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mALX


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:


http://oblivion.nexusmods.com/mods/43625/


Hope you all enjoy the mod!



Acadian
Congrats on what looks like a fabulous mod! goodjob.gif
mALX
QUOTE(Acadian @ May 29 2013, 07:26 AM) *

Congrats on what looks like a fabulous mod! goodjob.gif



Thank you so much Acadian! It was a lot of therapy for me, kept my mind off what was happening in real life and that was a big help <3


ghastley
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!
mALX
QUOTE(ghastley @ Jun 2 2013, 10:06 AM) *

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!



This is Awesome, thank you so very much Ghastley! I would love a sign, but I ran away screaming in terror after an hour of trying to figure out how Blender worked, it scared the hell out of me, lol.

I'm getting right on fixing the bed and fire orientation, and I wrote you to ask about fixing the lay of the land better. I def have issues flattening hilly areas, usually they get overdone and look like Dagon just visited and stomped around. The Oblivion gate behind there is the height this cell used to be, with a steep slope to the road, all the pathgrids were hanging in the air when I finished (so got rid of them and put down the priorities).

** on the water static .nif's - do I need to rename them? In making the mod I had them pointed at the mALX water static nifs in my meshes, so just copied those to package with the mod.

Clark and the triplets, ROFL !!! You'll have to put an entry into the RP about that! Lol.

Thank you so very much Ghastley, you are Awesome to do this for me! You can't imagine how much I appreciate this!

ghastley
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.
mALX
QUOTE(ghastley @ Jun 2 2013, 05:40 PM) *

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 was going to try renaming the ESP, but before I could test it out you had fixed the problem, lol. Thank you so much Ghastley!


Acadian
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!
mALX


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 !!!
mALX



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.



ghastley
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.
mALX


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?


ghastley
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!

mALX


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.


*






ghastley
If anyone can't wait for the poster they can get it here.

It's just a poster on the wall, and a piece of charcoal not too far away....
mALX





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!


GAAAAAAH!
ghastley
Yes, I downloaded, but of course I had that folder and didn't notice!
Grits
I got your fixed one. The signs look great! Kjestrid spent the night playing with Daisy and Petunia. I love the additions!
mALX
QUOTE(ghastley @ Jun 11 2013, 10:19 PM) *

Yes, I downloaded, but of course I had that folder and didn't notice!



Acadian had the same trouble with the Water Statics that you did, and they are labeled correctly. What is happening to them is in copying/merging the files into the Oblivion/Data/Meshes - the computer is merging them into a folder called "Waterstatics," and the mod is looking for a folder called "Water Statics."

The Water Statics folder may just need to be hand dropped into the Oblivion/Data/Meshes to save issues, argh.

If you have any tips on how to package it better for easier upload, I'm all ears.

I was going to PM you first chance I get free about the Poster, where/how to put the meshes and textures in (because using the ESP caused issues on my CS and game) - The CS said it couldn't find the master and the game crashed on up start till I removed the ESP. This week was a pressure cooker here, so I had to tackle it when I had the free time (and a back-up of my mod ESP, lol).

Thank you so much for all your help Ghastley, those bells were driving me crazy! Lol.






ghastley
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.
mALX


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, sad.gif embarrased.gif


mALX


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:



http://oblivion.nexusmods.com/mods/43625/



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 sad.gif embarrased.gif
mALX
*


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!


http://oblivion.nexusmods.com/mods/43625/




*
mALX



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)



http://oblivion.nexusmods.com/mods/43625/




mALX


If anyone besides Acadian is having purple water issues with the Wobbly Goblet Inn stables - please download Version 1.77


http://oblivion.nexusmods.com/mods/43625/


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!



Acadian
Eureka! Hug_emoticon.gif

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! salute.gif
ghastley
Poster updated to allow painting as well as defacing - same place as before

Clark preparing to improve the poster
mALX
QUOTE(ghastley @ Jun 16 2013, 07:29 PM) *

Poster updated to allow painting as well as defacing - same place as before

Clark preparing to improve the poster



I love that the player can play with the poster! How does it work, is this still the charcoal? This is Awesome !!!!




ghastley
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?
mALX
QUOTE(ghastley @ Jun 17 2013, 11:13 AM) *

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?



What a great idea to have it slowly appear over time as the Player paints (if it can be done)! Sort of like the rebuilding of Kvatch, have it appear in stages? I love that idea! Either way, I think it is so cool that the Player can interact with it!

Lol on the mini-quest idea - what a great idea for a little side quest attached to the poster!


ghastley
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!
mALX
QUOTE(ghastley @ Jun 17 2013, 01:01 PM) *

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!



