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Old and generally outdated discussions, with the rare hidden gem.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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arvisrend
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Post by arvisrend »

4/7/2012 (01:08) TR_Mainland.esm 4/4/2011 (10:43) skraeling flora_tree_wg_08 Mephalain Mountains Region (38,-5) 312760 -34040 2189 "tree bleeds through rocks"

4/22/2012 (01:21) TR_Mainland.esm 4/21/2012 (14:46) skraeling flora_kreshweed_03 Ayemar (23,-8) 195170 -64865 933 "floater"

4/22/2012 (01:21) TR_Mainland.esm 4/21/2012 (14:46) skraeling terrain_rock_wg_10 Ayemar (23,-9) 191594 -66479 1770 "slightly caspering if you look from the road"

4/22/2012 (01:39) TR_Mainland.esm 4/21/2012 (14:46) skraeling terrain_rock_wg_10 Ayemar (23,-9) 189530 -69701 342 "Caspering underwater"

4/22/2012 (01:40) TR_Mainland.esm 4/21/2012 (14:46) skraeling in_dae_rubble_04a Mephalain Mountains Region (21,-10) 176464 -80251 2128 "floater"

4/22/2012 (01:51) TR_Mainland.esm 4/21/2012 (14:46) skraeling Terrain_rocks_WG_01 Mephalain Mountains Region (23,-12) 191602 -92166 1556 "floater"

4/22/2012 (02:34) TR_Mainland.esm 4/21/2012 (14:46) skraeling Terrain_rocks_WG_03 Helnim Fields Region (24,-7) 199608 -53590 2465 "caspering"

4/22/2012 (02:32) TR_Mainland.esm 4/21/2012 (14:46) skraeling terrain_rock_wg_09 Mephalain Mountains Region (24,-8) 203071 -58348 3749 "slight caspering, looking ugly"

4/22/2012 (01:56) TR_Mainland.esm 4/21/2012 (14:46) skraeling Terrain_rocks_WG_01 Mephalain Mountains Region (24,-9) 199874 -68838 1114 "floater"

4/22/2012 (02:30) TR_Mainland.esm 4/21/2012 (14:46) skraeling terrain_rock_wg_08 Mephalain Mountains Region (25,-8) 211602 -59342 4052 "epic caspering"

4/22/2012 (02:31) TR_Mainland.esm 4/21/2012 (14:46) skraeling Terrain_rocks_WG_03 Helnim Fields Region (25,-7) 206624 -55013 2447 "flaoter"

4/22/2012 (02:32) TR_Mainland.esm 4/21/2012 (14:46) skraeling terrain_rock_wg_01 Helnim Fields Region (25,-7) 207252 -53924 2678 "slight caspering"

4/22/2012 (01:48) TR_Mainland.esm 4/21/2012 (14:46) skraeling light_dwrv_neon00 Bazhthum 4906 4800 14115 "floater"

4/22/2012 (01:48) TR_Mainland.esm 4/21/2012 (14:46) skraeling light_dwrv_neon00 Bazhthum 3028 4794 14115 "floater"

1/27/2012 (00:52) TR_Mainland.esm 4/4/2011 (15:43) skraeling Terrain_rocks_WG_03 Helnim Fields Region (27,2) 225123 20625 309 "float"

Fixed by Nemon April 23rd, also a ton of detailing here and there
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Andres Indoril
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Post by Andres Indoril »

Because everyone is making it with the posting, then TR_m2_Dovel Irenith is Temple not TR_Temple. Just mentioning. Only looked at my interior in curiousity.
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Post by Aeven »

Guards in Meralag (and probably elsewhere in A5) need some topics.


4/22/2012 (17:18) TR_Mainland.esm 4/21/2012 (14:46) Windows TR_m2_Arodreth00000000 Akamora (30,-11) 249687 -88556 3638 "Has glass armour?"

4/22/2012 (17:18) TR_Mainland.esm 4/21/2012 (14:46) Windows TR_m2_Arodreth00000000 Akamora (30,-11) 249686 -88556 3638 "Also, no topics"

4/22/2012 (17:21) TR_Mainland.esm 4/21/2012 (14:46) Windows Terrain_rocks_WG_01 Akamora (30,-12) 253145 -94397 2725 "Water statics here don't match up properly"

4/22/2012 (17:25) TR_Mainland.esm 4/21/2012 (14:46) Windows furn_com_fence_01 Akamora (31,-11) 260828 -83627 5372 "The post is too damn high!"

4/22/2012 (17:28) TR_Mainland.esm 4/21/2012 (14:46) Windows ex_velothi_loaddoor_01 Necrom, Temple Courtyard (43,-12) 354112 -90723 1765 "use a Necrom door here, not the velothi one"


4/22/2012 (17:49) TR_Mainland.esm 4/21/2012 (14:46) Windows TR_ex_v_monastery Tel Mothrivra (33,3) 274688 30720 3648 "better UV mapping?"

4/22/2012 (17:51) TR_Mainland.esm 4/21/2012 (14:46) Windows TR_m2_Hlavora_Gilnith00000000 Alt Bosara (36,-4) 296043 -30507 138 "claims to offer transport, doesn't"

4/22/2012 (17:52) TR_Mainland.esm 4/21/2012 (14:46) Windows TR_imp_guard00000002 Windmoth Legion Fort (35,-7) 291357 -52827 1154 "needs topics"

4/22/2012 (17:55) TR_Mainland.esm 4/21/2012 (14:46) Windows flora_wickwheat_01 Mephalain Mountains Region (31,-9) 258688 -66816 90 "this field needs some mild detailing such as height and shading"

4/22/2012 (17:58) TR_Mainland.esm 4/21/2012 (14:46) Windows ex_hlaalu_canal_13 Erethan Plantation (31,-8) 260224 -62968 264 "suggest replacing this with something Velothi" - deemed not necessary, detailed a little instead.

