TR_Mainland up to SE 1.2 (now obsolete!)

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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Mwgek
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Post by Mwgek »

Just going to spam these again, maybe it was fixed already. I remember someone posting a similar report in public thread:

"Veri ancestral Tomb has no critter/monsters/baddies"
"Kodasha Egg Mine is also empty of inhabitants"
--Mwgek--
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Post by arvisrend »

OK guise, can anyone introduce me to land textures and vertex shading? What colors are to be used around map1/map2/Alt Orethan? Only the regular "object" colors?
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Post by Mwgek »

Nemons post on vertex shading: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23316.
--Mwgek--
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Post by Nemon »

Yeah, use that.
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Post by arvisrend »

OK, thanks. I'm taking the file again, for minor fixes. I'll be done in a few hours. Seeing that the claim borders have been bolded out (though I'll do a bit more stuff on them), I don't see anything blocking the release.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Haplo, please be more careful with versions. My last set of changes was absent from your file, which means that you didn't download my newest version. I have done the changes again, but it was pure luck that I discovered the problem to begin with. And if I made some undocumented changes last time (I tend to do some usually; no point in posting every grounded floater), they are lost.

Or did I fail to upload my version? Given my state yesterday, I wouldn't actually be surprised. My apologies in that case.

I've looked at this:
arvisrend wrote:Flora_kelp_02 Inner Sea Region (22,-15) 183653 -121492 -97 "texture seam between this..."
terrain_rock_bc_14 Inner Sea Region (22,-16) 183552 -123605 -276 "... and this"
again and added some stuff along the cell border, like [url=http://i.imgur.com/qlhrY.jpg]this[/url]. Is it okay? I went with 61/150/139 for vertex coloring since I couldn't find any info on the right values.

Replaced

"The warlocks we seek may become too uncautious, because of mistaken feeling of being covered by Mistress Eldale's activities and do some mistake, sooner or later. Stay on guard, ask around and investigate strange currents!"

by

"The warlocks we are seeking may become uncautious and get fooled into thinking their activities are covered by Mistress Eldale. Sooner or later, they will do some mistake. Stay on guard, ask around and investigate, %PCClass."

Also, artefacts are now artifacts.

Oh, and I'm fine with releasing, given that you have fixed most of the texture seams.
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Post by Haplo »

arvisrend wrote:words
I have no idea what happened there; I definitely downloaded the latest version, but I may have placed it in the wrong directory on accident.
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Post by arvisrend »

I can imagine Kodasha Egg Mine (the hideout in Underground River) being a den of a necromancer targeted by the Akamora Guild of Mages. I'd definitely not populate the place with kwama, given how many skulls and skeletons it contains. We probably can leave the NPCing of this place to the Akamora MG quester.

I'd populate Veri Ancestral Tomb with enemies if the existing undead levlists weren't that bad (at the moment there aren't even separate levlists for archers and melee fighters). I prefer to wait until they are improved. [EDIT: Veri done.]
Last edited by arvisrend on Sun Jul 29, 2012 5:08 pm, edited 1 time in total.
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Post by arvisrend »

Just replaced https://dl.dropbox.com/u/83265276/TR_Mainland.7z with the actually newest file (converted to ESP from the public 1.1 ESM) so that [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306913#306913]Why's post[/url] doesn't mislead Zobator.
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Post by Zobator »

Thanks.

I was wondering if I missed something... :P
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

The following stuff has been fixed:

Akamora, Guild of Mages: Occasionally one would be clicking the items on Polodie Floine's table when trying to talk to Polodie. Scaled the table down a bit.

terrain_rock_wg_02 Mephalain Mountains Region (30,-15) 248224 -118423 3245 "caspers in the tunnel"

Terrain_rocks_GL_01 Helnim Fields Region (30,-7) 253056 -55055 2494 "Casper"

Terrain_rocks_GL_01 Helnim Fields Region (29,-6) 244539 -48474 2937 "Casper"

Terrain_rocks_GL_03 Helnim Fields Region (29,-7) 240240 -51826 2725 "slight casper"

Terrain_rocks_GL_03 Helnim Fields Region (29,-7) 241553 -51683 2592 "shading mismatch"

Terrain_rocks_WG_01 Helnim Fields Region (28,-7) 235982 -56006 2475 "floats"

flora_roobrush_02 Helnim Fields Region (26,-7) 217448 -51236 2518 "floats"

TR_terrain_GL_rock15 Mephalain Mountains Region (26,-15) 218237 -120014 726 "slight caspering"

terrain_rock_wg_07 Mephalain Mountains Region (29,-16) 242934 -126309 2072 "caspers"

The door in Seranassid is now trapped.

