop on loading, and the crew chanting and shouting before they bored.

If you can find me a 3d artist to do the animations for the planks, i'll put it in.

- Chance of diseases from sleeping with wenches.

Been in since the beginning wink.gif

- The ability to buy information on ships holding better goods or people worth ransoming (a slight upgrade on the normal slave), this would add an extra option to your 2nd mate so you could pick when you go after the ship.

I like this idea a lot, i'll see if i can factor it in.

- And the ability to sell Skooma or that other strange crystal stuff to random npcs, and get them hooked (they could come looking for you even in the strangest places just to get there fix), And sometimes collapse and die if you sell them to much.

Not really interested in having a drug dealing side to the mod, its more about being a pirate.

- Im roleplaying m currnt cap'in at the mo and shes a awful drunk, iv been using inebriation mod, getting off my face then raiding ships (and falling off once or twice) it would be great if you could get your Rum to work with it!

I have asked the creator of the Inebriation mod for permission to re-use his code on the rum, i've yet to add it in, lucky you reminded me.

Posted by: harvesterofsouls Jan 28 2007, 10:08 PM

i would like to see some sort of brawling in the bars, So that maybe u cant die, but when ur health is too low u collapse and find yourelf in the morning sleeping in the gutter.

Posted by: barreldragons Jan 29 2007, 12:44 AM

and the fighting pirates would be call ( drunked sailer ) but i dont understand why you want to see more of them didn you saw the turstie sneaking people who try to get wine?

Posted by: Aventhorn Jan 29 2007, 04:52 PM

The black pearl would indeed be a hard task. OblivionMon asked me to retexture one of oblivions ships a while back for the ocean mod and I soon found out why there is not many ship retextures.

The ship is one mesh i think but it has several different texture files and the textures for each part of the ship are used from very weird sources, for example the wooden mast could well possibly use the same texture as say the texture for a wooden table.

I suddenly got lost in all the different texture files I needed and in the end I gave up as I have no patience, lol.
I think if any mod is to use a ship it is probably best to either use bethesdas original model or make a new mesh that uses just one maybe two textures. (still a lot of work kvleft.gif

Posted by: ryua Feb 3 2007, 05:02 PM

QUOTE(ataylor @ Oct 1 2006, 10:30 AM) *

QUOTE(dark_soul @ Oct 1 2006, 12:26 PM) *

Would people prefer to hire pirates individually for their hideout? Or hire them as a group (like an upgrade)? Currently they appear when you acquire the allied ships.


I'd prefer to hire them indivdually.

You could add some depth and some character to the ones you hire then, as they wouldn't just appear as a group, but you'd have gone to them to hire them.

yes, individualy, but if you keep them in that inn or whatever make it so they ar'nt just clumped together and standing together for hours, like mabie get a drink sit down move around and stuff.

also about the bar fights ive used the bar fight mod but it definetly needs to be perfected, ask his permission and put it in here so that if you talk to some drunks the wrong way a big fight starts and everyone joins in.(meaning you use a scroll to activate it in that mod and then important characters dont die but keep getting up and figting...set it so the effect wares off once everyone is down but thbey dont die, like weapons damage fatigue instead so that once it's low enough they pass out and when they do you keep it like that till the fight is over....)

still cant wait for the full version, the beta of this mod alone was awsome.

Posted by: barreldragons Feb 4 2007, 03:41 AM

QUOTE
yes, individualy, but if you keep them in that inn or whatever make it so they ar'nt just clumped together and standing together for hours, like mabie get a drink sit down move around and stuff.


the way it gona be made ryan is probobly by talking to the bar owner who will give you chose of crew it not becose we dont like to see 64 npc in the same room but we try to limit the size of the mods ( and some people alerdy experienced some fatal error issu with 9 npc in there so...)

Posted by: hashpond420 Feb 4 2007, 06:17 PM

First I'd like to say great mod I can't wait for the finished product.

I was going to point out a problem but after reading a few of the earlier posts I realised that it was probably done on purpose, i coudn't find the shipwright in fire eye toms for about an hour i looked then i equiped a helm of detect life and after nocliping I found her behind a wall in the middle of nowhere sitting at a table, I hired her but she does nothing, but like I said you probably did this on purpose.

Well since I'm here how about a couple suggestions:

- I'd like to see my pirates on deck and maybe when at the hideout they could wander and stuff

- Maybe weather patterns could affect ship damage i.e. fog, storms

- Staying on the waether topic maybe you could add a quest where you get shipwrecked because of a hurricaine or something and you gotta do a bunch of crap to off an island or something (and maybe find some booty in the process, Smaahhrrr.)

Again sweet boat mod!

Posted by: hashpond420 Feb 4 2007, 08:14 PM

Stupid swear filter... nono.gif
That's not supposed to be "sweet boat mod"
It's supposed to "sweet a$$ mod"

Sorry for double post but had to clear that up.

Posted by: harvesterofsouls Feb 8 2007, 01:52 AM

I would love to be able to upgrade or otherwise customize my ship
some ideas:
-spikes
- weapon racks on deck
-differently colored sails
-differently painted ships
-corpses hanging from the rigging
any ideas?

Posted by: dark_soul Feb 9 2007, 08:35 AM

QUOTE(hashpond420 @ Feb 5 2007, 03:17 AM) *

First I'd like to say great mod I can't wait for the finished product.

I was going to point out a problem but after reading a few of the earlier posts I realised that it was probably done on purpose, i coudn't find the shipwright in fire eye toms for about an hour i looked then i equiped a helm of detect life and after nocliping I found her behind a wall in the middle of nowhere sitting at a table, I hired her but she does nothing, but like I said you probably did this on purpose.

Well since I'm here how about a couple suggestions:

- I'd like to see my pirates on deck and maybe when at the hideout they could wander and stuff

- Maybe weather patterns could affect ship damage i.e. fog, storms

- Staying on the waether topic maybe you could add a quest where you get shipwrecked because of a hurricaine or something and you gotta do a bunch of crap to off an island or something (and maybe find some booty in the process, Smaahhrrr.)

Again sweet boat mod!


Actually well done, you did find a problem, that table was supposed to be repositioned/deleted but i forgot about it. Fixed now. And yep, she does nothing in the beta, but shes set for repairs now. I've added more pirates to the hideout now, as you expand it, and hire the other ships more pirates will come offering things such as training. As for your pirates wandering about, it would require a much more complex system of AI packages, that while possible, i would need to add it to all of the 100 odd pirates their is for you to hire now, so in the interests of getting the mod out this year i can add it sorry wink.gif

I'll have a look into the weather, i know you can force weather to occur, but i'm not sure you can detect what weather is currently happening.

QUOTE(harvesterofsouls @ Feb 8 2007, 10:52 AM) *

I would love to be able to upgrade or otherwise customize my ship
some ideas:
-spikes
- weapon racks on deck
-differently colored sails
-differently painted ships
-corpses hanging from the rigging
any ideas?


I was originally planning for upgrades such as spikes etc, but no different painted ships. I suppose if someone retextured the ship for you it could be done, but its not something i'm too keen on at the moment, as its possible for your ship to be in different places to the player, and its a pain to make everythign disappear/re-appear when the player is in a town where his ship could be (such as travelling between yakudra and blackhorn).

Posted by: ryua Feb 10 2007, 07:03 PM

dark_soul, what do you have left/ how long do you think it's going to be till it's finished, great beta but hearing more about what you're adding, i cant wait for the finished version

Posted by: barreldragons Feb 11 2007, 03:06 AM

ya and could we have some picture of the new island?

thk men tongue.gif

Posted by: Aventhorn Feb 20 2007, 02:29 AM

QUOTE(dark_soul @ Feb 13 2007, 01:35 PM) *

Images you asked for, images you shall get. Three screenshots of the town from different angles:
http://i62.photobucket.com/albums/h97/dark_soul108/Pirates/Delargo-1.jpg
http://i62.photobucket.com/albums/h97/dark_soul108/Pirates/Delargo2.jpg
http://i62.photobucket.com/albums/h97/dark_soul108/Pirates/Delargo3.jpg
Note the island actually extends much further back, but alas I haven't yet got generated LOD to work.



I like the new island, it looks very cosy smile.gif. I cant wait to see the final result.