Fixed by Nemon April 25th
Last edited by Aeven on Sun Apr 22, 2012 4:02 pm, edited 1 time in total.
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Katze
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Post by Katze »

The topic "Evos" doesn't seem to be filtered properly, I found people in Meralag for example talking about Evos as if they lived there D:
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Andres Indoril
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Post by Andres Indoril »

Many topics from the Boethian Mountains and Evos suffer from this problem. Evos lost its cell name, which is the cause of that, but I have no idea what the Boethian Mountains are about. Are they also from Evos?
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Post by arvisrend »

Cathartis wrote:The topic "Evos" doesn't seem to be filtered properly, I found people in Meralag for example talking about Evos as if they lived there D:
From another thread where this was brought up:
arvisrend wrote:I think I got it. This topic used to be filtered for Cell=Evos (where it makes sense), but somebody decided that Evos didn't need a cell name and so it became a common place.

Whoever fixes this might also want to fix this:

TR_Map_3_Detailing_A9_shaded.ESP 1/15/2012 (22:18) skraeling ex_velothi_temple_02 Sailen (37,-16) 304256 -127681 759 "caspering!" Fixed, Nemon April 26th
The second bug is also unfixed. The caspering is the usual one with these ex_velothi_temple's: There is a gap between ex_velothi_temple_02 and ex_velothi_temple_01.
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

My preferred way to check out badly filtered dialogue in one fell swoop is to filter dialogue for an NPC placed in the vanilla wilderness, and look to see what asterisked dialogue topics show up. Check 'em all for bad filters.
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Post by Nemon »

Anyone else besides me find Necrom somewhat deserted?
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Post by gro-Dhal »

Bit of a ghost town, yeah
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Post by Aeven »

Irony! But yeah, I agree. Maybe a few more generic commoners? And I think some people in the courtyard in front of the Fane would be nice. At the least add one or two Ordinators there.

And I think it's weird that if I activate the portcullises in the Fane basement I get suspended from the Temple.
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Post by Mwgek »

Lol, and I was thinking that it was part of lore with so few people. It felt quite barren with no clutter and so few npc's.
And I think it's weird that if I activate the portcullises in the Fane basement I get suspended from the Temple.
or get jailed for, I didn't know it wasn't allowed to touch it :).
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Post by arvisrend »

4/22/2012 (14:26) TR_Mainland.esm 4/21/2012 (14:46) skraeling flora_wickwheat_01 Mephalain Mountains Region (24,-13) 197180 -99139 1788 "slgiht floater"

4/22/2012 (14:28) TR_Mainland.esm 4/21/2012 (14:46) skraeling Terrain_rocks_WG_01 Mephalain Mountains Region (23,-12) 191387 -90151 1762 "Caspering"


4/22/2012 (15:04) TR_Mainland.esm 4/21/2012 (14:46) skraeling In_DB_door01 Dun Akafell (25,-12) 212210 -95604 2853 "door opens, but no int" I know that this is Dun Akafell, but before you fix this by making the door stuck, please check whether maybe there is an int made for this place.

4/22/2012 (15:06) TR_Mainland.esm 4/21/2012 (14:46) skraeling Terrain_rocks_WG_03 Dun Akafell (27,-13) 227783 -98918 2409 "float"

4/22/2012 (15:14) TR_Mainland.esm 4/21/2012 (14:46) skraeling TR_terr_WG_Cliff_05 Azura's Coast Region (22,-9) 184780 -65947 -2749 "caspering"

Fixed by Nemon April 25th
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

I felt bustling streets would be out of place, but do whatever you want.
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Post by Mortimer »

If you look at another holy city, Mecca, they consistently have millions upon millions of people and is considered one of the busiest places on earth.

They alone have five out of the top ten death tolls for human stampedes in the past fifty years.
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Post by gro-Dhal »

A large transient population of pilgrims would be a good idea I think. Life and death intermingling and all that jazz.
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Post by Bloodthirsty Crustacean »

Mort, remember that dudes in game are just that - random dudes - they can't do pilgrimy things or anything other than wander around and get in the player's way.

Personally I felt giving the player space to look at the exterior work was more valuable, and made the place feel calm and holy. 3 random wandering dudes in the Temple Courtyard/wherever just means a more cluttered visual space.


Regardless, as Haplo's the merger, I imagine he can make whatever changes people think need making at his discretion.
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Post by arvisrend »

4/22/2012 (20:13) TR_Mainland.esm 4/21/2012 (14:46) skraeling ex_dae_ruin_04_skew_02 TR_Detailing_A4East (15,-20) 125479 -161269 268 "flaoter"

4/22/2012 (20:13) TR_Mainland.esm 4/21/2012 (14:46) skraeling ex_dae_ruin_04 TR_Detailing_A4East (15,-20) 127179 -161148 246 "slight floating here too"

4/22/2012 (20:19) TR_Mainland.esm 4/21/2012 (14:46) skraeling Terrain_rocks_WG_03 Alt Orethan Region (22,-23) 180697 -183191 498 "slightly flaoting"

4/22/2012 (20:20) TR_Mainland.esm 4/21/2012 (14:46) skraeling flora_root_wg_07 Alt Orethan Region (22,-23) 184986 -180706 296 "this root is caspering"

4/22/2012 (20:36) TR_Mainland.esm 4/21/2012 (14:46) skraeling flora_grass_01 Alt Orethan Region (23,-23) 193585 -184869 384 "flaoter"

4/22/2012 (20:40) TR_Mainland.esm 4/21/2012 (14:46) skraeling In_MH_door_02 Meralag, Deren Llethros' House 3968 3968 14656 "door opens into crates"

4/22/2012 (22:46) TR_Mainland.esm 4/21/2012 (14:46) skraeling in_py_rock_16 Zanammu, Ancient Crypt 7743 448 14155 "my altmer cannot pass under this (or between this and the wall)"

4/22/2012 (22:52) TR_Mainland.esm 4/21/2012 (14:46) skraeling In_OM_Arch01 Zanammu, Tier Four -466 2806 13048 "bleeds with brazier and floats over ground"

