[RELZ/BETA] Morte in Skyrim

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Re: [RELZ/BETA] Morte in Skyrim

Postby neildarkstar » Wed Oct 29, 2014 2:54 am

Jac wrote:I forgot to include the voice files in the initial upload. :frustrated: Just download again and overwrite your bsa file. :whistling:


Well, there's good news and bad news Jac... It seems they've discovered that chocolate can improve memory. The bad news is that you have to eat several pounds of it a day... :biggrin:
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Re: [RELZ/BETA] Morte in Skyrim

Postby Mr.Shadow1234 » Wed Oct 29, 2014 6:33 am

Yes, I do Fenrir. Jac, well, shit happens, no big deal. And well, can someone order a few thousand kilos of chocolate over to me, I don't want to die on a painkiller OD with no memory left whatsoever.
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Mon Nov 03, 2014 1:43 am

Thanks to the invaluable help of Matt, Morte will now have conversations with your followers and other NPCs. Here's a quick video of a test between him and Lydia I did:

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Re: [RELZ/BETA] Morte in Skyrim

Postby Drakkmore » Mon Nov 03, 2014 4:22 am

NICE!!!!
Yoink!
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Thu Nov 06, 2014 10:27 pm

I'm going to be releasing an update after I get the new voice files back from my va.

Here are some of the things planned:

The ability to toggle Morte's essential/protected settings. Note that the former will overwrite the later if it's set.
Morte now has the lightfoot perk, so he shouldn't (hopefully) set off trigger plates and the like.
Three scenes between Morte and Lydia and one between him and Uthgerd. I tried to add Lydia to that one, but the engine only allows two actors to be in dynamic scenes. These *should* play while they're out and about and not actively doing anything. I'll have to test them to make sure they don't interfere with regular follower activities.
Allowing Morte's opening dialog to be played more than once if an error occurs when first meeting him. This should only play in the Dead Man's drink if he has never followed you. There's an engine bug when meeting custom NPCs for the first time and hopefully this will help work around it without having to do the saving/reloading fix.
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Thu Nov 13, 2014 9:38 pm

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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Fri Nov 14, 2014 2:58 pm

New version up in the OP:

2.1

Added new dialog.
Added scenes between Morte and various followers.
Added in the ability to toggle Morte's essential and protected flags. Note that the essential flag will overwrite the protected if set to true.
Added in additional voice files for Morte that were missing.
Set Morte's opening dialog to be played more than once if an error occurs when first meeting him. This should only play in the Dead Man's drink if he has never followed you.
Gave Morte the lightfoot perk so he won't trigger traps (hopefully).
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Re: [RELZ/BETA] Morte in Skyrim

Postby Elaura » Fri Nov 14, 2014 3:33 pm

YAY! It's so hard listening to all the VA files while Jac is editing and not having them in my game yet. :bouncy:
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Re: [RELZ/BETA] Morte in Skyrim

Postby Drakkmore » Thu Dec 11, 2014 11:21 pm

Poor Morte.
2014-12-11_00001.jpg
They say that you lose a lot of heat through your head.

2014-12-11_00002.jpg
Especially if you have no hair.

2014-12-11_00003.jpg
But if you have no skin that doesn't help either.

2014-12-11_00004.jpg
Now when one is missing Internal Organs, Muscles, Skin, and Hair it can be very hard to keep the heat.

2014-12-11_00005.jpg
So somebody tell me...
WHERE IS HE GETTING IT FROM?!?!?!?!
Last edited by Drakkmore on Fri Dec 12, 2014 1:15 am, edited 1 time in total.
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Fri Dec 12, 2014 12:54 am

Magic. :mockery:
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