TR_Data Updates Thread

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Post by Haplo »

Mwgek: this is urgent, before I can finish updating TR_Data I need the tr_tx_ind_tower_window.dds texture you used for that window pane.

EDIT: this mesh is staying out until a later TR_Data update.
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Post by Haplo »

TR_Data has been updated!

Update includes:
A lot of stuff. I added all of mwgek's fixes he uploaded in that big compilation file. Hopefully I got all the biggest culprits of things.
Arvisrend: I created the new TR Centurions (regular and shock version) and scripts for those, but I have not updated any of the respective leveled lists yet.
I implemented the fixes to the TR_Data scripts by abot. I also fixed a typo in Above It All and fixed that book you quoted in its entirety, arvisrend.
I also added more Velk to LO leveled lists.
I updated Sacred Lands region weather.
I probably did something else, too.


Make sure you download both TR_Data.esm and TR_Data.7z with this update.
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Post by arvisrend »

FIXED

Very nice. I can start replacing the handplaced projectile centurions (in Kemel-Ze; occasionally there even are two of them in the same room) by ours then? Also:
arvisrend wrote:Fun fact: There is a cheap way to bring some more diversity into the leveled lists. Namely, add a (further) new Creature called TR_centurion_projmelee (copying centurion_projectile) which has no script at all. This means that this creature will have no arrows and fight in melee. There ARE melee animations for this critter, and they are never seen in vanilla since the script always gives the critter enough darts to shoot. I think the melee damage of this critter is rather well-balanced (it is basically a centurion sphere with less variation in damage output).

[...]

For the armor centurions, I think it is enough to remove centurion_projectile_dart and centurion_projectile_dart_shock from the leveled item "TR_random_Centurion_Weapon" (this is the leveled list where they get their weapons from), and replace every appearance of "centurion_projectile_dart" by "TR_centurion_projectile_dart" in their script (TR_cr_ArmorCenturionEquipment) so that they don't get the overpowered arrows.
When I say "armor centurions", I don't just mean the ones called this way (these are the toughest of the list), but also all the other variations (Scout Centurion, Repair Centurion, Dystonal Centurion, Sentinel Centurion), some of which turn up at lower levels. You'll only have to do these changes once, though, since they all use the same leveled list and the same script.
Last edited by arvisrend on Wed Jul 18, 2012 11:41 pm, edited 1 time in total.
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Post by abot »

I think there are some soundgen entries to clean (or to relink to some creature if you need them, but I think creatures previously using these sounds have been deleted without cleaning the soundgen entries) in TR_Data.esm (see attached file, upper form is Morrowind+Tribunal+Bloodmoon, lower form is Morrowind+Tribunal+Bloodmoon+TR_Data
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Post by Haplo »

Oh, TF I also added the new monastery (it was in mwgek's file)

And Why, I added the necrom robes. Their ID is TR_necrom_robe I think, and they're named "Temple Robe" or something.
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Post by arvisrend »

I'd wish we had the following spells before release (so I could add them to various spell merchants):

copy "Restore Fighter" but replace every "Touch" by "Self", all durations by 10, and all magnitudes (both min and max) by 5, and rename the spell as "Restore fortitude".

copy "Restore Mage" but replace every "Touch" by "Self", all durations by 10, and all magnitudes (both min and max) by 5, and rename the spell as "Restore sorcery".

copy "Restore Other" but replace every "Touch" by "Self", all durations by 10, and all magnitudes (both min and max) by 5, add "Restore acrobatics" (with the same numbers) to the effects, and rename the spell as "Restore constitution".

copy "Restore Stealth" but replace every "Touch" by "Self", all durations by 10, and all magnitudes (both min and max) by 5, and rename the spell as "Restore finesse".

These spells are useful in some comparably rare occasions (we do have enemies who know the curse-skill spell); there is no need to worry about balancing (they're definitely not overpowered).

Thanks!
Last edited by arvisrend on Tue Jun 05, 2012 4:32 pm, edited 1 time in total.
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Post by Mwgek »

New package with latest IND meshes. I think I'll start on making collision for the NEC meshes before I continue with the INDS.