Posted by: Zorro Mar 27 2007, 03:04 PM

You could make that one or two of you men could follow you in to the city and other places

Posted by: KrazyKommie Mar 30 2007, 02:20 AM

I think I've found a bug. (I posted about this in the comments on tessource. I'm known as Barbossa there.) My first mate has gone AWOL. I had to deactivate and reactivate the mod, and when I did my first mate was gone. Drakhar is nowhere to be found. Due to this, I can't go pirating, and whenever I try to hire a new first mate they say I already have one.

But man, this is incredible.

I know you want to make this perfect and I know you want to blow people away with the final release, but can we at least have a teaser or something? Or just an update to the beta that adds a couple of the features you're planning on for the final? I know it probably won't have the same impact as just releasing it all at once in a final version, but this way you could get some feedback before you make the final release. Just a thought, because we're all itching for more!

Posted by: barreldragons Mar 30 2007, 04:48 AM

QUOTE(KrazyKommie @ Mar 29 2007, 07:20 PM) *

I think I've found a bug. (I posted about this in the comments on tessource. I'm known as Barbossa there.) My first mate has gone AWOL. I had to deactivate and reactivate the mod, and when I did my first mate was gone. Drakhar is nowhere to be found. Due to this, I can't go pirating, and whenever I try to hire a new first mate they say I already have one.

But man, this is incredible.

I know you want to make this perfect and I know you want to blow people away with the final release, but can we at least have a teaser or something? Or just an update to the beta that adds a couple of the features you're planning on for the final? I know it probably won't have the same impact as just releasing it all at once in a final version, but this way you could get some feedback before you make the final release. Just a thought, because we're all itching for more!


biggrin.gif

Posted by: gaps1 Mar 30 2007, 03:26 PM

Have you guys see this ohmy.gif

http://www.tessource.net/files/file.php?id=10067

Posted by: Aventhorn Apr 4 2007, 12:38 PM

QUOTE(gaps1 @ Mar 30 2007, 03:26 PM) *

Have you guys see this ohmy.gif

http://www.tessource.net/files/file.php?id=10067



Yes it looks very cool. I have been thinking of downloading that myself. I would definately use some of that gear along side pirate isles but id never give up my stripey sailor shirt as it makes my breton pirate look quite cool.

Theirs also another mod that adds a belt with a sabre and utilities but I cant remember what its called.

I'll say one thing though and that would be that the pirate world seems to be growing in the oblivion mod world biggrin.gif

Posted by: Diederick Apr 8 2007, 12:44 PM

Hello,

this mods is awesome mate. i came upon it because it was featured in PC Gameplay (a popular gaming magazine in Belgium and Holland). they wrote a small piece about it with a link to TESSOURCE for downloading.

anyways i've been playing the mod a bit now and i love it mate. always been a fan of Pirates myself and i can't wait for the final release.

i wish you good luck and i hope (like everyone else does methinks) for a speedy release of the final. i'll definately download it and play to my hearts content.

you're a genius mate !! thank you !!!

Posted by: ryua May 19 2007, 10:22 PM

are you still working on the mod? havnt seen an update in a while

Posted by: barreldragons May 20 2007, 12:30 AM

(he is enjoying seeing the word of suffering of us por gamer, we might never see a other update , ad i shall never get my equipable crew team) sad.gif

Posted by: gaps1 May 23 2007, 05:31 PM

I've made so meny modification two the beta that if the full mod
ever does come out, I will be quite sad.

Only jokeing, I Just keep telling myself that LOL

Posted by: guthrix May 25 2007, 05:23 PM

i dont get an update, ill send a threatoning letter to george bush, oops, to late tongue.gif

Posted by: ryua May 26 2007, 04:34 AM

yes, lets blame all our life problems on george bush.....well its all his fault my chair squeeks then....

Posted by: barreldragons May 26 2007, 09:12 AM

a come on he cheat is way to the presidence and he is using the americain army for is own glory , you call him a good guy????

also we have our devil ir tow he got the title of mr Bush 2 , Mr Harper

Posted by: guthrix May 26 2007, 11:33 PM

now now, everyone knows george hired a couple of freelancer's to stage 9/11 so he could start the war for oil

Posted by: barreldragons May 27 2007, 03:13 AM

we dont have prove that mr Bush have actuly hired people to get blow up in plane ( i know he is dump but come on)

But i still want to know the logic : the guy who responsable for the crime that goerge Bush said is Ben , Ben is in Irak . So we decide that Saddam have no longuer the right to rule is contry becose he could have actuly have some massive destruction weapon ( exacly like usa ) who by the way never been found , now with the leader in irak gone there a horrible fight for power , now to please the usa soldier in irak we make a new card game named < who you need to find> ,mr Bush becose he freaking faild to bring Ossama corpse bck to the usa decide that he is dead and is thinking about withdraw his troop from irak ( leaving the people get blow up and the terrorisme increased becose it costing t much to let is troop there)

in other word : WHY THE HELL DID YOU VOTE FOR SUCH A &^$@Y%U@I&^ AS A PRESIDENT??????

Posted by: guthrix May 28 2007, 12:14 PM

i didnt, im english...

Posted by: barreldragons May 28 2007, 02:57 PM

you = americain

Posted by: guthrix May 28 2007, 11:57 PM

atully, im english, and all americans are technicaly english, exept for the spanish ones, and the french ones, which are retarded

Posted by: barreldragons May 29 2007, 02:17 AM

well it come to my attention that the diffinition of you wasn clear enouf , i absolutely ahte to use a lot of word to explaine my point of view but becose it you i will make a execption .

the ''you '' used didn actuly target only 1 personne it actuly target every men and woman who have vote these past 8 year in the contry of U.S.A. (english are not it do not mater) those who have Vote for Mr Bush . And that the meening of the sentence ''WHY THE HELL DID YOU ( you of course representing the Voters Who add the right to vote in usa the during the election where bush was at the head of the Republicain) VOTE FOR SUCH A &^$@Y%U@I&^ AS A PRESIDENT??????

did i made this clearer for you?

Posted by: guthrix May 29 2007, 01:59 PM

i like pie
and im good at annoying people, its what i live for

Posted by: guthrix May 29 2007, 03:55 PM

besides, you=american can mean both, wheras if you typed "you meaning americans" it would mean just that

Posted by: barreldragons May 29 2007, 10:18 PM

but this time is it clear?

Posted by: guthrix May 30 2007, 03:59 PM

yes....

Posted by: Zorro May 30 2007, 05:16 PM

why can i not read the posts?

Posted by: Flightf1 May 30 2007, 07:05 PM

1.) Great MoD, really looking forward to the final piece. I bet you'll be getting even more attention with pirates invading hollywood recently as well.

2.) As for the Bush debate, the Americans (me being one of them) did not vote for Bush, atleast not all of us. Al Gore actually won the popular vote (most individual votes) where as Bush got lucky and won the most Electorial Votes (a System heavily out dated that needs to be put away with) Therefore the majority of America didn't vote for Bush, Hell, the majority of America doesn't VOTE, we take our rights for granted, people dont appreciate their rights until they are taken away (that goes for everyone world wide)

Posted by: guthrix May 30 2007, 07:05 PM

what you mean?

Posted by: guthrix May 30 2007, 07:06 PM

that wht you mearn going to zorro

Posted by: guthrix May 30 2007, 07:07 PM

and i dont really care about american polotics, i just dont like bush, nd blive h belongs in gwontamino...or the funny farm.....

Posted by: guthrix May 30 2007, 07:09 PM

anyhow, how the HELL did we manage to turn this discussion about a mod into an augment about george bush?

Posted by: barreldragons May 31 2007, 02:55 PM

QUOTE
i dont get an update, ill send a threatoning letter to george bush, oops, to late


well that anser the first question and i got oine for you why dont you just edit the text you alerdy made and make you post bigger?

(we want a reliste!!!!!!! sign: the convention of the united Quebecois militant))

Posted by: guthrix May 31 2007, 07:46 PM

mainly because im lazy

Posted by: barreldragons Jun 1 2007, 01:36 PM

pfff spamer

Posted by: Zorro Jun 2 2007, 07:42 PM

when i click on the post i wanna read then it says error message or something what is it? And how can i fix it?

Posted by: barreldragons Jun 2 2007, 09:57 PM

wich one mate?

Posted by: Zorro Jun 3 2007, 08:48 AM

its not someone special its all of them

Posted by: barreldragons Jun 3 2007, 04:07 PM

but you can read this post so what actuly the prob?