Replaced all static skeleton archers in TR lands by the TR_Data version. Leveled lists have not been replaced.

Veri Ancestral Tomb now has enemies.

Variables are no longer declared twice in the publican's script in Hlersis, Leaking Spore.

The intro to Akamora Fighters' Guild (a greeting linking to "join the Fighters Guild", and another greeting telling you to go see Laalalvo) has been made.

I have added a Tribunal Shrine to the exterior cave I need for the second FG quest in Akamora. The name and the script are a dummy; I don't have the skills to write a shrine message, nor to think out a backstory or even a name for the shrine. It's TR_m2_q_TTShrine3, an activator. The script currently looks like this:

Code: Select all

Begin TR_m2_q_TTShrine3_Script

; TO BE EDITED, DUH

short questionState
short button
short doonce

if ( MenuMode )
	Return
endif

if ( OnActivate == 1 )
	Set questionState to 1
endif

if ( questionState == 1 )
	if ( Player->GetItemCount "TR_Ingred_Scrib_Pie" > 0 )
		MessageBox "Would you like to donate a Delicious Cake and ask for a blessing?" "Yes" "No"
		Set questionState to 2
	else
		MessageBox "Here, Lord Sotha Sil endowed the Khajiit with laz0r eyes so they could withstand the horrors of the Disfigured Nixmount." 
		Set questionState to 0
	endif
elseif ( questionState == 2 )
	set button to GetButtonPressed
	if ( button == 0 )
		Player->RemoveItem "Ingred_noble_sedge_01" 1
		Cast "TR_m2_q_TTShrine2_Spell" Player
		MessageBox "The Shrine of Lazorcat: Follow Truth with the concentration of a Laz0r. Seek the path of GRAET JUSTICE." 
		if ( doonce == 0 )
; UNCOMMENT THE BELOW LINE WHEN THE QUEST HAS BEEN MADE
;			Journal TR_m2_TT_2c 10
			set TR_Pilgrimages to ( TR_Pilgrimages + 1 )
			set doonce to 1
		endif
		Set questionState to 0
	elseif ( button == 1 )
		MessageBox "Here, Lord Sotha Sil, endowed the Khajiit with laz0r eyes so they could withstand the horrors of the Disfigured Nixmount." 
		Set questionState to 0
	endif
endif
	
End
If you have got an idea what the messageboxes should say, come out with it! This will finish the Temple pilgrimage quests for map 2.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Changelog:

The Shrine of Lazorcat is now the Shrine of Hindsight and has a reasonable message. Thank you, LadyN!

The shrine, for an offering of racer plumes, gives +10 mysticism, 12 night eye and +5 intelligence for the usual duration of a shrine blessing.

New dialogue:

(Temple Masters in maps 2&3, on asking for pilgrimages:) Before your duties can begin, you should complete three pilgrimages to prove your faith. If you don't plan on traveling far, I suggest you make the Pilgrimage to the Shrine of Solitude near Tel Mothrivra, the Pilgrimage to the Boethian Falls, and the Pilgrimage to the Shrine of Hindsight south of Akamora. These are but three of numerous pilgrimages sites spread over Morrowind, and you can seek out any three--ask a Temple Master in any other district of Morrowind for locations of other shrines.

(On repeated asking:) These are the three closest to here: the Pilgrimage to the Shrine of Solitude near Tel Mothrivra, the Pilgrimage to the Boethian Falls, and the Pilgrimage to the Shrine of Hindsight in the Mephalain Mountains south of Akamora. Many more pilgrimage sites can be found in the other districts of Morrowind, so if these three don't suit you, feel free to visit the other Temple Masters, some of whom may have different pilgrimages to direct you to.

(About the shrine:) A tiresome but rewarding journey. Leave Akamora to the south and follow the road until it bends east. At the bend, leave the road and head south, slashing your way through the grass. Look out for the Kodasha Egg Mine; from its entrance, head west again, and climb a hillside to your left. From there on, the path shall be clear. The shrine itself is located in a small rocky cave at the end of the path, and the appropriate offering to leave is a cliff racer plume.
(These are the same directions as given by Amiro in the FG quest, but worded differently; I think Amiro is clearer about this.)