And I don't get a lot of response on these, but someone should really double check everything I send in. There are always things that I could have missed.
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Post by Haplo »

TR_Data has been updated!

Update includes:
Four new spells for arvisrend (TR_Data.esm)
Updated Indoril meshes with fewer polygons by mwgek:
Balcony
Bridge E 01 and 02
Bridge Sect
Bridge Stair
Bridge 02 and 03
Tower 01 through 08
Well


If you want to get the updated meshes, download the new TR_Data.7z. If you want to get the new spells, download TR_Data.esm. If you want both, download both :-)
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Post by Mwgek »

Check out tr_ex_ind_bridge_str, as far as I can see it is excactly the same as stair?

Make sure the cs uses stair and delete str next time you update?
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Post by Aeven »

Problem with the bottom face of the towers having been removed means some exterior work looks wrong :P
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Post by arvisrend »

Spell TR_Restore_fortitude has a 0 instead of a 5. And better to decapitalize Fortitude or capitalize the other 3 words. And now that I've tested the spell ingame, I think the 10's (durations) should be 5's everywhere in the four spells, or else the spell is too costly to cast. Thanks!
Last edited by arvisrend on Tue Jun 05, 2012 4:33 pm, edited 1 time in total.
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Post by Haplo »

mwgek: I fixed that path problem.
arvisrend: fixed the spells
mwgek: can you check what Aeven is talking about?

New TR_Data.esm with the above things fixed (very minor update. only grab if you have Xfinity 100gbps download speeds because TR_Data.esm is SUCH A HUGE FILE ...)
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Post by Why »

Don't forget to add the new white book.

Code: Select all

<DIV ALIGN="CENTER"><FONT COLOR="000000" SIZE="3" FACE="Magic Cards"><BR> 
White Book of Great House Indoril<BR><BR> 
<DIV ALIGN="LEFT"><BR><BR> 
[The White Book is a yearbook of the affairs of the Indoril Council for the year 3E 426. It lists the current members of the council and their residences. It also chronicles significant events and council actions for the year.]<BR> 
<DIV ALIGN="CENTER"><BR> 
Councilors of House Indoril<BR> 
Indoril District<BR> 
Imperial Era 426<BR> 
<DIV ALIGN="LEFT"><BR> 
Her Faithful Servant Grand Ascendant Lord Neril Sevuro, by Grace of Almsivi, Chief Councilor of Indoril Council, Lord of Alt Orethan, of Sevuro Manor, Almalexia, District of Mournhold, Province of Morrowind<BR>
<BR> 
Her Faithful Servant Master Lord Alveth Sandil, by Grace of Almsivi, Thrice-blessed Councilor of Indoril Council, Lord of Gorne, of Sandil Manor, Almalexia, District of Mournhold, Province of Morrowind<BR> 
<BR> 
Her Faithful Servant Mistress Lady Ereveri Thalotheran, by Grace of Almsivi, Thrice-blessed Councilor of Indoril Council, Lady of Taythionis Manor, Almalexia, District of Mournhold, Province of Morrowind<BR> 
<BR> 
Her Faithful Servant Master Lord Draler Ilvi, by Grace of Almsivi, Thrice-blessed Councilor of Indoril Council, Lord of Roa Dyr, of Ilvi Manor, Thirr River Valley, District of Mournhold, Province of Morrowind<BR> 
<BR> 
Her Faithful Servant Mistress Lady Meris Denaven, by Grace of Almsivi, Thrice-blessed Councilor of Indoril Council, Lady of Denaven Estate, Lan Orethan, District of Mournhold, Province of Morrowind<BR> 
<BR> 
Her Faithful Servant Mistress Lady Salume Nethril, by Grace of Almsivi, Thrice-blessed Councilor of Indoril Council, Lady of Nethril Plantation, Lan Orethan, District of Mournhold, Province of Morrowind<BR>
<BR> 
Her Faithful Servant Master Lord Ienen Salvu, by Grace of Almsivi, Thrice-blessed Councilor of Indoril Council, Lord of Salvu Manor, Lan Orethan, District of Mournhold, Province of Morrowind<BR> 
<BR> 
Her Faithful Servant Master Lord Sorvol Tomaril, by Grace of Almsivi, Thrice-blessed Councilor of Indoril Council, Lord of Tomaril Manor, Mephalain Mountains, District of Mournhold, Province of Morrowind<BR> 
<BR> 
<DIV ALIGN="CENTER"><BR> 
Council Affairs of Note<BR> 
<DIV ALIGN="LEFT"><BR> 
In response to protests from Hlaalu merchant captains, Indoril Council observes that the tariffs imposed on vessels passing through Almas Thirr are administered by the officials of the Tribunal Temple and that changing the docking fees is beyond the council's authority. The council unanimously reaffirms their support of Almas Thirr's independence as a Tribunal Temple holding.<BR> 
<BR> 
Indoril Council has once again denied House Raathim's requests for direct access to the council's records. The council reminds House Raathim that even they are not exempt of the terms of the Treaty of the Armistice and that any unauthorized access to the council's records will be responded to in accordance with Tribunal Temple law and our ancient customs.<BR> 
<BR> 
The council is deeply concerned by reports of increased hostility toward Tribunal Temple missionaries and priests in the lands of House Telvanni. Tavrene Indalas of Ayemar has graciously offered armed escorts to protect pilgrims from bandits and rogue mages while traveling to pilgrimage sites in northeastern Mournhold District.<BR> 
<BR> 
Do check it for spelling errors / beauty flaws before you add it though. I'm far from perfect.