Posted by: Zorro Jun 5 2007, 02:46 PM

i need to click on a post to read it and then it says error is missing, i can only read a bit like that much: but you can read this post so what actuly the prob...

Posted by: Lord Revan Jun 7 2007, 03:59 PM


Ok, I'm just posting because of the Anti-Bush debate (not really a debate). Look, no one is going to give an argument any credit if the person whose opinion that belongs to doesn't even take enough care to ensure said argument even looks presentable.

And the minorities aren't stupid, if we even cared to make a better plan than "only let the entertainers, nuclear scientists, etc. come here" we might not have (as many) Mexicans coming over the border. How many people in Mexico are nuclear scientists anyway?
The Visa Lottery (the main way most people get in America every year) excludes Mexican citizens from applying. So, there aren't many legal ways for Mexicans to come here inh the first place.

Spain was a lot like Mexico awhile back, so the EU funded road construction, schools to be built, and otherwise helped Spain get on its feet. In a recent survey, Spain was rated as one of the best places for a person to grow up..... I wonder what would happen if we did the same with Mexico.

I hope this post was enlightening....

Posted by: barreldragons Jun 7 2007, 11:53 PM

ok first stuff i dont see your point , how do it make bush a good president ????

and secondly plz dont start the Bush file again...

Posted by: Lord Revan Jun 8 2007, 12:44 AM


Alright, I don't take part in the mod forum anyway.

Posted by: guthrix Jun 9 2007, 06:17 PM

hmmm, either he's gone AWOL on us with the mod and started something new, or been arrested for something...or perhaps he's sick of complements, either way, im BOERD!, or he's working on his site (same person i think, but hey, my name is pop)...

Posted by: barreldragons Jun 9 2007, 08:29 PM

and that exacly why i wanted to have a realiste...

A UNFINISH VERSION IS BETTER THAN NO VERSION AT ALL!!!!

Posted by: guthrix Jun 11 2007, 07:58 PM

not really, because if a shack has 3 walls on the inside, and 4 on the outide, then id imagine we'd all be pretty dam pissed......dam i sound like callex...

Posted by: barreldragons Jun 11 2007, 09:57 PM

so you are actuly saying you prefer no building than a building with 3 wall?

we survive with ship we couldn enter in the navy town and it didn change anything what would it be to have a town that we cant enter the house , also if you are still on the mood to keep the big surpise nothing stoping you to not dowloading it and waiting for the full realiste , that way you wont penalise the people who want to play it !

Posted by: ryua Jun 11 2007, 11:32 PM

erm......Dark_Soul......last active: 6th May 2007 - 10:29 AM

Posted by: gaps1 Jun 11 2007, 11:37 PM

Have you guys seen this.
http://www.tessource.net/files/file.php?id=11472

Posted by: barreldragons Jun 12 2007, 01:14 AM

i did !

and yes it sad he didn log in for a wild sad.gif

Posted by: guthrix Jun 12 2007, 09:33 PM

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm, im notorius for this but why dont we all make a side project?

Posted by: Phsyron Jun 15 2007, 10:39 PM

... go die?

lol naw i'm more than bored enough to do something =o

what'd you have in mind?

i was thinking we should hijack the lines from the beta and start doing voice acting. we have people, and who cares if it's too big? it's not like it'd be included with the mod.

Posted by: guthrix Jun 16 2007, 08:50 PM

lol, we should do the red vs blue of oblivion >.>

Posted by: Zorro Jun 25 2007, 07:48 PM

Check this out http://www.tessource.net/files/file.php?id=11730

Posted by: guthrix Jun 27 2007, 07:28 PM

i see no difference to GP's shipyards...

Posted by: gaps1 Jul 3 2007, 05:07 PM

Check this out

http://www.youtube.com/watch?v=76S1_F629_s&NR=1

Posted by: barreldragons Jul 3 2007, 09:23 PM

the ocean mods we know

but question like that what good is a canon when you know magic?

Posted by: guthrix Jul 4 2007, 08:44 PM

hmmm...magic can be dispelled, a cannon ball cant?

Posted by: barreldragons Jul 5 2007, 05:54 AM

a canon to work need the falowing : canon ball , powder and a canon wich all take a lot of space ona ship.

a mage to work need this : Mana

now let imagine what would happen if a confurencer summon a fire atronache in the powder room of the ennemy ship.

we can also imagine that a mage can telekinesiss a canon ball to stop it in his course

and we can also imagine that a mage can shot a lot faster that any canon .

Posted by: Zorro Jul 6 2007, 12:29 PM

Maybe a mage is more powerfull but a canon looks a lot cooler on a pirate ship

Posted by: guthrix Jul 11 2007, 03:48 PM

but also picture this, mage vs mage, who wins? its a stail mate....if your mage is distracting the other mage and you pull out cannons...then lets just say you'll msot likly win...no loot, but hey, its funney biggrin.gif

Posted by: barreldragons Jul 11 2007, 06:34 PM

wait a minute there mate now you put a situation of 2 vs 1 let keep thing fair , 2 mage vs 1 mage and a canon , i still think the mage team would win

Posted by: guthrix Jul 13 2007, 10:04 AM

suppose on your ship you had a whole army of mages and cannons.....

Posted by: barreldragons Jul 14 2007, 03:06 AM

na as the capitain of my ship i wouldn stuff my ship with mage and canon only

Posted by: Zorro Jul 14 2007, 07:01 PM

I think itīs fun to blow things upp biggrin.gif

Posted by: Toroabok Jul 14 2007, 10:12 PM

Think of this: A cannon that's being operated by a mage. Eh, eh? How does that sound? As the cannon shoots, the mage could push the cannonball to go faster or cover the cannonball with ice in a certain manner that would give the cannonball better aerodynamics.

Since I'm now going into mages operating cannons what about...

Enchanted Cannonballs. That'd be nice. Imagine a cannon ball that will cause a blind spell in 50 ft on target - that would own. Then finish them off with a cannonball that disentegrates armor 100pts on within 20 ft on target ( excuse me if my enchanting is a bit old - I've only played Morrowind, no Oblivion... >.< ). Those would be some monster cannonballs.

Posted by: guthrix Jul 16 2007, 01:57 PM

what about cannonballs made out of certain matereal's, such as flesh and paper, who nows, might give the enemy enough papercuts to make them surrender >.>

Posted by: gaps1 Jul 17 2007, 08:22 PM

Cannons would help add to the fun.
O yes to answer your qestion Cannon or Mage, Cannons are real.

Posted by: guthrix Jul 19 2007, 09:34 PM

personaly i would just grab the 50 cal and snipe em...but hey, thats just me

Posted by: barreldragons Jul 21 2007, 06:02 AM

well people am begining to think that dark soul might have die (wich would also explain why he haven even chek this site since 6th May 2007 ) it truly make me sad to know that we will never have the update waited for so long . So at the end , i would like to say this : with all the year in mods making i have come to a conclusion , no mods who dont make update befor it official and market finish realiste will be finish .

ps : i warn you guy

Posted by: Zorro Jul 21 2007, 10:29 AM

someone can try to email him at dark_soul108@hotmail.com

Posted by: barreldragons Jul 21 2007, 03:28 PM

did a couple of time sigh...

Posted by: guthrix Jul 25 2007, 09:12 PM

you people are so unfaithfull.....i think our dark0ne is the one that owns tessource.net im not sure

Posted by: barreldragons Jul 26 2007, 03:02 AM

that was sarcasme or a real statement? anyway if he is he sure didn log in a wild http://members.gamingsource.net/profile/index.php?name=Dark%20Soul

Posted by: barreldragons Aug 5 2007, 01:13 PM

ok people i just finaly succed to contact dark soul and asked him a couple of question about the mods ir what i could get : he is not sure to finish it , the mods is to big for a most of the download site , an he might donate his stuff to ocean mods. sad.gif

so who want to still wait for the final version to come out?

Posted by: Zorro Aug 7 2007, 08:46 PM

I want

Posted by: guthrix Aug 8 2007, 02:42 PM

hmmm, i want it to come out, maybe its possible for dark to upload it in series of stages....

Posted by: Zorro Aug 9 2007, 08:35 AM

Yeah he could do that, and barreldragons did he tell you the file size?

