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<del>Clavicus Vile: http://www.uesp.net/wiki/Skyrim:Clavicus_Vile</del>
Not feasible - cut dialogue is tied to the quest entry which shuts down once completed.
Not feasible - cut dialogue is tied to the quest entry which shuts down once completed.
http://en.uesp.net/wiki/Skyrim:Drahff#Notes
I'm not sure whether the above quest is something you've already looked at for CRF or if it's even feasible for restoration.
It appears as though Hewnon Black-Skeever and Drahff were originally going to be involved in a scheme to take over the Thieves Guild. The quest ID in the Creation Kit is DialogueRiftenRatway.
I'm not sure whether the above quest is something you've already looked at for CRF or if it's even feasible for restoration.
It appears as though Hewnon Black-Skeever and Drahff were originally going to be involved in a scheme to take over the Thieves Guild. The quest ID in the Creation Kit is DialogueRiftenRatway.
The third note on Sven's wiki page says the following:
Sven was supposed to have yet another dialogue option, "Do you know any old ballads about dragons?" However, the option never shows up, so Sven's response will never be heard in-game: "There's the one about Tiber Septim and the dragon Nafaalilargus. I never bothered to learn it. The Blades killed them all centuries ago. Nobody asks to hear that lay anymore."
I checked in the Creation Kit and the only reason this doesn't appear is because of a badly set up dialog branch. The voice files and everything are complete. This might even fall within the scope of the Unofficial Skyrim Patch because it was clearly meant to be visible.
Sven was supposed to have yet another dialogue option, "Do you know any old ballads about dragons?" However, the option never shows up, so Sven's response will never be heard in-game: "There's the one about Tiber Septim and the dragon Nafaalilargus. I never bothered to learn it. The Blades killed them all centuries ago. Nobody asks to hear that lay anymore."
I checked in the Creation Kit and the only reason this doesn't appear is because of a badly set up dialog branch. The voice files and everything are complete. This might even fall within the scope of the Unofficial Skyrim Patch because it was clearly meant to be visible.
Something I hadn't thought of with that dialogue is that it should be disabled in two different cases. Either when you tell Sven "I saw a dragon in Helgen" or when that piece of dialogue is disabled (stage 110 of Before the Storm).
Lots of unused material :
- meshes\architecture\whiterun\wrstocks01.nif : A record points to this mesh, but it never appears ingame.
- meshes\architecture\whiterun\wrdoor03.nif : Whiterun double doors with a beautiful alternate metal ornament, maybe intended for a special room (jarl apartment ?). A record points to this mesh, but it's never used ingame.
- meshes\architecture\whiterun\wrdoorload03.nif : same mesh, but intended to enter a dedicated/separated cell.
- meshes\architecture\markarth\mrkdoor02.nif : Markarth double doors with a beautiful alternate texture, maybe intended for a special room (dwemer museum ?). A record points to this mesh, but it's never used ingame.
- meshes\architecture\markarth\mrkdockside01.nif : looks like a merging of several separate meshes present in the vanilla Markarth design, but there's a dwemer smelter or chimney here.
- meshes\architecture\windhelm\doors\whchdoorl.nif : door unused ingame, no associated record. The anim door works, the mesh looks ok except that there's no existing texture for the stone frame.
- meshes\architecture\windhelm\doors\whchdoorr.nif : same thing.
- meshes\Dungeons\Riften\ThievesGuild\RiftenRWThievesGuildDoor01.nif : functional sliding secret floor/door. A record points to this mesh, but it is unused ingame.
- meshes\dungeons\ship\shiplargekatariah01.nif : an alternate katariah design.
- meshes\dungeons\ship\shiplarge01anim01.nif : obviously, the anim is nice but doesn't allow to place other statics on it...
- meshes\dungeons\ship\shiplargeanim01.nif : same thing
- meshes\dungeons\ship\shiplongboatanim01.nif : same thing
- meshes\dungeons\nordic\doors\tempobliskgate01.nif : same thing
- meshes\dungeons\azurasstar\azurasstarshadertest01.nif, azurasstarshadertest02.nif, azurasstarshadertest03.nif : same thing
- meshes\dungeons\riften\tgroom\riftenrwtgroomroundcorecap01.nif, riftenrwtgroomroundcorewall01.nif, riftenrwtgroomroundcorewall02.nif, riftenrwtgroomroundcorewall03.nif, riftenrwtgroomrounddoor01.nif, riftenrwtgroomroundpillar01.nif : records using these meshes do exist, but they are unused ingame.
- meshes\dungeons\riften\ratwaybarrel\RiftenRWRoomBDoorC02.nif : same thing
- meshes\dungeons\riften\ratwayhall\riftenrwdoorjail01.nif and riftenrwdoorjailload01.nif : same thing
- meshes\dungeons\dwemer\animated\astrolabedweastrolabeexteriordome01 : same thing
- meshes\armor\knuckles\knuckles_0.nif, knuckles_1.nif, knuckles_go.nif : looks like a pair of thieves guild or falmer mittens, totally unimplemented ingame.