4/22/2012 (22:55) TR_Mainland.esm 4/21/2012 (14:46) skraeling In_OM_Arch01 Zanammu, Tier Four 154 2291 13190 "also floats"

4/22/2012 (23:01) TR_Mainland.esm 4/21/2012 (14:46) skraeling TR_m3-131_Levitation_spoiled Zanammu, Tier One 6656 2403 11587 "cannot be picked up (probably buried in the collision geometry of the floor)"

4/22/2012 (23:09) TR_Mainland.esm 4/21/2012 (14:46) skraeling flora_tree_gl_07 Alt Orethan Region (27,-21) 227842 -163954 1232 "floater"

4/22/2012 (23:17) TR_Mainland.esm 4/21/2012 (14:46) skraeling terrain_rock_gl_08 Sacred Lands Region (37,-13) 304466 -102027 727 "Caspering"

4/22/2012 (23:18) TR_Mainland.esm 4/21/2012 (14:46) skraeling terrain_rock_gl_12 Sacred Lands Region (37,-15) 306777 -121990 162 "the road to sailen stops just before entering sailen" (from Cat)


Also from Cat: There are several roadsigns to a place called Seredis, but there doesn't seem to be such a place.

4/22/2012 (23:21) TR_Mainland.esm 4/21/2012 (14:46) skraeling in_velothismall_stairslong_01 Nerethi Ancestral Tomb 3968 4096 15040 "illegal to sleep in here"

4/22/2012 (23:23) TR_Mainland.esm 4/21/2012 (14:46) skraeling TR_m3_Fathusa_Balvel00000000 Sailen (37,-16) 310102 -130167 1384 "offers no travel" Fixed, gave her an option to Necrom 42,12 and vice versa from the person there.

Fixed by Nemon April 25th
Last edited by arvisrend on Tue May 29, 2012 11:33 pm, edited 1 time in total.
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Post by Haplo »

It's final exams week for me so I won't be able to make changes or fixes to this merged file for several days. I know Nemon wanted to take a look at some things in this file... if he wants to take a stab at doing that (and fixing some bugs too if he's so inclined), I'd be okay with it. (So long as he goes back and marks all the fixed error reports as bold)
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Post by arvisrend »

Posted amidst quest discussions and therefore ignored:

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling terrain_rock_wg_17 Akamora (30,-12) 248304 -90624 2408 "floater"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling terrain_rock_wg_12 Akamora (30,-11) 248216 -89706 3615 "floater"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling Ex_Vivec_waterfall_03 Akamora (31,-12) 256885 -91973 2225 "caspering rocks in here"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling TR_terr_WG_Cliff_05 Akamora (31,-11) 258517 -87208 2054 "a piece of this cliff is visible if you go up the road from south to north, but not the other way round. hide it with rocks"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling Terrain_rocks_WG_01 Mephalain Mountains Region (36,-9) 300660 -69743 404 "floater"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling in_mold_rock_06 Kilvurcard 2378 3927 10175 "looks very much like caspering"

TR_Map_2 -Necrom.esp 4/2/2012 (12:25) skraeling Terrain_rocks_GL_04 Mephalain Mountains Region (27,-14) 225543 -114384 1327 "casperer" (still there)

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling In_MH_door_02 Akamora, Miner's Club 3821 3755 15178 "door opens into crates"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling EX_MH_building_09 Akamora (30,-11) 249868 -86740 3733 "This whole building is slightly floating if you look at it from lower ground (e. g. from the stairway in the south)"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling TR_m2_Pilu Telomas00000000 Akamora, Telomas Manor 185 210 -38 "spawns on top of the table. does not train tabledancing"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling TR_furn_De_Rm_Chair01 Akamora, Telomas Manor 35 237 -91 "chairs and lamp prevent player from reaching the other side of the room"

Thendas and Varonis: Pawnbroker have a weird way of saying the phrase: Who's there. ((Goodbye)) all the time. That way I can't trade there and makes there disposition to me even lower. The reason for this is that the player is not in their line of sight, since there is a in_MH_doorjamb_02 in the way.

Fixed by Nemon Apr 26th
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Post by Nemon »

Haplo wrote:It's final exams week for me so I won't be able to make changes or fixes to this merged file for several days. I know Nemon wanted to take a look at some things in this file... if he wants to take a stab at doing that (and fixing some bugs too if he's so inclined), I'd be okay with it. (So long as he goes back and marks all the fixed error reports as bold)
Sure. That means I work on the .esp file you posted - correct?
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Post by arvisrend »

I have went through my old map3merge bug reports in the mainland topic; here are the ones still unfixed. (+ some new)

in_dae_hall_l_corner Shambalu, Shrine 6720 5632 13056 "Caspering" This is a very weird thing. Statics flawed? Anyway - fixed with some rubble...

flora_wickwheat_04 TR (30,-15) 247666 -122735 2794 "some really ugly border mismatch around here, particularly next to the ex_cave_entrance_wg_01"

ex_cave_door_01 TR (29,-14) 243414 -112568 2553 "ext door mismatches int door"

p_levitation_e Mephalain Mountains Region (26,-8) 213559 -61780 -632 "this potion cannot be taken due to something's collision geometry" [*** probably solved by moving ***]

Terrain_rocks_WG_03 Mephalain Mountains (26,-8) 213954 -61396 -619 "no cave or grotto here?" I believe we have enough :)

Ex_T_menhir_L_01 Firewatch Docks (16,15) 131424 124840 -2352 "vertex shading mismatch"

terrain_rock_bc_15 TR_Detailing_A4East (17,-19) 146924 -153294 55 "right here, another land-tear-like claim border"

EDIT: MOAR:

terrain_rock_gl_11 Sacred Lands Region (34,-13) 285239 -102901 505 "vertex shading"