Posted by: barreldragons Aug 9 2007, 04:12 PM

51 or 52 dont reminber the unit thought , it might me mb , dont know....

Posted by: guthrix Aug 9 2007, 08:56 PM

yay, i had a good idea biggrin.gifi think he should add a soundtrack...video killed the radio star anyone? tongue.gif

Posted by: Zorro Aug 12 2007, 04:29 PM

50 mb sounds pretty big but he could uppload it to piratebay or something

Posted by: barreldragons Aug 18 2007, 09:54 PM

talked to him yesterday , i had enouf time to have a anser to the question have there been any developpement?

Posted by: gaps1 Aug 19 2007, 01:00 PM

If you want i can split it into 2x25mb .rar files and upload it to
Tessource for you. If that helps

Posted by: Aventhorn Sep 8 2007, 11:29 AM

I think splitting the file up and posting it on tes source is a great idea. If he is willing to do that then that is great.

Posted by: barreldragons Oct 8 2007, 05:16 AM

ok goods news guy i might have a opening for nov-dec i chat with DS and he gona try to divice his version so he can post them separately , but right now he is besy , so guess we will have to wait some more XD

Posted by: gaps1 Oct 17 2007, 10:14 PM

Thats great, At least he's releasing what he's got

Cheers Matey

Posted by: General_Makii Oct 23 2007, 01:30 AM

I just downloaded this today, and I was wondering in a general time-frame when the next version will be released.

Posted by: barreldragons Oct 23 2007, 05:18 AM

if we are lucky maybe the next century.

if you suport me maybe december.

Posted by: Cpt.Markus Nov 4 2007, 05:46 PM

I played this for a bit and I love it and the idea.

My only suggestions are:

1. can you make it so you can dock your ship at other ports as a mode of transportation ? ( dunno if you were putting that in already )

2. make the pirate-y town bigger, more slum like, and more tightly packed, kind of like tor-tuga in Pirates of the Caribbean.

3. pirate like outfits ? specifically large captians hats and other such affects.

4. the map doesn't exactly work for me in quests, not to mention the dialouge fly's by. this is probably something thats been said a lot, so I'll try avoiding saying things that you probably know are buggy. >.<

5. a bigger selection of first mates ? ( only reason i suggest this is because my first first mate died o.o )

6. the ability to give your crew better weapons.

7. ships owned by diffrent races/factions ? ( a wood elf ship carved and made to look ... elf-esq. ) and not nessicarily for the player, but for when pulling into a port or attacking another ship.

8. able to sell captured ships ?

9. missions that require you to hide away on other peoples ships ?

10. undead crews/enemies ? maybe turn your entire crew into dark elf vampires ? lol

just a few idea's, i didnt really check if they were said before.

Posted by: barreldragons Nov 5 2007, 01:32 AM

mostly all of those stuff have been add there 3 first mate in the beta 4 in the new , undead ship coming sone , dialog will be longuer in the futur , looting a ship from is cargo is exacly selling the ship, your ship can alerdy be use to go to the 3 port of the beta ( we dont want to interfir with the main land of the game) . And finaly i truly dont see how we can fix the bug you say in the beta section becose you ddn say when it was happening.

Posted by: gaps1 Nov 20 2007, 05:24 PM

@barreldragons

Keep the dream alive wink.gif

I'v not given up hope yet smile.gif

Posted by: barreldragons Nov 20 2007, 06:09 PM

he dark soul prety much say the samething than last year ( we hope to have a realise befor chrismas)
and a happy new year!


and while we all wait let me show you my new crew.

IPB Image

Posted by: gaps1 Dec 3 2007, 01:56 AM

Looks like D day is here, Lets hope its still hapening.

Posted by: BloodWraith Dec 19 2007, 05:09 PM

So, does anyone know what's happening? Just curious... Is it still coming before X-Mas?

Posted by: barreldragons Dec 20 2007, 03:05 AM

cerritus is a guy who chnage each time that i dont talk to him, last i spook to him was a ya but who know maybe he changed his mind again.

Posted by: BloodWraith Dec 26 2007, 10:52 PM

Well X-Mas has come and gone, but I haven't lost hope, it will be done someday right? ^^

Posted by: barreldragons Dec 27 2007, 07:31 AM

ba with the stuff the guy telling me this month he seem to be more willing to burn down all evidence of the new stuff he made so far than actuly giving us the update

Posted by: BloodWraith Dec 28 2007, 03:36 AM

What do you mean barreldragons?

Posted by: Question man Dec 29 2007, 10:45 PM

Um is dark soul still working on this or did he gave up on the project and I got a idea for the mod...

How about add pirates to the hideout by pirates I mean the ones who can be hired it will make it easyer to recruit

Posted by: BloodWraith Dec 30 2007, 12:59 PM

Question man:

Answer 1: We don't really know if he's still doing it or not, but some time in the future we will probably see an update, read around the forums for more info.

Answer 2: Well, when you refer to a hideout it normally means a hidden place for you and your group or whatever and NOONE else to go to, just having a bunch of random pirate's you never met before in your own hideout would be kinda silly tongue.gif

Posted by: barreldragons Dec 30 2007, 06:52 PM

alerdy asked dark soul about adding the dif pirate who get there to be able to take there ship and the crew with us , the anser to much writing.

the mods is not officialy off but dark soul put truly everything befor his mods.

Posted by: dark_soul Jan 4 2008, 02:21 AM

QUOTE(barreldragons @ Dec 31 2007, 04:52 AM) *

alerdy asked dark soul about adding the dif pirate who get there to be able to take there ship and the crew with us , the anser to much writing.

the mods is not officialy off but dark soul put truly everything befor his mods.


When I first started this mod I was only playing oblivion, and working with no study. As such I had vast amounts of time that I heavily invested in the mod.

Since then 've been very busy with my course and work all year. And since I finished my course in December I got a full time job as a game play programmer at Infinite Interactive, and have spent the brief time between finishing my course and starting there on a holiday with my girlfriend, playing their games for research as well as brushing up on my relevant skills.

Unfortunately I have been leading a very busy life with very little free time, and have been using what little free time I have to play some new games.

So no, I do not have time to work on the mod currently. And you'll have to forgive me for having preferences to the more important things I have to do.

Posted by: barreldragons Jan 4 2008, 03:40 AM

a REVENANT!!!!! well it good to see finaly some post from you at some other place then by msn ^^ but like the people who are still ir have pointed out it would be nice to have to test what have been done so far , or at least use it.

Posted by: BloodWraith Jan 4 2008, 03:27 PM

Perfectly understandable ^^

I've got exams this year and I feel like I'm slacking. O.O
Great to hear from you though Dark Soul.

Posted by: Zorro Jan 13 2008, 12:12 AM

I totaly agree with you barreldragons it would be very nice to try out the new stuff. And i just want to say thank you Dark Soul fot this great mod, if it was not for your mod i would have gave up playing Oblivion a long time ago and never started to mod seriously. I really hope that you are going o finish this mod sometime.

Posted by: BloodWraith Jan 18 2008, 05:01 PM

Same as what Zorro said, as a matter of fact, this mod was probably what inspired me to make my first mod, which is much more impressive then I thought it would be, which isn't normally the case.

Posted by: barreldragons Jan 19 2008, 06:17 AM

a funny we are actuly looking for people who could help finishing the mods interested to give a hand to darksoul?

o yea if you do help him put a damn wall arownd the new city , it would be apreciated

Posted by: Zorro Jan 20 2008, 01:45 AM

Sure, i can make some interiors if thats helps.

Posted by: barreldragons Jan 22 2008, 07:20 AM

if you want to see the new town coming up in the new version it was with the older one , it was hiden!!!!! sadly there only the castle at this point , and the dock if i can recall but guess we will still have wait for darksoul to give the work in progress , also if you guy dont mind we could alway add more island to the mods , for exemple port ROYAL , and a city in ruin on a other island to able the new undead pirate later on , what do you guy think of that?

Posted by: Zorro Jan 22 2008, 05:41 PM

That sounds great you should ask him. A enemy pirate crew hideout would be awsome and a maybe a quest were you have to kill the leader of the crew.

Posted by: barreldragons Jan 24 2008, 04:34 AM

did asked him , but it not stoping us to work on our side

for the dead island i was thinking about something swampy with poison coming out of the water and small zomby runing arrownd

Posted by: Zorro Jan 24 2008, 04:20 PM

I rahter go for ghosts, works better with pirates. But it would be hard to have some quest when there is zombies/ghosts everywere, but we could have a mountain with a small village with people fighting the zombies/ghosts. What are your strong sides of modding?