And while you're at it remove the script from TR_cont_eyestar. It's a pain in the ass. Leave the script in the file though, I might edit it to not be a pain later.

<3
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Post by Mwgek »

People should start using the meshes the correct way :), why do you want to show the bottom of such a thing, that is so ugly.. I suggest making new plateaus 512x512 / 256x256 only 1 side with cobblestones to use are a filler, all those different platues is making a mess of almalexia. Someone should have made these a long time ago to blend perfectly together...
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Post by Yeti »

Her Faithful Servant Master Lord Sorvol Tomaril, by Grace of Almsivi, Thrice-blessed Councilor of Indoril Council, Lord of Tomaril Manor, Mephalain Mountains, District of Mournhold, Province of Morrowind
If Sorvol Tomaril is still a councilor, someone will have to alter the dialouge for the NPCs at Tomaril manor. Currently the dialouge says that he's retired from the council.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
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Post by Why »

Yeti wrote:If Sorvol Tomaril is still a councilor, someone will have to alter the dialouge for the NPCs at Tomaril manor. Currently the dialouge says that he's retired from the council.
Already done. :)
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Post by arvisrend »

Eyestar and dwarven leveled lists (and melee centurion_projectiles) are still undone. Just noticing since the next bugfix release seems not that far anymore...

For future releases, we need to replace the MessageBox in Script TR_GateCyrodiil by something less stupid.

In Script TR_LoopScript, comment out line 7 ("float zpos") and line 38 ("set zpos to ( Player->GetPos z )"). There is no need for a script that tries to find out which map the player is on to know his z-coordinate.
Last edited by arvisrend on Fri Jul 06, 2012 10:05 pm, edited 1 time in total.
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Post by Mwgek »

TR_exquisite_robe_Necrom (Older file)

And

TR_necrom_priest_robe (my upload)
Models that should be used: tr_c_nec_robe_01.1st, tr_c_nec_robe_01, tr_c_nec_robe_01_gnd
Icon that should be used: tr_nec_robe_01

Have caused you confusion, I'm not sure if the robe we imported a few days ago need to replace that older one, but have linked the wrong files to the(ada's) blue/white robe. The TR_necrom_priest_robe is using the ground and icon of TR_exquisite_robe_Necrom.

I think we should get rid of the first (TR_exquisite_robe_Necrom) and all it's art, or give it a new name. If you choose to delete make sure the new robe is assigned to the npc's wearing the other 1. And whats up with the Necrom skirt, is that in use under the robe or something? Maybe choose to delete that also?