The following four bugs come from one and the same claim border:

terrain_rock_wg_01 Alt Orethan Region (27,-23) 222250 -181832 311 "visible former claim border here (no objects and different shading)"

flora_tree_wg_07 Alt Orethan Region (27,-22) 221348 -175198 1507 "visible former claim border here (no objects)"

terrain_rock_wg_18 Alt Orethan Region (27,-21) 221650 -167264 1731 "visible former claim border here (no objects and texture mismatch)"

terrain_rock_gl_12 Alt Orethan Region (27,-19) 221968 -152802 854 "visible former claim border here (no objects and different shading)"

Fixed, Nemon May 9th
Last edited by arvisrend on Sat May 05, 2012 3:52 am, edited 11 times in total.
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Post by arvisrend »

Also, some more stuff from the M2A8 topic:

NPC TR_m2_Dravil Bradyn (the caravaner of Akamora) has no travel destinations.
Last edited by arvisrend on Sat May 05, 2012 4:41 am, edited 4 times in total.
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Post by Why »

The first dialog entry for Evos ("We're a small mining village with communal housing..") seems to have lost its filters. Since the hamlet lacks an exterior cell name I think the best way to go about this would be to create a dummy interior cell called "Evos" and filter the entry for that cell, to make this line only become available for NPCs in the Evos buildings.

edit: The Akamora Mages Guild lacks a Mages Guild sign, not sure if this has been reported already
edit2: "Don't you love these magnificent, rugged mountains?.." in Greeting 9 needs to be filtered for the appropriate region.
edit3: as do "The wildlife of the Telvanni Isles is simply unique. Don't you think so, %PCName?" and "Be careful not to stray too far from the beaten path. The Telvanni Isles are controlled by powerful Telvanni mages, but they're not exactly ensuring the wilderness is taken care of.", also in Greeting 9. Do I need to take this to another thread?
"Akamora is an architectural marvel.." in topic Akamora: differant -> different
Last edited by Why on Mon Apr 23, 2012 3:59 pm, edited 4 times in total.
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Post by Nemon »

I will do some fixing on the .esp this evening, as well as some additions to some parts I found rather barren.
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Post by Haplo »

Nemon wrote: Sure. That means I work on the .esp file you posted - correct?
Yeppers. Sorry for some lateness, this is my first time signing on for the day.
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Post by Aeven »

A suggestion: increase the odds of spawning Velk in the Lan Orethan. Currently I have yet to see a single velk yet have killed a lot of hostile nixhounds.
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Post by Haplo »

4/24/2012 (16:15) TR_Mainland.esm 4/21/2012 (14:46) TR_M2_Act_Sign_svg Sacred Lands Region (40,-11) 331241 -84876 1630 "this sign needs to have Vulgate removed from its name"

4/24/2012 (16:16) TR_Mainland.esm 4/21/2012 (14:46) TR_m3_Fathusa_Balvel00000000 Sailen (37,-16) 310103 -130168 1384 "needs to have the locations in her Background topic linked, and travel services added"

4/24/2012 (16:18) TR_Mainland.esm 4/21/2012 (14:46) terrain_rock_gl_12 Sacred Lands Region (37,-14) 304691 -112149 -60 "please delete this rock, it's blocking access to the signpost"

4/24/2012 (16:18) TR_Mainland.esm 4/21/2012 (14:46) TR_m2_replacemesign4 Sacred Lands Region (37,-14) 304608 -111968 128 "this sign is unnecessary and needs removing"

4/24/2012 (16:19) TR_Mainland.esm 4/21/2012 (14:46) TR_m2_KL_Seredis Sacred Lands Region (37,-14) 304608 -111968 160 "All Seredis signs should be replaced with Seitur signs (also make sure there aren't already Seitur signs on the signposts before you add a Seitur sign)"

4/24/2012 (16:19) TR_Mainland.esm 4/21/2012 (14:46) terrain_rock_gl_11 Sacred Lands Region (37,-14) 304317 -106608 346 "please move this rock out of the way of the road"

4/24/2012 (16:20) TR_Mainland.esm 4/21/2012 (14:46) TR_m2_replacemesign4 Sacred Lands Region (37,-13) 303872 -101376 608 "all TR_m2_replacemesign4 that say Necrom (through Sailen) need to be removed because no one should go that way"

4/24/2012 (16:20) TR_Mainland.esm 4/21/2012 (14:46) TR_m2_KL_Seredis Sacred Lands Region (37,-13) 303872 -101376 544 "another Seredis sign"

4/24/2012 (16:22) TR_Mainland.esm 4/21/2012 (14:46) TR_m2_KL_Hlersis_01 Sacred Lands Region (37,-10) 304160 -78912 704 "move this signpost and signs to the actual intersection slightly to the west"


4/24/2012 (16:24) TR_Mainland.esm 4/21/2012 (14:46) TR_imp_guard00000001 Fort Umbermoth (37,-17) 308020 -135995 450 "Maybe change the Background dialogue of all our guards so that they don't say "I am Guard, Guard of X""

4/24/2012 (16:28) TR_Mainland.esm 4/21/2012 (14:46) TR_ex_ind_well Nedothril Coast Region (36,-23) 302588 -187117 286 "I think we should rotate this well and bucket to face the inn... makes more sense"

4/24/2012 (16:29) TR_Mainland.esm 4/21/2012 (14:46) furn_com_fence_01 Nedothril Coast Region (37,-23) 303304 -187572 300 "I've been following the road from Sailen to Enamor Dayn but here there are suddenly no more signs to Enamor Dayn... where did it go? Is it in the Almalexia release?"