(About the meaning of the shrine:) In the seclusion of the vale which now hosts the Shrine of Hindsight, Saint Delyn wrote many of the books which are now the Canon of the Temple. Reading and reflecting on these writings makes many of the once-obscure and elusive teachings of the Tribunal appear as self-evident. (Thanks LadyN for the second sentence!)

Changed a door I need for my quest claim.

I also made the Sailen Temple Master give directions to the other two shrines on map 2. I think there are no Temple masters on map 2, so the Sailen one is probably the one that should be giving these pilgrimage quests.

The Akamora Fighters' Guild equipment chest is now a different container than the rest. Again, this is for my quest claim (and q2-29).

NPC "TR_M2_Narsuli Zuls" is no longer a worker in the Aravel-Senim Eggmine in Akamora, but rather an overseer now. Workers and slaves shouldn't appear in the same place.

Fixed the below:

Terrain_rocks_WG_01 Mephalain Mountains Region (32,-12) 267161 -92453 3280 "minor caspering"

Terrain_rocks_GL_02 Helnim Fields Region (29,-6) 238848 -42366 3751 "casper"

flora_hackle-lo_01 Alt Orethan Region (25,-19) 211180 -148321 347 "float"

flora_gold_kanet_02 Alt Orethan Region (25,-19) 208731 -150123 941 "float"

flora_wickwheat_04 Alt Orethan Region (24,-18) 200975 -146613 668 "float"

flora_wickwheat_04 Alt Orethan Region (24,-19) 197449 -149906 897 "inside rock"

Terrain_rocks_GL_03 Alt Orethan Region (24,-18) 197927 -145228 1026 "casper"

Terrain_rocks_GL_03 Alt Orethan Region (24,-18) 198199 -143760 932 "casper"

terrain_rock_gl_09 Alt Orethan Region (24,-18) 201428 -141920 363 "casper"

terrain_rock_gl_04 Alt Orethan Region (24,-18) 202308 -141212 375 "casper"

terrain_rock_gl_09 Alt Orethan Region (24,-18) 201955 -142212 385 "float"

flora_tree_gl_10 Alt Orethan Region (24,-19) 203488 -148519 1375 "float"

flora_wickwheat_04 Alt Orethan Region (24,-19) 203593 -148745 878 "float"

Terrain_rocks_WG_01 Mephalain Mountains Region (29,-14) 238394 -112640 1466 "epic float"

flora_wickwheat_03 Alt Orethan Region (24,-17) 197764 -136097 349 "caspers"

flora_wickwheat_04 Alt Orethan Region (24,-17) 200478 -133428 280 "caspers"

flora_wickwheat_03 Alt Orethan Region (24,-17) 201854 -134363 295 "caspers"

terrain_rock_gl_04 Mephalain Mountains Region (24,-14) 204221 -114319 1509 "caspers"

terrain_rock_gl_02 Alt Orethan Region (25,-16) 205752 -129343 695 "caspers"

terrain_rock_gl_04 Alt Orethan Region (25,-16) 205408 -129732 748 "caspers"

Terrain_rocks_GL_03 Mephalain Mountains Region (25,-14) 205094 -110896 1201 "caspers"

Terrain_rocks_WG_01 Mephalain Mountains Region (29,-15) 245520 -114734 3332 "cliff caspers here"

flora_bc_tree_09 Mephalain Mountains Region (26,-14) 217344 -114508 1442 "floats"

Terrain_rocks_GL_03 Mephalain Mountains Region (27,-14) 227372 -114679 1621 "Casper"

[Zobator] It's the terrain_rock_wg_12 mesh with the position 255093.156; -99022.906; 4169.723 sticking out TR_terr_wg_cliff_03 mesh on your left when you walk from the Miner's Residence to the Tiranat-Parys Egg Mine in Akamora.

Also, added some vertex shading.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Sorry for the daily changes, people, but I had to give a guard by the Akamora mines a unique ID for the sake of referencing in scripts.

Other fixes made:

Terrain_rocks_WG_01 Helnim Fields Region (26,-7) 220275 -55389 2780 "microfloat"

Terrain_rocks_WG_03 Mephalain Mountains Region (29,-10) 244040 -78301 3166 "casper"

Terrain_rocks_WG_01 Mephalain Mountains Region (30,-9) 250586 -70646 1636 "float"

Terrain_rocks_WG_01 Mephalain Mountains Region (31,-13) 259263 -105945 3986 "casper"
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Gave another door a unique ID. Here's hoping it's the last thing I had to do in the Mainland for my quest...