Posted by: barreldragons Jan 24 2008, 10:37 PM

sadly my only strong side in conseption is my imagination , for the ghost it depend wich one we take am not to hot taking those wrapth thingy , they are truly a pain in the boat . But i saw some nice one in the Ivellon donjons that am descusing with the creator if we could get are hand on some of the model he used he also got some skeleton who are actuly not naked!

for the why there undead at this island we could put a crash boat whos is enterely on the beach but fasing the village. for the story something classic from morrowind CORPUSUCT deasise biggrin.gif , the zombie themself could have come from a naufragis that the boat took who was sick , pass away became a zombie infected the other crew member befor dieing , the crew who had aslo pass out when the boat crashed at full speed on the island (big coensidence) have been almost rescu by the people of the town , sadly they were alerdy zombie , the zombie from the ship infected the pop , and now the town is in peiced becose nobody still alive to tak care of everything , so now the land are poison with dead decaid people rotten from place to place , the water suply is curupted with poison also becose of the dead.

the why to go there?
well i got a few option:

-Treasure map from the secret treasor room on your island could bring you there.
-You won a contest and you are now the new governer of the island Harmondale!!!!
-The old freak alchimiste from the emperial controled island got a voodoo scrool who could turn your crew into imortal behing.
-(side effect from sleeping with the wore?)
-You are a mighty pirate and since the navy dont want to help us reclame your land WE NEED YOU TO HELP US
-(you got hired by Umbrella corporation to stop the T-Virus?)

but in all those option the main objectif is to be able to have a undead crew (skeleton one prefered)

am not feeling to hot to put a montain on the island wouldn like to resemble a little bit like the imperial controled island , and i dont know , the water acumulation could come from the montain but i was more thinking of little pone ir and there to give the swampy feeling with big tree that keep the sun from going thrut the brench

i could come up with the raw draw design if you like.

Posted by: guthrix Jan 24 2008, 10:37 PM

hey hey kid's, cba to look at the past few pages but guess who's back? everones favourate smart british boat guth XD

Posted by: Zorro Jan 25 2008, 06:32 PM

What about a pirate crew that crashed on the island and only one ore two of them survived and the rest were turned in to ghosts and he asks you to find and kill the leader of the crew to break the curse. I was thinking the ghost like the night mother not wraiths.

But we can figure that out later is it ok if i start making a island? We could have the crashed ship on one side and the lake on the other side beside of a little hill to have the cave in.

Btw guthrix and BloodWraith do you guys have any modding experience?

Posted by: barreldragons Jan 25 2008, 11:59 PM

kinda look like the forewatcher quest XD , but ya you can start making the island but what the story? do the island was once a village of a peacefull nation that after behin aniliated by othertribe have cursed the island and now each mortal that die on the island may never rest again?

the pirate ship has inboard a witch that cursed the capitain so that him and is crew would remain on this world until he would be DESTROY by somebody more vile than him?

the capitain of the ship was actuly a vampire who eated his enterly crew becose he was out of "suply" and by mistake crashed himself on the island and by desired of compagnie raised his former crew?

the capitain and his crew having crashed on the small island discover a aztec temple full of relic and other but sadly for them the treasure was cursed and now the crew is bound to there capitain greed and lust for gold and falow him into this half existance?

the ship was actuly rule by necromancer who have bought the ship to move him and his experiment back to black marsh where he knew that he wouldn be found , sadly for him he crashed on the island , stuck there he made himself at home and build himself a little laboratory inside a cave close from a lake , a few crew man survive but still hide themself to not be found by there former capitain to be able to survive whitout become his experiment.

so anyway... what the stoy?

i dont remeber guthrix have any skills in modding
but BloodWraith have alerdy made a mods

also i got the anser about using model from ivellon :
Clothes on skeletons: you have to rename some bones in nifskope, then you're able to use them via models panel in the CS. Only NPCs are able to wear armors/clothes lying in their inventory

Posted by: Zorro Jan 26 2008, 04:12 PM

The one with the pirate crew that found a Aztec ruin and got cursed is the best. But it would be easier with an aleyid ruin. How big should i make the island? Ad should i make a new esp or edit the existing one? And were can i contact DarkSoul?

Posted by: barreldragons Jan 28 2008, 04:22 AM

<dark_soul108@hotmail.com> he come only once a month dosen chek is mail and he stay online 10 seconde

size ? Like every woman said , not to small not to big .

new or old... we need to be able to access the new island from the old mods that for sure , but we will arrive to a difficulty when darksoul gona realise his mods for adaptetion , the best to do is to do both .

Posted by: Zorro Jan 28 2008, 03:47 PM

I mean bigger or smaller than the existing islands.

Isn't it easier to just make a new esp and have Darksoul merge it with the final verison?

Posted by: barreldragons Jan 28 2008, 06:51 PM

it would indeed be simpler but do you know why the new version isn out yet? like he said a couple of time to much work to do.

but we need to work on it on are side and finish it , that why we need to add a telepo in the pirate island mods and having a second one who is completely unattached to the mods so we will be able to give it later on to darksoul so he will put the new telepo.

not larger then the existing one

Posted by: Zorro Jan 28 2008, 09:35 PM

I am not really sure how to do that but i'll try.And i don't know how to teleport you to the island without using a portal.

Posted by: barreldragons Jan 29 2008, 03:12 AM

make a map item of it like the map to go to the mods who will be placed inside the treasure room in the pirate base

Posted by: Zorro Jan 29 2008, 03:28 PM

Ehh, you don't need a map to go to the islands do you? And if i just make a map it won't teleport me to the island.

Posted by: heretik Feb 1 2008, 05:54 AM

Ahoy Barreldragons, Guthrix, and the rest of the crew working on the pirate isles mod

I'm sorry about this summer - I basically lost my internet completely, then last semester I was pretty bogged down with a group film for school. technically still going on, but I need to practice making models, and textures for this summer when I have a job doing it as an intern.

sooo I guess what I'm getting at is - you guys still active? 'cause if you are I would love to be a part of it... I've gotten MUUUUCH better at modeling, and I'm about to make my first uv map of something simple as an experiment tonight... I can also animate, and I know the basics of rigging, and I'll be learning more of that as the semester passes by. I'm sorry about this past summer, and while I won't have as much time as I did during the summer, I do still want to participate in something if I can.

later guys!

//edit - just finished the UV. lol 30 min for the head, an hour and a half for the uv - go figure... but I can now safely say that I am much more confident in what I can do.

Posted by: barreldragons Feb 1 2008, 01:02 PM

>D

this IS going well indeed we just got our modeler back , but befor i give you the long job i would like you to put the ivellon donjon ( a mods for oblivion ) on your pc and tell me what you think about the ghoul , skeleton and the new lich.

( and while am doing that am looking at the wonderfull well made map of the mods who can actuly teleporte you to the pirate town if you drp it that shadow made.)

Posted by: Zorro Feb 1 2008, 03:54 PM

Oh yes that map but im pretty useles at scripting so i don't know how to do that. But good news the island is pretty much finshed i curently working on the ruin.

Posted by: heretik Feb 1 2008, 05:03 PM

awesome! Will do - I just need to re-install Oblivion. I can't wait to start. oh and college is closed today because of a snow storm, and I have the entire weekend - so if there is anything you want/need soon - this is a wicked opportunity for me to get it done. I'll post as soon as I've tried it out.

Posted by: Zorro Feb 1 2008, 08:06 PM

That would be great.

We should need a script that can take you and your ship to the island and back to the town, then we could put it on a map and and place it in a good spot.

And maybe an rusty ancient looking cutlass.

Posted by: heretik Feb 1 2008, 09:18 PM

Alright - I know this is copping out a bit... but I installed oblivion, the 1.2 patch, The Dungeons of Ivellon, and I plugged in the skip tutorial thing to try to jump in there and check out the new lichs, and skeletons and stuff... however, seeing as though I just restarted the game, my character is nowhere near strong enough to fight everything once I get there, and I read the book - and while I SERIOUSLY applaud you for actually developping a bit of a plot, and a interesting quest in order to get there, I think I'm just going to keep playing, and by the time I get to a point where I can get in there, then I will tell you about it. I checked on the internet though for pictures of the ghouls, lichs, and skeletons, and ran into the trailer for the mod. that part at least looks really sweet.

