Factions merging mod [beta]

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Rot's picture
Rot
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(re: mainland & vvardenfell faction unification)
What do you think of a partial, third-party patch for TR’s Mages, Fighters and perhaps Thieves guilds?
Would mainly mean converting the Firewatch, Helnim and Akamora guild chapters and quests to the original factions and slightly bumping the vanilla reputation requirements for advancement. Suggesting these factions only because they’re the most integrally implemented and make up the majority of TR’s faction quests (aside from Telvanni, which is a narrative mess I wouldn’t want to set foot into). Would let willing players test it as a beta and ferret out any unforeseen issues.

- now done for most factions

An .ESP patch should be the preferred option.  Process is to batch-change the faction IDs in tes3cmd, then apply manual edits in the CS.
Manual edits:
 

 

 
Detailed process for mass-editing factions:
 

 

Note: because of the dependency to a changing ESM, cell ownership edits have to be re-applied for each release (or updated with WryeMash? – not attempted yet)

AttachmentSizeDate
Binary Data Patch unifying factions 1.0 (1612)1.24 MB2017-04-22 02:18
Binary Data (older file - 0.95 for 1612)1.23 MB2017-04-04 20:56
Binary Data (older file - 0.9 for 1612)1.15 MB2017-03-28 03:00
Binary Data (older file - 0.8 for 1612)643.03 KB2017-02-17 01:30
Binary Data (older file - 0.6 for 1612)525.14 KB2017-01-28 12:31
Binary Data (older file - 0.5 for 1612)317.89 KB2017-01-03 16:03
Binary Data (older file - 0.4 for 1612)317.08 KB2016-12-19 22:34
Binary Data (older file - 0.2 for 1612)318.85 KB2016-12-19 05:11
Binary Data (older file - compatible with 1609?)317.44 KB2016-12-18 21:00
Binary Data (older file)290.95 KB2016-12-08 21:28
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I think it will be compleatly awesome to have, but when actually this factions be finished. I actually think tr need do this as default smiley
Also it will good to have patches for some lore friendly mods in future, like for kammona tong mod if you do kammona tong faction.

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Like TR Travels, only for factions? So we can have a testbed on how we might do it later on for real?
Sign me up (as tester), this sounds wonderful!

Rot's picture
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Yes exactly (except not necessarily shipped with the main files)

Looking at faction reputation gains, TR actually adds very little (*now adds more, especially to the FG; covered in more detail here), so increasing the advancement tresholds by a few points wouldn’t be about balance so much as making sure no incompatibilities ensue from doing it in the future.

--

(Turns out saving only changes in tes3cmd is easy enough, so there’s really no point making a prepatched ESM
no, after much testing, it IS more difficult than making a prepatched ESM )

I’ve also found out that there’s a way to add more than 4 destinations to travel services like guild guides, so it’s possible to link some or all of them without having to remove any vanilla destinations. The drawbacks are that it’s an ESP hack, and that it requires the EE (enchanted editor).
– (EDIT) when modifying the ESP in the CS afterwards, these changes remain if the NPC’s services/destinations aren’t edited – otherwise, the additional destinations will need to be re-applied,
– the EE seems to still be the only tool that allows adding records, but it may sometimes glitch (or always, for big files?) – so all in all the operation comes last and may need to be repeated a few times to make sure nothing was truncated on save. Since merging a patch with edited destinations works, it’s best to apply the additional destinations to a minimal ESP (one that only edits the relevant NPCs) then merge that with any bigger file in the CS.

tldr: Firewatch, Akamora and later teleportation targets can be added to any vanilla guild guides, and vanilla destinations to mainland guild guides, in ESP patches. The method which consists in merging tiny ESPs with the additional destinations would seem safe to use on the main files, but the changes may disappear if the NPC’s services are edited, so this is better left to separate plugins only.

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Done with an example patch for the Mages Guild: converts all TR mages guild business to the original faction. Advancement requirements not increased. Feel free to try it out and let me know what I’ve missed.

List of manual changes after batch conversion:

 

EDIT:  further fixed the mages patch and adding separate files for the Fighters, Thieves and Imperial Cult.

Manual changes for Fighters Guild:

 

Manual changes for Thieves Guild:

 

Manual changes for Imperial Cult:

 

Adding a complete file to the opening post, fixed so that they don’t overwrite each other (only happens for two topics) but not including the guild guides (use the last, 9kb file on this post to add that too). Fastest conversion method is detailed in first post. Keeping the separate files here, they may be of use later.
 