4/24/2012 (16:30) TR_Mainland.esm 4/21/2012 (14:46) TR_ind_guard00000007 Seitur (37,-24) 308956 -196210 46 "There's no house for this guard... new interior opportunity? mostly-underground guardhouse would be neat"

4/24/2012 (17:03) TR_Mainland.esm 4/21/2012 (14:46) TR_m3_Belsu Rithnim00000000 Dreynim (29,-23) 244583 -185659 208 "has no topics other than Dreynim and Solstheim"

---
I love Sacred East Me too... Bold stuff fixed by Nemon
Last edited by Haplo on Fri Apr 27, 2012 2:56 pm, edited 1 time in total.
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Post by Bloodthirsty Crustacean »

Maybe change the Background dialogue of all our guards so that they don't say "I am Guard, Guard of X"
That's a consequence of the Data update removing NoLore from guards. Such Background entries should probably be added directly to Data, rather than into the Mainland file, like most other catch-all dialogue.
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Post by Haplo »

NoLore is just lore about topics, is it not (And thus is absolutely not related to this issue)?
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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 Andres Indoril »

The NoLore variable is used to keep generic topics away from an NPC and thus is relevant, since the typical background responses, such as that, are filtered by it.
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Post by arvisrend »

EDIT: patch deleted to prevent confusion. All fixed in mainland.

The patch attached is supposed to fix the following stuff:
arvisrend wrote:Bold = Fixed


(5) Something about quest TR_m2_Wil_AvengeKnights doesn't work, and I hate to say that I have completely no idea what. If I kill all 5 sorcerers without having the 2 knights with me (no matter whether I do it BEFORE I talk to them or AFTER I talk to them, but in both cases I have not taken with me - because they're just too easy prey to the daedra inside), the quest doesn't move forward. Apparently the variable "wdead" in the script TR_m2_q_12_Counter doesn't move to 5 as it should, but I can't really verify this because whenever I write "show TR_m2_q_12_Counter.wdead", I get a cryptic error message:

http://img823.imageshack.us/img823/4448/bug2c.jpg <-- screenshot

instead of the value of the variable.

As I said, I don't know whether it works if I do take the 2 knights with me. I haven't really tried, since they die too quickly. Which brings me to the next point...

(6) The cave Galseah (and Galseah, Deep Caverns) uses leveled creatures. This is, in my opinion, pretty bad because the two knights you escort through this cave do NOT level with you, so this quest gets harder with each player levelup. Hand-placed daedra would, in my opinion, be more appropriate here. (And this will also prevent ogrims from spawning in narrow pathways where they can hardly move. I had this happen to me 2 times in this cave.)

(7) NPC "TR_m2_Tarbus Norin" Greeting 7 (the first one) misspells "sorcerer" as "sorceror".

- I removed the script TR_m2_q_12_Cultists from all 5 NPCs that had it. They now have the TR_m2_NPC script instead. The former script can be deleted.

Here are the names of the 5 NPCs:

TR_m2_O_Avala Garvas
TR_m2_O_Faricel
TR_m2_O_Gorthas
TR_m2_O_Joricas Rosard
TR_m2_O_Tirisar Garvas

- I removed the script TR_m2_q_12_Knights from NPC TR_m2_Merias Tolode. He now has the TR_m2_NPC script instead. The former script can be deleted.

- I removed the "if ( OnDeath == 1 )" part from script TR_m2_q_12_Tarbus.

- Changed script TR_m2_q_12_Counter a lot. It now has no kdead variable, and uses wdead much more rudimentarily.

- Changed some lines of dialogue (due to typos) AND dialogue results (due to bad logic), all for this quest. It should not be a problem to merge it; no other dialogue was touched. One new line of dialogue was added.

- I replaced all leveled critters inside the Galseah caves by static (and non-respawning) weak daedra (the Vermai+Clannfear combo is probably the hardest; but don't forget that the wizards are strong and can also summon!). The player shouldn't have to protect two level-5 and level-8 "knights" from golden saints.

- Fixed these:

4/24/2012 (21:04) TR_Mainland.esm 4/21/2012 (14:46) skraeling ex_de_docks_steps Galseah, Deep Caverns 976 2246 -1234 "floats"
4/24/2012 (21:04) TR_Mainland.esm 4/21/2012 (14:46) skraeling ex_de_docks_steps Galseah, Deep Caverns 2021 2301 -1743 "floats"
4/24/2012 (22:04) TR_Mainland.esm 4/21/2012 (14:46) skraeling ex_de_docks_steps Galseah, Deep Caverns 1431 2279 -1505 "floater"

MERGE INSTRUCTIONS

- If any of the cells "Galseah" and "Galseah, Deep Caverns" has leveled critters, remove them.

- Remove scripts TR_m2_q_12_Cultists and TR_m2_q_12_Knights completely. If any NPC still has them, replace it by TR_m2_NPC.

Fixed/done by arvisrend - 26 Apr 2012
Last edited by arvisrend on Wed May 02, 2012 4:59 am, edited 2 times in total.
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Post by arvisrend »

All the bugs in this post have been fixed now.

Why are these things bold? None of them seems to be fixed.
arvisrend wrote:Bold = Fixed
EDIT: (4) added.

I have been told to post bugs here rather than on the public forum, so let's go...

The Imperial Cult on map 1 is nice, with only three issues:

(1) [Minor complaint] 12/10/2010 (23:35) TR_Mainland.esm 7/11/2009 (20:49) skraeling TR_m1_LadiaTunifus00000000 Firewatch, Imperial Chapel -12 287 -126 "topic JOIN THE IMPERIAL CULT is not referenced from greeting. this may or may not be problematic, as most players already know this topic, but it makes getting the quest unnecessarily hard. every MW player knows that the only place to obtain imperial cult quests from is ebonheart, and might not pay much attention to cultists in the rest of the world."

(2) [Typo] 12/10/2010 (23:55) TR_Mainland.esm 7/11/2009 (20:49) skraeling TR_m1_Allion_Aberus00000000 Bal Oyra, Keep 3945 4170 13250 "his dialogue topic ELMONDER ('Yes, he is ...') has a wrong comma: 'From what I've, heard...' - the comma should be after the 'heard'"

(3) Quest TR_m1_IC_4 is buggy. First, one can heal the four alits simply by resting (time heals all wounds...). Second, the script TR_m1_q_IC_4_AlitGroupLeader leads to message spam. In order to fix this, the easiest way is to add "set numberhealed to 10" between lines 29 and 30, so that the "if ( numberhealed == 3 )" clause is executed only once (rather than each frame after the alits have been healed).