In any case, I'm going to see if I can figure out how to load up the models from in the game into maya... I know there is something called NIF or something that allows you to do it, so I'm going to see if I can at least figure out how to get a model from in the game into maya, and then re-export it so that it could go into the game. just a quick test. I noticed on the welcome board that you guys wanted a bandana, and a tricorn hat etc., so I'm going to see if i can just make something like that - just small to kick me off and familiarize myself with whatever problems I might run into as we progress.

I will get to the Ivellon dungeons - and I will tell you my impressions, but I just don't want to ruin the experience for the sake of checking out the wicked stuff you guys made... I don't suppose you would have any screenshots would you?

/edit - or a rusty sword.. I don't know how to use normal maps or anything yet, but I plan to learn as we go.

Posted by: Zorro Feb 1 2008, 09:28 PM

I think you are talking about NifSkope, just search fot it at TesNexus.

And as for the screenshots as soon as a have time to make a portal to the island il take some.

The sword don't need to be rusty just try make look really old.

Posted by: barreldragons Feb 1 2008, 11:01 PM

and sadly WE didn have a day off today , for the bandana and other pirate cutlass and such darksoul have alerdy gotten them as i can recall... but they were still soem bug with them , the item where acting like Peter Pan , they didn have any shadow or any light effect ( creepy )

but the reason i told ya to chek the ivellon donjon was just for you to have a befor taste of what we will need , we forsee to be able to have a undead crew someday ,and by the look of it zorro have almost finish making the first step of having it , sadly am a man who like still , and that is where you come in , you probobly notice or read on the forum that dark soul have made our crew of behing weaponly equipable . The former idea to have a undead crew was just to make them see threw... Wich most likely to unapprove am thinking something bigger way bigger , so at the start of the ivellon donjon and of our equipable crew from pirates island we need skeleton equipable crew , ok am not asking to have every single model of armor implinted to a new skeleton , that would be boring and time cosuming , what am asking is to have at least a visible set of armor for each one that existe for our skeleton , the point is if you give the full armor set to a undead crew member the player will be able to see it ingame on the skeleton in question , for the first mate we might just make him a zombie or a vampire , dont know yet .If you dont want to , or you want something els just say it but it wont be easyer ^^

for the idea of the rusty sword... i dont know dont you think guy that a ship that crashed on a island with is crew most of them dead can be able to send a sword to offshore tongue.gif id say a message ina bottle would be more approprietate if you still go with the point of rescuing the surviver.

o ya we need a scriper or at least at some point we will need one... darksoul himself said he was tired of doing it XD

Posted by: Zorro Feb 2 2008, 12:01 AM

A messege in a bottle sounds great. And i'll try post some screenshots tomorrow.

Posted by: heretik Feb 2 2008, 12:47 AM

Oops - oh well, it was a good excercise anyways. I'm not sure if I know how to do what you are talking about, but I guess once I figure out how to .. I guess the armour is just parented to the skeleton? I'm going to read over your reply a second time and try to figure out in more detail what is needed. I'm still going to go through with trying to get the mesh I made in the game, just because I think it will be useful to me to be more familiar with the programs involved.

hahaha - also the maya plugin for NIF importing and exporting doesn't seem to work... but I was able to import the .nif into nifscope, and then export it to .obj - which I could in turn import into maya. Here's to hoping that I can get it out the other side hahahaha. I think I'll try that before uvmapping it.

here is the bandana that I made this afternoon. once I finish it up, feel free to toss it in with the mod if you want - but if you guys already have one, there may not be much point. also... I had a thought- nothing says pirate like a beard. any way that we can build that into the game? I guess it would have to be in the form of an equippable hat or something...

cheers guys! I'll be playing oblivion tonight, and I'll start making my way towards the dungeon.

IPB Image




*** hmm I managed to get the bandana into the game. or at least into the TES editor, and gave it to a vendor to sell. which did work. however, when I assigned it to the character, you could not see it on him. I know I screwed up somewhere, but I don't even know where to start. I'm going to dig around on the internet to see what I can find.

Posted by: barreldragons Feb 2 2008, 03:28 AM

very talented modeler but like alway without a scripter we might have a hard time , i got the creator of the ivellon donjon on the other line , want to have a word with him? also he told me how to make skeleton less naked , and i posted it on the 12 page i think , but anyway if you like to chit chat with him he is in his way helpfull

o ya that guy want some help with his skeleton to make it a npc and talkebale but that scripter work >.> wich that skeleton you will see is funny anyway i will edit my post later to give the direct link to him so you can chat.

bingo! http://www.bethsoft.com/bgsforums/index.php?showtopic=776671&st=180&start=180

Posted by: heretik Feb 2 2008, 08:43 AM

hmmm...

so I'm not sure how to make armour equipable on skeletons - actually for that matter I haven't been able to get the bandana to show up in game yet.. but I'm working on it. I'll keep searching the internet to see what I can find. I haven't checked out the link that you posted yet with the guy from the Dungeons of Ivellon, but it's loading right now - so I'll check that out in a couple of minutes. I - as of right now at least - know pretty much nothing about scripting. I would looove to learn though - so if there is any tutorials or anything, definately send them my way, and I'll see what I can do. Really though, right now my focus is more on modeling/texturing because that is what I am best at, and that is what I need to practice before my job this summer.

I'm not too sure what the guy from Dungeons of Ivellon wants to talk about - but I'll PM you my email. same thing goes with anyone else, by the way - I'd just rather not leave it out in the open on the board- I get enough junk mail as it is lol.

Zorro: I'm sorry man - I completely missed the post you made about the screenshots! YEah that would be much appreciated!!! thank you so much! I don't know how to make something transparent... well... not outside of the procedural texturing that you can use within Maya. appariently it does export 'cause the bandana loaded with colour as a .nif - so that's promising - outside of that - yeah modelling a few bottles should be no problem at all. it would be really sweet if I could get the message inside it to be loose so that it would rattle within the bottle. even sweeter if the bottle would float and drift with the tide, and the physics were worked out for the parchment inside as well -but baby steps I guess.

Posted by: Zorro Feb 2 2008, 09:59 AM

Yeah if you could make a bottle like this it would be awsome. And the bandana looks great i hope that you manage to make it show up in game.

I have the screenshot but were do i upload the? i have no idea.

Posted by: heretik Feb 2 2008, 12:06 PM

I will start on the bottle as soon as I'm done the bandana - - and at that point, I should be able to do it pretty fast. I've got the bandana loaded in the game, and it works fine except that I need to make a normal map for the texture to appear. Plus, I should probably actually make a UV map that looks nice, and then it will be waaaaay nicer to look at. I know that you *can make normal maps in Zbrush... I'm just not sure how yet... I'll see what kind of info I can dig up tomorrow - but if I can, I can make the bandana have some wicked folds and creases that light dynamically.

I am having a problem though - the mesh will load in teh game, but not in the inventory screen. any ideas?

IPB Image

IPB Image

IPB Image

oh - by the way - I'm just using a photobucket account. you can use imageshack to upload pictures to too, but I can't ask you to do that exclusively for me. if you think you'll continue to use it, awesome, if not, I dunno, I can toss you my email or something.

thanks Zorro! later guys - I'm hitting the sack.

Posted by: Zorro Feb 2 2008, 02:29 PM

Yeah give me your emails so i can send you the screens or i'll just send you my esp. Wich one? And the bandana looks awesome. And i don't know why it don't show up in the inventory.

And one thing more im trying learn retexturing but i am stuck. Here is my problem i have made a copy of the mesh i wanna retex and the texture including the normal map, but when i add my mesh to the world its pink. I think the problem is that i haven't linked the texure to the mesh. I've read so many tutorials but i have never got it right, could you give me some advices?

Posted by: barreldragons Feb 2 2008, 05:33 PM

well this is the info i got out from how to work with skeleton

Clothes on skeletons: you have to rename some bones in nifskope, then you're able to use them via models panel in the CS. Only NPCs are able to wear armors/clothes lying in their inventory

personaly i dont get it well only the armor that cant be wear by a creature , but that probleme will be fixed in time.

for the image posting i made myself a page on deviantart tongue.gif

and while we are at it just to know , what did you give the ruin to make it more astec like? can you simply change the color of the ruin from white blue to yellow?

and i guess we will need some idol... i dont think we will use the deadric statue... or maybe we will , who miss the big slime on the montaine left of cyrondil ^^

Posted by: Zorro Feb 2 2008, 08:19 PM

The inside of the ruin can be done with lightining but the out side will need a retex. I figured out that if would be better if i just send my esp so thats what im gonna do.