Also, fixed:

flora_bittergreen_08 Tomaril Manor (32,-15) 267088 -118170 7031 "floats shamelessly"

terrain_rock_wg_13 Mephalain Mountains Region (32,-16) 270235 -126385 4196 "one of its feet caspers"

In script TR_m2_q_20_RobberBaron_sc, the if-block starting on line 47 has been made fire only once (rather than every frame once you've brought him into the prison).
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Changelog:

Moved around some furniture in cell "Akamora, Miner's Residence" so that the cell is easier to navigate without jumping. (Also, added pathgrids.) I put two NPCs in there in my quest claim, and they need to be able to get from one end of the room to the other. Please check for errors. (I moved the bedrolls, the misc_de_bowl_white_01, the furn_de_shack_basket_01 with the egg inside, the furn_de_p_bench_04 and the items on the bedrolls.)

Also fixed these:

TR_m2_Circus_Leonos00000000 Akamora, Guild of Fighters 5028 3835 12674 "he and an Argonian tend to block the stairs. reduce their wander radius."

Terrain_rocks_WG_03 Akamora (31,-11) 255444 -87883 2959 "float"

Terrain_rocks_WG_01 Akamora (31,-12) 257051 -91413 2734 "float"

Terrain_rocks_WG_03 Akamora (30,-12) 253119 -92363 2576 "microfloat"

Terrain_rocks_GL_03 Helnim Fields Region (25,-7) 206012 -50481 2728 "float"

terrain_rock_wg_14 Mephalain Mountains Region (30,-15) 248375 -118070 2386 "make it easier to leave this pond without jumping"

Terrain_rocks_WG_01 Akamora (31,-12) 257273 -91552 2739 "float"

Terrain_rocks_WG_01 Akamora (31,-12) 256769 -93990 2699 "float"

Terrain_rocks_WG_01 Mephalain Mountains Region (30,-13) 247448 -101127 5274 "Caspers"

Terrain_rocks_WG_02 Mephalain Mountains Region (32,-13) 263697 -99979 2769 "casper"

Dun Akafell, Forgotten Tunnels "why illegal to sleep here?"

Chunzefk, Halls "why illegal to sleep here?"

Dundras Ancestral Tomb "why illegal to sleep here?"

Also, leveled creatures in Dundras Ancestral Tomb used to come from the wrong leveled lists (they included Dwarven spectres). Replaced them by my levlists.

flora_wickwheat_04 Molagreahd Region (20,17) 167207 145084 574 "some floating wickwheat here"

flora_stoneflower_02 Molagreahd Region (20,17) 167708 143985 127 "floats"

Terrain_rocks_GL_04 Molagreahd Region (19,17) 156638 142093 4394 "Casper"

Terrain_rocks_GL_03 Molagreahd Region (19,17) 156640 146336 1693 "Casper"

Terrain_rocks_GL_04 Molagreahd Region (19,17) 156713 145091 2139 "Casper"
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Post by arvisrend »

Claiming the mainland for various fixes, most importantly getDeadCount optimizations and missing pathgrids.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

The file NEEDS the new TR_Data.esm, which is not yet uploaded to OoT, but is also found in this archive.

I will continue work on the Mainland tomorrow.


Changelog:

Missing cells 17,-17 and 18,-17 have been merged into the file from Nemon's 19 June version.

Some static creatures placed in the landscape have been replaced by leveled lists (TR_stc_*) containing exactly the same creatures with 100% chance on any levels. The difference is that these leveled creatures respawn and thus don't clutter the savegame when killed. More of this to come tomorrow.

I've also replaced some leveled creatures in tombs by these "static" leveled lists. This gives us some control over the difficulty of the tombs.

