Map 3 NPC Claim #8 [Stryker, Yeti]

After an exterior claim has been cleared by a review, the thread will be moved here. Discussion is still allowed.

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Aeven
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Post by Aeven »

5/27/2013 (22:54) TR_Map_3_Detailing_A8.esp 3/20/2007 (09:56) Daan terrain_rock_wg_09 Lan Orethan Region (34,-31) 284470 -247775 6455 "slight caspering"
5/27/2013 (23:26) TR_Mainland.ESP 5/15/2013 (08:50) Daan flora_corkbulb Darnim (22,-18) 183056 -147203 239 "sunk"
6/7/2013 (13:48) TR_Map_3_Detailing_A2.esp 5/30/2013 (02:11) Daan A_Ex_De_Oar Roa Dyr (9,-27) 77002 -217640 112 "floating oars on static dock"
6/10/2013 (19:38) TR_Map_3_Detailing_A8.esp 3/20/2007 (09:56) Daan TR_m3_d_i3-667_bandit00000000 Zuldassur Manor, entryway ruins -63 -432 -248 "Cell name and body lack Capital Letters!"
6/10/2013 (19:40) TR_Map_3_Detailing_A8.esp 3/20/2007 (09:56) Daan in_m_sewer_column_01 Zuldassur Manor -1288 256 208 "gap in ceiling"
6/10/2013 (19:40) TR_Map_3_Detailing_A8.esp 3/20/2007 (09:56) Daan in_m_sewer_column_01 Zuldassur Manor -1260 -60 -616 "pretty tight portal to the door"
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Post by arvisrend »

https://dl.dropboxusercontent.com/u/832 ... ling_A8.7z

All whitespaces in NPC IDs and in names removed. A couple minor things fixed, but nothing serious (lots of work still to be done, and probably not by me...).
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Post by Aeven »

I'm going to take this file and fix world errors in as far as I possibly can. I want my baby back baby back ;)
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Post by Nemon »

Make us proud! Btw, when world error fixing - how about sometimes adding some gems here and there as well? We tend to tire from our exterior claims while working on them, but a few months down the line I personally always come up with a small thing I'd like to add. It might just be a little addition, corpse with arrow through knee or other stuff, just cleverly telling its own little story (broken bottles, gold coins or whatever might get lost in the wild. Storytelling is not just for questers :D .
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Post by Aeven »

Speaking of such things: on the M6 border there's a dreadful WG area. I could quite easily make it match the Nedothril Coast region. It already has that weather type.
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Post by Nemon »

How does it compare to the map 6 file I linked you on irc recently? I know we're stretching some of the map 3 regions into parts of map 6 down the road, the nedothil coastal region is one of them but I didn't recall this one having the WG stuff infecting it. Pic(s)?
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Post by Aeven »