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Updated file at top:

 

EDIT: uploaded again, this time with split scripts so they'll actually work. Will also upload this to the nexus (done) so people can playtest it

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do i have to download this from nexus or can i get it right from here? i want to play test this since im doing mages guild quests anyways at the moment for vanilla. but when i click on the attached file it just sends me to a page with the code. thanks

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@Koma21 - you can take the latest version attached to the first post, that’s the same one I’ll post on the nexus – right click and “save as” to be able to download the ESP.

edit: bug report on the nexus indicated that, interestingly, the Akamora FG door disappeared. It seems the issues with changing ESM versions (reminiscent of the Bal Oyra bullshit with the Travels plugin) apply even when no items are deleted!
Meaning the faction ownership changes will have to be redone every time a new ESM is released == delete all cells from the plugin in tesame, and re-merge with an updated patch for ownership switch (method included in first post). Most items are insignificant (and the Thieves only have a bedroll, the Imperial Cult two bedrolls and a bucket)... other than the Supplies Chests for the FG and MG – so if someone else needs to do this in the future and feels lazy, it’s okay if you only cover the chests and beds.

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Hey Rot, I noticed that I couldn’t join the Imperial Cult in Firewatch anymore. They tell me to pay 50 gold, but then tell me to talk to someone else. I used to be able to join the Cult there. Is this intentional or is it a bug? If it is intentional where can I join the Imperial Cult on the mainland?

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That’s not intentional – I thought I’d pre-empted that bug actually! You can only join on Vvardenfell with the current file, I’m fixing it.
Edit: fixed file uploaded at top, adding to nexus too

 
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Is it just me or has Dun Akafel changed quite a bit. The last time i was exploring this area way back i remember lots of exterior tunnels to explore and the place being much larger and mysterious. But maybe i just havent explored enough yet?

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The ruins proper? They have styaed the same for a while now. There are a few exterior tunnels and such in the area near Dun Akafel and Akamora that have enemies and some loot in them, though.

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I found a new bug. In the Bal Oyra, Firewatch, and Akamora mages guild, it counts as stealing when I take from the guild chest (I’m a member). I assume it is that way for all the mages guilds on the mainland.

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Also in the Firewatch mages guild, a basket is overlapping the guild chest.

AttachmentSizeDate
Image icon Firewatch mages guild157.09 KB2016-12-19 22:09
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The “stealing” problem comes from badly re-attributed ownership in the latest file (the Skyrim and P:T factions display the same name as vanilla…), thanks for pointing that out, fixing now;

The basket I can’t reproduce. Are you using TR’s previous release (1609)?

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Sorry that was my fault. I started a new game and it fixed it.

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If you want to use older savegames WryeMash may be able to update them to fix issues of that sort (otherwise you may find some items missing/in the wrong place in other mainland guild halls),

Updated file at top^

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Updated with temporary fix for blocked Thieves Guild quests in Helnim. New Greeting 5 entries will have to be deleted from this patch and re-patched from the ML ones when this is fixed,

Because a player was expecting this to work in Old Ebonheart (and it’s not possible to make a separate patch for TR_Preview.esp),
here’s a pre-patched version of 1216 TR_Preview, untested. Use at your own risk instead of TR_Preview:
https://drive.google.com/open?id=0B8qAMvmc1hJiOHNySFNVMk10NnM

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Tribunal Temple WIP –
accessing the first Mainland duties still requires 3 of 6 mainland pilgrimages
Changes post-conversion:

 

EDIT –
Seven Graces bypasses need for 3 pilgrimages (but reverse doesn’t apply). Added faction reputation to mainland pilgrimages. + fixes

 

EDIT – 
Morag Tong patch. Mostly inconsequential (allows picking vanilla writs on mainland)

 

 
-------
Added to v0.6 – uploaded to top post and to nexus

 
AttachmentSizeDate
Binary Data Temple faction merger166.1 KB2017-01-23 10:39
Binary Data Temple faction merger updated192.69 KB2017-01-28 09:57
Binary Data Morag Tong merger18.18 KB2017-01-28 10:27
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WIP Imperial Legion, no significant effects,

 

also House Hlaalu and House Redoran for what little there is of them,

 
 

edit- updated both to cover guards in Data and merged / counter-edit- re-uploaded as separate Data and non-Data patches, for later convenience

That's all Mainland faction duplicates taken care of except House Telvanni (which I don't have time for) and the EEC (which will need some decision)

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WIP Telvanni,

 

 
+ Council integration with Vvardenfell:
(mostly concerns Telvanni Hortator quest-- none of the files above required edits to vanilla, this one does)

 

just banged this out so still needs testing

edit: small fix
edit: more fix+
edit: yet more.
debating whether "duplicating above" instead of editing might be a more robust approach, but that doesn't work with everything. (already so in most cases)
updated with rep transfer script (missing stop)

- merged

 

and uploaded at top and here

AttachmentSizeDate
Binary Data Telvanni merger (TR content)452.24 KB2017-03-28 00:03
Binary Data Telvanni merger (vvardenfell+mainland council)92.89 KB2017-03-21 23:23
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Hey Rot I've noticed a bug/conflict with uvirith's Legacy and the newest release. In the Sadrith Mora Counil Chambers there is normally a door that leads to a teleporting room with UL, but the main file of Guild's Unified creates another door in the exact same spot that leads to the Port Telvannis Council Chambers. The two doors are melded together in the same spot. It is possible to enter both doors if you click on the right part of the door, but it is still an issue.