Most of the getDeadCount's I wanted to optimize away are now optimized away. (The rest is too complicated and not significant enough.) Sometimes I've simplified the scripts a bit. The most drastic simplifications are to the script on Sabine's locket in the keep in the Inlet Bog:

Before:

Code: Select all

Begin TR_m3_LocketSmash

; edited for performance -- arvisrend, 26 July 2012

short OnPCEquip
short reset
short messageOn
short button
short sabinedead

if ( sabinedead == 1 )
	return
endif

if ( GetDeadCount "TR_m3_Sabine Valtienne" > 0 )
	set sabinedead to 1
	Return
endif

if ( OnPCEquip == 0 )
	Set reset to 0
endif

if ( reset == 1 )
	Return
endif

if ( OnPCEquip == 1 )
	if ( reset == 0 )
		Set OnPCEquip to 0
		MessageBox "As you hold the locket, you sense an evil presence within." "Smash the locket" "Do nothing"
		Set messageOn to 1
		Return
	endif
endif

if ( messageOn == 1 )
	set button to GetButtonPressed
	if ( button >= 0 )
		Set messageOn to 0
	endif
	if ( button == 0 )
		Set "TR_m3_Sabine Valtienne".amuletDestroyed to 1
		StartScript TR_m3_LocketRemove
	elseif ( button == 1 )
		Set reset to 1
		Return
	endif
endif

End
After:

Code: Select all

Begin TR_m3_LocketSmash

; edited for performance -- arvisrend, 26 July 2012

short OnPCEquip
;short reset
short messageOn
short button
short sabinedead

if ( sabinedead == 1 )
	return
endif

if ( GetDeadCount "TR_m3_Sabine Valtienne" > 0 )
	set sabinedead to 1
	Return
endif

;if ( OnPCEquip == 0 )
;	Set reset to 0
;endif
;
;if ( reset == 1 )
;	Return
;endif

if ( OnPCEquip == 1 )
;	if ( reset == 0 )
		Set OnPCEquip to 0
		MessageBox "As you hold the locket, you sense an evil presence within." "Smash the locket" "Do nothing"
		Set messageOn to 1
		Return
;	endif
endif

if ( messageOn == 1 )
	set button to GetButtonPressed
	if ( button >= 0 )
		Set messageOn to 0
	endif
	if ( button == 0 )
		Set "TR_m3_Sabine Valtienne".amuletDestroyed to 1
		StartScript TR_m3_LocketRemove
	elseif ( button == 1 )
;		Set reset to 1
		Return
	endif
endif

End
Why, what did you need the "reset" variable for? (Or was it my suggestion?)

Also fixed the following:

flora_stoneflower_01 Boethian Mountains (24,14) 199740 121544 373 "float"

flora_kreshweed_03 Telvanni Isles (43,20) 353498 167856 153 "inside rock"

terrain_rock_ac_11 Telvanni Isles (40,19) 334631 157785 895 "csapers"

Terrain_rocks_WG_02 Mephalain Mountains Region (32,-12) 267443 -91589 3282 "another one caspering"

flora_muckspunge_02 Telvanni Isles (44,20) 364684 166652 313 "rock nearby floats"

Terrain_rocks_WG_03 Tomaril Manor (32,-15) 268325 -120071 4835 "Caspers"

Terrain_rocks_WG_01 Mephalain Mountains Region (30,-13) 246870 -101422 4296 "minor caspering"

in_strong_vaultdoor00 Baan Urlai 3136 3969 14592 "locked with lock 0"

terrain_rock_bc_15 137521, ... in cell 16, -16 floats
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Post by arvisrend »

Same link.

Aravel-Senim eggmine, Tristin, Theras Ancestral Tomb, Surimintu now have pathgrids.

Added "return"s in script TR_m1_FG1_Bully1Script so that GetDistance doesn't run except during the quest. Same for TR_m1_q_GaldasiGuard_SCN. Also for TR_m1_q_MorvinGirith_Script.

Will continue work.
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Post by arvisrend »

Same link.

More "return"s added in: TR_m1_q_Pilgrim1_Script, TR_m1_q_Pilgrim2_Script, TR_m2_q_9_BarrelScript.

Talmahre cavern, Baan Urlai, Veri Ancestral tomb, Vallen-Dun Eggmine have been pathgridded.

Some more levlists and critters replaced.

Will continue in a few hours.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

The file NEEDS the new TR_Data.esm, which is not yet uploaded to OoT, but is also found in this archive.


Added pathgrids in:

Tulesmath
Tomaril Manor, manor house
Tomaril Manor, reception hall and slave quarters
Shasharanit
Romithren Monastery, library

Fixed a crash which occured if you cast Dispel on Arfil twice in the Helnim Fighters' Guild quest.