Fixes:
6/10/2013 (19:38) TR_Map_3_Detailing_A8.esp 3/20/2007 (09:56) Daan TR_m3_d_i3-667_bandit00000000 Zuldassur Manor, entryway ruins -63 -432 -248 "Cell name and body lack Capital Letters!" Fixed (not sure by whom)
6/10/2013 (19:40) TR_Map_3_Detailing_A8.esp 3/20/2007 (09:56) Daan in_m_sewer_column_01 Zuldassur Manor -1288 256 208 "gap in ceiling" Fixed. Stuck a rock in there.
6/10/2013 (19:40) TR_Map_3_Detailing_A8.esp 3/20/2007 (09:56) Daan in_m_sewer_column_01 Zuldassur Manor -1260 -60 -616 "pretty tight portal to the door" Impossible to fix without really retooling the area.
5/27/2013 (22:54) TR_Map_3_Detailing_A8.esp 3/20/2007 (09:56) Daan terrain_rock_wg_09 Lan Orethan Region (34,-31) 284470 -247775 6455 "slight caspering" Fixed
in_MH_wall_01 Bosmora, Indoril Vault 4330 3802 12468 "slightly bleeding junction (screenshot)" Fixed
in_MH_int_corner_01 Bosmora, The Starlight Inn 3807 4098 15685 "same" Fixed using an extra column
in_MH_int_corner_04 Bosmora, The Starlight Inn 3807 4608 15685 "same on right side" Same fix
furn_de_tapestry_04 Bosmora, Temple 4087 3988 16019 "left side" Fixed column using column piece. Much easier than re-gridsnapping the entire thing.
in_MH_int_stairs_01 Bosmora, Temple 3577 4608 15812 "both sides" Fixed
in_MH_int_corner_01 Bosmora, Temple 4852 4608 15684 "both sides" Fixed
in_MH_int_corner_01 Bosmora, Temple 4852 4864 15684 "right side, slight left" Fixed
in_MH_int_wall_01 Bosmora, Temple 3832 4098 15684 "slight left side" Fixed
in_MH_int_stairs_01 Bosmora, Thalin Marendi's House 3810 4652 15814 "left" Fixed and properly 'snapped' the house to lose various seams. Also removed bleeders and floaters as far as I could see.
in_MH_int_wall_01 Bosmora, Farys Manor 4032 4646 15679 "left" Fixed
in_MH_int_wall_01 Bosmora, Farys Manor 4032 4136 15935 "left" Fixed
in_MH_int_wall_01 Bosmora, Farys Manor 3776 4390 15935 "big one, left" Fixed
in_MH_int_corner_01 Bosmora, Farys Manor 4032 4646 15935 "big one right, slight left" Fixed
in_MH_int_wall_01 Bosmora, Audeius Vitellie's House 4079 4595 15684 "slight left" Fixed
sc_paper plain Bosmora, Relamus Saravyne's Quarters 4204 4638 15631 "bleeds on table" Fixed
in_de_shipdoor_toplevel Gorne, The Ghostly Lady, Lower Deck 3745 4957 12320 "shouldn't be locked from the inside too" It wasn't?
TR_ex_ind_bridge_end_01 Gorne (40,-30) 334720 -239392 646 "caspering?" It wasn't?
TR_ex_ind_bridge_stair Gorne (40,-30) 334464 -239392 416 "also bleeding in the ground intentional? doesn't look implausible, just dirty" Fixed
In_MH_door_02 Gorne, Velo Valaro's House 3520 3968 15680 "very hard to reopen if closed from behind, player blocks it- possible with jumpglitching but suggest moving back the crates and trapdoor a bit still" Fixed. Switched the way the door opens.
In_MH_door_02 Gorne, Sandil Manor 4736 4800 15808 "better open towards the other side" Fixed
in_m_sewer_column_01 Zuldassur Manor -1300 252 -184 "not made to be walked on, screen shakes a lot... but probly not worth fixing"
TR_M3_A8_sign_TQuarry1 Lan Orethan Region (29,-30) 241746 -243551 1358 "Taythionis Quarry=Thalotheran?" Fixed activator
TR_M3_A8_sign_TQuarry1 Lan Orethan Region (30,-29) 246708 -232010 1152 "Taythionis Quarry=Thalotheran?" Fixed activator
light_sconce10 Lan Orethan Region (28,-27) 231710 -217826 561 "lit torches in an empty, roofless ruin (under the rain) (not a song title)" Removed
In_OM_Aquaduct_End02 Aymasindo 2410 7773 12672 "portion of the base flickering at the bottom, issue with the object itself?" Possibly. Didn't see this issue myself
TR_flora_tree07_ND Lan Orethan Region (30,-27) 249531 -214085 2478 "root misbehaving through ground into rock" Fixed. Rotated.
terrain_rock_wg_10 Lan Orethan Region (29,-31) 237856 -248474 1432 "seam on the exteriour ground near this" Fixed. Put a rock on it.


Also added some lighting to the bridge near the big estate in the south.
At present, it doesn't match up to Map 6 properly at all. In terms of regions it does, but the southern Nedothril is WG and dull.
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Post by arvisrend »

Fixed most of rot's dialogue bugs and added more loot to Sarbiri.

https://dl.dropboxusercontent.com/u/832 ... ling_A8.7z

Here's a list of unfixed (or at least not documented) bugreports since page 5 of this thread:

Vissamu should be re-NPCed, some of the better loot removed, and IMHO also the ugly floating/bleeding crates at the entrance. I'll write a proposal for the quest tomorrow.

Mwgek asks: Can the slaves at Thalotheran Manor be freed? I can't seem to find a key in the game or in the CS. (What does vanilla do in similar cases?)

ex_ruin_20 Lan Orethan Region (28,-27) 232052 -215618 521 "there are bandits inside the nearby ruin Salandus, shouldn't there be some outside here to? There are beds, lights and loot outside the ruins. But no one to guard it."

