Finally up on Nexus for for everyone who is playing the RP (or anyone who just wants to have fun there).
3 beautiful Nord triplets run the Inn you inherit, and provide services to the Player (armor and weapon repair, recharging, each has a different "Sell" inventory).
You can rent a room there, but the Player inherits their own room and attached suite (and a horse).
There are two small hidden treasures in the Player-owned area - nothing to write home to Mother about, just a little bonus.
Instead of posting screens or a vid here, I'll just post a link to the page where they are all together in one spot:
Hope you all enjoy the mod!
Congrats on what looks like a fabulous mod!
Therapy's not over! I have a few bug reports, but then, I'm a mod-making person, so I'm over-criticial:
Eyja's bed is hovering several inches off the floor.
The fire in the Player Suite is misplaced/oriented - flames going sideways.
There are a couple of missing meshes outside - the AAAWobblyGobletWaterStatics reference nif's that weren't supplied.
The mod needs cleaning, too. There's a lot of deleted objects that would better be disabled and moved below ground, in case some other mod uses them.
And there's no Inn sign!
The interior is amazing, with just the right level of detail. I found the treasure - won't give away where. The stables area might work better with the fences lowered, and the terrain adjusted to match them. I suspect you installed the fences to try and match the slope of the ground, which is much harder! Same with the stable building. It looks better if it's not at an angle, and the ground's flattened a bit.
Companion-friendly accomodation is much appreciated by Angeline and Diablita.
Clark is still trying to figure out how to cope with triplets!
The missing meshes were my fault. I let BAIN make assumptions about the folders, and it ended up putting a Data folder in the Data folder.
I fixed the issues I found in my copy, and Clark's still wandering around it. He's a bit miffed that the men sleep topless, but the triplets don't!
I did find one thing that would break the voices - the folder name is "AAAWobblyInn.esp" but the plugin is "AAA WobblyInn.esp" (with an extra space). I tried renaming the folder, but that wasn't enough to fix it. Looking further.
I installed 1.2 and it works fine. What a nice mod, mALX! Love the wonderful stable facility with large paddock and other horses for company. And great detail inside and out of the inn!
I commented and endorsed it over at Nexus (Lionheart6). Congrats on a great mod!
It was so cool to see Vinja talking about the bed rental !!!!!!!!
I found a couple issues that I had to have caused. I need to delete one bed in the rental suite, for some reason there are two beds there - and drop the bedroll in the stables to the ground (it is waist high).
One major issue I noticed is that the Quest script isn't updating as it was doing before, and I can't figure out what could have caused that.
When I made the vid it was giving Quest Journal updates timely and showing the keys and Deed being added to the Player's inventory. The keys and deed are still showing up in the Player's inventory, but without the quest updates.
I need to open an old ESP and check the Quest against it, maybe a reference has been broken somewhere.
Oh, while I was hanging out there, that Acrobatics trainer from the Imperial City Ida Vlinorman walked up the front sidewalk! Awesome !!!
Okay, I finally realized when the bed says (2) - it isn't saying there are two beds, but that two people can sleep in the bed, ROFL !! My bad.
Version 1.3 is up = dropped the floating bedroll to the ground, added the sign at the road too (like Ghastley first suggested), lowered the fences and added a horse gate at the road (removed large rock to do it, now the corral goes all the way to the road).
The quest is updating properly now, that could have been my PC lagging or something - it is working fine now.
Investigations based on 1.3
PlaySound3d is severely broken. Even with the base attenuation down to nil, and the falloff reduced by maximizing the distances you can only hear the bells if you're right on top of the object emitting the sound. You'll have to change the script to use playsound instead.
The script works with GetDistance Player - I tested it by using PRID to select the object, and then checking its variables with SV. It shows playernear=1 when I am, and it shows soundplaying=1 at the right times. But I still didn't hear it because the playsound3d makes it too quiet.
In theory playsound and playsound3d should be the same loudness when you're inside the minimum falloff radius, and the base attentuation is zero, but in practice it's at least 20db down. I gave up and retested the script with playsound. Since there's no falloff wth distance, and the sound has no position, the location of the object only controls the triggering circle, so you might as well put it around the bench.
The fire behind the bar is shooting straight out, instead of up the chimney. I changed its x rotation to -90, and lifted it up a bit to the level of the logs.
The new extra gate to the corral looks a bit odd. I think you could lose the posts, and it would still fit between the fences.
The Water Statics are in Water Statics, not WaterStatics, so I was seeing a WTF until I re-pointed them to the right folder. Just to confuse me, I have a WaterStatics folder, but the identical nifs in there have the wrong names.