Posted by: barreldragons Feb 2 2008, 10:46 PM

lightning will make it yellow???? or yellow for a brief then? i dont think i get ya there.

Posted by: Zorro Feb 2 2008, 11:05 PM

If you change the lightning to a yellow color the interior will look yellowish but the outside will still be blueish. So the outside is the only thing that we need to retexture.

Posted by: barreldragons Feb 3 2008, 01:10 AM

a ok you change the blue crystal light to yellow , send screen shot? also do you need idol for fating up the treasure?

Posted by: Zorro Feb 3 2008, 08:20 AM

I don't know if we need a idol.

Posted by: barreldragons Feb 3 2008, 02:05 PM

i think we do no shair the same view of a room filling with shiniess

http://davelandweb.com/potc/images/DSC_3960.jpg

and of course the main stuff

Posted by: Zorro Feb 3 2008, 05:19 PM

Yeah that looks nice we should add much gold and daimonds and stuff.

Posted by: barreldragons Feb 3 2008, 10:08 PM

let just see what our good modeler see when we think TREASURE!!!!!

Posted by: heretik Feb 4 2008, 12:04 AM

Hey guys,

I created the low poly bandana, the high poly one, the normal map, the texture, and now I've run into the exact same problem as Zorro was telling me earlier... I can't get it all together to import into the game. I will model a bottle with, and without a message in it Noooo problem, but unfortunately there won't be any way for me to do it until I can figure out how to get everything together into the game engine. I'm so close I can taste it. The bottle should be fun too 'cause instead of modeling a high res one in Zbrush, I'll try doing the flat texture thing in photoshop or something - plus I'll learn how to do the whole transparency thing which should be super informative too. any tips are awesome, and if not... I'll have something when I figure it out, and in the meantime I'm sorry.

um - should I be posting this in the model section? sorry, that just ocurred to me now...

Posted by: barreldragons Feb 4 2008, 01:09 AM

am so old and omnipresete that am almost the moderator of this section of this forum , all long as you post screen shot in the modeling section and the commentary ( with picture again or not ) am happy with it as far as i know there no post limit ^^

Posted by: Zorro Feb 4 2008, 05:28 PM

Uploading some screens.

IPB Image

IPB Image

IPB Image

IPB Image

IPB Image

The Ruin

IPB Image

The ruin is not perfect please tell me what i shuld improve.

Posted by: barreldragons Feb 4 2008, 10:55 PM

exelent work with the yellow but the island need more vegetation neer amazonial , mostly like the far south of cyrondill if you want to see what i have in mind

but for the tomb it perfect , but i have a sujestion about the trap that will need to be put in the tomb , ever saw the call of juaro? at the end of the game you have to cross a bridge of 3 chalange , the first chalange is the hardess you need to jump on different marking on the ground who are safe ( well it easy to know wich are safe becose of the color ) but if you touch any other one a big log push you into the abisse , i think we should use that idea , but since am not totaly evil when you fall you fall into a small river who end up at the lake. the second part , rock slide easy. the third just jumping arrown , so anyway such difficulty coul make the aztec ruine unic what do you think?

Posted by: hotclubfreak Feb 5 2008, 09:24 AM

hello i'm new here and i haf hear of pirate island (good mod)
end i'm a fan of dark_soul end his team.
my english is not so very good i'm from Europa (Belgium,Bruxelles)

euh... i haf some ideas ....

1)that you can attack a port with you boat en pirates (for looting)
2)disigner some gold misc's you can get from looting (a gold sword of a gold stateu ).

Later comes mor idead i think.


NOOOO oblivion crashed!!!!!! sad.gif

oblivion is be damaged on my computer
i haf deleted al the mods ( pirate island beta too)
i need it uninstal end than instan again!!

Posted by: Zorro Feb 5 2008, 03:55 PM

I thats what i tought too but in game it's much more light but i can probably fix that.

The forrest is not finished yet that was just something i made ton see how it looked, do you mean like south-east of Leyawin?

There is that kind of chalenge in Henentier's dream world if you have ever done that quest.

And to bad you game crashed hotclubfreak.

Posted by: hotclubfreak Feb 5 2008, 06:36 PM

i now but i think its becaus the mod's

Posted by: Zorro Feb 5 2008, 08:16 PM

Strange, i haven't heard anyones game crash becuase of this mod.

Posted by: barreldragons Feb 5 2008, 10:43 PM

Henentier's dream world , ya but when you trigger the trap it make the BIG log drop you off the bridge , and since we are still in the cave and not in a void there should be wall tongue.gif well not exacly close from the bridge but at least wall ^^

yep east Leyawin alway forget the name of that city XD it so swampy

with pirate mods the game crash some time but no need to reinstal oblivion to fix the issu ( cuz anyway oblivion can crash event whitout mods )

the idea , at this point we wont put the ability to atk a port right now , but after we finish this island who know we might find ourself a scripter and get ourself able to take over a navy fort ^^

the gold item will be a topic of discusion between me ,zorro and heretik.

<---- yay am a agent now

Posted by: hotclubfreak Feb 6 2008, 07:57 AM

QUOTE(Zorro @ Feb 5 2008, 08:16 PM) *

Strange, i haven't heard anyones game crash becuase of this mod.


yhea oblivion is crasht 3 times in 1 year kvright.gif

Posted by: hotclubfreak Feb 6 2008, 01:08 PM

My daddy fixt oblivion on pc smile.gif
Yhea wy my daddy?
Hes Admin sad.gif
Im not sad.gif

Posted by: Zorro Feb 6 2008, 05:04 PM

Maybe your computer is bad and can't run oblivion correct. Who knows.

Posted by: hotclubfreak Feb 7 2008, 09:05 AM

QUOTE(Zorro @ Feb 6 2008, 05:04 PM) *

Maybe your computer is bad and can't run oblivion correct. Who knows.


nono.gif my computer is very good (Dell computer) end hes new
of 2007.

____________________________________________________________________


I'm making on this moment with construction set islands ....Euh... i try but its difficult.

Posted by: Jellez0r Mar 2 2008, 09:44 PM

Srry if someone else posted this earlier, but I'm in a hurry and don't have the time to read everything...
-jack sparrow (kidding)
-better music (POTC?)
-be a navy
-sea monster
-more and stronger giant slaughterfish
-special cutlasses
-pearl diving

That was it!

Posted by: barreldragons Mar 3 2008, 05:50 AM

QUOTE(Jellez0r @ Mar 2 2008, 03:44 PM) *

Srry if someone else posted this earlier, but I'm in a hurry and don't have the time to read everything...
-jack sparrow (kidding)
-better music (POTC?)
-be a navy
-sea monster
-more and stronger giant slaughterfish
-special cutlasses
-pearl diving

That was it!


happy to have sujestion but it will be appreciated if you would read befor posting becose most of it have been alerdy pointed out

Posted by: PreferredUsername Mar 5 2008, 01:03 AM

I noticed the progress with this mod has gotten no where in the past few months, is it still being worked on by the creator? I would really like to see the full version of this mod, the beta is awesome but you run out of things to do pretty fast. indifferent.gif

Posted by: barreldragons Mar 5 2008, 02:34 AM

try to look in the forum plz...

Posted by: barreldragons Mar 12 2008, 05:10 AM

wow after a couple of day of ot posting whitout having lost a game on wc3 it seem iv been quite a boat to the new commer but o well , people who dont take time to look arrownd to see if there anser have alerdy been ansered on my count deserve to have that kinda of anser

also reminbering my mood by that time i could have writen much wortse... ';..;'

anyway guy any news on how well ya going , or what slowing us down?

Posted by: Zorro Mar 13 2008, 03:38 PM

I haven't been able to do any work the in a while and my ruin pieces don't snap toghter so its pretty hard to make a dungeon, and i haven't found any goody trees for the island. Thats pretty much it.