(4) Quest TR_m1_IC_4 does not react to failure (i. e., some of the alits die). Instead it just remains unsolvable. This should be fixed at least as soon as the quest chain is extended.
arvisrend wrote:(8) Typo in Journal TR_m2_wil_Pestilent 10: "drected"

(9) Book TR_m1_bk_GilanSpeech_Uni has a typo as well: "ancestor's" should be "ancestors'".

(10) Bug in script TR_m1_Minkis: the first "if"-clause needs a "set control to 2"; otherwise he would receive new pants over and over each time one enters the ship.

(11) TR_Mainland.esm 7/11/2009 (20:49) skraeling in_de_ship_lowerlevel The Eternal Voyager, Lower Level 0 0 0 "Getting to the cursed dwemer shield isn't fun. Maybe remove some of the bottles near the central pillar, to widen the path."

(12) TR_Mainland.esm 7/11/2009 (20:49) skraeling terrain_rock_wg_11 Boethian Mountains Region (26,7) 217693 60911 1415 "The western leg of this thing is floating."

(13) TR_Mainland.esm 7/11/2009 (20:49) skraeling terrain_rock_gl_05 Helnim Fields Region (22,-3) 187878 -18937 4185 "floater"
EDIT: The next post seems fixed, except of this one:

(16) 12/17/2010 (19:44) TR_Mainland.esm 7/11/2009 (20:49) skraeling Terrain_rocks_GL_01 Helnim Fields Region (27,-3) 222760 -20612 3924 "the lowermost of this rocks caspers"

All fixed by arvisrend (this time for real), except for (4) which is part of a newer bug report - 26 Apr 2012
Last edited by arvisrend on Thu Apr 26, 2012 11:27 pm, edited 5 times in total.
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Post by Bloodthirsty Crustacean »

Arvis, given that your .esp up there is dependent on Mainland.esm, and makes modifications and deletions, it will almost certainly introduce merging errors.

Are the fixes simple enough that you could provide step-by-step instructions for the merger, or at some point does the raw file need to be handed to you for the fixes to be made directly?


Another little fix resulting from guards no longer being NoLore: could the Ordinators in the Necrom Catacombs please be replaced with new versions with the NoLore script. The point of those guys was that they not get chatty about shops and important people.


Also, regarding those guys: someone has replaced all/most instances of Almsivi in my Necrom dialogue with ALMSIVI. The capitalized version is only used in the 36 Lessons of Vivec. The Ordinators were quoting (complete with non-capitalization) directly from the in-game Book of Dawn and Dusk. Personally I would appreciate it if the non-capitalized spelling would be retained, to conform with vanilla usage. Do a text-search for Almsivi.
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Post by arvisrend »

Okay, here is TR_Galseah.ESP in "do it yourself" form:

1. In Galseah, replace all leveled critters by static ones. Here are my concrete choices; feel free to deviate.

To make matters more complicated, I had to remove them and add them again rather than just Search/Replacing them, since Search/Replacing seemed to lead to ingame errors. So their coordinates are slightly off from the originals. But I haven't moved any of them far.

atronach_frost 2077, 339, -340
atronach_frost 3834, -530, -761
clannfear 5510, -2529, -1125
hunger 5640, -2395, -1169
scamp 2127, 1069, -443
scamp 2337, -129, -1206
TR_cr_vermai -971, -1788, -898
dremora -2074, 46, -766

I hope I don't need to give their rotation (they should not the face the wall, otherwise it doesn't really matter what they face).

2. The same for cell "Galseah, Deep Caverns":

TR_cr_vermai 2882, 2686, -2174
clannfear 2988, 2622, -2149
clannfear -312, 384, -1502
scamp -441, 243, -1499
clannfear 590, 1994, -1047
scamp -1164, 2184, -1270

3. All NPCs having the script TR_m2_q_12_Cultists (find them by sorting NPCs by script; it's quicker than if I would give their names here) should be made to have script TR_m2_NPC.

4. Script TR_m2_q_12_Cultists can now be removed from the file.

5. Remove the script TR_m2_q_12_Knights from NPC TR_m2_Merias Tolode. Give him script TR_m2_NPC instead.

6. Script TR_m2_q_12_Knights can now be removed from the file.

7. Replace script TR_m2_q_12_Tarbus by:

Code: Select all

Begin TR_m2_q_12_Tarbus
;q2-12-Misc Avenge the Knights - Local script, placed on Tarbus Norin.
;To keep track of if he dies and cell changes, for late in the quest.
short TR_Map
short control
short controlQ
short disabled
short NoLore

if ( TR_Map == 0 )
	set TR_Map to 2
endif

if ( CellChanged == 1 )
	if ( disabled == 1 )
		Disable
		"TR_m2_Merias Tolode"->Disable
	endif
endif

End

8. Replace script TR_m2_q_12_Counter by

Code: Select all

begin TR_m2_q_12_Counter
;q2-12-Misc Avenge the Knights - Global Script
;Keeps track of the number of dead Cultists within Galseah.
short wdead

if ( getDeadCount "TR_m2_Merias Tolode" > 0 )
	if ( getDeadCount "TR_m2_Tarbus Norin" > 0 )
		if ( GetJournalIndex "TR_m2_Wil_AvengeKnights" == 20 )
			Journal, TR_m2_Wil_AvengeKnights, 40
			set kdead to 2
		endif
	endif
endif

if ( wdead == 5 )
	if ( GetJournalIndex "TR_m2_Wil_AvengeKnights" >= 20 )
		if ( GetJournalIndex "TR_m2_Wil_AvengeKnights" <= 40 )
			if ( GetJournalIndex "TR_m2_Wil_AvengeKnights" == 40 )
				Journal TR_m2_Wil_AvengeKnights 140
				Player->ModReputation 1
				StopScript TR_m2_q_12_Counter
				return
			elseif ( GetJournalIndex "TR_m2_Wil_AvengeKnights" == 20 )
				if ( Player->GetDistance "TR_m2_Tarbus Norin" < 7500 )
					Journal, TR_m2_Wil_AvengeKnights, 70
				else
					Journal, TR_m2_Wil_AvengeKnights, 110
				endif
			endif
			set wdead to 6
			"TR_m2_Tarbus Norin"->AIWander 0,0,0,20,60,30,0 ; To ensure they stay put after defeating the cultists
			"TR_m2_Merias Tolode"->AIWander 0,0,0,20,30,60,0
			StopScript TR_m2_q_12_Counter
		endif
	endif
	return
endif