All the important stuff has been done now (replacing static creatures by their respawning equivalents is low-priority), so if you want to work on the file, feel free to take it -- just let me know before you start working.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

The file NEEDS the new TR_Data.esm, which is not yet uploaded to OoT, but is also found in this archive.


Leon's bugs reported in http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307266#307266 fixed. Also corrected a couple casperers I've found in the (oh so surprising) Helnim Fields Region, a script error I introduced a few days ago (oops! - the presence of an "onActivate" block in a script does NOT automatically short-circuit normal activation behavior when the block isn't even being executed).
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Fixed Leon's http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307381#307381 .

Also fixed 7/30/2012 (12:09 ) TR_Mainland.esm 7/27/2012 (09:03 ) Helnim Fields Region (23, -3 ) "light_de_paper_lantern_01" 189667 -17317 5179 "bleeding with Ex_T_hook"

Hozgub's "The Inn Between" topic updated to not contradict the q2-27 quest; it now says: "I've heard that a lot of great adventurers stay at this inn, but so far not a single one dares to put an end to the raids from Seranassid. Some adventurers they are."

"The Inn between" replies by other NPCs:

Generic Dunmer: "An inn just southwest of here. Not hard to miss, as the only road out of Akamora eventually leads you there. A wonderful place, actually, if the inane ravings of a Nord about his vampire hunting adventures don't spoil the atmosphere for you. The innkeeper must have a great deal of patience."

Fighters Guild NPCs: "We used to have a presence there before we had this Guildhouse. One of the friendlier places around here, and in the vicinity of Dun Akafell for sure. If you follow the only road that leads out of Akamora, you will wind up at the Inn immediately after leaving the Mephalain Mountains behind."

I hope I wasn't wrong about there being only one road out of Akamora.

Levelscaled roamers replaced by static ones as suggested in another topic. Also a couple of creatures replaced by respawning versions. A few more floaters from my betacomments.txt fixed.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not enclosed this time; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

Script TR_m1_q_GahOuadaruhn_D no longer has a TR_map variable (it's a script on two corpses).

Script TR_m1_q_IC_1_KwamaEggs (an Imperial Cult quest script) has been rewritten so that the player doesn't get a pointless bounty for picking up his own Kwama eggs. It might be faster now as well.

Some detailing done near Sailen to fill a claim border with objects.

Fixed stuff from Leon's post http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307383#307383 , from the beginning up to this bug:

8/05/2012 (12:42 ) TR_Mainland.esm 7/27/2012 (09:03 ) Llothanis, Trivra Andoril's Manor (interior ) "bk_AlchemistsFormulary" -543 -738 712 "floating"

except for the gold and iron ores which are not exactly fixed (they are now bleeding rather than floating). Leon, please check.
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Post by Nemon »

Great work sorting out the bugs, arvisrend! :banana: :slavedriver:
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Post by Nemon »

:P

And of course a huge thanks to Leon as well*. Great to see you guys keeping the Sacred East release fresh and tidy while I'm struggling with Almalexia.

* + everyone else!
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Post by arvisrend »

Thanks a lot, Nemon! (And thanks, Leon, for the raw material.)
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not enclosed; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

Leon: I have only done Llothanis, Trivra Andoril's Manor today. Please check the list again. I am positively sure that I've alleviated each of the bugs you mentioned, but I don't know if I actually fixed any of them.

Fixed bleeding tapestry from http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307358#307358 .

Emerald Forest is now Lan Orethan in dialogue.

Akamoran "Hunting Daedra" quest now gives directions to the dridrea:

Flaalsa Irano: "What a relief to hear that. I'll just get right down to it then. The Dridrea sightings have all taken place in the mountains just to the southeast of here, in the direction of Tomaril Manor. I'm guessing there must be a Matriarch somewhere in those mountains, which would explain why they've been more out in the open. If you kill the Matriarch, that should cause the rest of the Dridrea to scatter."

"If you're handy with a bow, I'd recommend shooting them from a safe distance with the best arrows you can scrape up. Either that, or cast projectile spells if you're any good with magic. If you are skilled enough, you can even defeat them in melee, but be aware of their blinding and burdening magic. Ultimately, how you go about it is your business, but I personally wouldn't go near the nest if I didn't have to. You can stock up on supplies at the Fighters' Guild here in Akamora if necessary." or when the player has low level: "If you're handy with a bow, I'd recommend shooting them from a safe distance with the best arrows you can scrape up. Either that, or cast projectile spells if you're any good with that. You should most definitely not confront them in melee without some serious protective armor and an antidote to their blinding and burdening magic. Ultimately, how you go about it is your business, but don't rush into the hunt unprepared. You can stock up on supplies at the Fighters' Guild here in Akamora if necessary."