- active_de_bedroll Lan Orethan Region (28,-27) 234755 -215630 861 "area looks like it was supposed to be a bandits camp but wasn't NPCed so" (probably same bug)

Yes, the preceding two bugs are the same. Adan and me (arvis) suggest removing most of the camp (particularly the containers, and all loot). Fighting in the Lan Orethan with a one-digit framecount is no fun anyway.


TR_m3_Areno_Varo00000000 Lan Orethan Region (30,-28 ) 249388 -228558 1106 "She is outside so door should be locked?"

TR_m3_Nels_Vlars 00000000 Vlars Manor 5532 2894 17602 "Naming a lot of places on Vvardenfell, shouldn't his scout class name places on the mainland?"

TR_m3_Ranis_Arthyn 00000000 Ranis Arthyn's House -486 -88 16130 "Only has background topic"

ex_cave_door_01 Alt Orethan Region (27,-26) 227377 -208040 1367 "Missing interior" This is being done in http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23940 .

ex_cave_door_01 Lan Orethan Region (30,-26) 250251 -212031 1719 "Missing interior"

Massulahibernanit (34,-27) 282490 -216137 1387 "daedric ruin has no critters, my thought is adding bandits here since there is no interior. This place is also lacking loot and goodies"

Nedothril Coast Region: (38,-26) till (34,-27) has nothing interesting what so ever. Maybe add a cave or a bandit camp here and there.

All watery areas in this claim are lacking mud crabs, slaughterfish and other baddies. Also all watery areas are not very detailed.

TR_m3_Fedura_Adarys00000000 Enamor Dayn, Adarys Manor 3987 2192 14338 "keeps walking against stuff in the house"

M3A8: TR_ind_guard_s00000004 Zuldassur Manor -101 244 -66 "background topic might include something about their mission to the place"

- the Thalotheran Quarry gold miners have kwama miner dialogue on "my trade" and need a special entry This must be fixed in TR_Data first!!

- TR_m3_S_Ulgo gra-Shago Salandus doesn't have the freeable-slave greeting, instead defaults "What are you doing here? What can I do for you?"
Last edited by arvisrend on Thu Aug 01, 2013 1:29 am, edited 3 times in total.
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Post by arvisrend »

Couple little fixes done, uploaded again.

https://dl.dropboxusercontent.com/u/832 ... ling_A8.7z

Nemon, if you could do some detailing ("Nedothril Coast Region: (38,-26) till (34,-27) has nothing interesting what so ever. Maybe add a cave or a bandit camp here and there." -- IMHO better add some plants and flowers, particularly some horn lilies for my q2-30 quest), it'd be a blessing to TR. Also, the southernmost area, south of Enamor Dayn, near the border to m6, is boring as hell; it could be a nice transition area.

Does anyone have an issue with having all the stuff in Zuldassur Manor owned by the guards? (Excluding the low-level loot on the bandits' corpses.) A later Indoril (or not?) quest could involve making them leave.
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Post by Swiftoak »

in_dwe_hall00_exp (32,-29) there's some caspering here. Needs to be covered by a rock of some sort. Actually this was my fault because I made that ruin. Back when it was cool to make interior-exteriors. >.<
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Post by Nemon »

Swiftoak Woodwarrior wrote:in_dwe_hall00_exp (32,-29) there's some caspering here. Needs to be covered by a rock of some sort. Actually this was my fault because I made that ruin. Back when it was cool to make interior-exteriors. >.<
Actually, this is still cool :) .

Arvisrend, will do. I'll notify you guys on #tamriel when I claim the file.
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Post by Yeti »

You seem to have found a good deal of errors in my work, arvisrend. I'll have to be more careful in the future. I am somehow the Head of NPCs at the Skyrim project. I should have higher standards. :wink:

I'm still wondering if putting Indoril guards in Zuldassur Manor was a good idea on my part. It seemed odd to me that the Indoril wouldn't notice a bandit hideout located so close to Denaven Manor and Almalexia. For once I wanted the player to come upon a band of outlaws that have already been dealt with by the law. Something to break up the gameplay-induced reality that the player is responsibility for most of the crime fighting in the game world. Still, I probably rushed implementing the idea in the CS.