Lastly, I will check up the Ordinator in Mourning armor parts, since the shirt is attached to the pauldrons etc. Maybe I can fix them. Will also update the icons then.
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Post by Haplo »

arvisrend wrote:For future releases, we need to replace the MessageBox in Script TR_GateCyrodiil by something less stupid.
To everyone who has ever mentioned this (not anyone in particular): if you can show some evidence that any part of the TR_GateCyrodiil is "stupid" then please do so, or at least suggest alternatives otherwise please quit your bitching about something stylistic you don't like. :-)
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Post by Why »

Keep both the old and the new robe please
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Post by Mwgek »

Then please correct the new one, because now they are named quit similar which will be confusing. I suggest tr_c_nec_robe01/02. And renaming the texture/icons/meshes the same way.
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Post by arvisrend »

From Evil Eye, on the official forums:

The book Sisterhood of the Spider contains a typo on page 4. (id instead of is)
The book Webspinner's Will is named Wespinner's Will instead.
And, last but not least, your dice are wrong :P Opposite sides of a d6 always add up to 7. So 6 is opposite 1, 5 is opposite 2, etc.

From me: There are still two Gilgamesh books in TR: TR_bk_YilgamsehVolumeXI and TR_bk_YilgamsehVolumeXII. Both appear in the leveled list TR_random_book_scholar, which does appear ingame, so it's not like they're safely buried in the ESM files.
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Post by Mwgek »

I'm halfway adding collision to Necrom meshes. Some meshes are not in use and thus I will not update them and (since necrom is done) I am pro deleting. There are some big ones in these which bloat data without use. Maybe keep these in backup in case there is a need for them again.

X:
  • TR_ex_nec_h_07
    TR_ex_nec_h_14
    TR_ex_nec_h_16
    TR_ex_nec_h_17
    TR_ex_nec_h_18
    TR_ex_nec_plaza
    TR_ex_nec_stairs_06
    TR_ex_nec_tomb_01
    TR_ex_nec_wa_03
    TR_ex_nec_wa_04
    TR_ex_nec_wall_02

I:
  • TR_in_nec_l_p_cap
    TR_in_nec_lighthouse
    TR_in_nec_p_t_cap_02
    TR_in_nec_p_t_Hall_02
    TR_in_nec_p_t_Hall_04
    TR_in_nec_p_t_Hall_05
    TR_in_nec_p_t_Side_02
    TR_in_nec_t_Cap_02
    TR_in_nec_t_Center_01
    TR_in_nec_t_Center_02
    TR_in_nec_t_Center_03
    TR_in_nec_t_Hall_01
    TR_in_nec_t_Hall_02
    TR_in_nec_t_Hall_03
    TR_in_nec_t_Hall_05
Furn:
  • TR_furn_nec_statue01
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Post by arvisrend »

More quick'n'dirty balancing.

Quick'n'dirty because I believe our balancing has some fundamental flaws which I am barely going to touch here; I plan to bring them up later when we are filling Almas Thirr and Heartlands with critters. In brief, I believe we're making the mistake of using leveled lists for levelscaling; while seemingly natural, this is not what Morrowind's leveled lists are good for (and half of Morrowind isn't really levelscaled - e. g., all aggressive creatures on the Bitter Coast lists or Wilderness lists are roughly of the same difficulty), and it will lead to level-1 noobs wandering into Uld Vraech and, after a levelup, suddenly realizing that they won't make the way back in one piece.

But back to topic. Let's fix an obvious clusterfuck: skeletons.

Creature NPC "skeleton archer" takes its arrows from the leveled list l_m_wpn_missle_arrow. The list looks harmless and even balanced until you take a further look and see this:

grey shaft of holding.

The "holding" part means paralyze for 10 seconds. If the skeleton hits you once with that thing, you basically have to wait and quaff restore-health potions until he is out of arrows. (Cure paralysis potions can be of help, but you'll usually need several of them until you get close to the skelly. Tombs don't offer much room for dodging, particularly when you are surrounded by other undead.) This makes the fight harder than fighting a "normal" skeleton archer by a factor of dozens.

Why we don't see this bug in vanilla? Because we don't see many skeleton archers in vanilla. Apart from 4 static ones, they all appear in leveled lists which only bring them until the player reaches a certain level (maximally 9, but usually 6). These lists don't have "Calculate from all levels <= PC's level" checked, so after that level is reached, you don't see any archers anymore.