; getDeadCounts nested in reverse order of difficulty to reach.
; The logic behind this: If the player has killed Joricas Rosard, then
; chances are good that he has already dealt with the rest since Joricas
; is the one most deep into the caves. Thus, 
if ( getDeadCount "TR_m2_O_Joricas Rosard" > 0 )
	if ( getDeadCount TR_m2_O_Faricel > 0 )
		if ( getDeadCount TR_m2_O_Gorthas > 0 )
			if ( getDeadCount  "TR_m2_O_Avala Garvas" > 0 )
				if ( getDeadCount "TR_m2_O_Tirisar Garvas" > 0 )
					set wdead to 5
				endif
			endif
		endif
	endif
endif

end

9. Fix these:

4/24/2012 (21:04) TR_Mainland.esm 4/21/2012 (14:46) skraeling ex_de_docks_steps Galseah, Deep Caverns 976 2246 -1234 "floats"
4/24/2012 (21:04) TR_Mainland.esm 4/21/2012 (14:46) skraeling ex_de_docks_steps Galseah, Deep Caverns 2021 2301 -1743 "floats"
4/24/2012 (22:04) TR_Mainland.esm 4/21/2012 (14:46) skraeling ex_de_docks_steps Galseah, Deep Caverns 1431 2279 -1505 "floater"

I had to scale some these ladders to 1.02 and add a rock under the lower one.

10. Four of the answers to topic "travel together" contain typos in dialogue results ("Lets" should be "Let's").

11. NPC TR_m2_Tarbus_Norin has greeting 7

Oh, a traveller. Listen, friend, do not speak with us. We... we have... have just seen our friends, our allies... ... cut down by heathen sorcerors. I am but a squire, but even my low honor is burnt. I... we need time to grieve, or perhaps take vengeance, but we cannot. They were too strong.

Replace "sorcerors" by "sorcerers".

12. Look at the very last reply to topic "take vengeance". This one:

Y-You will help us? I do not know if you should do that. They are very powerful... They slaughtered our friends. If we go back there... to Galseah there is no telling what will happen. W-We may just suffer a fate worse than theirs...

Replace the condition "journal TR_m2_Wil_AvengeKnights < 10" by "journal TR_m2_Wil_AvengeKnights < 20".

Add a new result: journal TR_m2_Wil_AvengeKnights 10.

13. Directly before this reply, add a new reply:

Y-You killed the cultists?... A-Alone? A-Amazing... It seems you did not need our help then. Please, go to Helnim. We will be travelling there shortly... Perhaps we can reward in some way.

Conditions:

journal TR_m2_Wil_AvengeKnights < 20
Dead TR_m2_O_Gorthas >= 1
Dead TR_m2_O_Faricel >= 1
Dead TR_m2_O_Joricas Rosard >= 1
Dead TR_m2_O_Avala Garvas >= 1
Dead TR_m2_O_Tirisar Garvas >= 1

Result:

Journal TR_m2_Wil_AvengeKnights, 120
set disabled to 1
StopScript TR_m2_q_12_Counter

14. The answer directly before needs a comma in front of %PCName.

15. NPC TR_m2_Tarbus_Inn has greeting 5

I'm glad you found us here... Its still sad and unfortunate what happened... But, you helped us take vengeance. And for that we are grateful.

The "its" should be "it's".

16. NPC TR_m2_Merias_Tolode has greeting 5

Those cursed cultists are dead... But I am the only one that survived... W-Why could... Why could we not do it? All my friends, my allies, dead... I could not protect them. Take this gold, regardless, Its all we had left... I'm sure they would have wanted this.

The "Its" should be "it's".

Fixed by arvisrend - 26 Apr 2012
Last edited by arvisrend on Thu Apr 26, 2012 10:11 pm, edited 3 times in total.
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Post by Nemon »

Another few posts bolded. I'll continue tomorrow.
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Post by arvisrend »

There is a leveled creature TR_r_Helnim_Fields_h2o+2 in "Boethian Mountains (36,1)". Needless to say, there is not much H2O in that cell and certainly not where the critter stands. [Leveled lists with "h2o" in their names are for water critters. I'd say replace it by TR_r_Helnim_Fields_land+2.]

terrain_rock_wg_10 Boethian Mountains (36,2) 298177 16938 1481 "floater"

Terrain_rocks_WG_01 Boethian Mountains (27,4) 223556 39917 2764 "slightly caspering"

Fixed by arvisrend - 26 Apr 2012
Last edited by arvisrend on Thu Apr 26, 2012 10:20 pm, edited 1 time in total.
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Post by arvisrend »

The topic "join the Fighters Guild", more exactly the replies beginning with "As a member-in-standing of the Fighters Guild on Vvardenfell [...]" (there are lots of them) should talk of "orders" rather than "duties" in order to give the player the right topic. This is a simple matter of find-replace.

TR_terr_WG_Cliff_05 Ayemar (22,-8) 185688 -59174 -996 "Caspering" EDIT: the reason why this bug is still here is that it took me an eternity to find it again. It is between terrain_rock_wg_07 @ X=184682, Y=-55303, Z=1913, and terrain_rock_wg_10 @ X=186283, Y=-55858, Z=2836. It should be very easy to fix but I am not working on the file right now.