Perhaps someone at Denaven Manor or in Bosmora should have something to say about the recent raid on the ruined manor? Regardless, I'm fine with the Indoril having ownership of the stuff in the manor, since it is stolen property. Perhaps there can be quest in the future where the player is sent to track down and return some of it to the original owners.

Again, I'm glad that you have such a good eye for quality when reviewing my NPC work, arvisrend.
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Post by rot »

Yeti wrote: Perhaps someone at Denaven Manor or in Bosmora should have something to say about the recent raid on the ruined manor?
Funny, I was precisely looking for something to replace a certain quest-related "latest rumors" in Bosmora after said quest is done (the one about the fishy miners). Think it'd fit there? edit: no, nevermind this, there's little chance a player would ask again about rumors after being done with the quests there

If the guards own the stuff, it should probably be hinted at in their greetings? I wouldn't expect it as default
Last edited by rot on Fri Jul 05, 2013 9:41 pm, edited 1 time in total.
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Post by Aeven »

I was wondering something: is the person who NPCed the Thalotheran properties aware their main estate is the island in Almalexia?
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Post by Yeti »

Aeven wrote:I was wondering something: is the person who NPCed the Thalotheran properties aware their main estate is the island in Almalexia?
Yes, I was well aware that the main Thalotheran estate was in Almalexia, though the actual estate on the island hadn't been created yet. Is there anything wrong with the current NPCs and dialogue at the country estate?
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Post by rot »

Question/suggestion: wouldn't blacksquare-like doors like these two look better if they were withdrawn a bit and completed with dark_ lights instead? see comparison screenshot for my own hasty, inept attempt.
BM_KA_door_dark Lan Orethan Region (33,-29) 272057 -232268 2702
BM_KA_door_dark Lan Orethan Region (33,-27) 277871 -218973 1874





world:


TR_terr_cliff45outR Lan Orethan Region (31,-28 ) 259396 -223280 96 "cliff..."
TR_terr_cliffst13 Lan Orethan Region (31,-28 ) 259440 -222640 96 "...is..."
TR_terr_cliffend1L Lan Orethan Region (31,-28 ) 259486 -222000 95 "...sliced up"

in_dwe_hall00_exp Lan Orethan Region (32,-29) 266591 -230580 -185 "caspering from above"

TR_terr_cliff45outL Lan Orethan Region (30,-26) 249568 -212576 1824 "bad juncture with..."
TR_terr_cliff90outL Lan Orethan Region (30,-27) 250464 -214378 1824 "... the one next to it"

terrain_rock_ai_12 Lan Orethan Region (30,-30) 252590 -242424 504 "tiny bit of the Terrain_rocks_AI_02 below bleeding sharp on top of this rock"

terrain_rock_wg_09 Lan Orethan Region (34,-31) 284470 -247775 6156 "base caspering from below (looking south, from Dulandos entrance)"

terrain_rock_wg_05 Lan Orethan Region (34,-31) 284256 -247294 6578 "base caspering"

terrain_rock_ai_11 Lan Orethan Region (31,-27) 261675 -214202 74 "tiny patch of ground with wrong texture above this"



ex_de_docks_steps Denaven-Zerabu Egg Mine -4 3516 -634 "top of those stairs ends up under the platform, can't climb on it"

In_MH_door_02 Denaven Manor -960 896 -256 "doormarker for this door is slightly too high (fall on the ground upon entering)"







NPCs


TR_m3_O_Belli00000000 Azurranu 2709 5835 13625 "AI bug (repeatable): will try to cast her On Touch vampire absorb spell without moving from where she is till she runs out of juice. Seems related to the fact that she has thrown weapons in her inventory. If the steel darts are removed - in ESP, not in console - she properly runs to player before casting"

TR_cont_rock_gold_02 Thalotheran Quarry (27,-28 ) 226422 -224773 1198 "when stealing (tons of) gold from these raw nodes, TR_m3_S_Ulaf nearby attacks but doesn't report the crime, even though guards are near. Seems unrelated to his Alarm rating. Not sure if fixable or how to fix, perhaps there could be a guard nearer this walkway?"