This is not the case with TR, and so the balancing bug comes back with a vengeance.

My proposal is fairly straightforward:

Proposal, part 1 starts here.

Create a leveled item TR_l_m_wpn_missle_arrow which is a copy of l_m_wpn_missle_arrow but has "grey shaft of holding" removed.

(Note: No such thing needs to be done for bolts.)

Create a creature "TR_skeleton archer" (or whatever you want to call it) which is a copy of "skeleton archer" but uses TR_l_m_wpn_missle_arrow instead of l_m_wpn_missle_arrow.

Replace all TR references to "skeleton archer" by references to "TR_skeleton archer". These references are in the following levlists:

TR_LC_skeleton_all_lev+0
TR_LC_skeleton_all_lev+2
TR_LC_skeleton_all_lev-2
TR_LC_skeleton_nord_lev+0
TR_LC_skeleton_nord_lev+2
TR_LC_skeleton_nord_lev-2
TR_LC_skeleton_tomb_lev+0
TR_LC_skeleton_tomb_lev+2
TR_LC_skeleton_tomb_lev-2

Proposal, part 1 ends here.


Then, we'll need someone (could be me) to replace all uses in Mainland.

That was the easy part.

The harder part is that sometimes, we use vanilla levlists for undead and skeletons:

in_tomb_all_lev+0
in_tomb_all_lev+2
in_tomb_all_lev-2
in_tomb_skele_lev+0
in_tomb_skele_lev+2
in_tomb_skele_lev-2

These, of course, contain skeleton archers and we can't do anything about that. A quick fix would be to create copies of these that use our TR_skeleton archers instead, but I think we should better improve our own leveled lists. Look at TR_LC_skeleton_all_lev+2, for instance:

3 skeleton_weak
4 skeleton entrance
5 TR_skeleton_plague
5 skeleton
5 skeleton archer
[...]
12 TR_skeleton_orc
[...]
12 skeleton nord
[...]
27 TR_skeleton_pirate
37 TR_skeleton_war_plague
37 TR_skeleton_warlord

This is wrong on so many levels (sorry...). First of all, the archer is in here; but suppose this is fixed. What do orcs and nords do in a Dunmer tomb? Pirates? How do we tell from a skeleton that it used to be a pirate? (The only skeleton pirates used by Bethesda were in a Bloodmoon barrow and had a backstory. Nobody even thought of using them in a levlist.) What the heck is a skeleton warlord; whom are they making war against? What is a plague skeleton (we're not on Vvardenfell)? (BTW, the skeleton warlord is just a skeleton champion with twice as much health, scaled up to 1.20, and with no shield. Other changes have no effect AFAIK.) I think the ultimate mistake is to make a leveled list that starts at 3 and ends at 37. This leaves no room for a modder to decide whether he wants to place a weak skeleton or a strong skeleton; he just places this generic thing and the rest is decided by the level of the player and the random number generator. This is the reason why several of our ints use the vanilla levlists.

Proposal, part 2 starts here.

Create three leveled lists: one for weak skeletons (skeleton_weak, skeleton entrance, skeleton), one for medium (skeleton archer, skeleton warrior, skeleton champion), and one for hard ones (TR_skeleton_ch_greater, TR_skeleton_warwizard, TR_skeleton_warlord). Use skeleton orcs and berserkers only in a separate levlist for necromancer hideouts.

Proposal, part 2 ends here.

Of course, this will leave the job of replacing these levlists in the Mainland file. Fortunately they are not used that often (they are used mainly through the TR_LC_Undead* levlists), and I can do that.
Last edited by arvisrend on Fri Jul 06, 2012 10:00 pm, edited 1 time in total.
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Post by Mwgek »

First bunch of Necrom exterior meshes. Added collision, sorted nodes and removed caspering between edges on many of the models!? (Why can't people work accurate on things like these..)

To Haplo:
  • 1:Backup/remove the meshes in my above post from data.

