Old Ebonheart Section

Version: 

Active: 

Released

Checked out: 

No

Changelogs: 

Description

Section thread.

Current approved changes to be made:

-change dirtroad to mainroad - fairly simple and straightforward.
-remove excess smoke from chimneys/remove excess chimneys/improve chimneys
-changing/improve the sign outside 'Eurilon: Weaponsmith', which looks rather cobbled together.
-make adjustments to the coastline to remove the lumpy rock look.
-add detailing at dock
-increase height of Old Ebonheart Castle's towers

Workflow

This is the file where dialogue, quests, and claims for the eastern Thirr should be merged. Do not edit this file without also loading TR_Mainland.esp, and do not merge other esps into it without also loading TR_Mainland.esm! (see editing guidelines)

Link to the previous versions (old Merge-type node)

Merged Bugfixes: 

Merged Claims: 

Comments

Link to the old Merge-type

Rot's picture

Link to the old Merge-type node

Also reposting bugreports I’d put there:

(some of these already fixed- see Rats' changelog)
 

 

 

 

This EEC bug will also require a fix in this section

Also common_robe_03_b is misused

Saprius Entius to wrap up a vanilla quest

the one ring is here too

Numidium plans in the IAS
 

Error

Aeven's picture
 

Getting this error with the file enabled, feels really weird. Can't find a good reason, and have clean save files.

Edit: this disappeared when the OE file was set to last in the load order. I only have TR files active, and believe InDev may be to blame for this. It has three OE cells remaining in it.

Updated. 2017-04-18 (aka v

Rats's picture

Uploaded a new file as per Atrayonis' request.

Version 2017-04-18 (aka v.0095)

An excellent question. I didn

Rats's picture

An excellent question. I didn't include a change log, because I'm planning on taking this back for development after Atrayonis is finished with it.

The biggest thing is the new version of the belltower. I also fixed some of the bugs rot reported and decluttered the exterior for better performance.

I'm done! There were no

Atrayonis's picture

I'm done! There were no signposts in it, but I fixed a couple of outstanding bugs.

random hall of fighters bug reports as of 4/20

Mortimer's picture

T_Imp_Furn_RugOctagonXp_02    Old Ebonheart, Guild of Fighters    3762    -579    11968    "caspering rug"    
T_Imp_SetMw_I_RichRoof_01    Old Ebonheart, Guild of Fighters    4032    -192    12224    "caspering ceiling"    
T_Imp_SetMw_I_RichRoof_01    Old Ebonheart, Guild of Fighters    4160    -448    12224    "caspering ceiling"    
T_MwDe_SetInd_Cul2Empty    known issue
T_Imp_Furn_RugRoundXp_01    Old Ebonheart, Guild of Fighters    3724    -621    11712    "caspering rug"    

Is there a bug for this? I

Atrayonis's picture

Is there a bug for this? I went over them and realigned stuff, so no caspering happens (fixed a hole in the roof while I was at it too.

Taking this back for: bug

Rats's picture

Taking this back for:

  • bug fixing
  • merging the Oh What Customs! quest

Somthing for the bug pile:

Atrayonis's picture

Somthing for the bug pile: The pub doors aren't reference persist-ing, so they create script errors on a new game (but not in the CS).

It should have had. However,

Atrayonis's picture

It should have had. However, they only covered exterior cells (they were used for Seneca's cell snipping tool) so it's all good.

Very impressive changelog!

Ah, the Criminal Lawyer quest

Kevaar's picture

Criminal Lawyer still dependent on a prison cell that has yet to be made. The scripting as it is "should" work by just making the quest guy disappear, but once the right interior is created, the script for this will need to be corrected.

Taking this over, as it

Atrayonis's picture

Taking this over, as it produces script errors when starting up a game.

Will also see if the countryside can't be a bit oranged while I'm at it.

And dropping. didn't orange

Atrayonis's picture

And dropping. didn't orange up anything, just bugfixes (and the new trees).

The immediate surroundings of

Rats's picture

The immediate surroundings of Old Ebonheart shouldn't be orange'd IMO (that is: the two cells south of OE should remain green). The environment should be "normal" to signal the player that this is Imperial territory.

Agreed, I think it should

Atrayonis's picture

Agreed, I think it should start around the part where the AT trees show up, roughly at the southern end beyond the hill. Although Gnomey made a good point to have some orange patches around St. Seryn's Infirmary.

Done.

Atrayonis's picture

Done.

Need to correct a script

Atrayonis's picture

Need to correct a script error on startup, manually replace a tree, and there's new interiors to be merged.

Aside from the tree and the

Atrayonis's picture

Aside from the tree and the interiors, I placed the two statues we discussed a while ago (the Wyrm and the Talos statue) where they should be, roughly. Anyone can feel free to look at and place them elsewhere of course, this was only the first shot.