Posted by: ximen Mar 17 2008, 05:28 PM

Hi dark_Soul here is an idea maybe add some more buildings at the hideout and more ppl to hire like a

Weaver a man/women that lives in a house near blacksmith, u could buy the tricone hat there eye patches
pirate clothes u could also deliver cargo that got cloth in it for her when u do that say u give her a cargo of cloth she pgrade the shop and starts sell:

Red captain jacket
Red pirate tricone
Black Captain Jacket
Black pirate tricone


Farmer that lives in a farm near the sheep pen and some earth with grass growing on in the sheep pen and under the farm for planting onions potatos wheat etc...

Servants maybe make a meeting house/Dinning hall/Inn there ur captains could meet and discuss things.
And get food


Tax Man i dunno how to say it but a guy that says how much cargo u hold etc...

Rooms/Houses:

Cargo room:
Each time u loot a boat u get cargo maybe make it so the cargo getting added in this room when u cant hold more cargo go sell here the tax guy come in

Eviroment:

Maybe at the out of sea place there u battle add some sunken ship wrecks and stones/grass on bottom i dunno if it work with alive waters add some slaugther fish around the wrecks maybe
Maybe some isles to but just some treas and maybe a wreck on em


Ye this is my idea plz check it out Dark_Soul




Posted by: PreferredUsername Mar 17 2008, 08:29 PM

I did look around at other topics, I haven't noticed anything new about the progress.

Posted by: barreldragons Mar 18 2008, 02:39 AM

everything on the past 3 page of this topic is about progress and if you want to have some thing a little more explicite post made at Feb 4 2008, 11:28 AM .

o ya and your sujestion will be taking into cosideration maybe after the moddler have finish with his practicce work

Posted by: snowice0 Apr 5 2008, 01:04 AM

im really exited that someone finally made a pirate mod for oblivion thanks but will the final come out with inebriation mod or should i install it now not expecting it to? also i have some suggestions

1. custom ship name. but it should only be changable/namable only once u complete a certain quest that lets you name and rename you ship (not sure what the spelling for chrien is)

2. Pirate arena not really an arena like the one in imperial city but more of one what once you get you pirate rating to 30+ (well really really high) the most blood thirsty pirates for money, gold, slaves, ship, or even a crew at your home base. also it should be out in the open sea...for example you will get a letter (found in a bottle tongue.gif ) and it says were to meet and when but not from who (it should be random on who it is so u must be prepared)

3. open ocean and ability to sail to imperial city and anvil (havnt played it yet dont have time but i will tomorrow so im not sure if you have this yet)

4. fully upgradeable base (i read this before but fell i should re-stat this) were u can get a bartender blacksmith and more example (stolen sorry tongue.gif)(you go to an inn and there is a bartender that doesnt want to work there anymore so u do a small quest and he will go to your base later you can take them an a voyage with the other 8+ 2 more people (example: bartender/blacksmith+your 8 crew mates) and he will get you ale and rum in the heat of battle and while sailing) also run cant be all bad wink.gif wink.gif i think it should help your crew get there motivation up and resist fire a bit(motivation as in blade and such)

5. random treasure maps from rich pirates as quests

6. a pirate cove where pirates can live and drink

7. another pirate cove to call your own once you get your ratting very high and do alot of quests

8. last biggrin.gif. another kind of arena only this one taken place in taverns to fight more maps, treasures, and such nothing to bid like a ship (if possible) just like number 2 only much smaller and not for a lot and you battle poorer pirates with less gold to go hunting for.

so like i said i havnt install this yet but will tomorrow tell me what you think i know its alot but i rather post it once then 50000 smaller ones =)

Posted by: barreldragons Apr 5 2008, 11:19 AM

ok... must of that stuff is alerdy in the version ya got , but not the arenas

and continu playig the version ya got there not gona be a other realist befor we fish what we got ir

Posted by: snowice0 Apr 5 2008, 06:16 PM

QUOTE(barreldragons @ Apr 5 2008, 03:19 AM) *

ok... must of that stuff is alerdy in the version ya got , but not the arenas

and continu playig the version ya got there not gona be a other realist befor we fish what we got ir


thank you download time

Posted by: Jasel Whiteweaver Apr 10 2008, 02:53 AM

I can not find Crom. (They guy you have to kill to get the Shipwright to join your crew). Does he only appear once you reach a certain pirate? Can someone tell me what I need to do to find him?

Also is there gonna be a final version?

Posted by: barreldragons Apr 10 2008, 03:16 AM

the only pirate you need to kill in this mods are the tow bounty hunter , for the first mate you dont need to kill anybody nor for any sailor

yes

and finaly this question is suposed to be asked in SPOILER not in discusion

Posted by: Von-Licton-Styne Apr 10 2008, 07:44 AM

Hi there im new and i was wondering if you would be able to tell me roughly what time you think the mod will be finished and also i don't know if you've solved this problem but if your ruin pieces aren't going together you could download Cello978's Fort Ruin modders resource

Posted by: ximen Apr 10 2008, 03:07 PM

BarrelDragons u made any more progress on the next version or do we need to wait some more weeks sorry for bad english smile.gif

Posted by: barreldragons Apr 10 2008, 11:48 PM

day , week , month ,year , decaid? who can tell

and what the fort thingy is for again?

Posted by: snowice0 Apr 13 2008, 08:53 PM

im not sure if any one has said this before but what if u make the wheel of the ship a mount so that u can control the ship in the seas also having a no boundary mod would help

Posted by: browncoatgandalf Apr 13 2008, 08:57 PM

great mod, can't wait for the whole thing.
i do have some problems with the beta, i don't know if you fixed it for the big release or not. i downloaded it off of TES Nexus (if that helps).
problems:
1. i exited the door of the bilge monkey (not the door you enter in, it's the door that would lead to the "deck", it opens facing to the ocean and ships) and i could not go back in through that door and i ended up jumping over the side to get off.

2. i couldn't get the owner of the bilge monkey to sell me anything after i talked to the archer first mate but after i hired the cursed first mate he would sell me things.

3.this might be fixed already but sometimes the slaughterfish float above the water and twice i've had one jump between me and a sailor and i hit it insead of the sailor, as in it was jumping over the merchant ship.

A few ideas i just had, i feel like the skooma should have a place to be hidden on ships, it wouldn't end well if a merchant ship was checked by the navy and they found moonsugar and skooma out in the open. and you could have a reward system for which kind of jolly roger you get, like a new pirate has the standard skull and swords and then say every 10 pirate ratings you could get a new, different jolly roger, and say the highest possible rating is 100, at 100 you get a jolly roger like the one Jack Sparrow has in World's End on the liitle sailboat, just an idea.
again, great mod. i really enjoy it, keep up the good work.

Posted by: ThomasPirate Apr 18 2008, 10:49 PM

Is there away to get more ships in your hide out? becuase i saw some pics of more then one in there i i was wondering if they where like previews or what you can do now

Posted by: barreldragons Apr 19 2008, 01:12 AM

pirate riting lvl?

Posted by: gaps1 Apr 19 2008, 07:04 PM

Hi Barreldragons

Just thought i should let you no that the download no longer works, Just in case someone wants to re-upload it to TesNexus. Cheers

Posted by: barreldragons Apr 19 2008, 08:08 PM

all right will work on that

Posted by: Memphis Apr 22 2008, 02:21 PM

I love the pirate Isle but there are 3 major problems I have with it (it may just be me but)
1. For some reason I can't get back to the pirate isle from anvil so I'm kinda annoyed with that
2. I don't get any pirate reputation for defeatin an imperial navy ship, it would sem that I would be more infamous for destroying a group of well trained soldiers then shaking down some merchants.
3. I don't have any quest markers on my compass, which means I had no clue who the mercenaries were who were hired to kill that captain, and I had no clue where the count of that town was.
I'm sorry for bringing these up, I don't want to be a pain, I know it's tedius work to fix every little thing, but I really love your mod and want you to be aware of these problems.

Posted by: Memphis Apr 22 2008, 03:34 PM

biggrin.gif Just got a geat idea reguarding sea monster. When you set sail to a specific Islnd your ship gets attacked by a giant dreugh and you get damaged and are forced to land on an unknown uncharted island. The dreugh keeps chasing you through it and is too tough to kill with regular weapons, so for the first part of the quest you just have to run away. Thats all I got right now, you don't have to use this, I just thought it was an interesting idea for an innovative quest.

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