    2: Remove tr_ex_nec_mausoleum_01/02/03, tr_ex_nec_window_01/02 & tr_ex_necobelisk, they are doubles (they are the same as tr_ex_nec_m_01/02/03, tr_ex_nec_w_01/02 & tr_ex_nec_obelisk so check if these are in use at the CS)

    3: tr_In_Nec_trapdoor is in the X-tab (also in the D-tab) so can be removed.

    4: tr_in_nec_tower is in the X-tab and should be moved to the I-tab. (change location in the cs after you moved it.)

    5: tr_ex_nec_nerevar_tomb & tr_ex_nec_pyramid are not in use by cs. Are we going to use this in the future, otherwise clean it out of back-up? (ugly hi-poly meshes btw)

    6: tr_in_nec_door_01 is in I-tab, should move to D-tab. (change location in the cs after you moved it.)

    7: tr_in_nec_door_02 is in I-tab, not in use so should be removed.

    8: tr_nec_lighthouse_trapdoor & tr_in_nec_vaultdoor (D-tab) are not in use, should be cleaned out.

    9: tr_ex_nec_loaddoor3 is in the X-tab and should be moved to the D-tab. (change location in the cs after you moved it.)

    10: Necrom textures are doubled (tr_tx_n and tx_n) but I noticed some meshes are using the first option, other the second, so cleaning this out would involve some nifskope texturepath changing...
That's it for cleaning out Necrom meshes. This should reduce the Data size somewhat. Hope it helps.
Last edited by Mwgek on Sun Jun 10, 2012 7:03 pm, edited 1 time in total.
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Post by Mwgek »

All ex_nec meshes done with collision, removed caspers and sometimes updated uvmap. I have gained some FPS with these.

Take both packages, from my last post and this one.
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Post by Haplo »

TR_Data has been updated!

Update includes:
Removed dirty sounds to fix that awful sound-replacement bug
Updated our centurion archer and Dwemeri leveled lists for balancing as per arvisrend's bug reports
Eyestar container has had its script removed
New White Book information proofed and added
Icon path updated for Necrom Robe (the ground meshes and body part meshes were already as mwgek described)
Fixed some bad stuff in Hero of the Indoril (book)
Fixed some stuff in Sisterhood of the Spider
Fixed the title of Webspinner's Will
Removed the two Gilgamesh books from the TR_book_scholar leveled item.
New meshes for Necrom, fixed by mwgek, for collision and whatnot
New instrument and strider sounds for Leon that are higher fidelity and other good stuffs.



Make sure you download both TR_Data.esm and TR_Data.7z with this update.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by arvisrend »

These parts of my Dwemer report still need to be done (or commented on why not):

For the armor centurions, remove centurion_projectile_dart and centurion_projectile_dart_shock from the leveled item "TR_random_Centurion_Weapon" (this is the leveled list where they get their weapons from), and replace them by their TR-balanced variants. Also, replace every appearance of "centurion_projectile_dart" by "TR_centurion_projectile_dart" in their script (TR_cr_ArmorCenturionEquipment) so that they don't get the overpowered arrows.

Add a (further) new Creature called TR_centurion_projmelee (copying centurion_projectile) which has no script at all. This means that this creature will have no arrows and fight in melee. (It does have the animations for that.)
Last edited by arvisrend on Fri Jul 06, 2012 9:55 pm, edited 1 time in total.
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Post by Haplo »

Arvisrend: Next time, I guess. There is so much balancing stuff that it gets lost in the mix sometimes.
Anonymous wrote:The animation sounds group and timing of the River Strider needs to be equivalent as the vanilla Silt Strider.
Not sure how to do that.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by Why »

This thingy Aeven made here http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=304566#304566 probably needs to be added since it's used in Nemon's Almalexia. Spent a good few minutes looking for that mesh.
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Post by Lud »

Are the "Sisterhood of the Spider" books not being removed? Seeing as how having a female cult devoted to the hermaphroditic Mephala is not only bad lore, but the cult itself is both boring and generic. Unless I'm missing something here...
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Post by Haplo »

Lud wrote:Are the "Sisterhood of the Spider" books not being removed? Seeing as how having a female cult devoted to the hermaphroditic Mephala is not only bad lore, but the cult itself is both boring and generic. Unless I'm missing something here...
If it's bad lore, then you have an argument, but let's leave personal opinions out of it ;-)
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by Lud »

Fair enough, but I do think that they should be looked at, the lore is questionable. I believe that Adanorcil also questioned the inclusion of this element some time ago too.
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Post by Thrignar Fraxix »

I'm like 95% certain we decided years ago to scrap anything relating to that
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Post by Nemon »

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=5862&highlight=sisterhood

Check out how cool everyone thought it would be until this one guy shows up at the end.