The InnSign needs to be an Activator, not a static, or it won't swing. t's not significant for thw one above the door, as you don't get that high normally. The one by the road is more obvious.
Ooh, okay I'll try it on the Bell Tower!
Did I change the name to WaterStatics? I have it as two words on mine, urk! I'll fix that, and the fire behind the bar (didn't notice that one before, just fixed the fire in the Player Suite before).
On the gate - the gate didn't fit without the posts, even trying several resized gates. I used the posts as a last resort, but I think I fixed them to sit better in the version of the mod I'm working on right now - lowered the fences better all around that area so things lay flatter.
How do I change the sign to an activator? Can I do it by editing its base?
Changing the sign to an activator will need a new nif with animation enabled and the hinge constraints set. It may be better to leave it as a static, and I'll look into making a different (fingerboard style) sign for the roadside.
I just noticed that the water is sloping in the tub! It doesn't matter if the tub's slanted, but the water needs to be level!
Version 1.4 is up - finally got the Priory bells ringing thanks to Ghastley! I didn't get your poster in yet, I will ASAP - I was having issues with the ESP, and didn't know if I should try to upload them into the mod without merging the two ESP's or what - needed to ask you and didn't have time to work on it any more today (I've worked on it steadily all night till now, just got the Priory bells to ring about 3 hours ago, had to delete everything that wasn't working and get it out of there.
Here are the updates, I'll list 1.3 too since most people are still using Version 1.2:
Version 1.4 updates
Per request cluttered up corral a bit - Sheep ken, small vinyard, a few weeds and flowers
Added 2 sheep, Daisy and Petunia
Per request added the sound of the Weynon Priory bells ringing the hour - Thank you Ghastley for all your help with that!
Added ambient bird sounds
Added 3 butterflies
Added the Umpa bard playing inside the inn, and a few other ambients
Fixed more fires oriented wrong
Lowered fences and leveled barn so it can be ridden out of now
Changed the two outside signs to activators
Added a few animations
Version 1.3 updates:
Fixed floating bedroll
Added sign at road
Fixed fence issues and added gate at road
Removed large rock
Version 1.2 updates:
(Can't thank Ghastley enough for these corrections!)
The Wobbly Goblet Inn now has a beautiful sign on the front door!
Fixed Eyja's bed 2" off floor
Fixed fire in Player's Suite not oriented correctly
Sound Files issue fixed!
Slope leveled for stables and corral fence.
If anyone can't wait for the poster they can get it http://ghastley.org/Oblivion/download/Wobbly_Poster.7z.
It's just a poster on the wall, and a piece of charcoal not too far away....
Anyone who downloaded Version 1.4:
If your sign isn't showing up, go into you Oblivion/Data/Meshes folder and find the folder named "Sign" that has the Wobbly Sign in it = rename that FOLDER named "Sign" to "GS" and your signs should show in game.
I deleted that upload and reuploaded it with the file name fixed, I am so sorry!
Yes, I downloaded, but of course I had that folder and didn't notice!
I got your fixed one. The signs look great! Kjestrid spent the night playing with Daisy and Petunia. I love the additions!
It's the spaces again. Somewhere between 1.1 and 1.4 the esp changed its name from "AAA Wobbly" to "AAAWobbly" - probably when we were fixing the voice files. At one point my game had both active at once, and that caused problems, too.
I use TEV4Files to pull all the mod's files together. I'm not sure where the official download site is for that utility. I got it several years ago.
It overdoes things, and you need to delete some of the stuff it extracts, like the LOD stuff that belongs to your entire mod collection, not just the one you're dealing with. If you see folders you don't expect, or you get both "Water Statics" and "WaterStatics" then you need to fix things and extract again. I'm always having to copy textures to other folders and re-point the nif's.
If the name change is permanent, I'll update the poster mod for the new one.
If anyone else is having issues with the water statics, I just went into the CS and renamed them to see if that fixes the issue - Version 1.5 is uploaded to Nexus with that fix only
The only thing you have to do (if you are having water static issues) is to delete the old ESP and copy the new ESP into your Oblivion/Data folder - nothing else has changed, and the water static issue will hopefully be done and over with. I so apologize for this,
Grits tried the water statics and they were still missing, so I went back into the CS and deleted all water statics, then reinstalled them from scratch. The update is uploaded to Nexus - Version 1.53:
If anyone else is having issues with the water statics, Version 1.53 is uploaded to Nexus with that fix only
The only thing you have to do (if you are having water static issues) is to delete the old ESP and copy the new ESP into your Oblivion/Data folder - nothing else has changed, and the water static issue will hopefully be done and over with. I so apologize for this
For anyone having missing water static meshes in their downloads 1.4 through 1.53 - the problem is fixed in Version 1.7 - finally !!