- meshes\critters\birds\smallbird01.nif : wrong UV map but anim functional. Record pointing on the mesh. Only 1 instance ingame (probably placed by error)
- meshes\architecture\whiterun\wrstocks01.nif : A record points to this mesh, but it never appears ingame.
- meshes\architecture\whiterun\wrdoor03.nif : Whiterun double doors with a beautiful alternate metal ornament, maybe intended for a special room (jarl apartment ?). A record points to this mesh, but it's never used ingame.
- meshes\architecture\whiterun\wrdoorload03.nif : same mesh, but intended to enter a dedicated/separated cell.
- meshes\architecture\markarth\mrkdoor02.nif : Markarth double doors with a beautiful alternate texture, maybe intended for a special room (dwemer museum ?). A record points to this mesh, but it's never used ingame.
- meshes\architecture\markarth\mrkdockside01.nif : looks like a merging of several separate meshes present in the vanilla Markarth design, but there's a dwemer smelter or chimney here.
- meshes\architecture\windhelm\doors\whchdoorl.nif : door unused ingame, no associated record. The anim door works, the mesh looks ok except that there's no existing texture for the stone frame.
- meshes\architecture\windhelm\doors\whchdoorr.nif : same thing.
- meshes\Dungeons\Riften\ThievesGuild\RiftenRWThievesGuildDoor01.nif : functional sliding secret floor/door. A record points to this mesh, but it is unused ingame.
- meshes\dungeons\ship\shiplargekatariah01.nif : an alternate katariah design.
- meshes\dungeons\ship\shiplarge01anim01.nif : obviously, the anim is nice but doesn't allow to place other statics on it...
- meshes\dungeons\ship\shiplargeanim01.nif : same thing
- meshes\dungeons\ship\shiplongboatanim01.nif : same thing
- meshes\dungeons\nordic\doors\tempobliskgate01.nif : same thing
- meshes\dungeons\azurasstar\azurasstarshadertest01.nif, azurasstarshadertest02.nif, azurasstarshadertest03.nif : same thing
- meshes\dungeons\riften\tgroom\riftenrwtgroomroundcorecap01.nif, riftenrwtgroomroundcorewall01.nif, riftenrwtgroomroundcorewall02.nif, riftenrwtgroomroundcorewall03.nif, riftenrwtgroomrounddoor01.nif, riftenrwtgroomroundpillar01.nif : records using these meshes do exist, but they are unused ingame.
- meshes\dungeons\riften\ratwaybarrel\RiftenRWRoomBDoorC02.nif : same thing
- meshes\dungeons\riften\ratwayhall\riftenrwdoorjail01.nif and riftenrwdoorjailload01.nif : same thing
- meshes\dungeons\dwemer\animated\astrolabedweastrolabeexteriordome01 : same thing
- meshes\armor\knuckles\knuckles_0.nif, knuckles_1.nif, knuckles_go.nif : looks like a pair of thieves guild or falmer mittens, totally unimplemented ingame.
- meshes\critters\birds\smallbird01.nif : wrong UV map but anim functional. Record pointing on the mesh. Only 1 instance ingame (probably placed by error)
Not feasible to restore due to missing audio. "Engineering" a proper sample would sound terrible.
It is possible that back then I didn't explain myself clearly. When I talked about "simple audio engineering", I was talking about joining the audio from "dbrecurring__00087b6d_1" to the common dialogue "Accept the money and kill the target (etc)" that you can find in any of the other targets audio like dbrecurring__000a030b_1. This took me less than 1 minute in Audacity.
Can the Transmogrify spell be implemented to the mod?
The spell seems to work properly all it's missing is a spell tome and a place to purchase/find it. The spell works differently from the Wabbajack spell, Transmogrify only turns people into chickens.
The spell seems to work properly all it's missing is a spell tome and a place to purchase/find it. The spell works differently from the Wabbajack spell, Transmogrify only turns people into chickens.
meshes\actors\draugr\draugrmalestatic.nif
Despite its name this mesh is a cockroach. No animation, no collision but I think it's pretty nice.
No record pointing to this mesh.
Looking at the design and the colours used I can only assume it fits some kind of display reward, like the ones from the Thieves Guild (Falmer eye, mini ship, crown of Barenziah and so on).
Despite its name this mesh is a cockroach. No animation, no collision but I think it's pretty nice.
No record pointing to this mesh.
Looking at the design and the colours used I can only assume it fits some kind of display reward, like the ones from the Thieves Guild (Falmer eye, mini ship, crown of Barenziah and so on).
meshes\actors\draugr\draugrmalestatic.nif
Despite its name this mesh is a cockroach. No animation, no collision but I think it's pretty nice.
No record pointing to this mesh.
Looking at the design and the colours used I can only assume it fits some kind of display reward, like the ones from the Thieves Guild (Falmer eye, mini ship, crown of Barenziah and so on).
Despite its name this mesh is a cockroach. No animation, no collision but I think it's pretty nice.
No record pointing to this mesh.
Looking at the design and the colours used I can only assume it fits some kind of display reward, like the ones from the Thieves Guild (Falmer eye, mini ship, crown of Barenziah and so on).