I don't have Shivering Isles, sad.gif




ghastley
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!
mALX
QUOTE(ghastley @ Jun 17 2013, 07:55 PM) *

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!



The same Download link? I'll do it! (but might not get to play it till later).






Grits
You fixed it! goodjob.gif
ghastley
QUOTE(Grits @ Jun 17 2013, 10:55 PM) *

You fixed it! goodjob.gif

QUOTE(ghastley @ Jun 17 2013, 11:13 AM) *

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?

All right! Time to break it again! (But not if it gets in the way of getting Nocturnal's cape right.) I'll leave the current working one alone, though, in case anyone needs it. That link should be stable.
mALX
QUOTE(ghastley @ Jun 18 2013, 09:29 AM) *

QUOTE(Grits @ Jun 17 2013, 10:55 PM) *

You fixed it! goodjob.gif

QUOTE(ghastley @ Jun 17 2013, 11:13 AM) *

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?

All right! Time to break it again! (But not if it gets in the way of getting Nocturnal's cape right.) I'll leave the current working one alone, though, in case anyone needs it. That link should be stable.



I Downloaded it, but haven't had time to get in game since finishing that last version of the mod.

Would the staggered transitions work like the "Kvatch Rebuilt" thing? Where everytime you came to Kvatch it was a little bit more done?

Oh, and you worked magic with the bed rental dialogue - I was wondering if you would know what I am doing wrong on Eyja's random dialogue?

I got up some voice files I wanted Eyja to say in her evening travel package (when her sexy idle package kicks in) - stuff like "Hello there, handsome!" and "I can promise you a night of fun you won't soon forget" (and a couple she is supposed to say while eating her lunch - "Back to the old dating game..." etc.).

She is not saying any of them. I'm not sure if the dialogue conditions assume she is talking to the Player unless otherwise specified (because they are set up to say to a male, and my character is a female) - I thought she would say them to Baurus or Silus, but she doesn't.

I have the conditions that she say the dialogue (only)
I have the game hour conditions set to between 16 and 23
I have the condition she is to target a male for the sexy talk, no condition for stuff she can say to both M or F

Nothing is working. Do I have to set a random percent to have it prioritized? Or do I have to have her target a certain NPC? (say Baurus or Silus)?

I noticed the Mages Guild, Fighters Guild, etc - they have their own generic random dialogue. The Inn already has a faction, but would setting up another faction and attaching this dialogue work? (then just add Eyja and the two male NPC's to the faction? - or actually in my own game I might add it to Boromir too, lol).

Do you have any suggestions or advice on forcing random dialogue between NPC's?

What I've done (because I was afraid to mess with the Inn mod and break something) - I made a twin to Eyja (who is already a triplet) - Her name is Tesla, and she is hanging out outside the Chorrol Mages Guild while I try and play with/test out the dialogue on her, then when I know how to make it work I will add it to Eyja. (I may keep Tesla around in my game, she hangs out with Honditer and Earana talking all day, lol.


ghastley
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.)
mALX
QUOTE(ghastley @ Jun 26 2013, 01:51 PM) *

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.



Yes, on anything for males only it is set for "on target."

I originally had that travel package as a condition, but noticed in setting up the sexy idle animations that using the game hours worked better (so changed it to game hours in the dialogue conditions).

I haven't tried making a faction for that dialogue yet, but think it would be easier than pointing her in the conditions to target Baurus OR Silus OR Player (plus it would be easier to add others to the factions, including have the Player added to it by the primary Inn quest).



ghastley
I hope Eyja will forgive this WobblyEyja.

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! ...
Vinja's Plaid shirt - I had to give her a plaid shirt before it would come off thus
Boromir's britches!
mALX
QUOTE(ghastley @ Aug 23 2013, 07:23 PM) *

I hope Eyja will forgive this WobblyEyja.

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! ...
Vinja's Plaid shirt - I had to give her a plaid shirt before it would come off thus
Boromir's britches!



ROFL !!!! These are Awesome !!!! LOVE the new mod, and can't wait to try it out on my game !!!

Thank you so very much for all your great additions to the Wobbly Inn, Ghastley! <3



Grits
I added some images on Nexus. smile.gif So much fun with this mod, mALX!
mALX
QUOTE(Grits @ Sep 14 2013, 09:39 AM) *

I added some images on Nexus. smile.gif So much fun with this mod, mALX!



I went and looked, those are all such great shots! Thank you so much!


ghastley
In case anyone still wants an old copy (there's no file on Nexus at this time) I have one.

Edit: Replaced the link with one to a later file (1.77) that looks more like the real thing.
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