AttachmentSizeDate
Image icon screenshot031.png803.29 KB2017-03-29 04:03
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Ah thanks hadn't thought to check, it IS a very obvious spot for mods to use, I'll rotate it

---
edit: WIP East Empire Company,
technically a duplicate of the faction featured in Bloodmoon that pretends to be the same. Technically can only promote up to Deputy, beyond that as before: only the end of the Raven Rock questline can promote to Factor. UNTESTED

 

edited

experimental EEC merged with rest, uploaded at top and on nexus *+2 edits to Telvanni council part

 
AttachmentSizeDate
Binary Data TR_EECpatch.esp88.5 KB2017-04-04 20:52
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You are doing these faster than I have time to test them, but the EEC has a special place in my heart. I'm going to give it as best of a shot as I can on the weekend.

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Updated to 1.0, at top and nexus:

 
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Spare parts version.
This is in a state to be merged if and when desired, provided you observe the following:
 

 

update with Mainland
search through ALL the changes that have since been applied to ALL intermediary versions of Mainland, bugfixes and assets, starting with the date on these files. If anything (dialogue entry, script, any NPC properties) has been changed that happens to include faction IDs, you will have to replicate the update so that it does not get overwritten (e.g. already done for current version of Mainland release file: " Helnim TG greetings ", " Syntax Errors " ----- NOT DONE: TR_m1_GS_MQ_5 ; Necrom ownerships and misc bugs ).
If anything was added or merged, you will have to convert it to the vanilla factions too. For quests and dialogue, that conversion needs to be made BEFORE merging this: don't count on being able to batch-change after, because there will be a lot of dialogue with leftover "T_Mw_" faction conditions, usually duplicates that are no longer needed. After merging, do not delete this dialogue from common topics ("chores", "duties"...) in case it is used as reference by claims or mods: it can be overwritten in future edits or claims.

reapply ownerships
remove all CELL data from the -Mainland patch: those are faction ownerships. You'll have to manually reapply the changes in your current version of TR_Mainland for a dozen cells (sort in cell view by ownership, so you can select and apply change to all)

Data content
merge the -Mainland file in TR_Mainland and the -Data file in Tamriel_Data. Ideally a new version of Data should be done immediately before a public release that includes this; otherwise you can temporarily merge the Data changes in a TR_Mainland release until they're included in Tamriel_Data.

TR_ConvertFactionProgress
scripts (x7) are informative, but are only meant to update data for players who have played in "mainland" factions before. You might or might not want to keep them.

update Indev/Preview
batch convert all "T_Mw_" faction IDs in the other files (InDev, OE, Ind-Thir) at the same time. since they don't really hold faction content it should be all they need, but make sure afterwards that scripts and dialogue results aren't missing quotes around the vanilla faction IDs that include whitespaces. Note that vanilla faction IDs aren't necessarily the TR factions IDs without the prefix ("T_Mw_HouseTelvanni" is just "Telvanni")

TelvanniCouncil
includes changes (detailed above) mainly to the Telvanni Hortator part of the main quest. Besides these being unilateral additions on my part, why is this separate? The file happens to be the only one that intrudes into vanilla content and I'm indeed a general advocate of putting that in the (still nonexistent) plugin component of TR for better compatibility management, but there's actually a hard reason here:
if this is put in "TR_Mainland.esm", there are edits to three dialogue entries in topic "Telvanni Hortator" that would get overwritten by the MPP (or "unofficial patch", or any other bugfix compilation that includes a certain grammar pack) because the MPP moves a comma in them. The only way to overwrite the MPP in TR_Mainland.esm would be to duplicate all dialogue instead (not viable in all cases and a greater matter of policy, will make post about this: here)

EastEmpireCompany
is also separate, I went on a limb with the implementation and it's not the only option. The faction ID should be a "T_Glb_" one that needs to be added to Data first. If the other PT provinces don't want a trans-borders EEC but you want to keep this implementation, batch-change to "T_Mw_" in the file and recompile.

rank requirements
(roughly corresponds to the amount of quests you need to do to get promoted) this doesn't include any changes for that. See the optional file at the top for educated estimates for the 5 highest ranks, but there's little need for it now except perhaps for Telvanni (done over all ranks because the last 3 are the same). Editing this means editing the whole faction properties, so any mod that edits something about them (like preferred skills or attributes) would overwrite changes made in TR_Mainland.esm. Having changes in a plugin that instead overwrites others is not problematic, because the only mods that do edit faction properties are of the sort that takes less than 5 minutes to make.

AttachmentSizeDate
Binary Data TR_GU-1.0_Mainland.ESP1.04 MB2017-04-22 04:33
Binary Data TR_GU-1.0_Data.esp29.84 KB2017-04-22 04:33
Binary Data TR_GU-1.0_TelvanniCouncil.esp95 KB2017-04-22 04:33
Binary Data TR_GU_1.0-EEC.esp88.49 KB2017-04-22 04:33