- TR_m3_Daynila_Ovor, topic background: "it is of the utmost importance that they are directed properly." = that they be? - guess not

- Lan Orethan Region (29,-30) - it's not "illegal to sleep" within the walls of the Denaven Estate. Probably can't be for the same reason this exterior wasn't named Denaven Estate? (it's at the intersection of 4 cells :<)
Last edited by rot on Mon Aug 05, 2013 5:40 pm, edited 4 times in total.
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Post by Aeven »

Gonna take the file for world errors/issues.
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Post by Aeven »

Nedothril Coast Region: (38,-26) till (34,-27) has nothing interesting what so ever. Maybe add a cave or a bandit camp here and there. Added small bandit camp to 35, -26 now also NPCed -- arvisrend
All watery areas in this claim are lacking mud crabs, slaughterfish and other baddies. Also all watery areas are not very detailed.
in_dwe_hall00_exp (32,-29) there's some caspering here. Needs to be covered by a rock of some sort. Actually this was my fault because I made that ruin. Back when it was cool to make interior-exteriors. >.< Fixed
BM_KA_door_dark Lan Orethan Region (33,-29) 272057 -232268 2702 Added negative light
BM_KA_door_dark Lan Orethan Region (33,-27) 277871 -218973 1874 Added negative light
TR_terr_cliff45outR Lan Orethan Region (31,-28 ) 259396 -223280 96 "cliff..." Fixed
TR_terr_cliffst13 Lan Orethan Region (31,-28 ) 259440 -222640 96 "...is..." Fixed
TR_terr_cliffend1L Lan Orethan Region (31,-28 ) 259486 -222000 95 "...sliced up" Fixed

in_dwe_hall00_exp Lan Orethan Region (32,-29) 266591 -230580 -185 "caspering from above" Fixed

TR_terr_cliff45outL Lan Orethan Region (30,-26) 249568 -212576 1824 "bad juncture with..."
TR_terr_cliff90outL Lan Orethan Region (30,-27) 250464 -214378 1824 "... the one next to it"

terrain_rock_ai_12 Lan Orethan Region (30,-30) 252590 -242424 504 "tiny bit of the Terrain_rocks_AI_02 below bleeding sharp on top of this rock" Fixed

terrain_rock_wg_09 Lan Orethan Region (34,-31) 284470 -247775 6156 "base caspering from below (looking south, from Dulandos entrance)" Fixed

terrain_rock_wg_05 Lan Orethan Region (34,-31) 284256 -247294 6578 "base caspering"

terrain_rock_ai_11 Lan Orethan Region (31,-27) 261675 -214202 74 "tiny patch of ground with wrong texture above this" Fixed

ex_de_docks_steps Denaven-Zerabu Egg Mine -4 3516 -634 "top of those stairs ends up under the platform, can't climb on it" Fixed

In_MH_door_02 Denaven Manor -960 896 -256 "doormarker for this door is slightly too high (fall on the ground upon entering)" Fixed
Attachments
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Post by arvisrend »

Made a couple edits: NPCed Aeven's bandit camp; gave all outlaw NPCs surnames (except for the ones whose races don't usually go with surnames); removed most of the loot from the abandoned bandit camp near Salandus; prepared some things for q3-3 (so that merge instructions are no longer needed). If someone tells me how to do abandoned fireplaces and extinguished lanterns in MW, I can also fix the stupid lights which look as if someone is living there.

Tyrion, if you can sex up the Nedothril coast with flora (horn lilies and whatever else makes sense there) before Nemon comes back, I'd be happy! Just make a post here in the thread when you take the file.
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Post by Tyrion »

Added more details (flora/rocks) to the coast road area and small Indoril village.
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"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
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Post by Yeti »

I always felt the Nedothril Coast was a rather dull region. Yet another West Gash filler area like those seen throughout our older lands. No amount of detailing can probably fix this entirely, unfortunately. Replacing the yucky lemon green grass with the kind used on Gorne could have at least made the region visually attractive, but whatever. It's probably too late for me to be bringing this up. :)

Edit:

Also, just a minor detail, but TR_m3_S_Ulaf shouldn't be a slave anymore. Human slaves really shouldn't show up this far south, especially so close to the capital. I could have sworn I already made this change a while ago. His background already says he isn't a slave, but apparently I didn't get around to the ID, class, and script changes.
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Post by arvisrend »

Zuldassur Manor is now guarded by undead (the Indoril guards are gone). I've also covered some caspering inside and added hidden loot.