Download Version 1.7
Delete any old ESP's of this mod from your Oblivion/Data folder
In the Oblivion/Data/Meshes folder: delete the Water Statics folder (with the two nifs: mALXWaterC01 and 02)
copy just the Version 1.7 ESP into your Oblivion/Data folder
Copy just the Water Statics folder into: Oblivion/Data/Meshes
I went to someone else's computer, loaded up Oblivion and this mod - it is working perfectly, water meshes and all - WOO HOO !!!
Thank you everyone for your patience and understanding while I hunted the problem, and your assistance in testing it and reporting was priceless, I could not have asked for better help finding the problem! You all are wonderful, thank you so much for all your feedback!
If anyone prefers a cleaner corral, Version 1.73 is the SAME as version 1.7 - just has a cleaner look to the corral.
(only install one or the other)
If anyone besides Acadian is having purple water issues with the Wobbly Goblet Inn stables - please download Version 1.77
That should completely fix the issue with the water meshes. Your patience and feedback is so appreciated in helping me get to the bottom of the issues with this water static not showing up - SO appreciated!
I downloaded 1.77, turned it into an omod and it works perfectly for me. Specifically, I have the beautiful water in the troughs back that I haven't seen since 1.2. Thanks so much for all your hard work on this, and your patience too!
Poster updated to allow painting as well as defacing - http://ghastley.org/oblivion/download/wobbly_poster.7z
There's charcoal for defacing it, but artistic interpretation requires a proper paint brush, specifically one that you'll currently find on the desk in the Player Suite. If you have the brush in your inventory, you paint (and the deface option isn't given). If you only have the charcoal, your options are cruder.
The initial state of the poster may not be correct. I still haven't figured out how to make sure it starts clean, probably an OnLoad block in the script to make sure its visual state matches the stored variables.
Via the console, you can select the poster, and use the PlayGroup command to set its state.
"PlayGroup Forward 1" removes charcoal.
"PlayGroup Backward 1" adds charcoal.
"PlayGroup left 1" adds paint.
"PlayGroup right 1" removes paint.
Check the state with "SV" and reset the StateDefaced and StatePainted variables as needed.
The script checks those, and uses GetItemCount to see if you have the tools.
I also left in the two earlier versions of the poster that just had one option. They aren't placed anywhere, and each uses only Forward/Backward. FreijaPoster has just charcoal, FreijaPoster2 has just paint, and FreijaPoster3 does both. Each has its own script, of course.
Feel free to move the Charcoal and Paint Brush elsewhere if that would let you add mini-quests (hint, hint, nudge, nudge).
Fair warning: I'm trying to take it further, and use the niFlipController to animate the transitions, so the charcoal or paint won't appear instantly, but build up over a few seconds. So this isn't the final version - do I ever finish anything?
Grits just discovered that the charcoal uses an SI mesh, so you'll see a WTF if you don't have SI. I'll point it at something else, once I find a candidate. She also confirms that the poster starts defaced, as I suspected, so there's a script update coming, too!
Poster fixed to use black soul gem mesh and icon for charcoal. Script rewritten for initial state. Download again, and see if I fixed it!
You fixed it!
The poster animation would be over a few seconds, and all with one activation.
For the dialog thing, I have to ask...
Did you remember the "on target" part for the IsMale check? Otherwise she's checking herself, and hopefully never gets that answer.
Otherwise, a character always says the first thing available, unless it's part of a random group - i.e. all the ones marked R up to the RE one at the end . You may have a higher priority info that gets all the use, which perhaps should be part of the same random group. You don't need to use random percentages yourself if the infos are equally likely. (and putting the same one in twice to get it said twice as often is simpler than the alternative.)
I hope Eyja will forgive this http://ghastley.org/Oblivion/download/WobblyEyja.7z.
Anyone with sufficient skill can now pickpocket Eyja's shirt off her back. (Clark cheated and used full chameleon, because he wanted to be certain it came off properly.)
Coming off soon! ...
http://ghastley.org/Oblivion/images/WobblyVinjaWith.jpg - I had to give her a plaid shirt before it would come off http://ghastley.org/Oblivion/images/WobblyVinjaWithout.jpg
I added some images on Nexus. So much fun with this mod, mALX!
In case anyone still wants an old copy (there's no file on Nexus at this time) http://ghastley.org/Oblivion/download/The_Wobbly_Goblet_Inn_RP_Mod-43625-1-77.7z
Edit: Replaced the link with one to a later file (1.77) that looks more like the real thing.
Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)