TR_sc_EntangleDream Shambalu -4166 -80 -448 "The collision of the corpse above it makes this note impossible to reach."

in_vs_pitbw_b_01 Thelaro Ancestral Tomb 5568 1792 -67 "this should be gridsnapped to the tile above"

Terrain_rocks_GL_03 Boethian Mountains (37,7) 304292 65115 355 "float"

terrain_rock_gl_01 Boethian Mountains (37,7) 305414 65092 334 "float"

flora_tree_gl_07 Helnim Fields Region (28,-7) 232557 -52101 3040 "float"

Terrain_rocks_GL_01 Sarvanni (28,16) 232048 136032 1040 "Casperjng"

terrain_rock_ac_11 Molagreahd Region (22,8) 187956 66658 1380 "epic floater"

Several objects on the ext shell of the Elfmaid (a ship in Bal Oyra) were floating/bleeding. Fixed.

terrain_rock_ac_03 Tel Ouada (25,18) 211904 148256 192 "casperer"

ex_de_docks_steps_01 Boethian Mountains (21,19) 176833 158978 1728 "float"

ex_de_docks_steps_01 Boethian Mountains (21,19) 176303 158445 1723 "float"

Terrain_rocks_WG_01 Lake Boethiah (32,2) 266501 22597 158 "Casper"

terrain_rock_gl_10 Boethian Mountains (32,7) 268242 61970 741 "casper"

terrain_rock_ac_08 Gah Sadrith (42,13) 350763 109480 779 "slight floater"

terrain_rock_wg_12 Valley of Mephala (27,-9) 224134 -71692 5000 "this is capsering under the wg_cliff"

Ex_Vivec_waterfall_03 Mephalain Mountains Region (27,-10) 224983 -78923 828 "floaters inside"

Terrain_rocks_WG_01 Mephalain Mountains Region (27,-10) 225402 -77122 1276 "float"

Terrain_rocks_WG_03 Valley of Mephala (27,-8) 225613 -61890 5539 "float"

Terrain_rocks_WG_01 Valley of Mephala (29,-8) 244556 -63803 3413 "caspering"

ex_cave_door_01 Mephalain Mountains (29,-9) 240411 -69669 3550 "door not properly fit in doorjam"

Terrain_rocks_WG_01 Valley of Mephala (29,-9) 241911 -69500 3369 "need rock here to cover casper"

terrain_rock_wg_12 Dun Akafell (26,-12) 219850 -94462 5039 "close to this, a huge-ass floating rock"

terrain_rock_gl_04 Mephalain Mountains Region (25,-15) 208541 -116592 607 "caspering"

Terrain_rocks_GL_01 Helnim Fields Region (27,-3) 222830 -23982 4568 "slight flaoter"

Terrain_rocks_GL_02 Helnim Fields Region (27,-3) 221895 -19974 3296 "caspering"

Terrain_rocks_WG_01 Helnim Fields Region (28,-3) 232504 -19331 2452 "float"

terrain_rock_wg_10 Tahvel (33,-16) 273958 -129876 5084 "casper"

Ex_De_Shack_Door Tahvel (33,-16) 271723 -126569 3720 "doormarker out of this shack puts me in stairs"

flora_emp_parasol_01 Lan Orethan Region (33,-19) 276369 -154179 1863 "float"

terrain_rock_wg_14 Tahvel (33,-16) 274267 -127734 4630 "floater"

Terrain_rocks_WG_02 Mephalain Mountains Region (34,-18) 279801 -142601 2986 "casper"

terrain_rock_ac_02 Gah Sadrith (42,13) 350559 107979 488 "what are you doing here rock you are a rock you dont belong in a telvanni rootball you cant even fly"

Fixed by arvisrend - 26 Apr 2012 and 27 Apr 2012
Last edited by arvisrend on Thu May 03, 2012 3:18 am, edited 16 times in total.
arvisrend
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Post by arvisrend »

I have just been looking at quest TR_m1_IC_4 again. To remind, this is a quest which has you heal (as in: restore health; not cure disease) some (aggressive) alit, does not expect the oh-so-unlikely case that you kill some of them in the process or before, does not take into account that just resting for an hour heals them as well (it's health points, after all - they regenerate), and spams a journal update in every frame when finished. Well, at least the last part is easily fixed. But I am wondering about something different:

How do we make this quest make sense?

Here is the dialogue that sets off this quest:

Excellent. There's come to my attention a situation at the Alendu Plantation. A group of alit got too near to the borders, but the cruel master of the plantation, Ralnym Alendu, ordered them to be driven off by his guards, ensuring as much harm as possible, but without killing them. Now they stand no chance of survival, and will die painfully.

This is an affront against Kynareth, who cares for all things in nature. Although they may act violently towards you, I want you to heal these alit. You'll have to take some kind of calming spell or scroll with you, so be careful.


Given how many health points Alit have, it is clear that by the moment the player arives at that plantation from Firewatch (let alone found or bought a calming scroll), they will already have either regenerated or died. Regenerated, in fact, since nobody dies in Morrowind just because of low positive HP. This is exactly what messes up this quest.

Or should we replace the wounds (which heal with time, as said) by a damage strength spell that effectively paralyzes them to the spot where they are standing? In this case, though, one will need Restore Strength on Touch, a spell that is better given the player by the questgiver.

What are your thoughts on this?

Fixed by Why and arvisrend - 27 April 2012
Last edited by arvisrend on Fri Apr 27, 2012 4:19 am, edited 1 time in total.
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Haplo
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Post by Haplo »

I'm pretty sure there was a big fuss back when Sload was around about the importance of always capitalizing ALMSIVI, because of its importance and sacredness about the three gods. I haven't done a forum search to affirm or fix my recollection, so if anyone has those posts at the ready or screenshotted or a much more vivid recollection, please feel free to post counter opinions or recollections. It very well could have been only in books and scrolls, and not in dialogue.
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Lady Nerevar
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Post by Lady Nerevar »

It's done both ways in the original game, so I don't think it's a big fuss. "Almsivi" seems to be the less formal version, which would make it appropriate for dialog, while "ALMSIVI" is the more formal Temple version. Think "YWH" versus "God."
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