"As for their whereabouts... They have been seen somewhere not far from the road to Tomaril Manor. Don't hesitate to ask the guards at the manor; they might have newer reports. And watch out for yourself once again; these creatures may look like spiders, but they are among the most dangerous daedra seen in this land."

Guards at Tomaril Manor: "You are volunteering to help? Take care: there seems to be a whole pack. If you are really sure you are ready to face them, leave the manor and cross the bridge. Follow the road as it leads north. When it turns west, you should see a rocky arch on the east, and behind it a clearing. This is where they came from last time they've been seen. There is a downright labyrinth of paths beyond that arch; my guess is, their nest is somewhere in there."

Guards at Tomaril Manor when the dridrea are dead but the player has not yet reported back to Flaalsa: "A formidable job, %PCClass. Be sure to let Flaalsa Irano at the Akamora Guard Tower know; she has offered a bounty for these creatures." This is if the player already has got the quest from latest rumors or Flaalsa. Alternatively, if the player didn't get the quest: "A formidable job killing these spiders, %PCClass. Did you know that Flaalsa Irano at the Akamora Guard House offers a bounty for these creatures?"

Extra dialogue for the guard near the mines, since she might fall through the cell checks: "So the road to Tomaril Manor is safe again? Well-done, %PCClass. You should bring these tidings to Flaalsa Irano, the Captain in the Akamora Guard Tower. She has offered a bounty on these creatures."

Guards at Tomaril Manor after the quest: "We still remember your help, %PCClass."

Caught a poorly conditioned reply to "dridrea" (guards all over Morrowind would say "Killed them, did you? It's great to hear some good news for a change. Still, you should probably let the guard captain, Flaalsa Irano, know about this. I'm sure she'll reward you well for it." if the quest stage was right).

NPC TR_m2_Lands-With-Splat (merchant and smith of the Akamora FG) also sells bows now.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not enclosed; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

Rest of http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307383#307383 fixed, as well as http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307396#307396 . Leon, please check.

Also fixed:

8/7/2012 (19:57) TR_Mainland.esp 8/7/2012 (01:17) skraeling Terrain_rocks_WG_01 Mephalain Mountains Region (32,-17) 262306 -132540 -20 "ground tex mismatch"

Apparently there used to be two squares of WG_rockydirt texture surrounded by WG_rock.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not enclosed; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

First 6 bugs of [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307403#307403]ERROR 6[/url] fixed (mostly by adding new arches). Leon, please check.

I think I've fixed http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306607#306607 (Helnim TG). But checking this would require replaying the whole Helnim TG, so I can't be very sure. What I did (about the first bug) was adding "Startcombat, Player" to the result script of Fillim's dialogue (he already had "setfight 100"); I hope there will be no bounty now. That the journal is not updated seems to be intentional; there is no journal entry for that.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not enclosed; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

[url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307407#307407]ERROR 7[/url] fixed. Note for future use: bk_HouseOfTroubles_o needs the angles 333.6, 0, 90 to rest on a lecturn rotated 0, 0, 0.

Could not confirm: 8/06/2012 (15:27 ) TR_Mainland.esm 7/27/2012 (09:03 ) Necrom, Hall of Contemplation (interior ) "TR_furn_de_r_chair" 289 -3484 1385 "floating".
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Post by arvisrend »

BTW here is what I did in Dun Akafell, so you know what to change if you have a better idea:

Before:
[url=http://imgur.com/21MW5][img]http://i.imgur.com/21MW5l.jpg[/img][/url]

After:
[url=http://imgur.com/1bD9o][img]http://i.imgur.com/1bD9ol.jpg[/img][/url]

Before:
[url=http://imgur.com/KT0CO][img]http://i.imgur.com/KT0COl.jpg[/img][/url]

After:
[url=http://imgur.com/NPoYw][img]http://i.imgur.com/NPoYwl.jpg[/img][/url]

As for the Thieves Guild, I think I can confirm now that the fixes work.
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not included; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

Fixed bmorel's [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=306804#306804]other bugpost[/url].

Some baddies no longer have control and controlQ variables.