How the hell should I know, by one single post, that this was a girl? Or am I missing something?
Last edited by Nemon on Thu Jun 21, 2012 8:12 am, edited 1 time in total.
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Post by Andres Indoril »

Last I checked Lorus was not a guy, but still, we should get something to replace the books in return.
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Post by Nanu »

The name's terrible and Lorus made several good points. The first page of Finished Books was never added to BoT, so take your pick gents.
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Post by arvisrend »

EDIT: The below stuff is implemented (at least the parts outlined below).

Here are some suggestions about leveled lists. Neither of them has to be done immediately, but I think it's better to start sooner than later so that we have more time to experiment around until we actually use them.

I'd like to have, for each generic creature we use in TR, a leveled list containing only this one creature, at level 1, with 0% "chance none". (By "generic" I mean a creature that is not bound to just a specific quest or location, e. g., no Lightkeeper Grahl or Khayam-I.) We occasionally do have such lists already (e. g., TR_LC_centurion_spider_lev-2 only contains a centurion spider at level 1 and nothing else, and has 0% chance none), but I'd like it to be systematic. This will make it possible to place, for instance, a respawning kagouti somewhere in the terrain, with 100% reliability and without giving low-level players the "noob advantage" of an empty spawn point. (That's almost the same as what you get if you just place a static creature "kagouti", but most static creatures don't respawn.)

No need to implement all of the creatures right now, but I'd start with
rat, kwama forager, nix-hound, wild guar, alit, kagouti, shalk, bull netch, betty netch, scrib, velk.
The velk is most important; right now we don't have any possibility to put a respawning velk on a plantation.

-------

Now here comes a pilot experiment for non-levelscaled balancing:

TR_stat_wild_d01:
rat, kwama forager. (All at level 1.)

TR_stat_wild_d05:
alit, guar_feral, nixhound. (All at level 1.)

TR_stat_wild_d09:
kagouti, diseased rats/alits/nixhounds. (All at level 1.)

TR_stat_wild_d05_ap:
alit, guar_feral, nixhound, scrib, guar. (All at level 1.)

TR_stat_thirr_d01orp:
rat, kwama forager, TR_velk, scrib, guar, bull/betty netch. (All at level 1.)

TR_stat_thirr_sleep:
TR_velk, scrib. (All at level 1.)

Let me explain how I want to use them.

Quoting myself in a different place:
arvisrend wrote:Obviously I'm bringing in my pet peeves here, in that I am completely avoiding levelscaling (I think that the level of a Morrowind player gives almost no information about his survivability, unless we know what major and minor skills he picked), keeping diseases at a minimum (I believe they don't give the game any tactical depth; they just force the player to reload if he finds his strength reduced from 35 to 15 and doesn't want to leave half of his inventory in the middle of nowhere), and am trivializing sleep creatures (when you're awakened without having regenerated your health and promptly get attacked by another tough monster, it's a matter of reloading unless you have potions to waste [EDIT: and sleep creatures put mages/archers at a disadvantage against melee fighters]). As far as diseases are concerned, I am actually very fond of the idea to keep the noob lands completely free of them [EDIT: of course, places like Armun Ashlands should have diseases]; it makes tough terrain appear tougher.
Whether or not we end up levelscaling our monsters, I think it is a safe bet that at least some monsters should be non-levelscaled (but respawning, so we do need levlists). For example, in an escort quest, keeping your companion alive shouldn't become tougher just because the monsters leveled up while your companion did not.