Yeti: Are you sure about Ulaf? His dialogue is still slavish.

Replaced all the deprecated books. This means the file now depends on the new TR_Data (the one attached to http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=314857#314857 ).

Did some cleaning. Here is a script I've removed since it was never used:

Code: Select all

Begin TR_m3_Aar_Script_Spear

short DoOnce

if ( DoOnce == 3 )
	Return
endif

if ( DoOnce == 2 )
	Player->Additem "ebony spear" 1
	set DoOnce to 3
	Disable
	Return
endif

if ( OnActivate == 1 )
	if ( Player->GetStrength > 129 )
		if ( DoOnce == 0 )
			Messagebox "You pull with all your might on the shaft of the ebony spear. It moves a little..."
			PlaySound3D "Door Stone Open"
			Player->ModCurrentFatigue -50
			Set DoOnce to 1
		else
			Messagebox "Once again you pull on the shaft of the ebony spear with all your might. This time it slowly scraps out from under the huge stones and comes free."
			PlaySound3D "Door Stone Open"
			Player->ModCurrentFatigue -50
			Set DoOnce to 2
		endif
	else
		Messagebox "You pull with all your might on the shaft of the ebony spear, but you simply lack the strength to move it."
		Player->ModCurrentFatigue -50
	endif
endif

end
Maybe someone will find a use for this...

I have no idea what the following script was for, but it wasn't used either and is also gone now:

Code: Select all

Begin TR_Sir_Aar_Scpt_Dubious

short OnPCEquip
short SummonTest
short DoOnce
float Timer

if ( OnPCEquip == 0 )
	Set Timer to 0
	Return
endif

if ( Menumode == 1 )
	Return
endif

if ( OnPCEquip == 1 )
	if ( DoOnce == 0 )
		Messagebox "You feel a strange sense of foreboding overcome you."
		set DoOnce to 1
	endif
	if ( Timer > 10 )
		Set SummonTest to Random 14
			if ( SummonTest == 0 )
				PlaceAtPC "Scamp" 1 128 1
			elseif ( SummonTest == 1 )
				PlaceAtPC "Clannfear" 1 128 1
			elseif ( SummonTest == 2 )
				PlaceAtPC "Hunger" 1 128 1
			elseif ( SummonTest == 3 )
				PlaceAtPC "Ogrim" 1 128 1
			elseif ( SummonTest == 4 )
				PlaceAtPC "Ogrim Titan" 1 128 1
			elseif ( SummonTest == 5 )
				PlaceAtPC "Daedroth" 1 128 1
			elseif ( SummonTest == 6 )
				PlaceAtPC "Winged Twilight" 1 128 1
			endif
			set Timer to 0
			Return
		endif
	endif
endif

set Timer to Timer + GetSecondsPassed

end
Haven't dealt with Vissamu so far.
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TR_Map_3_Detailing_A8.7z
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arvisrend
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Post by arvisrend »

Barely anything done. Good news is, M3A8 is mostly finished already, except for reviewing and merging q3-3. Once that's in, it can be merged into the Mainland.
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arvisrend
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Post by arvisrend »

https://dl.dropboxusercontent.com/u/832 ... ling_A8.7z

New version. All Bosmora latest rumors removed, due to incompatible edits in q3-3. The merge with q3-3 will bring them back.
arvisrend
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Post by arvisrend »

Finished version of M3A8 ready for Mainland merge:

https://dl.dropboxusercontent.com/u/832 ... ling_A8.7z

There are some bugs left in this thread, which are going to be moved into the Mainland bug thread, but all the important stuff is done. Bosmora has q3-3 and q3-4 in it (along with the old easter egg quest). Enamor Dayn and Gorne are questless so far, but that should not keep us from releasing them; it seems to be pretty hard to conceptualize a good quest for any of these quaint little Indoril hicktowns. (Aeven had a nice idea about dreugh scratching on boats, but this needs more concretizing.) Next steps should probably be merging with Mainland and bordermatching.
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Aeven
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Post by Aeven »

Maybe something sillier: Dreugh watching! Some clueless big city Dunmer wants to experience dreughs, and it attacks the boat or something.

I dunno.
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Haplo
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Post by Haplo »

Moved to Exteriors: Finished
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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