Script TR_m2_q_26_cyriadeath corrected (testing for a quest stage being >= 0 does not make very much sense).

[url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307409#307409]ERROR 8[/url] fixed.

I wouldn't mind if someone else would do another round of fixes for a change :) (just post here in the forum that you're taking the file, and check that my nick is not arvisrend|mainland in the IRC channel).
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Post by Tyrant »

Nice work on all the maintenance Arvis! Looks like you've been making some serious progress!
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not included; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

I've been working from Leon's latest version. Fixed [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307422#307422]ERROR 10[/url] except for this:
Anonymous wrote: 8/06/2012 (18:30 ) TR_Mainland.esm 8/06/2012 (01:04 ) Necrom, Rathal Senoril: Trader (interior ) "text_paper_roll_01" 235 -626 233 "floating"
which I couldn't reproduce. Leon, please check my fixes (and check that you aren't using a replacer for text_paper_roll_01).

A few more bugs from my betacomments taken care of.

Replacing static by respawning creatures (wherever it makes sense) half done (up to scamp). This will probably take me a few more rounds (it's mainly a lot of brainless clicking).

Thanks, Tyrant, for the compliments, and Leon for the work!!
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Post by Mwgek »

Just want to say you guys are doing a great job at this! Fixing is as important as creating. Keep on going. (but don't forget the quests arvis :))

Btw, I'm back from China and will be starting on Dres this or next week.
--Mwgek--
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not included; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

Fixed ERROR 12 until

8/07/2012 (16:45 ) TR_Mainland.esm 8/06/2012 (01:04 ) Ayemar (23, -9 ) "Ex_MH_Palacewin_03" 188902 -65634 4924 "floating"

with the exception of the two Adurin-Ouaka bugs. Leon, can you do the rest please? (I'm just tired. None of the remaining bugs require computations.)

I've fixed all arrowslits in Firewatch. They now bleed into the wall rather than casper. Also, two invisible ex_imp_arrowslit_01 references in cell 17, 15 have been deleted (one had coordinates X=143280, Y=124448, Z=640; the other had coordinates X=143280, Y=124896, Z=640).

Mwgek, there are no quest claims for me at the moment (I tried to think of something for Akamora MG but I've got no real ideas).
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Post by arvisrend »

New file up: https://dl.dropbox.com/u/83265276/TR_Mainland.7z .

Data is not included; [url=http://tamriel-rebuilt.org/files/oot/TR_Data.esm]download it from OOT if you don't have it yet[/url].

The basement of "Firewatch, Census and Excise Offices" is now accessible. Search for a "loose stone" on the floor (in a corner). (The loose stone was there already, but wasn't scripted to open the secret door.)

In "Firewatch, Green-Eyes: Apothecary", three books are no longer marked as property of Green-Eyes. The point is that they are evidence against Green-Eyes, and one is actually quest-relevant; they shouldn't get confiscated. (Green-Eyes would not report their theft either way since he can't see the player taking them.)

The bedroll in "Helnim, Falkoth: Clothier" (basement) now is owned by the Mainland TG rather than by Hofmund (so that the player can sleep there).

All Mages Guild Supply Chests on Mainland replaced by TR version (2 lesser soulgems, 1 petty soulgem, 1 fortify int potion, 1 restore willpower potion, 1 spell absorption potion, 1 restore health potion, 2 fortify willpower potions, 10 restore magicka potions, 1 scroll of falling barrier, 3 daydene's panacea scrolls, 1 divine intervention scroll, 1 almsivi intervention scroll; all potions are standard).
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Post by Mwgek »

Almsivi in mages guild? Rest sounds good to me.
--Mwgek--
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Post by arvisrend »

Mwgek wrote:Almsivi in mages guild? Rest sounds good to me.
This is just a variation on the [url=http://www.uesp.net/wiki/Morrowind:Mages_Guild#Mages_Guild_Supply_Chest]standard supply chest[/url], which also has an Almsivi in it.
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Post by Mwgek »

arvisrend wrote:
Mwgek wrote:Almsivi in mages guild? Rest sounds good to me.
This is just a variation on the [url=http://www.uesp.net/wiki/Morrowind:Mages_Guild#Mages_Guild_Supply_Chest]standard supply chest[/url], which also has an Almsivi in it.
Ok, didn't recall Almsivi was used in vanilla.
--Mwgek--
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