"d01", "d05", "d09" mean average damage around 01, 05, 09 (with bonus for disease). So d01 can be used pretty much everywhere, d05 shouldn't be used on the roads which a player should be able to take at the very beginning of the game, and d09 shouldn't be used too close to civilization imho. "ap" means "both aggressive and peaceful creatures" (of the same damage class). "d01orp" means "either d01, or peaceful"; these are creatures that shouldn't keep even a low-level player from passing through, but don't necessarily have to be easy prey for a noob (so they can make more damage if they're peaceful). sleep means "sleep creatures".

"wild" means "wilderness" (aka "these can go everywhere in Morrowind"). "thirr" means "Thirr River valley". (Though I don't see any difference to Lan Orethan as far as creatures are concerned.)

I hope these lists will eventually grow by new creatures. And d15, d20, d25 lists will be made for harder regions. But as far as plans for the Almalexia release go, I guess we don't need anything harder than a kagouti, do we?
Last edited by arvisrend on Fri Jul 06, 2012 9:56 pm, edited 1 time in total.
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Post by arvisrend »

Changelog for my edits to TR_Data (not yet published):

--

New non-levelscaled leveled creatures:

TR_stc_*: these are levlists containing only 1 creature each, spawned with 100% probability (i. e., chance none = 0) and from level 1 on. Use these lists if you want to put a certain respawning creature somewhere in the world (if you want a non-respawning one, just use a static creature). At the moment, a bit more than 20 creatures are supported; most important, I think, are the velk, guar and netch to be used in plantations.

TR_stat_wild_d01: Very easy (doable for an absolute beginner) aggressive creatures. Best used on roads from Almalexia to Othrensis, Roa Dyr (through the mountain pass which is not constructed yet), Old Ebonheart and Andothren (the noob trail: this is how we want to railroad new players from Almalexia to Heartland), as well as on other roads in the Thirr River Valley and the ascadian-style parts of map 4.

TR_stat_thirr_d01orp: The same, plus some harder but peaceful creatures for Thirr River Valley. Again, these can be used on the roads.

TR_stat_wild_d05: Slightly harder (than d01) aggressive creatures (difficulty level of an alit). Can be used, e. g., as wilderness creatures for Thirr River Valley.

TR_stat_wild_d05ap: The same plus non-aggressive creatures of the same difficulty.

TR_stat_thirr_sleep: Sleep creatures for TRV and similar low-level areas (only peaceful stuff).

TR_stat_wild_d09: Harder aggressive creatures (difficulty level of a kagouti), for Roth Roryn or Lan Orethan.

---

Unbalanced Dwarven arrows should no longer appear in TR.

---

A new creature, the "Advanced Centurion Sphere" (TR_centurion_projmelee), has been obtained by removing the script from the centurion archer (thus leaving him dartless). That thing does have melee animations made by Beth, but with the script that replenished its ammo, it never got to use them.

---

The unbalanced vanilla skeleton archer has been replaced by a balanced version (TR_skeleton archer) in all levlists. The static placements have not been replaced, since they're in the Mainland.

The vanilla version had 50 arrows which (with some probability) are enchanted with paralysis for 10 sec each. Please never use it.

---

New levlists for skeletons allowing fine-tuning of the difficulty of different tombs (or different parts of a tomb):

TR_LC_skeleton_diff_weak: weak skeletons (skeleton, skeleton_weak, skeleton entrance).

TR_LC_skeleton_diff_medium: medium-difficulty skeletons (skeleton archer (the balanced one), skeleton warrior, skeleton champion).

TR_LC_skeleton_diff_tough: hard skeletons (TR_skeleton_ch_greater, TR_skeleton_warwizard, TR_skeleton_warlord).

If you want to put a respawning skeleton archer, use TR_stc_skelarcher. There is also TR_stc_ancghosts for ancestor ghosts.

--

Container TR_com_chest_02_mg_sup is a variation on the Mages' Guild Supply Chest that can be used on Mainland. It has a slightly different set of items (IMHO, marginally more useful, with the same trader value).
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Post by Aeven »

http://morrowind.nexusmods.com/mods/42183/

Could those be added to Data? Especially the thatched one is something I'd like to use in Cormaris. Fish workings and the like.
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